WO2013146072A1 - Game system, control method therefor, game device and computer program - Google Patents

Game system, control method therefor, game device and computer program Download PDF

Info

Publication number
WO2013146072A1
WO2013146072A1 PCT/JP2013/055402 JP2013055402W WO2013146072A1 WO 2013146072 A1 WO2013146072 A1 WO 2013146072A1 JP 2013055402 W JP2013055402 W JP 2013055402W WO 2013146072 A1 WO2013146072 A1 WO 2013146072A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
evaluation
user
card
control means
Prior art date
Application number
PCT/JP2013/055402
Other languages
French (fr)
Japanese (ja)
Inventor
真之介 奥村
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to JP2014507581A priority Critical patent/JP5965991B2/en
Publication of WO2013146072A1 publication Critical patent/WO2013146072A1/en

Links

Images

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters

Definitions

  • the present invention relates to a game system that executes a second game in association with the first game.
  • the user is allowed to play the predetermined first game, and the second game is executed in association with the game content (elapse of play, results, results, etc.)
  • a game system that gives a user a privilege such as a payout according to the game result of the second game is well known.
  • there is a game system that executes a bingo game when certain conditions are satisfied in a symbol matching game by a slot machine see, for example, Patent Document 1).
  • the second game is positioned as an additional game or a special game for giving the user motivation to repeatedly play the first game.
  • a lottery game such as a bingo game in which rules and progress are relatively easy to understand is often adopted.
  • a lottery game such as a bingo game in which rules and progress are relatively easy to understand is often adopted.
  • one game medium is selected from a large number of game media (eg, a ball) with an attribute such as a number, and the attribute of the selected game medium is selected.
  • a simple relationship such as enabling the corresponding bingo card square is set.
  • a simple attribute such as a ball number, it is difficult to adjust matters affecting the interests of the game, such as the degree of difficulty and the diversity of game progression.
  • the present invention increases the degree of freedom in setting the association between the first game and the second game, thereby giving diversity to the game, or adjusting the game settings such as the difficulty level relatively easily. It is an object to provide a game system or the like that can be played.
  • the game system of the present invention includes a first game control means (21; 51) for executing a first game (for example, a card game), and a second game (for example, a bingo game, a card) in association with the first game.
  • Second game control means (22; 52) for executing a (battle game) and the second game control means includes a predetermined item in the first game (for example, a rising card 100S of a card game, Evaluation means (24, 25; 54, 55) for evaluating each of a plurality of evaluation elements (for example, a mark and a number, an arrangement of the cards 201 and a winning combination), and the evaluation
  • a progress system that controls the progress of the second game based on the selected evaluation result while selectively using the evaluation result for each evaluation element by means according to a predetermined condition.
  • the game control method of the present invention includes a first game process for executing a first game (for example, a card game) and a second game (for example, a bingo game, a card battle game) in association with the first game. And a second game process that executes a predetermined game item in the first game (for example, a rising card 100S of a card game, a combination determination)
  • An evaluation step (S4, S5; S43, S45) for evaluating each of a plurality of evaluation elements (for example, a mark and a number, an arrangement of the cards 201 and a winning combination), and the evaluation means
  • Progress control for controlling the progress of the second game based on the selected evaluation result while selectively using the evaluation result for each evaluation element selectively according to a predetermined condition Extent; and (S6 S44, S46 ⁇ S53), those having a.
  • the game device of the present invention includes a first game control means (21; 51) for executing a first game (for example, a card game) and a second game (for example, a bingo game) in association with the first game.
  • a second game control means (22; 52) for executing a card battle game, wherein the second game control means is a predetermined item in the first game (for example, a rising card of a card game) 100S, evaluation means (24, 25; 54, 55) for evaluating each of a plurality of evaluation elements (for example, mark and number, arrangement of the card 201 and established combination), A process of controlling the progress of the second game based on the selected evaluation result while selectively using the evaluation result for each evaluation element by the evaluation means selectively according to a predetermined condition.
  • Control means and (26 56), those having a.
  • a computer program includes a first game control means (21; 51) for executing a first game (for example, a card game) on a computer (10) provided in a game system (1), and A computer program for a game system (31) configured to function as second game control means (22; 52) for executing a second game (for example, a bingo game or a card battle game) in association with the first game. 61) wherein the second game control means determines a predetermined matter in the first game (for example, a card 100S for a card game, a group of cards 201 to be determined for a combination) as a plurality of evaluation elements.
  • a predetermined matter in the first game for example, a card 100S for a card game, a group of cards 201 to be determined for a combination
  • Evaluation means for each evaluation (for example, mark and number, arrangement of the card 201 and established combination)
  • progress control means for controlling the progress of the second game based on the selected evaluation results while selectively using the evaluation results for each evaluation element by the evaluation means in accordance with predetermined conditions. It is comprised so that it may function further as.
  • the computer program of the present invention may be provided by being recorded on various storage media such as a semiconductor memory, a magnetic storage medium, and an optical storage medium.
  • the predetermined items in the first game are evaluated for each of a plurality of evaluation elements, and the second game is based on the selected evaluation result while properly using the evaluation results according to the conditions.
  • Progress is controlled. Therefore, in one aspect of the second game, the evaluation result of a specific evaluation element is selected, the progress of the game is controlled in association with the evaluation result, and in the other aspect, instead of the evaluation result of the specific evaluation element, Or, in addition, the relationship between the matter to be evaluated in the first game and the progress of the second game, such as selecting another evaluation result and controlling the progress of the game in association with the evaluation result. Sex can be changed flexibly or in various ways. Thereby, the degree of freedom in setting the relationship between the first game and the second game can be increased, the game can be given diversity, or the game settings such as difficulty can be adjusted relatively easily.
  • an appropriate game can be executed as the first game.
  • a game that proceeds with user operations as a subject may be executed as the first game, or a game that proceeds without reference to user operations may be executed as the first game.
  • the “predetermined items” in the first game are items to be evaluated in the evaluation means or the evaluation process, items appearing as a result of the game, items appearing in the middle of the game, users and computers in the game Various items such as items that appear due to the selection behavior are included in the category. Further, the “predetermined matter” can be evaluated by being divided into a plurality of evaluation elements. The evaluation factor can be set from various viewpoints.
  • the card of the playing card game is “predetermined matter”
  • the card of the playing card is classified by paying attention to the mark and the number, and by associating those classifications with the evaluation elements, the card of the rising card is marked and numbered. It can be divided and evaluated. The same applies when paying attention to the patterns and figures of the rising frogs (hits) in mahjong.
  • a game such as a playing card, mahjong, or slot machine game is executed as the first game, from the viewpoint of symbols and combinations included in the role that the user has raised, and the rank of the role, A rising combination as a “predetermined item” in one game can be evaluated by dividing it into a plurality of evaluation elements.
  • the first game is a competitive game
  • Each evaluation can be obtained.
  • the items on the game can be evaluated by dividing them into a plurality of evaluation elements from the viewpoints of length of play time and the number of times of selecting an effective action.
  • a predetermined item on the game is divided into a plurality of evaluation elements and evaluated from the viewpoint of a winning team and a player who has contributed to the victory. can do.
  • evaluation can be performed by dividing into a plurality of evaluation elements from the viewpoints of the number of times the trained horse has started, the race results, and the winning prize amount.
  • evaluation only needs to be a process that can identify “predetermined matters” to be evaluated in relation to the progress control in the second game.
  • processing expressed in various terms such as analysis, analysis, scoring, discrimination, identification, and identification is included in the category of the meaning of “evaluation”.
  • the “predetermined condition” for properly using the evaluation result for each evaluation element can be set appropriately. For example, conditions may be set so that each evaluation result can be selectively used while the second game is in progress, or the evaluation result to be used every time the second game ends. Conditions may be set so as to be switched. The evaluation results for each evaluation element may be used alone or in appropriate combination.
  • the first game may be repeatedly executed while the second game is progressing, or may be repeatedly evaluated during the progress of the first game and the second game is repeated. Good. Of course, when the first game is executed once, the second game may be executed once.
  • the evaluation for the predetermined matters in the first game may be executed only when a specific situation occurs in the first game (for example, when the user wins the first game) Evaluation may be performed whenever one game is executed.
  • the first game control means has a plurality of game elements (for example, a card 100 of playing cards) having attributes that can be classified according to a plurality of classifications (for example, classification by marks and classification by numbers) that are different in density. ), And the effect of the selected game element attribute (for example, mark and number) on the progress or result of the game is differentiated according to the attribute.
  • the second game control means controls the achievement status (for example, validity / invalidity) of each of the plurality of task elements (for example, the square 111 of the bingo card 110) for which the correspondence relationship with the attributes of the plurality of game elements is set.
  • the second game is controlled so as to determine whether or not a predetermined task (for example, completion of a predetermined number of lines) can be achieved,
  • a game element that has a predetermined influence in one game (for example, a card 100S that has given rise as a “predetermined influence” in a card game) is set as an evaluation target by the evaluation means, and the evaluation means
  • the result of dividing the attribute of the game element to be evaluated for each classification is identified as the evaluation for each evaluation element, and the progress control means determines the evaluation result for each classification specified by the evaluation means.
  • the attributes of the game elements in the first game can be classified by a plurality of classifications, and the classifications are dense. Therefore, there is a difference in the number of sets of game elements for each category between when the attribute of the game element is classified according to one classification and when the attribute of the game element is classified according to another classification. For example, if the cards are classified by the attribute of the mark (52 cards excluding the joker), four sets are generated, and if the cards are classified by the number attribute, 13 sets are generated. Therefore, when the attribute of the game element is determined for each classification, and the presence or absence of the correspondence between the attribute and the task element of the second game is determined, the probability that the correspondence exists exists depends on the density of the classification. Change.
  • the probability that a correspondence relationship exists is relatively high, and when an attribute is evaluated according to a fine classification, the probability that a correspondence relationship exists is relatively low.
  • the probability that a correspondence relationship exists between the attribute of the specific game element in the first game and the task element in the second game depends on which evaluation element is used to evaluate the attribute of the game element. Therefore, if the presence or absence of the correspondence relationship is determined while properly using the evaluation results, the probability that each task element is achieved also changes according to the probability that the correspondence relationship exists.
  • the progress of the second game can be given a swiftness. Thereby, the difficulty level of the second game can be adjusted. Therefore, a relatively easy operation of changing the game difficulty level or changing the relevance between the first game and the second game using different evaluation elements according to conditions, It can be realized by adjustment.
  • a plurality of types for example, differentiated from the viewpoint of which evaluation result based on which classification should be used from the evaluation result for each classification in determining the correspondence relationship with the attribute (for example, 2 are set, and the progress control means changes the selection of the evaluation result used to determine the correspondence relationship according to the type of the task elements while changing the selection of the evaluation results. It may be determined whether or not there is a correspondence between each attribute and the attribute as the evaluation result. According to this, the probability that a correspondence relationship exists changes according to the type of task element. Therefore, the above-described effects can be obtained by a relatively simple process of selecting an evaluation result according to the type of task element.
  • a plurality of sets of task elements (for example, a plurality of bingo cards 110 in stages 1 to 5 in FIG. 3) having different combinations of types of task elements are prepared, and the second game control means includes the plurality of task elements.
  • a set of task elements to be used in the second game is selected, and whether or not there is a correspondence relationship between the task elements included in the selected set of task elements and the attribute as the evaluation result It may be determined.
  • the probability that the correspondence exists depends on the type of the task element, so if the combination of the types of task elements is changed, the probability that the entire set of task elements will be achieved as a task Also changes depending on the combination of types. Therefore, if a set of a plurality of task elements having different combinations is prepared and any one of the sets is selected in the second game, the difficulty level of the second game can be changed according to the selection situation.
  • the second game control means displays a game image including each of the plurality of task elements (for example, an image of the bingo card 110) and a correspondence relationship (for example, a mark) between each task element and the attribute of the game element. And a correspondence relationship with at least one of the attributes of the number) and the achievement status of each task element (for example, whether each cell 111 on the bingo card 110 is valid or invalid) is displayed in a manner that can be identified by the user ( 13) It may be displayed above. This makes it possible for the user to easily and reliably grasp the progress of the second game.
  • a correspondence relationship for example, a mark
  • the second game control means displays a plurality of squares (1119 in a predetermined arrangement) as a plurality of task elements (for example, an image of a bingo card 110), and the squares and the game elements.
  • a plurality of squares (1119 in a predetermined arrangement) as a plurality of task elements (for example, an image of a bingo card 110), and the squares and the game elements.
  • attributes for example, correspondence with at least one of marks and numbers
  • achievement status of each square for example, whether each square on the bingo card is valid / invalid
  • the progress control means determines whether or not the predetermined task has been achieved based on whether or not the squares of the completed task elements have formed a predetermined array on the game object.
  • each of a plurality of squares is set as a task element, and the predetermined array is completed while sequentially achieving those task elements.
  • a game that progresses as a final task can be provided to the user as a second game, which is easy to understand and versatile by appropriately adjusting settings such as the difficulty level of the second game according to the present invention. It is possible to provide a user with an interesting game.
  • the first game control means causes the user to select the game element as the user's action in the first game, and according to the attribute of the game element selected by the user.
  • the first game is controlled to reflect the influence (for example, the influence given by the mark or number of the card 100 selected by the user in the card game), and the evaluation means selects the user
  • the game element may be set as an evaluation target when the game element gives the predetermined influence (for example, an increase in the card game) in the first game. According to this, the game element to be evaluated is specified based on the influence of the action of the user in the first game on the first game.
  • the first game control means causes the user and the opponent to select the game element as the action of the user and the opponent in the first game, and the user and the opponent select respectively.
  • the game progresses by reflecting the influence according to the attribute of the game element (for example, the influence of the card mark or number selected by the user and the opponent in the card game), and the game element having a predetermined influence is selected.
  • the first game is controlled so that a person who has won the game wins, and when the user wins, the evaluation means uses the game element that has had the predetermined influence by the user's selection as an evaluation target. It may be set. According to this, it is a requirement for the user to advance the second game that the user wins the opponent in the first game.
  • the game element that determines the victory in the first game becomes an evaluation target for progressing the second game.
  • the user needs to strategically select the action of the first game in consideration of the progress of the second game. Therefore, even if a relatively simple game is set as the first and second games, the interest of the whole game can be enhanced by the synergistic effect of both games, and the user's motivation for playing the game can be improved.
  • the selection of the game element by the user may be selected from a plurality of game elements possessed by the user.
  • the user selects a game element to be used in the game from game elements such as a deck, a piece, and a character possessed by the user.
  • the execution of the first game may be repeatable until the predetermined task is achieved in the second game. According to this, it is possible to give the user motivation to repeatedly play the first game until the task of the second game is achieved.
  • the second game control means further includes privilege control means (27, S9) for generating a privilege that can be used in the first game when the predetermined task is achieved in the second game. You may prepare. According to this, since the privilege granted in the second game can be used in the first game, it is possible to enhance the relevance of both games and increase the synergistic effect of both games.
  • the first game control means executes the first game in response to a user's selection, and the evaluation means uses the user's selection content as the predetermined matter.
  • the evaluation may be performed for each of the plurality of evaluation elements. According to this, the user's selection contents in the first game are classified and evaluated as evaluation elements from a plurality of viewpoints, and the second game is advanced while properly using the evaluation results.
  • the relationship between the items to be evaluated and the progress of the second game can be changed flexibly or in various ways.
  • the first game control means executes the first game in response to a user's selection regarding a plurality of game elements, and the evaluation means affects the result of the first game. It is good also as what evaluates the selection regarding the said game element of a user for every said some evaluation element. According to this, not only the selection of the user in the first game affects the result of the first game but also the evaluation result for each evaluation element related to the selection also affects the progress of the second game. It becomes like this.
  • the plurality of evaluation elements by the evaluation means include an evaluation element relating to how the user has selected the game element, and how the selection of the game element affects the result of the first game. It is good also as what contains at least any one of the evaluation element regarding what was given. As a result, it is evaluated how the user has selected the game element in the first game, or how the selection of the game element has an effect on the first game, and the evaluation result is given as the first result. This can be reflected in the progress of the second game.
  • a plurality of cards (201) are prepared as the plurality of game elements, and the evaluation means includes an evaluation element regarding how a user has selected the card, and the user's An evaluation element relating to how the selection of the game element has an influence on the result of the first game may be evaluated. According to this, it is evaluated how the user has selected a card in the first game and how the selection of the card has affected the first game, and the evaluation result is obtained. This can be reflected in the progress of the second game.
  • the first game control means causes the user to select one of the determination lines from a group of cards arranged so that a plurality of determination lines are generated. Further, a card is placed, and it is determined whether or not any of a plurality of winning combinations (for example, a poker winning role) is realized by a plurality of cards including the card arranged by the user on the determination line selected by the user.
  • the first game is executed as described above, and the evaluation unit evaluates which determination line the user has selected and arranged the card as an evaluation factor regarding how the card has been selected. At the same time, the role on the determination line selected by the user is evaluated as an evaluation factor regarding how the result of the first game was affected. It may be a thing.
  • the second game control means is configured such that each of the user and the opponent arranges an attack element (202) in association with the plurality of determination lines, and the user and the opponent arranged in correspondence with the same determination line.
  • the attack elements of the opponent either one of the attack elements attacks the other attack element, and the second game is controlled so that the second game progresses based on the effect of the attack.
  • the progress control means when any combination is established on the determination line selected by the user in the first game, the attack element of the user arranged corresponding to the determination line selected by the user
  • the evaluation result regarding the selection of the determination line is associated with the selection of the attack element so as to attack the opponent's attack element, and the effect of the attack is determined on the determination line.
  • the progress of the second game may be controlled based on the evaluation result of the evaluation means so that the evaluation result of the combination and the effect of the attack are associated with each other so as to change depending on the winning combination. Good.
  • a combination is established by the user selecting a determination line and placing a card in the first game, depending on which determination line the card is placed on, and the placement of the user's card
  • Each role is evaluated, and the attack element of the user corresponding to the determination line on which the card is placed attacks the opponent's attack element on the same determination line, and
  • the progress of the second game is controlled so that the attack effect changes accordingly.
  • the execution of the first game may be repeatable until the predetermined result is obtained in the second game.
  • the predetermined item in the first game is divided into a plurality of evaluation elements and evaluated for each evaluation item, and the evaluation result is selected while being used according to the conditions. Since the progress of the second game is controlled based on the evaluation result, the relevance between the matter to be evaluated in the first game and the progress control of the second game can be flexibly or Various changes can be made. Accordingly, it is possible to increase the degree of freedom of setting the association between the first game and the second game, to give the game diversity, or to adjust the game settings such as the difficulty level relatively easily.
  • the figure which shows an example of the concept of the difficulty level setting of the game in the bingo game of FIG. The functional block diagram of the game device contained in the game system which concerns on a 1st form.
  • the functional block diagram of the game device for performing the game of FIG. The flowchart which shows the procedure of the card game control processing which the game device of FIG. 6 performs.
  • the game system 1 of this embodiment is a server-client type game system including a center server 2 as a server device and a game device 3 as a client device connectable to the center server 2 via a network 4. It is configured as.
  • the center server 2 is configured as a single logical server device by combining a plurality of server units 2A, 2B.
  • the center server 2 may be configured by a single server unit.
  • the center server 2 may be logically configured using cloud computing.
  • the game device 3 is a kind of network terminal device having a function of allowing a user to play a game.
  • a mobile phone including a smartphone
  • Various network terminal devices that can be connected to the network and are used for personal use by the user such as personal computers (hereinafter referred to as PCs), portable game machines, and portable tablet terminal devices, are used as the game device 3.
  • PCs personal computers
  • portable game machines portable tablet terminal devices
  • the network 4 is configured to realize network communication using a TCP / IP protocol.
  • the network 4 is configured by combining the Internet as a WAN and an intranet as a LAN.
  • the game apparatus 3 is connected to the network 4 via an access point 4a as a part of the network 4, and the center server 2 is connected to the network via a router 4b.
  • the center server 2 distributes game application software to the game device 3, registers or authenticates users, and provides free or paid contents such as items used in the game, background images, and music.
  • Various services such as distribution of information and mediation of information exchange between users.
  • software necessary for game execution is installed on the client device, and the client device is the server only when the server processing such as software update or addition or online battle is necessary.
  • the client device is connected to the server at the time of game execution, and arithmetic processing for advancing the game is executed on the server side.
  • input of user operation information, game screen, musical sound There are various methods of using the server, such as a method of handling only the interface part such as output. In the following, description will be continued by taking as an example a case where game software is already installed in the game apparatus 3 and the game apparatus 3 executes the game independently without depending on the center server 2.
  • the game apparatus 3 executes a card game as a first game and a bingo game as a second game.
  • a user and a character as a virtual opponent controlled by the computer of the game apparatus 3 are players, and a battle is performed between these players based on a predetermined rule.
  • a predetermined number of cards 100 are equally distributed to the user and the character.
  • the card 100 corresponds to the game element of the first game in the present invention, and a mark and a number are set as attributes on the card 100, and the attribute can be classified by two types of classification, classification by mark and classification by number. It is.
  • the card 100 is set with strength depending on the number. As an example, the weakest card is “3”, the next weakest card is “4”, and similarly, the card becomes stronger as the number increases. After “K”, the card returns to “1” and the card of “2”. Is the strongest. For simplicity, the joker is not included.
  • the card 100 is dealt, one of the players becomes a parent, and the parent puts the first card 100 into the field 101. The next player puts out a card 100 stronger than the card 100 put out on the field 101, and the next player puts out a card 100 stronger than the card 100 put out on the field immediately before. A player who does not have a strong card 100 in his hand passes his turn.
  • the card 100 that the user last put into play goes up to become the card 100S.
  • the bingo game is controlled in association with the attribute of the rising card 100S of the card game.
  • one bingo card 110 is assigned to the user.
  • the bingo card 110 has a total of 16 squares 111, four vertically and four horizontally.
  • Each square 111 has four types of marks (spades, hearts, clubs, diamonds) as attributes set in the playing card 100. ) And numbers (1 to K), or both.
  • each cell 111 functions as a task element in the second game of the present invention.
  • Each square 111 is set with an attribute of the playing card 100 and a corresponding relationship.
  • the correspondence relationship is classified into three types in association with the attribute classification of the playing card 100. That is, the cell 111 is divided into three types: type A associated with only the mark attribute, type B associated with only the number attribute, and type C associated with both the mark and number attributes. Further, a mark and / or a number is set for each cell 111 according to the correspondence with the attribute of the playing card 100.
  • One bingo card 110 is configured by appropriately arranging any one of these types A to C or a plurality of types.
  • the card example 1 shown in FIG. 2 is configured by appropriately combining type A and type B cells 111, and the card example 2 is configured only by type C cells 111.
  • a general bingo game In a general bingo game, one number is randomly drawn from a group of numbers that should be assigned to bingo squares, and the same square as the winning number is activated. When all the cells arranged in the vertical, horizontal, or diagonal direction of the bingo card are activated, bingo (line completion) is obtained, and the bingo game is raised.
  • the card game instead of the lottery of the number, the card game is positioned as a lottery in the bingo game, and when the user wins the card game, the rising card is acquired as the lottery result, and each square of the bingo card is valid Invalid is determined.
  • the determination procedure is as follows. First, the rising card 100S is divided into two types of attributes (evaluation elements) of marks and numbers and evaluated. In the example of FIG.
  • each square 111 is determined according to the correspondence between the attribute of the playing card 100 and the type of each square 111 of the bingo card 110.
  • the type A cell 111 is activated if the mark matches the mark of the rising card 100S, and the type B cell 111 is enabled if the number matches the number of the rising card 100S. Is done.
  • the type C cell 111 the mark and number are validated only when they match the mark and number of the rising card 100S, respectively. By enabling the mass 111, the task element in the second game is achieved.
  • each cell 111 for the rising card 100S it is determined whether or not the line is completed by the activated cell 111. If the line is not completed, the card game is repeated again until the next user wins, with the same bingo card 110 assigned to the user. When the user wins the card game, the mark and number of the rising card 100S are evaluated again, and the validity / invalidity of each cell 111 of the bingo card 110 is determined based on the evaluation.
  • the user can obtain a privilege.
  • a privilege an item that can be used by the user in a card game is prepared.
  • the attribute of the card 100S of the card game 100S, “mark” and “number” are distinguished and evaluated separately, and the evaluation results for each category are singly or in combination, and the mass 111 in the bingo game
  • the probability that each cell 111 is activated is differentiated between types A to C. That is, with respect to the evaluation result of one rising card 100S, the probability that the type A cell 111 is activated is 1/4, that of the type B cell 111 is 1/13, and that of the type C cell 111 is 1. / 52. Therefore, the probability that the line is completed in the bingo game changes appropriately according to the combination of the types of the cells 111. The more type A cells 111, the higher the probability that the line will be completed.
  • the card example 1 has a relatively high probability of line completion
  • the card example 2 has a relatively low probability of line completion.
  • the difficulty level of the bingo game can be manipulated using such properties. An example is shown in FIG.
  • difficulty levels from stage 1 to stage 5 are prepared in the bingo game. Only bins of type A are arranged on the bingo card 110 used in stage 1, and bingo cards used in stage 2 are arranged with a mixture of type A and type B cells, and bingo used in stage 3 Only the type B cell is arranged on the card, the type B and type C cells are mixed and arranged on the bingo card 110 used in the stage 4, and the type C cell is used on the bingo card 110 used in the stage 5. Only squares are placed. Therefore, the probability that a line is completed is in the order of stages 1, 2, 3, 4, and 5 if they are arranged in descending order.
  • stage 1 is the lowest, and the difficulty level increases sequentially according to the stage number, and the difficulty level becomes the highest in stage 5.
  • bingo card 110 only one bingo card is prepared for each of the stages 1 to 5. However, as long as the settings of the cell types A to C in the bingo card 110 are differentiated as described above according to the stage, a plurality of bingo cards 110 are prepared for each stage, and the user is provided with each stage. A single bingo card 110 may be assigned randomly or in response to a user selection.
  • Mission 1 is accomplished by completing one line
  • Mission 2 is accomplished by completing three lines
  • Mission 3 is accomplished by completing all lines.
  • the above-described privilege is given to the user every time the mission is achieved.
  • the difficulty level of achievement increases as the number of lines to be completed increases.
  • two means of changing the difficulty level according to the configuration of the bingo card 110 and changing the difficulty level according to the number of lines to be completed are used in combination.
  • FIG. 3 the positions of the completed lines in the missions 1 and 2 are drawn at the same position between the missions. However, this is for convenience only, and the position of the line may be anywhere as long as the number of lines is satisfied. .
  • mission 1 of stage 1 When starting a new game, mission 1 of stage 1 is imposed. If this is achieved, it is possible to select whether to proceed to the mission 1 of the stage 1 or the mission 1 of the stage 2 according to the user's intention. You can play up to mission 2 in stage 1 and proceed to mission 1 in stage 2, or you can play up to mission 3 in stage 1 and proceed to mission 1 in stage 2. The relationship between stages 2 and 3 is the same. If you advance to the next stage while leaving an unachieved mission in one stage, you can select and play that unachieved mission later. The relationship between the stage and the mission is not limited to the above example, and if all the missions in the same stage are achieved, the next stage may be permitted.
  • stage configuration can be changed as appropriate, for example, only one mission is imposed on one stage.
  • the feature of this embodiment is that the difficulty level is changed by appropriately changing the combination of the types A to C of the cells constituting the bingo card, and the difficulty level change using the number of lines is optional in the present invention. It is an important matter.
  • FIG. 4 is a functional block diagram in the control system of the game apparatus 3.
  • the game apparatus 3 is provided with a control unit 10 and a storage device 11.
  • the control unit 10 is configured as a computer unit that combines a microprocessor and peripheral devices such as an internal storage device necessary for the operation of the microprocessor.
  • the storage device 11 is a storage device that can store and hold power without supplying power, such as a nonvolatile semiconductor memory or a magnetic storage device, and functions as an external storage device for the control unit 10.
  • Connected to the control unit 10 are an input device 32 that outputs a signal corresponding to a user operation, a display device 13 that displays and outputs a game screen and the like, and an audio output device 34 that reproduces and outputs game music and the like.
  • a game program 31 for executing the above-described game on the game device 3 is recorded.
  • the control unit 10 is provided with a card game control unit 21 and a bingo game control unit 22.
  • the card game control unit 21 controls the card game
  • the bingo game control unit 22 controls the bingo game.
  • the bingo game control unit 22 is further provided with a card selection unit 23, a mark determination unit 24, a number determination unit 25, a game determination unit 26, and a privilege management unit 27.
  • the card selection unit 23 selects the user's bingo card 110 used in the bingo game.
  • the mark determination unit 24 determines the mark of the rising card 100S, and the number determination unit 25 determines the number of the rising card 100S.
  • the game determination unit 26 determines the validity of each square 111 of the bingo card 110 selected by the card selection unit 23 based on the determination results (corresponding to the evaluation results) of the mark determination unit 24 and the number determination unit 25. In addition, it is determined whether the mission has been achieved based on the determination result.
  • the privilege management unit 27 determines a privilege to be given to the user in response to the mission achievement.
  • the game data 32 is data necessary for executing the game.
  • the game data 32 is necessary for reproduction of various image data necessary for drawing the background of the game screen, characters, playing cards, bingo cards, etc., and BGM of the game.
  • Various data such as voice data, text data necessary to display character lines, and the like are included.
  • Data of items given as a bonus for the bingo game is also included in the game data 32.
  • the game data 32 includes bingo card data 33 necessary for specifying a bingo card 110 to be used in each stage of the bingo game.
  • the bingo card data 33 is data that designates a mark and / or a number to be placed on each square 111 of the bingo card 110, or both.
  • the bingo card data 33 is created for each bingo card 110 and recorded in the game data 32 with predetermined management information (for example, information indicating a unique bingo card ID and a corresponding stage for each card). Note that it is sufficient that at least one bingo card 110 is prepared for each stage.
  • the user data 35 is data that is created and saved in order for the user to resume the game from the previous continuation.
  • the user data 35 includes game history data 36 in which game results of past playing card games and bingo games are recorded, and acquisition history data 37 in which information specifying items acquired by the user in the bingo game is recorded.
  • the game history data 36 includes data for determining validity / invalidity of each square 111 of all bingo cards 110 selected by the user in the past. For example, when the bingo card ID is attached to the bingo card data 33, the bingo card ID is associated with information indicating the position of the cell 111 that is activated on the bingo card 110 corresponding to the ID.
  • the recorded data is stored in the game history data 36.
  • the card selection unit 23 can distinguish the validity of each square 111 for each bingo card 110 played in the past. Refer to the contents (marks and / or numbers) of the cells 111 of each bingo card 110 described in the bingo card data 33 and the validity / invalidity of each cell 111 recorded in the game history data 36.
  • the state of each square 111 on the bingo card 110 in the middle of the game (that is, after the mission 1 of each stage is started) is specified, and an image of the bingo card 110 in the middle of the game is attached to each square 111
  • a mark, a number, or a mark and a number, and valid / invalid of each cell 111 can be displayed on the display device 13 in a manner that can be identified by the user.
  • the game determination unit 26 determines the validity / invalidity of the bingo card 110 and the achievement status of the mission, the game determination unit 26 updates the information related to the bingo game in the game history data 36 so that the determination results are reflected.
  • the acquisition history data 37 information for determining whether or not the user has been acquired is recorded for each item prepared as a privilege. For example, when an item that can be used in the game data 32 is managed with a unique item ID for each item, the item ID and information for determining whether or not the item corresponding to the ID has been acquired. Are recorded in the acquisition history data 37 in association with each other.
  • the privilege management unit 27 refers to the acquisition history data 37 to determine an item that the user has not yet acquired, and selects an item to be given as a privilege from those item groups. Granting is performed according to a predetermined rule, and the acquisition history data 37 is updated so that the assigned item is recognized as acquired.
  • the card game control unit 21 refers to the acquisition history data 37 to determine items that the user has acquired, and uses them in the card game from a group of items acquired in the card game, that is, from character images and voice groups.
  • the item to be played is selected and reflected in the character image and voice in the card game.
  • the rules regarding the acquisition of items are given items having higher value (the higher or lower value may be evaluated based on the degree of rarity) as the degree of difficulty of the mission achieved by the user is higher. Can be set to As a result, the higher the value of the item, the more difficult the acquisition becomes, and the acquisition of the item can be linked to the maintenance and improvement of the motivation to continue the game.
  • the card game can be started by the user as appropriate, and the progress is made by distributing the cards using random numbers and changing the turn between the user and the character, while the user's turn is against the rules.
  • the user's action (card is put into play or pass) is selected by the user, and the character's turn is selected according to a predetermined thinking algorithm in the character turn.
  • Description of the control procedure is omitted.
  • the game may be progressed in the same manner as the actual card game.
  • Bingo game is started when the user wins in the card game, and the bingo game control unit 22 of the control unit 10 controls the bingo game according to the procedure of FIG.
  • the card selection unit 23 first causes the user to select one bingo card 110. That is, the card selection unit 23 determines the mission achievement status of each stage with reference to the game history data 36, and determines the stage that the user can play based on the determination result. For example, if missions 1 and 2 of stage 1 and mission 1 of stage 2 have been completed and other missions have not been completed, the stages that can be played are stages 1 to 3.
  • the card selection unit 23 determines the contents of each square 111 of the bingo card 110 corresponding to the playable stage based on the bingo card data 33, and the validity / invalid state of each square 111 of those bingo cards 110 Are determined on the basis of the game history data 36, and the bingo cards 110 that can be selected by the user according to the determination results are displayed on the display device 13 in such a manner that the contents of all the cells 111 and the validity of each cell 111 can be identified And select one bingo card 110 according to the user's instruction.
  • the bingo card 110 selected here may be referred to as a play target bingo card below.
  • the bingo game control unit 22 displays an image of the bingo card 110 selected by the user on the display device 13 (step S2). The image is based on the form of the bingo card 110 illustrated in FIG. 2, and is displayed in a manner in which the activated cell 111 and the invalid cell 111 can be distinguished.
  • the mark discriminating unit 24 and the number discriminating unit 25 fetch the information of the rising card 100S from the card game control unit 21 (step S3), and then the mark discriminating unit 24 discriminates the number of the rising card mark.
  • the unit 25 goes up and discriminates each card number (steps S4 and S5).
  • Information of the bingo card to be played selected by the card selection unit 23 and the mark and number of the rising card 100S determined by the mark determination unit 24 and the number determination unit 25 are provided to the game determination unit 26.
  • the game determination unit 26 checks whether or not each invalid square on the bingo card to be played should be validated by at least one of the mark and number of the current rising card. The mass that satisfies the condition is validated (step S6).
  • the game determination unit 26 displays the determination result of the mark and number on the bingo card 110 of the display device 13 (step S7). For example, the game determination unit 26 causes the display device 13 to display an animation indicating that the cell 111 is activated. If there is no square 111 that satisfies the condition in step S6, the activation is not performed, and a message that the game is out of the current game is displayed in step S7.
  • the game determination unit 26 determines whether or not a mission has been achieved on the bingo card 110 to be played (step S8). If mission 1 is currently being played, whether or not the first line has been completed in this process, and if mission 2 has been played, the third line has been completed in this process If the mission 3 is being played, it is determined whether or not all the lines have been completed in the current process.
  • step S8 If it is determined in step S8 that the mission is achieved, the achievement management unit 27 is notified of the achievement, and the privilege management unit 27 refers to the acquisition history data 37 and selects a privilege to be given to the user (step S9). .
  • the privilege management part 27 displays on the display device 13 that the mission has been achieved for the user (step S10).
  • the privilege management unit 27 also displays the privilege acquired by the user on the display device 13.
  • the bingo game control unit 22 records the play result of the current bingo game in the user data 35 (step S11).
  • step S8 information for distinguishing validity / invalidity of each square in the bingo card to be played is recorded in the game history data 36, and information indicating that the item as a privilege given to the user has been acquired is recorded in the acquisition history data 37.
  • step S8 information indicating that the item as a privilege given to the user has been acquired is recorded in the acquisition history data 37.
  • step S9 and S10 are skipped and the process in step S11 is performed.
  • step S11 information for distinguishing validity / invalidity of each square in the bingo card to be played is recorded in the game history data 36.
  • the playing card game control unit 21 corresponds to the first game control unit
  • the bingo game control unit 22 corresponds to the second game control unit
  • the combination of the mark determination unit 24 and the number determination unit 25 is the second.
  • the game determination unit 26 corresponds to the progress control means in the second game control means.
  • the process of executing the card game corresponds to the first game process
  • the process of executing the bingo game corresponds to the second game process
  • steps S4 and S5 in FIG. 5 are the evaluation processes in the second game process.
  • Step S6 corresponds to a progress control process in the second game process.
  • FIG. 6 shows an outline of a game executed on the game apparatus 3 in the second embodiment.
  • the game apparatus 3 executes a card game as a first game and a card battle game as a second game.
  • the user of the game device 3 and the opponent are players, and the game is advanced in turn based on a predetermined rule applying poker between these players.
  • each player who plays in the card game plays a predetermined number of battle cards (for example, four battle cards) from their own battle cards (corresponding to attack elements) as a deck, and turns In this way, the game proceeds in a procedure in which the attack subject card of each player attacks the opponent's attack target card.
  • the battle card is a card different from the playing card, and is configured as a card illustrating a character appearing in a game, for example.
  • Various ability values such as attack power, defense power, and hit points (HP) are set in the battle card.
  • the opponent may be a real user, that is, a user of another game device 3 connected via the network 5, or may be a virtual character controlled by a computer of the game device 3.
  • the parameters and the like are character data associated with other real users, that is, user-specific character data updated in accordance with the game play status of other users. It may be based on. In the following, the description will be continued assuming that the actual user of the other game apparatus 3 is selected as the opponent.
  • the field 200 is displayed on the game screen.
  • the field 200 includes cells 200a arranged in a matrix of 5 rows and 4 columns.
  • the cells 200a arranged in the horizontal direction may be referred to as cell rows
  • the cells 200a arranged in the vertical direction may be referred to as cell columns.
  • a playing card 201 randomly selected by the computer of the game apparatus 3 is arranged in each cell 200a of the center cell row and the cell rows above and below it.
  • four cards 201 are displayed as cards (hands) dealt to the user of the game apparatus 3 further below the lowermost cell row.
  • four cards 201 are displayed as cards dealt to the opponent.
  • the user selects one cell row from the field 200, and selects and arranges two cards 201 from his / her card 201 in the upper and lower cells 200a of the selected cell row.
  • the five cards 201 in the cell row selected by the user that is, the two cards 201 arranged by the user and the three cards 201 arranged on the cell row It is determined whether or not any combination of poker is established. That is, in the card game in the second form, three cards 201 are arranged in each of the four cell rows as determination lines, and the user selects one of the determination lines, and two cards are on the determination line.
  • the cards 201 are arranged from the deck, and it is determined whether or not the poker combination is established among the five cards 201 including the cards 201 arranged by the user. If the combination is not established, it becomes the opponent's turn, and the opponent selects the cell row in the same manner, and places the card 201 in the upper and lower cells 200a.
  • a combination is established at any turn of the user or his / her opponent, a new card 201 is placed on the field 200 and a new hand card 201 is dealt to the user and the opponent.
  • the card game is advanced with the aim of establishing a poker role while the user and the opponent change turns.
  • the game may be advanced on the condition that any one of the poker roles must be established in any one cell row in one turn. Select multiple cell rows, place cards 201, choose different cell rows in the next turn, place cards 201, and combine the turns with multiple rows of cards 201, etc.
  • the progress of the card game may be controlled so that the combination can be established.
  • the four battle cards 202 selected by the user of the game apparatus 3 are arranged in the left-right direction of the field 200.
  • the four battle cards 202 selected by the opponent are also arranged on the side of the opponent in a state where they are arranged in the left-right direction.
  • the arrangement of the cards 202 in the field 200 is associated with a determination line (that is, a cell row) in the card game. That is, the leftmost card 202 corresponds to the leftmost determination line, and the position of the card 202 in the left-right direction corresponds to the position of each determination line.
  • a determination line that is, a cell row
  • the determination line is indicated by an imaginary line, but the determination line may or may not be displayed on the game screen.
  • the order in which the cards 202 are arranged in the cell 200a may be appropriately selected by the user and the opponent, or automatically arranged from the cards 202 possessed by the user and the opponent, respectively. Also good.
  • the setting of the determination line and the correspondence between the determination line, the subject of attack, and the attack target card 202 are merely examples, and various other settings are possible, which will be described later.
  • HP display sections 203 indicating the HPs of the user and the opponent are displayed.
  • the HP includes an individual HP set for each card 202 and a total HP obtained by adding up the individual HPs of the four cards 202 arranged in the cell row.
  • the individual HP of each card 202 is reduced by a predetermined amount when attacked by the opponent's card 202, and the total HP also decreases with the reduction.
  • the ratio of the total HP (initial value) of the four cards 202 at the time of starting the card battle game and the total HP (current value) after the reduction is expressed in numerical values and gauges. Is displayed.
  • the attack in the card battle game is done on a turn basis.
  • one of the four cards 202 arranged by the user is selected as an attack subject.
  • the opponent's card 202 arranged at the same position in the left-right direction as the attacking subject (that is, the position facing the up-down direction) is selected as the attack target.
  • the individual HP of the attack target card 202 is reduced according to a certain calculation formula, and the current value of the total HP is also reduced accordingly.
  • the current value of the total HP of either the user or the opponent decreases to 0 or less, the card battle game ends at that point, and the side whose current value of the total HP is 0 or less becomes the loser.
  • the number of cards 202 that can be used by the user may be increased or decreased according to the play history of the card battle game, or the user may newly acquire a card 202 through a paid or free lottery process, Processing such as acquiring the right to use may be performed.
  • the progress of the card battle game is controlled based on the evaluation result of each turn in the card game.
  • the determination of the attack subject and attack target in the card battle game and the effect of the attack are controlled in association with the selection of the card 201 of the user or the opponent in each turn of the card game. Is done.
  • the progress of the card battle game is controlled in association with the cell row in which the cards 201 are arranged in the card game and the result (contents of the combination) in which those cards 201 are arranged. The association will be described based on a specific example.
  • the user of the game apparatus 3 places the cards 201 in the leftmost cell row, and as a result, a two-pair role is established in the five cards 201 on the cell row.
  • the selection of the user's card 201 that affects the outcome of the card game that is, the five cards 201 selected by the user placing two cards 201 in one cell row are referred to as “predetermined matters. ”Is evaluated for each of two evaluation elements, that is, the position in the left-right direction of the cell column in which the card 201 is arranged (cell column arrangement) and the content of the combination in the cell column.
  • the attack subject, attack target, and HP reduction amount of the card battle game are determined based on the evaluation result for the selection in the turn.
  • the card 201 is arranged on the determination line (cell column) in the first column from the left end, it is evaluated as “first column from the left end”.
  • the position corresponding to the determination line in the first column from the left end that is, the card 202 arranged at the left end is determined as the attack subject and the attack target, respectively.
  • the evaluation result regarding the role is used for calculating the HP reduction amount that is the effect of the attack.
  • the reduction amount of HP in one attack is obtained by subtracting the defense power set for the attack target card 202 from the attack power set for the attack subject card 202. It is obtained by multiplying the coefficient corresponding to the established combination.
  • the coefficient is set according to the strength of the poker hand. That is, the stronger the combination, the larger the coefficient is set. Therefore, the HP reduction amount increases when a strong combination is established, and the HP reduction amount decreases when a weak combination is established.
  • the selection content of each turn of the card game is set as “predetermined matter”, how the card 201 is selected (how the card 201 is arranged), and what is selected in the card game It is evaluated for each of the two evaluation elements, such as what kind of influence has been given (what kind of role has been established).
  • FIG. 7 is a functional block diagram in the control system of the game apparatus 3.
  • the control system of the game apparatus 3 in this embodiment is different in the following points from the configuration in the first embodiment shown in FIG.
  • a card game control unit 51 for executing the card game having the above-described contents is provided as the first game control means.
  • a card battle game control unit 52 for executing the card battle game having the above-described contents is provided as the second game control means in place of the bingo card control unit 22 of FIG.
  • the card battle game control unit 52 includes a deck selection unit 53 that selects the arrangement of the cards 202 in the field 200 according to an instruction from the user, an arrangement determination unit 54 that determines the arrangement of the cards 201 in each turn of the card game, and a playing card.
  • a card battle game based on information acquired from a combination determining unit 55 that determines the content of a combination in each turn of the game (including cases where the combination is not established), a deck selecting unit 53, an arrangement determining unit 54, and a combination determining unit 55
  • a game progress control unit 56 for controlling the progress of the game.
  • the storage device 11 stores a game program 61 and game data 62 for executing the above-described card game and card battle game, and user data for allowing the user to resume the card battle game from the previous time. 63 is recorded.
  • the user data 63 for example, the types of cards 202 that can be acquired or used by the user, and various ability values such as attack power, defense power, and HP set in the cards 202 are recorded.
  • the ability value of the card 202 may be changed according to the progress of the game or the like, or may be fixed to a constant value.
  • FIG. 8 shows a card game control process executed by the card game control unit 51 to control the card game.
  • FIG. 9 shows a card battle executed by the card battle control unit 52 in association with the control of the card game. The procedure of the game control process is shown.
  • the card game control unit 51 starts the process of FIG. In connection with this processing, when a real user is set as an opponent, matching by the center server 2 is performed, but the procedure may be the same as a known matching method, and the description is omitted.
  • the game device 3 of one of the users becomes a master device to control the progress of the game
  • the other game device 3 acquires the user's operation and the game of the master device It is provided to the device 3 and functions as a slave device that acquires the result of the arithmetic control of the game from the game device 3 and displays a game screen or the like.
  • the processing in FIGS. 8 and 9 shows processing in the game device 3 of the master machine. However, it is good also as what a battle progresses via the center server 2, and the center server 2 may perform the arithmetic processing relevant to progress of a game in that case.
  • the card game control unit 51 When the card game control process of FIG. 8 is started, the card game control unit 51 first determines the first and second attacks of the user and the opponent (step S21), and then arranges 12 cards 201 on the field 200 ( Step S22). Thereafter, the card game control unit 51 places the card 201 on the user and the opponent (step S23), and then determines whether or not it is the user's own turn (step S24). If it is the user's turn, the card game control unit 51 proceeds to step S25, and determines the cell row in which the cards 201 should be placed and the cards 201 to be placed in the cells 200a at the upper and lower ends of the cell row according to the user's instructions. .
  • the card game control unit 51 uses the cell row in which the cards 201 are arranged as a determination line, determines the role of poker in the five cards 201 on the determination line (step S26), and determines the determination result as a card. It is provided to the battle game control unit 52 and used for the processing of FIG. 9 (step S27). Thereafter, the playing card game control unit 51 determines whether or not the card battle game end is notified from the card battle game control unit 52 (step S28). If the end is notified, the process in FIG. 8 ends.
  • step S28 the card game control unit 51 determines whether or not the turn has been completed between the user and the opponent (step S29). If not, the process returns to step S24.
  • the card game control unit 51 proceeds to step S30, and the placement (cell) of the card 201 designated by the opponent is selected from the opponent game device 3. Column) and the cards 201 arranged in the cells 200a at the upper and lower ends of the cell row are obtained, and then the process proceeds to step S26.
  • step S29 it is assumed that the card 201 arranged in the field 200 and the card 201 arranged in the user and the opponent are updated every time the turn completes. It may be performed every time a combination is established.
  • the deck card 201 is arranged at the same time for the user and his opponent. However, the card 201 is arranged only for the user on the user's turn, and only the opponent's card on the opponent's turn. 201 may be arranged.
  • the card battle game control unit 52 starts the card battle game control of FIG. 9 in parallel.
  • the process in FIG. 9 is executed by the game progress control unit 56 except for step S43 and step S45.
  • the card battle game control unit 52 first causes the user and the opponent to select a card 202 to be placed as a deck on the field 200 (step S41). This process is executed by, for example, displaying a card battle game screen prior to the start of the card game and acquiring instructions from the user and the opponent. However, as described above, the selection of the deck may be automatically performed without considering the instructions of the user and the opponent.
  • the card 202 is arranged, the display is switched from the card battle game screen to the card game screen.
  • the card battle control unit 52 determines whether or not the poker combination is established in the playing card game control unit 51 (step S42), and repeats the determination if it is not established.
  • the card battle game control unit 52 displays a card battle game screen, and proceeds to the processing of step S43 and subsequent steps.
  • step S43 the card battle game control unit 52 determines the cell row in which the cards 201 are arranged by the arrangement determination unit 54, and determines the attack subject card 202 and the attack target card 202 according to the determination result ( Step S44).
  • the user's card 202 arranged at the position corresponding to the cell row determined in step S43 becomes the attack subject, and is arranged so as to face the attack target card 202 vertically.
  • the opponent's card 202 becomes an attack target.
  • the determination of the attack subject and the attack target card 202 is not limited to such a method.
  • the card battle game control unit 52 determines the winning combination formed on the cell row in which the cards 201 are arranged by the combination determining unit 55 (step S45), and calculates the HP reduction amount according to the determination result (step S46). ).
  • the calculation of the HP reduction amount is as described with reference to FIG.
  • the card battle game control unit 52 After calculating the HP reduction amount, the card battle game control unit 52 proceeds to step S47, and determines whether or not it is currently the user's turn in the card game (step S47). If it is the user's turn, the card battle game control unit 52 reduces the HP reduction amount calculated in step S46 from the current value of the opponent's total HP (step S48), and the opponent's total HP after the reduction is calculated. It is determined whether or not the current value is 0 or less (step S49).
  • step S47 the card battle game control unit 52 reduces the HP reduction amount calculated in step S46 from the current value of the total HP of the user of the own device (step S50), It is determined whether or not the current value of the total HP of the users after reduction is 0 or less (step S51). If a negative determination is made in step S49 or S51, the card battle game control unit 52 switches the game screen to the card game screen again and returns to step S42.
  • step S49 the card battle game control unit 52 proceeds to step S52, and executes a predetermined process for ending the card game battle, assuming that the user of the own device has won the card battle game. To do.
  • step S51 the card battle game control unit 52 proceeds to step S53, and a predetermined process for ending the card game battle, assuming that the user of the own device has lost the card battle game. Execute.
  • the processing content of step S52 or S53 may be set as appropriate. As an example, processing such as generating a certain privilege for the winner or imposing a certain penalty on the loser can be performed.
  • the privilege can be set to a content such as increasing the ability value of the card 202 or acquiring a new card 202.
  • the penalty can be set such that the ability value of the card 202 is reduced or the card 202 is confiscated.
  • the game is repeated until the total HP of the user or the opponent becomes 0 or less. Then, the current value of the total HP is compared in magnitude, and the game control may be changed so that the larger side becomes the winner and the smaller side becomes the loser.
  • the card game control unit 51 corresponds to the first game control unit
  • the card battle game control unit 52 corresponds to the second game control unit
  • the combination of the arrangement determination unit 54 and the combination determination unit 55 is the second.
  • the game progress control unit 56 corresponds to the progress control means.
  • the process of executing the card game corresponds to the first game process
  • the process of executing the card battle game corresponds to the second game process
  • steps S43 and S45 of FIG. 9 are the evaluation processes in the second game process.
  • Steps S44 and S46 to S53 correspond to the progress control process in the second game process, respectively.
  • the present invention is not limited to the above-described embodiment, and can be implemented in an appropriately modified form.
  • the arithmetic control for realizing the first game and the second game is executed by the game device as the client device.
  • a game system in which the calculation control of the first game is executed by the client device, and the server device executes the calculation control of the second game, and the server device executes the calculation control of both the first game and the second game The present invention can also be applied to a game system.
  • the present invention can also be applied to a game system in which the calculation control of at least one of the first game and the second game is executed in cooperation between the server device and the client device.
  • the first game control means and the second game control means of the present invention can be realized by an appropriate computer included in a server-client type game system.
  • the present invention is not limited to a server-client type game system, but can be applied to a so-called stand-alone type game apparatus that is not connected to a network. In this case, the game apparatus itself functions alone as the game system of the present invention.
  • the first game is not limited to the above-described example, but various playing card games such as poker and blackjack, board games such as shogi and chess, action games, fighting games, racing games, puzzle games, and adventures.
  • a game, a sports game, a music game, a simulation game, a role playing game, and other various games can be adopted as the first game.
  • the object to be evaluated in the first game is not limited to the above-mentioned card game rising card or the user's selection contents in the card game, and various items appearing in the first game are set as evaluation objects,
  • the evaluation object may be divided into a plurality of evaluation elements for evaluation.
  • the first game is not limited to an example in which the user selects an action on the game.
  • a predetermined lottery process is repeatedly executed such as a slot machine picture matching game, a bingo ball drawing game, or a roulette game. You may do it. Even in such a case, it is possible to divide and evaluate the lottery role and medium attributes into a plurality of evaluation elements and relate them to the progress control of the second game.
  • the evaluation element can be selected from various viewpoints that can occur in the first game, and is not limited to an example in which the result of the game is divided into a plurality of evaluation elements and evaluated.
  • various items given as options to the user in the first game are evaluated for each of a plurality of evaluation elements. can do.
  • the user when the user establishes the role of poker, five cards 201 including the card 201 arranged by the user are set as predetermined matters, and the selection is made by placing the card 201 in any cell row. Evaluating from the viewpoint of how the five cards 201 have been placed and selected, and what role has been established as the effect of the selection, When evaluating for each evaluation element, various settings are possible.
  • a predetermined state such as going up to the game or winning with the playing card as the first game
  • at least some or all of the plurality of cards selected by the user before the predetermined state is obtained may be set as the predetermined item.
  • all or some of the cards selected by the user before the user wins or loses may be set as predetermined items and evaluated.
  • Options for the user to use the card for example, a time-related option regarding the use of the card, a location-related option regarding the use of the card (the above-described options for the arrangement of the card 201 are examples thereof), and a partner who uses the card
  • the user's selection may be divided into appropriate evaluation elements according to the options for evaluation.
  • not only the selection of the user in the first game but also the selection of the opponent (which is also an example of the user) in the first game is incorporated into a part of the predetermined matters and evaluated. Then, the evaluation result may be reflected in the progress control of the second game.
  • the second game is not limited to the bingo game or the card battle game, and various games can be adopted as long as the progress can be controlled while properly using the evaluation results for each evaluation element in the first game.
  • the items to be evaluated in the first game, their evaluation elements, and the respective associations between the evaluation results and the progress control in the second game can also be set in various ways.
  • marks and numbers that are attributes attached to the playing cards as game elements of the first game are directly adopted as evaluation elements, and those attributes and problem elements in the second game are used.
  • the same mark and number as those attributes are also attached to the square of the bingo card, the correlation between them is only an example.
  • the first game is a game in which a character as a game element is operated
  • the task element of the second game is associated with the attribute of the character, and the character's predetermined behavior and state in the first game are evaluated in a plurality of ways. It is also possible to make an evaluation by dividing it into elements, and changing the achievement status of a specific task element of the second game (that is, a task element having a correspondence relationship with the character to be evaluated) while using the evaluation results separately. is there.
  • the determination line in the first game is set as a vertical cell row, the cell row as the determination line selected by the user, and the attack element (attack subject and attack target) in the second game
  • the card 202 is associated with the left and right positions in the field 200 by matching.
  • the determination line is not limited to an example that is set to a straight line.
  • a broken line or other appropriate determination line may be set, and the arrangement of the attack elements in the second game can be determined as long as the correspondence relationship with the determination line in the first game can be grasped. Can be set as appropriate.
  • the cell string (determination line) selected by the user in the card game in the second mode and the determination of the attack subject and the attack target card 202 in the card battle game need only have some correspondence.
  • the leftmost card 202 in the user's deck is set as the attack subject, while the rightmost card 202 in the opponent's deck is set as the attack target.
  • a correspondence relationship such as setting may be set.
  • the user's card 202 arranged at a position corresponding to the cell column selected by the user is set as an attack subject, and the opponent's card 202 to be attacked is determined by the computer at random or according to a predetermined condition. Processing may be performed.
  • the attack subject and the attack target are not limited to a one-to-one relationship, but are selected in a many-to-one, one-to-one, or many-to-many state according to the evaluation result in a predetermined item of the first game. It may be assumed.
  • the correspondence relationship between the cell string as the determination line selected by the user, the attack subject, and the attack target may be controlled in consideration of further factors.
  • the correspondence may be set in consideration of at least one of the user data 63 of the user and the opponent. In this case, when the level of the user recorded in the user data 63 of the user is absolutely low, or the level recorded in the user data 63 of the user is relatively higher than the level recorded in the user data 63 of the opponent If it is low, the user data 63 may be considered in determining the attack opponent, such that two or more cards 202 of the opponent are set as attack targets.
  • the control may be performed such that the higher the difficulty level, the more the number of attack target cards 202 increases.
  • the above-described mode is set on the condition that the user has established one of the poker roles in one cell row in the card game.
  • the conditions under which the attack is performed that is, the conditions under which some progress control is performed in the second game based on the evaluation result for the selection of the first game) are not limited thereto. It is possible to change that an attack is performed on condition that a poker role is established in two or more cell rows. In the card game, an attack may be performed only when a combination having a predetermined strength or more is established.
  • the correspondence between the role of the card game in the second embodiment and the effect of the attack in the card battle game is also controlled in consideration of additional factors other than the strength of the role (in other words, the probability that the role will be established). May be.
  • the correspondence may be set in consideration of at least one of the user data 63 of the user and the opponent. In this case, when the level of the user recorded in the user data 63 of the user is absolutely low, or the level recorded in the user data 63 of the user is relatively higher than the level recorded in the user data 63 of the opponent If it is low, the coefficient increase / decrease may be controlled in consideration of the user data 63 such that the coefficient associated with the strong hand is set larger or the coefficient associated with the weak hand increases. .
  • the higher the difficulty level the larger the coefficient associated with a strong hand or the coefficient associated with a weak hand increases. May be performed.
  • the relationship between the first game and the second game correspondence between the determination line and the attack element, selection of the attack element, etc.
  • the combination to be arranged is changed, so that In this card game, there are cases where the combination to be arranged is limited, but the combination to be arranged is changed for each competition according to the level of the opponent.
  • the user can enjoy the diversity of the game by changing the user level and difficulty level of the opponent according to arbitrary conditions, user selection, and the like.
  • a configuration may be further added in which the user can select another user of the opponent or the parameters (level, etc.) of the other user, or the user can select the difficulty level of the battle.
  • the first game is repeatedly played until the second game task is achieved or a predetermined result is obtained in the second game by repeatedly playing the first game.
  • the first game and the second game are associated with each other, but the present invention is not limited to such an example, and the problem of the second game is associated with one play result of the first game. Variations such as controlling whether it has been achieved or determining the result of the second game in association with the result of one play of the first game are possible.

Abstract

Provided are a game system in which the flexibility of setting associations between a first game and a second game has been increased, thereby making it possible to confer diversity to the games or to adjust a game setting such as difficulty relatively easily, and a control method therefor. In a game system provided with a card game control unit, which executes a card game as a first game, and a bingo game control unit, which executes a bingo game as a second game in association with the first game, progression of the bingo game is controlled by assessing the suit and number of a card (100S) drawn in the card game separately as multiple assessed elements and selectively using the assessment results for each assessed element according to prescribed conditions while switching the validity/invalidity of each square of the bingo game on the basis of the selected assessment result.

Description

ゲームシステム、その制御方法、ゲーム装置及びコンピュータプログラムGAME SYSTEM, ITS CONTROL METHOD, GAME DEVICE, AND COMPUTER PROGRAM
 本発明は、第1のゲームと関連付けて第2のゲームを実行するゲームシステムに関する。 The present invention relates to a game system that executes a second game in association with the first game.
 ゲームの単調性を解消する手法の一つとして、所定の第1のゲームをユーザにプレイさせ、そのゲーム内容(プレイの経過や結果、成績等)と関連付けて第2のゲームを実行し、その第2のゲームのゲーム結果に応じてユーザに配当等の特典を付与するゲームシステムが周知である。一例として、スロットマシンによる図柄合せのゲームにて一定の条件が満たされるとビンゴゲームを実行するゲームシステムが存在する(例えば特許文献1参照)。 As one of the techniques for eliminating the monotony of the game, the user is allowed to play the predetermined first game, and the second game is executed in association with the game content (elapse of play, results, results, etc.) A game system that gives a user a privilege such as a payout according to the game result of the second game is well known. As an example, there is a game system that executes a bingo game when certain conditions are satisfied in a symbol matching game by a slot machine (see, for example, Patent Document 1).
特開2006-326144号公報JP 2006-326144 A
 従来のゲームシステムにおいて、第2のゲームは、第1のゲームを繰り返しプレイするモチベーションをユーザに付与するための付加的なゲーム、あるいは特別なゲームとして位置付けられている。そのため、第2のゲームでは、ビンゴゲームのようにルールや進行状態が比較的理解し易い抽選形式のゲームが採用されることが多い。両ゲームの関連付けとしては、例えば第1のゲームのプレイ結果として、番号等の属性が付された多数の遊技媒体(一例としてボール)から一つの遊技媒体を選択し、選択された遊技媒体の属性と対応するビンゴカードのマスを有効化するといった単純な関係が設定されている。しかし、ボールの番号といった単純な属性を媒介として両ゲームを関連付けるだけでは、難易度やゲームの進行の多様性といったゲームの興趣に関連に影響する事項の調整が困難である。 In the conventional game system, the second game is positioned as an additional game or a special game for giving the user motivation to repeatedly play the first game. For this reason, in the second game, a lottery game such as a bingo game in which rules and progress are relatively easy to understand is often adopted. As an association between both games, for example, as a result of playing the first game, one game medium is selected from a large number of game media (eg, a ball) with an attribute such as a number, and the attribute of the selected game medium is selected. And a simple relationship such as enabling the corresponding bingo card square is set. However, by simply associating both games through a simple attribute such as a ball number, it is difficult to adjust matters affecting the interests of the game, such as the degree of difficulty and the diversity of game progression.
 そこで、本発明は、第1のゲームと第2のゲームとの関連付けの設定の自由度を高め、それにより、ゲームに多様性を与え、あるいは難易度といったゲーム上の設定を比較的容易に調整することが可能なゲームシステム等を提供することを目的とする。 Therefore, the present invention increases the degree of freedom in setting the association between the first game and the second game, thereby giving diversity to the game, or adjusting the game settings such as the difficulty level relatively easily. It is an object to provide a game system or the like that can be played.
 本発明のゲームシステムは、第1のゲーム(例えばトランプゲーム)を実行する第1のゲーム制御手段(21;51)と、前記第1のゲームと関連付けて第2のゲーム(例えばビンゴゲーム、カードバトルゲーム)を実行する第2のゲーム制御手段(22;52)と、を具備し、前記第2のゲーム制御手段は、前記第1のゲームにおける所定の事項(例えばトランプゲームの上がりカード100S、役判定の対象となるカード201の群)を複数の評価要素(例えばマーク及び番号、カード201の配置及び成立した役)毎に評価する評価手段(24、25;54、55)と、前記評価手段による評価要素毎の評価結果を所定の条件に従って選択的に使い分けつつ、選択された評価結果に基づいて前記第2のゲームの進行を制御する進行制御手段(26;56)と、を備えたものである。 The game system of the present invention includes a first game control means (21; 51) for executing a first game (for example, a card game), and a second game (for example, a bingo game, a card) in association with the first game. Second game control means (22; 52) for executing a (battle game), and the second game control means includes a predetermined item in the first game (for example, a rising card 100S of a card game, Evaluation means (24, 25; 54, 55) for evaluating each of a plurality of evaluation elements (for example, a mark and a number, an arrangement of the cards 201 and a winning combination), and the evaluation A progress system that controls the progress of the second game based on the selected evaluation result while selectively using the evaluation result for each evaluation element by means according to a predetermined condition. Means; and (26 56), those having a.
 また、本発明のゲームの制御方法は、第1のゲーム(例えばトランプゲーム)を実行する第1のゲーム工程と、前記第1のゲームと関連付けて第2のゲーム(例えばビンゴゲーム、カードバトルゲーム)を実行する第2のゲーム工程と、を具備するゲームの制御方法であって、前記第2のゲーム工程は、前記第1のゲームにおける所定の事項(例えばトランプゲームの上がりカード100S、役判定の対象となるカード201の群)を複数の評価要素(例えばマーク及び番号、カード201の配置及び成立した役)毎に評価する評価工程(S4、S5;S43、S45)と、前記評価手段による評価要素毎の評価結果を所定の条件に従って選択的に使い分けつつ、選択された評価結果に基づいて前記第2のゲームの進行を制御する進行制御工程(S6;S44、S46~S53)と、を備えたものである。 The game control method of the present invention includes a first game process for executing a first game (for example, a card game) and a second game (for example, a bingo game, a card battle game) in association with the first game. And a second game process that executes a predetermined game item in the first game (for example, a rising card 100S of a card game, a combination determination) An evaluation step (S4, S5; S43, S45) for evaluating each of a plurality of evaluation elements (for example, a mark and a number, an arrangement of the cards 201 and a winning combination), and the evaluation means Progress control for controlling the progress of the second game based on the selected evaluation result while selectively using the evaluation result for each evaluation element selectively according to a predetermined condition Extent; and (S6 S44, S46 ~ S53), those having a.
 さらに、本発明のゲーム装置は、第1のゲーム(例えばトランプゲーム)を実行する第1のゲーム制御手段(21;51)と、前記第1のゲームと関連付けて第2のゲーム(例えばビンゴゲーム、カードバトルゲーム)を実行する第2のゲーム制御手段(22;52)と、を具備し、前記第2のゲーム制御手段は、前記第1のゲームにおける所定の事項(例えばトランプゲームの上がりカード100S、役判定の対象となるカード201の群)を複数の評価要素(例えばマーク及び番号、カード201の配置及び成立した役)毎に評価する評価手段(24、25;54、55)と、前記評価手段による評価要素毎の評価結果を所定の条件に従って選択的に使い分けつつ、選択された評価結果に基づいて前記第2のゲームの進行を制御する進行制御手段(26;56)と、を備えたものである。 Furthermore, the game device of the present invention includes a first game control means (21; 51) for executing a first game (for example, a card game) and a second game (for example, a bingo game) in association with the first game. And a second game control means (22; 52) for executing a card battle game, wherein the second game control means is a predetermined item in the first game (for example, a rising card of a card game) 100S, evaluation means (24, 25; 54, 55) for evaluating each of a plurality of evaluation elements (for example, mark and number, arrangement of the card 201 and established combination), A process of controlling the progress of the second game based on the selected evaluation result while selectively using the evaluation result for each evaluation element by the evaluation means selectively according to a predetermined condition. Control means; and (26 56), those having a.
 また、本発明のコンピュータプログラムは、ゲームシステム(1)に設けられたコンピュータ(10)を、第1のゲーム(例えばトランプゲーム)を実行する第1のゲーム制御手段(21;51)、及び前記第1のゲームと関連付けて第2のゲーム(例えばビンゴゲーム、カードバトルゲーム)を実行する第2のゲーム制御手段(22;52)として機能させるように構成されたゲームシステム用のコンピュータプログラム(31;61)であって、前記第2のゲーム制御手段を、前記第1のゲームにおける所定の事項(例えばトランプゲームの上がりカード100S、役判定の対象となるカード201の群)を複数の評価要素(例えばマーク及び番号、カード201の配置及び成立した役)毎に評価する評価手段(24、25;54、55)、及び前記評価手段による評価要素毎の評価結果を所定の条件に従って選択的に使い分けつつ、選択された評価結果に基づいて前記第2のゲームの進行を制御する進行制御手段(26;56)としてさらに機能させるように構成されたものである。なお、本発明のコンピュータプログラムは、半導体メモリ、磁気記憶媒体、光学的記憶媒体等の各種の記憶媒体に記録されて提供されてよい。 A computer program according to the present invention includes a first game control means (21; 51) for executing a first game (for example, a card game) on a computer (10) provided in a game system (1), and A computer program for a game system (31) configured to function as second game control means (22; 52) for executing a second game (for example, a bingo game or a card battle game) in association with the first game. 61) wherein the second game control means determines a predetermined matter in the first game (for example, a card 100S for a card game, a group of cards 201 to be determined for a combination) as a plurality of evaluation elements. Evaluation means (24, 25; 54, 5) for each evaluation (for example, mark and number, arrangement of the card 201 and established combination) And progress control means (26; 56) for controlling the progress of the second game based on the selected evaluation results while selectively using the evaluation results for each evaluation element by the evaluation means in accordance with predetermined conditions. It is comprised so that it may function further as. The computer program of the present invention may be provided by being recorded on various storage media such as a semiconductor memory, a magnetic storage medium, and an optical storage medium.
 本発明によれば、第1のゲームにおける所定の事項が複数の評価要素毎に分けて評価され、それらの評価結果を条件に応じて使い分けながら、選択された評価結果に基づいて第2のゲームの進行が制御される。したがって、第2のゲームにおける一の局面では特定の評価要素の評価結果を選択し、その評価結果と関連付けてゲームの進行を制御し、他の局面では特定の評価要素の評価結果に代えて、又は加えて、他の評価結果を選択し、その評価結果に関連付けてゲームの進行を制御するといったように、第1のゲームにて評価されるべき事項と、第2のゲームの進行との関連性を、柔軟に、あるいは多様に変化させることができる。それにより、第1のゲームと第2のゲームとの関連性の設定の自由度を高め、ゲームに多様性を与え、あるいは難易度といったゲーム上の設定を比較的容易に調整することができる。 According to the present invention, the predetermined items in the first game are evaluated for each of a plurality of evaluation elements, and the second game is based on the selected evaluation result while properly using the evaluation results according to the conditions. Progress is controlled. Therefore, in one aspect of the second game, the evaluation result of a specific evaluation element is selected, the progress of the game is controlled in association with the evaluation result, and in the other aspect, instead of the evaluation result of the specific evaluation element, Or, in addition, the relationship between the matter to be evaluated in the first game and the progress of the second game, such as selecting another evaluation result and controlling the progress of the game in association with the evaluation result. Sex can be changed flexibly or in various ways. Thereby, the degree of freedom in setting the relationship between the first game and the second game can be increased, the game can be given diversity, or the game settings such as difficulty can be adjusted relatively easily.
 本発明において、第1のゲームとしては適宜のゲームを実行することができる。ユーザの操作を主体として進行するゲームを第1のゲームとして実行してもよいし、ユーザの操作を補助的に参照し、あるいは参照することなく進行するゲームを第1のゲームとして実行してもよい。第1のゲームにおける「所定の事項」は、評価手段又は評価工程にて評価の対象となるべき事項であって、ゲームの結果として現れる事項、ゲームの途中に現れる事項、ゲームにおけるユーザやコンピュータの選択行動に起因して現れる事項等、種々の事項をその範疇に含む。また、「所定の事項」は、複数の評価要素に分けて評価することができるものである。評価要素は種々の観点から設定することができる。例えば、トランプゲームの上がりカードを「所定の事項」とした場合、トランプのカードをマーク及び番号に着目して分類し、それらの分類を評価要素と対応付けることにより、上がりカードを、マーク、及び番号に分けて評価することができる。麻雀における上がり牌(当り牌)の絵柄及び数字に着目しても同様である。トランプ、麻雀、スロットマシンゲームのような役作りの要素をもったゲームを第1のゲームとして実行する場合には、ユーザが上がった役に含まれる図柄や組み合わせ、役のランクといった観点から、第1のゲームにおける「所定の事項」としての上がり役を複数の評価要素に分けて評価することができる。第1のゲームが対戦型のゲームであれば、対戦の結果(勝敗の別や順位)に関する評価、対戦結果を決定付けたゲーム上の行動(例えば決め技)に関する評価といった観点から複数の評価要素毎の評価を得ることができる。ゲームの途中経過を考慮する場合には、例えばプレイ時間の長短、有効な行動を選択した回数といった観点から、ゲーム上の事項を複数の評価要素に分けて評価することができる。野球、サッカーといった団体スポーツをモチーフにしたゲームを第1のゲームとして実行する場合には、勝利したチーム、勝利に貢献した選手といった観点からゲーム上の所定の事項を複数の評価要素に分けて評価することができる。クイズゲームであれば、問題のジャンル、正答数といった観点で複数の評価要素に分けて評価することができる。競馬ゲームのようなレースゲームでは、育成した馬の出走回数、レース成績、獲得賞金額といった観点で複数の評価要素に分けて評価することができる。さらに、ゲームのプレイ中のユーザの操作の優劣を所定の基準に従って評価することも可能である。例えば音楽ゲームを第1のゲームとして実行する場合には、ユーザがプレイしたゲームの難易度、ユーザがクリアしたステージ、楽曲の数といった複数の観点から第1のゲームにおける所定の事項を複数の評価要素に分けて評価すればよい。 In the present invention, an appropriate game can be executed as the first game. A game that proceeds with user operations as a subject may be executed as the first game, or a game that proceeds without reference to user operations may be executed as the first game. Good. The “predetermined items” in the first game are items to be evaluated in the evaluation means or the evaluation process, items appearing as a result of the game, items appearing in the middle of the game, users and computers in the game Various items such as items that appear due to the selection behavior are included in the category. Further, the “predetermined matter” can be evaluated by being divided into a plurality of evaluation elements. The evaluation factor can be set from various viewpoints. For example, when the card of the playing card game is “predetermined matter”, the card of the playing card is classified by paying attention to the mark and the number, and by associating those classifications with the evaluation elements, the card of the rising card is marked and numbered. It can be divided and evaluated. The same applies when paying attention to the patterns and figures of the rising frogs (hits) in mahjong. When a game such as a playing card, mahjong, or slot machine game is executed as the first game, from the viewpoint of symbols and combinations included in the role that the user has raised, and the rank of the role, A rising combination as a “predetermined item” in one game can be evaluated by dividing it into a plurality of evaluation elements. If the first game is a competitive game, there are a plurality of evaluation elements from the viewpoints of evaluation regarding the result of the battle (separation or ranking of wins and losses) and evaluation regarding the action on the game (for example, the determined technique) that determined the battle result. Each evaluation can be obtained. When considering the progress of the game, for example, the items on the game can be evaluated by dividing them into a plurality of evaluation elements from the viewpoints of length of play time and the number of times of selecting an effective action. When a game based on a group sport such as baseball or soccer is executed as the first game, a predetermined item on the game is divided into a plurality of evaluation elements and evaluated from the viewpoint of a winning team and a player who has contributed to the victory. can do. If it is a quiz game, it can be divided into a plurality of evaluation elements and evaluated from the viewpoint of problem genre and the number of correct answers. In a race game such as a horse racing game, evaluation can be performed by dividing into a plurality of evaluation elements from the viewpoints of the number of times the trained horse has started, the race results, and the winning prize amount. Furthermore, it is possible to evaluate the superiority or inferiority of the user's operation during the game play according to a predetermined standard. For example, when a music game is executed as the first game, a plurality of evaluations of predetermined items in the first game are performed from a plurality of viewpoints such as the difficulty level of the game played by the user, the stage cleared by the user, and the number of songs. What is necessary is just to divide into elements and evaluate.
 本発明において、「評価」の用語は、評価対象とされた「所定の事項」を、第2のゲームにおける進行制御との関係において特定できる処理であれば足りる。その限りにおいて、分析、解析、採点、判別、特定、同定といった種々の用語で表現される処理が「評価」の語義の範疇に含まれる。評価要素毎の評価結果を使い分けるための「所定の条件」については適宜の設定が可能である。例えば、第2のゲームが進行している過程で各評価結果が選択的に使い分けられるように条件が設定されてもよいし、第2のゲームが終了する毎に、使用されるべき評価結果が切り替えられるように条件が設定されてもよい。評価要素毎の評価結果は、単独で使用されてもよいし、適宜に組み合わせて使用されてもよい。第1のゲームは、第2のゲームが進行する間に繰り返し実行されてもよいし、第1のゲームが進行する間にその途中で適宜評価が実行されて第2のゲームが繰り返されてもよい。もちろん、第1のゲームが一回実行されると第2のゲームも一回実行されるといった関係でもよい。第1のゲームにおける所定の事項に対する評価は、第1のゲームにて特定の状況が生じた場合(例えば、ユーザが第1のゲームで勝利した場合)に限って実行されてもよいし、第1のゲームが実行される場合には必ず評価が行われるものとしてもよい。 In the present invention, the term “evaluation” only needs to be a process that can identify “predetermined matters” to be evaluated in relation to the progress control in the second game. To that extent, processing expressed in various terms such as analysis, analysis, scoring, discrimination, identification, and identification is included in the category of the meaning of “evaluation”. The “predetermined condition” for properly using the evaluation result for each evaluation element can be set appropriately. For example, conditions may be set so that each evaluation result can be selectively used while the second game is in progress, or the evaluation result to be used every time the second game ends. Conditions may be set so as to be switched. The evaluation results for each evaluation element may be used alone or in appropriate combination. The first game may be repeatedly executed while the second game is progressing, or may be repeatedly evaluated during the progress of the first game and the second game is repeated. Good. Of course, when the first game is executed once, the second game may be executed once. The evaluation for the predetermined matters in the first game may be executed only when a specific situation occurs in the first game (for example, when the user wins the first game) Evaluation may be performed whenever one game is executed.
 本発明の一形態において、前記第1のゲーム制御手段は、粗密が異なる複数の分類(例えば、マークによる分類と番号による分類)に従って区分可能な属性を有する複数のゲーム要素(例えばトランプのカード100)からいずれかのゲーム要素が選択され、選択されたゲーム要素の属性(例えばマーク及び番号)がゲームの経過又は結果に与える影響が前記属性に応じて差別化されるように前記第1のゲームを制御し、前記第2のゲーム制御手段は、前記複数のゲーム要素の属性と対応関係が設定された複数の課題要素(例えばビンゴカード110のマス111)のそれぞれの達成状況(例えば有効無効の別)に基づいて、所定の課題(例えば所定本数のラインの完成)の達成の可否が決定されるように前記第2のゲームを制御し、前記第1のゲームにて所定の影響を与えたゲーム要素(例えば、トランプゲームにて「所定の影響」として上がりの結果をもたらしたカード100S)が前記評価手段による評価対象として設定され、前記評価手段は、前記評価対象のゲーム要素の属性を前記分類毎に分けて判別した結果を、前記評価要素毎の評価として特定し、前記進行制御手段は、前記評価手段が特定した分類毎の評価結果を前記所定の条件に従って選択的に使用して、前記複数の課題要素のそれぞれと前記評価結果としての属性との対応関係の有無を判別し、該対応関係の存否に基づいて前記課題要素の達成状況を制御するものとしてもよい。 In one form of the present invention, the first game control means has a plurality of game elements (for example, a card 100 of playing cards) having attributes that can be classified according to a plurality of classifications (for example, classification by marks and classification by numbers) that are different in density. ), And the effect of the selected game element attribute (for example, mark and number) on the progress or result of the game is differentiated according to the attribute. The second game control means controls the achievement status (for example, validity / invalidity) of each of the plurality of task elements (for example, the square 111 of the bingo card 110) for which the correspondence relationship with the attributes of the plurality of game elements is set. The second game is controlled so as to determine whether or not a predetermined task (for example, completion of a predetermined number of lines) can be achieved, A game element that has a predetermined influence in one game (for example, a card 100S that has given rise as a “predetermined influence” in a card game) is set as an evaluation target by the evaluation means, and the evaluation means The result of dividing the attribute of the game element to be evaluated for each classification is identified as the evaluation for each evaluation element, and the progress control means determines the evaluation result for each classification specified by the evaluation means. It is selectively used according to a predetermined condition to determine whether or not there is a correspondence between each of the plurality of task elements and the attribute as the evaluation result, and the achievement status of the task element is determined based on the presence or absence of the correspondence It may be controlled.
 上記の形態においては、第1のゲームにおけるゲーム要素の属性が複数の分類によって区分可能であり、しかも分類には粗密が存在する。そのため、一の分類に従ってゲーム要素の属性を区分した場合と、他の分類に従ってゲーム要素の属性を区分した場合とでは、区分毎のゲーム要素の集合の数に相違が生じる。例えば、トランプのカード(ただし、ジョーカーを除く52枚)をマークの属性によって分類すれば4つの集合が生じ、番号の属性で分類すれば13個の集合が生じるごとくである。したがって、ゲーム要素の属性を分類毎に判別し、属性と第2のゲームの課題要素との間の対応関係の存否を判別した場合、その対応関係が存在する確率は、分類の粗密に応じて変化する。つまり、粗い分類に従って属性を評価した場合には、対応関係が存在する確率が相対的に高くなり、細かい分類に従って属性を評価した場合には、対応関係が存在する確率が相対的に低くなる。このように、どの評価要素に従ってゲーム要素の属性を評価したかによって、第1のゲームにおける特定のゲーム要素の属性と、第2のゲームにおける課題要素との間に対応関係が存在する確率が相違するため、評価結果を使い分けながら対応関係の有無を判別すれば、対応関係が存在する確率に応じて各課題要素が達成される確率も変化する。そのような確率の相違を利用すれば、第2のゲームの進行に緩急を与えることができる。それにより、第2のゲームの難易度を調整することができる。したがって、ゲームの難易度を変化させ、あるいは、第1のゲームと第2のゲームとの関連性を変化させるといったゲーム上の設定を、条件に応じて評価要素を使い分けるという比較的容易な操作、調整によって実現することができる。 In the above-described form, the attributes of the game elements in the first game can be classified by a plurality of classifications, and the classifications are dense. Therefore, there is a difference in the number of sets of game elements for each category between when the attribute of the game element is classified according to one classification and when the attribute of the game element is classified according to another classification. For example, if the cards are classified by the attribute of the mark (52 cards excluding the joker), four sets are generated, and if the cards are classified by the number attribute, 13 sets are generated. Therefore, when the attribute of the game element is determined for each classification, and the presence or absence of the correspondence between the attribute and the task element of the second game is determined, the probability that the correspondence exists exists depends on the density of the classification. Change. That is, when an attribute is evaluated according to a rough classification, the probability that a correspondence relationship exists is relatively high, and when an attribute is evaluated according to a fine classification, the probability that a correspondence relationship exists is relatively low. As described above, the probability that a correspondence relationship exists between the attribute of the specific game element in the first game and the task element in the second game depends on which evaluation element is used to evaluate the attribute of the game element. Therefore, if the presence or absence of the correspondence relationship is determined while properly using the evaluation results, the probability that each task element is achieved also changes according to the probability that the correspondence relationship exists. By using such a difference in probability, the progress of the second game can be given a swiftness. Thereby, the difficulty level of the second game can be adjusted. Therefore, a relatively easy operation of changing the game difficulty level or changing the relevance between the first game and the second game using different evaluation elements according to conditions, It can be realized by adjustment.
 前記複数の課題要素には、前記属性との対応関係の判別に関して、前記分類毎の評価結果からいずれの分類に基づく評価結果が使用されるべきかの観点から差別化された複数の種類(例えば図2のタイプA~C)が設定され、前記進行制御手段は、前記対応関係の判別に使用する評価結果の選択を、前記課題要素の前記種類に応じて変化させつつ前記複数の課題要素のそれぞれと前記評価結果としての属性との対応関係の有無を判別してもよい。これによれば、課題要素の種類に応じて、対応関係が存在する確率が変化する。そのため、課題要素の種類に応じて評価要結果を選択するという比較的簡素な処理により、上述した作用効果を得ることができる。 For the plurality of task elements, a plurality of types (for example, differentiated from the viewpoint of which evaluation result based on which classification should be used from the evaluation result for each classification in determining the correspondence relationship with the attribute (for example, 2 are set, and the progress control means changes the selection of the evaluation result used to determine the correspondence relationship according to the type of the task elements while changing the selection of the evaluation results. It may be determined whether or not there is a correspondence between each attribute and the attribute as the evaluation result. According to this, the probability that a correspondence relationship exists changes according to the type of task element. Therefore, the above-described effects can be obtained by a relatively simple process of selecting an evaluation result according to the type of task element.
 また、前記課題要素の種類の組み合わせが異なる複数の課題要素の組(例えば、図3のステージ1~5の複数のビンゴカード110)が用意され、前記第2のゲーム制御手段は、前記複数の課題要素の組から、前記第2のゲームで使用されるべき課題要素の組を選択し、選択された課題要素の組に含まれる課題要素と前記評価結果としての属性との対応関係の有無を判別してもよい。対応関係の判別においては、課題要素の種類に応じて対応関係が存在する確率が変化するため、課題要素の種類の組み合わせを変更すれば、その課題要素の組の全体が課題として達成される確率も、種類の組み合わせに応じて変化する。したがって、組み合わせが異なる複数の課題要素の組を用意して、いずれかの組を第2のゲームで選択すれば、その選択状況に応じて第2のゲームの難易度を変化させることができる。 Also, a plurality of sets of task elements (for example, a plurality of bingo cards 110 in stages 1 to 5 in FIG. 3) having different combinations of types of task elements are prepared, and the second game control means includes the plurality of task elements. From the set of task elements, a set of task elements to be used in the second game is selected, and whether or not there is a correspondence relationship between the task elements included in the selected set of task elements and the attribute as the evaluation result It may be determined. In determining the correspondence, the probability that the correspondence exists depends on the type of the task element, so if the combination of the types of task elements is changed, the probability that the entire set of task elements will be achieved as a task Also changes depending on the combination of types. Therefore, if a set of a plurality of task elements having different combinations is prepared and any one of the sets is selected in the second game, the difficulty level of the second game can be changed according to the selection situation.
 さらに、前記第2のゲーム制御手段は、前記複数の課題要素のそれぞれを含んだゲーム画像(例えばビンゴカード110の画像)を、各課題要素と前記ゲーム要素の前記属性との対応関係(例えばマーク及び番号の少なくともいずれか一方の属性との対応関係)、及び、各課題要素の達成状況(例えばビンゴカード110上の各マス111の有効無効の別)がユーザにより識別可能な態様で表示装置(13)上に表示させてもよい。これにより、第2のゲームの進行状況をユーザに容易かつ確実に把握させることが可能である。 Further, the second game control means displays a game image including each of the plurality of task elements (for example, an image of the bingo card 110) and a correspondence relationship (for example, a mark) between each task element and the attribute of the game element. And a correspondence relationship with at least one of the attributes of the number) and the achievement status of each task element (for example, whether each cell 111 on the bingo card 110 is valid or invalid) is displayed in a manner that can be identified by the user ( 13) It may be displayed above. This makes it possible for the user to easily and reliably grasp the progress of the second game.
 また、前記第2のゲーム制御手段は、前記複数の課題要素としての複数のマス(1119を所定の配列で並べたゲーム画像(例えばビンゴカード110の画像)を、各マスと前記ゲーム要素の前記属性との対応関係(例えばマーク及び番号の少なくともいずれか一方との対応関係)、及び、各マスの達成状況(例えばビンゴカード上の各マスの有効無効の別)がユーザにより識別可能な態様で表示装置(13)上に表示させ、前記進行制御手段は、達成済の課題要素のマスが前記ゲームオブジェクト上で所定の配列を形成したか否かに基づいて、前記所定の課題が達成されたか否かを判別してもよい。これによれば、ビンゴゲームのように、複数のマスのそれぞれを課題要素として、それらの課題要素を順次達成しつつ所定の配列の完成を最終的な課題として進行するゲームを第2のゲームとしてユーザに提供することができる。その第2のゲームの難易度等の設定を本発明に従って適宜に調整することにより、判り易くかつ多様性があって興趣に富むゲームをユーザに提供することができる。 In addition, the second game control means displays a plurality of squares (1119 in a predetermined arrangement) as a plurality of task elements (for example, an image of a bingo card 110), and the squares and the game elements. Correspondence with attributes (for example, correspondence with at least one of marks and numbers) and achievement status of each square (for example, whether each square on the bingo card is valid / invalid) in a manner that can be identified by the user Displayed on the display device (13), the progress control means determines whether or not the predetermined task has been achieved based on whether or not the squares of the completed task elements have formed a predetermined array on the game object. According to this, as in a bingo game, each of a plurality of squares is set as a task element, and the predetermined array is completed while sequentially achieving those task elements. A game that progresses as a final task can be provided to the user as a second game, which is easy to understand and versatile by appropriately adjusting settings such as the difficulty level of the second game according to the present invention. It is possible to provide a user with an interesting game.
 本発明の一形態において、前記第1のゲーム制御手段は、前記第1のゲームにおける前記ユーザの行動として、該ユーザに前記ゲーム要素を選択させ、該ユーザが選択したゲーム要素の属性に応じた影響(例えば、トランプゲームにおいてユーザが選択したカード100のマークや番号が与える影響)を反映してゲームが進行するように前記第1のゲームを制御し、前記評価手段は、前記ユーザが選択した前記ゲーム要素が前記第1のゲームにて前記所定の影響(例えば、トランプゲームにおける上がり)を与えた場合に当該ゲーム要素を評価対象として設定するものとしてもよい。これによれば、ユーザの第1のゲームにおける行動が当該第1のゲームに与えた影響に基づいて評価対象のゲーム要素が特定される。したがって、ユーザが第2のゲームの進行をも意識して第1のゲームの行動を選択するようになり、比較的簡単なゲームを第1及び第2のゲームとして採用した場合でも、両ゲームの相乗効果によりゲーム全体の興趣を高め、ゲームのプレイに対するユーザのモチベーションを向上させることができる。 In one form of the present invention, the first game control means causes the user to select the game element as the user's action in the first game, and according to the attribute of the game element selected by the user. The first game is controlled to reflect the influence (for example, the influence given by the mark or number of the card 100 selected by the user in the card game), and the evaluation means selects the user The game element may be set as an evaluation target when the game element gives the predetermined influence (for example, an increase in the card game) in the first game. According to this, the game element to be evaluated is specified based on the influence of the action of the user in the first game on the first game. Therefore, even if the user selects the action of the first game in consideration of the progress of the second game, and adopts relatively simple games as the first and second games, The interest of the entire game can be enhanced by the synergistic effect, and the user's motivation for playing the game can be improved.
 また、前記第1のゲーム制御手段は、前記第1のゲームにおける前記ユーザ及びその対戦相手の行動として、前記ゲーム要素をユーザ及び対戦相手のそれぞれに選択させ、前記ユーザ及び前記対戦相手がそれぞれ選択したゲーム要素の属性に応じた影響(例えば、トランプゲームにおいてユーザ及び対戦相手がそれぞれ選択したカードのマークや番号が与える影響)を反映してゲームを進行させ、所定の影響を与えるゲーム要素を選択した者がゲームの勝者となるように前記第1のゲームを制御し、前記評価手段は、前記ユーザが勝利した場合に、該ユーザの選択によって前記所定の影響を与えたゲーム要素を評価対象として設定するものとしてもよい。これによれば、ユーザが第1のゲームにおいて対戦相手に勝利することが、第2のゲームを進行させる要件となる。しかも、第1のゲームにおける勝利を決定付けたゲーム要素が第2のゲームを進行させるための評価対象となる。それにより、ユーザが第2のゲームの進行をも意識して第1のゲームの行動を戦略的に選択する必要が生じる。したがって、比較的簡単なゲームを第1及び第2のゲームとして設定しても両ゲームの相乗効果によりゲーム全体の興趣を高め、ゲームのプレイに対するユーザのモチベーションを向上させることができる。 Further, the first game control means causes the user and the opponent to select the game element as the action of the user and the opponent in the first game, and the user and the opponent select respectively. The game progresses by reflecting the influence according to the attribute of the game element (for example, the influence of the card mark or number selected by the user and the opponent in the card game), and the game element having a predetermined influence is selected. The first game is controlled so that a person who has won the game wins, and when the user wins, the evaluation means uses the game element that has had the predetermined influence by the user's selection as an evaluation target. It may be set. According to this, it is a requirement for the user to advance the second game that the user wins the opponent in the first game. In addition, the game element that determines the victory in the first game becomes an evaluation target for progressing the second game. As a result, the user needs to strategically select the action of the first game in consideration of the progress of the second game. Therefore, even if a relatively simple game is set as the first and second games, the interest of the whole game can be enhanced by the synergistic effect of both games, and the user's motivation for playing the game can be improved.
 上記の形態においては、前記ユーザによる前記ゲーム要素の選択が、前記ユーザが所持する複数のゲーム要素から選択されてもよい。例えば、ユーザが所持するデッキ、持ち駒、キャラクタといったゲーム要素からユーザがゲームで使用するゲーム要素を選択するといったごとくである。さらに、前記第2のゲームにて前記所定の課題が達成されるまで前記第1のゲームの実行が繰り返し可能とされてもよい。これによれば、第2のゲームの課題が達成されるまで第1のゲームを繰り返しプレイするモチベーションをユーザに付与することができる。前記第2のゲーム制御手段は、前記第2のゲームにて前記所定の課題が達成された場合、前記第1のゲームにて使用可能な特典を発生させる特典制御手段(27、S9)をさらに備えてもよい。これによれば、第2のゲームにて付与された特典を第1のゲームで使用できるので、両ゲームの関連性をより強化して両ゲームの相乗効果を高めることが可能である。 In the above embodiment, the selection of the game element by the user may be selected from a plurality of game elements possessed by the user. For example, the user selects a game element to be used in the game from game elements such as a deck, a piece, and a character possessed by the user. Furthermore, the execution of the first game may be repeatable until the predetermined task is achieved in the second game. According to this, it is possible to give the user motivation to repeatedly play the first game until the task of the second game is achieved. The second game control means further includes privilege control means (27, S9) for generating a privilege that can be used in the first game when the predetermined task is achieved in the second game. You may prepare. According to this, since the privilege granted in the second game can be used in the first game, it is possible to enhance the relevance of both games and increase the synergistic effect of both games.
 また、本発明の一形態において、前記第1のゲーム制御手段は、ユーザの選択に応じて前記第1のゲームを実行し、前記評価手段は、前記所定の事項として、前記ユーザの選択内容を前記複数の評価要素毎に評価するものとしてもよい。これによれば、第1のゲームにおけるユーザの選択内容を複数の観点から評価要素に分類して評価し、それらの評価結果を使い分けながら第2のゲームを進行させることにより、第1のゲームにて評価されるべき事項と第2のゲームの進行との関連性を、柔軟に、あるいは多様に変化させることができる。 In one embodiment of the present invention, the first game control means executes the first game in response to a user's selection, and the evaluation means uses the user's selection content as the predetermined matter. The evaluation may be performed for each of the plurality of evaluation elements. According to this, the user's selection contents in the first game are classified and evaluated as evaluation elements from a plurality of viewpoints, and the second game is advanced while properly using the evaluation results. The relationship between the items to be evaluated and the progress of the second game can be changed flexibly or in various ways.
 上記の形態において、前記第1のゲーム制御手段は、複数のゲーム要素に関するユーザの選択に応じて前記第1のゲームを実行し、前記評価手段は、前記第1のゲームの結果に影響を与えるユーザの前記ゲーム要素に関する選択を前記複数の評価要素毎に評価するものとしてもよい。これによれば、第1のゲームにおけるユーザの選択が当該第1のゲームの結果に影響を与えるのみならず、その選択に関する評価要素毎の評価の結果が第2のゲームの進行にも影響するようになる。 In the above aspect, the first game control means executes the first game in response to a user's selection regarding a plurality of game elements, and the evaluation means affects the result of the first game. It is good also as what evaluates the selection regarding the said game element of a user for every said some evaluation element. According to this, not only the selection of the user in the first game affects the result of the first game but also the evaluation result for each evaluation element related to the selection also affects the progress of the second game. It becomes like this.
 さらに、前記評価手段による前記複数の評価要素には、ユーザが前記ゲーム要素をどのように選択したかに関する評価要素、及び前記ゲーム要素の選択が前記第1のゲームの結果にどのような影響を与えたかに関する評価要素の少なくともいずれか一方が含まれるものとしてもよい。これにより、ユーザが第1のゲームにてゲーム要素をどのように選択したか、あるいは、ゲーム要素の選択がどのような影響を第1のゲームに与えたか、を評価してその評価結果を第2のゲームの進行に反映させることができる。 Further, the plurality of evaluation elements by the evaluation means include an evaluation element relating to how the user has selected the game element, and how the selection of the game element affects the result of the first game. It is good also as what contains at least any one of the evaluation element regarding what was given. As a result, it is evaluated how the user has selected the game element in the first game, or how the selection of the game element has an effect on the first game, and the evaluation result is given as the first result. This can be reflected in the progress of the second game.
 あるいは、前記第1のゲームでは、前記複数のゲーム要素として複数のカード(201)が用意され、前記評価手段は、ユーザが前記カードをどのように選択したかに関する評価要素、及び前記ユーザによる前記ゲーム要素の選択が前記第1のゲームの結果にどのような影響を与えたかに関する評価要素をそれぞれ評価するものとしてもよい。これによれば、ユーザが第1のゲームにてカードをどのように選択したか、及びそのカードの選択がどのような影響を第1のゲームに与えたか、を評価してそれらの評価結果を第2のゲームの進行に反映させることができる。 Alternatively, in the first game, a plurality of cards (201) are prepared as the plurality of game elements, and the evaluation means includes an evaluation element regarding how a user has selected the card, and the user's An evaluation element relating to how the selection of the game element has an influence on the result of the first game may be evaluated. According to this, it is evaluated how the user has selected a card in the first game and how the selection of the card has affected the first game, and the evaluation result is obtained. This can be reflected in the progress of the second game.
 ゲーム要素としてカードが用意された形態において、前記第1のゲーム制御手段は、複数の判定ラインが生じるように配置されたカード群から、ユーザにいずれかの判定ラインを選択させて当該判定ラインにさらにカードを配置させ、ユーザが選択した判定ライン上にて、前記ユーザが配置したカードを含む複数のカードにより、複数の役(例えばポーカーの役)のいずれかが成立したか否かが判定されるように前記第1のゲームを実行し、前記評価手段は、前記ユーザがいずれの判定ラインを選択してカードを配置したかを、前記カードをどのように選択したかに関する評価要素として評価するとともに、ユーザが選択した判定ライン上における役を、前記第1のゲームの結果にどのような影響を与えたかに関する評価要素として評価するものとしてもよい。これによれば、第1のゲームでユーザが判定ラインを選択してカードを配置したことによって役が成立した場合、カードがいずれの判定ラインに対して配置されたか、及びユーザのカードの配置によってどのような役が成立したか、がそれぞれ評価され、それらの評価結果に基づいて第2のゲームの進行が制御される。 In the form in which a card is prepared as a game element, the first game control means causes the user to select one of the determination lines from a group of cards arranged so that a plurality of determination lines are generated. Further, a card is placed, and it is determined whether or not any of a plurality of winning combinations (for example, a poker winning role) is realized by a plurality of cards including the card arranged by the user on the determination line selected by the user. The first game is executed as described above, and the evaluation unit evaluates which determination line the user has selected and arranged the card as an evaluation factor regarding how the card has been selected. At the same time, the role on the determination line selected by the user is evaluated as an evaluation factor regarding how the result of the first game was affected. It may be a thing. According to this, in a case where a combination is established by the user selecting a determination line and placing a card in the first game, depending on which determination line the card is placed on, and the placement of the user's card Each winning combination is evaluated, and the progress of the second game is controlled based on the evaluation results.
 さらに、前記第2のゲーム制御手段は、ユーザ及びその対戦相手のそれぞれが前記複数の判定ラインに対応付けて攻撃要素(202)を配置し、同一の判定ラインに対応して配置されたユーザ及び対戦相手のそれぞれの攻撃要素のうち、いずれか一方の攻撃要素が他方の攻撃要素を攻撃し、その攻撃の効果に基づいて前記第2のゲームが進行するように当該第2のゲームを制御し、前記進行制御手段は、前記第1のゲームにて前記ユーザが選択した判定ライン上でいずれかの役が成立した場合、当該ユーザが選択した判定ラインに対応して配置されたユーザの攻撃要素が、対戦相手の攻撃要素を攻撃するように前記判定ラインの選択についての評価結果と前記攻撃要素の選択とが対応付けられ、かつ、前記攻撃の効果が前記判定ライン上で成立した役に応じて変化するように前記役の評価結果と前記攻撃の効果とが対応付けられるように、前記評価手段の評価結果に基づいて前記第2のゲームの進行を制御するものとしてもよい。これによれば、第1のゲームでユーザが判定ラインを選択してカードを配置したことによって役が成立した場合、カードがいずれの判定ラインに対して配置されたか、及びユーザのカードの配置によってどのような役が成立したか、がそれぞれ評価され、カードが配置された判定ラインに対応するユーザの攻撃要素が同一判定ライン上にある対戦相手の攻撃要素を攻撃し、かつ、成立した役に応じて攻撃の効果が変化するように第2のゲームの進行が制御される。 Further, the second game control means is configured such that each of the user and the opponent arranges an attack element (202) in association with the plurality of determination lines, and the user and the opponent arranged in correspondence with the same determination line. Among the attack elements of the opponent, either one of the attack elements attacks the other attack element, and the second game is controlled so that the second game progresses based on the effect of the attack. The progress control means, when any combination is established on the determination line selected by the user in the first game, the attack element of the user arranged corresponding to the determination line selected by the user However, the evaluation result regarding the selection of the determination line is associated with the selection of the attack element so as to attack the opponent's attack element, and the effect of the attack is determined on the determination line. The progress of the second game may be controlled based on the evaluation result of the evaluation means so that the evaluation result of the combination and the effect of the attack are associated with each other so as to change depending on the winning combination. Good. According to this, in a case where a combination is established by the user selecting a determination line and placing a card in the first game, depending on which determination line the card is placed on, and the placement of the user's card Each role is evaluated, and the attack element of the user corresponding to the determination line on which the card is placed attacks the opponent's attack element on the same determination line, and The progress of the second game is controlled so that the attack effect changes accordingly.
 なお、上述した各形態においては、前記第2のゲームにて前記所定の結果が得られるまで前記第1のゲームの実行が繰り返し可能とされてもよい。 In each form described above, the execution of the first game may be repeatable until the predetermined result is obtained in the second game.
 なお、以上の説明では本発明の理解を容易にするために、下記に説明する実施の形態の対応事項又は添付図面の参照符号を括弧書きにて付記したが、それにより本発明が下記の形態に限定されるものではない。 In the above description, in order to facilitate understanding of the present invention, the corresponding matters of the embodiments described below or the reference numerals of the attached drawings are added in parentheses, whereby the present invention is described below. It is not limited to.
 以上に説明したように、本発明によれば、第1のゲームにおける所定の事項が複数の評価要素に分けて評価事項毎に評価され、それらの評価結果を条件に応じて使い分けながら、選択された評価結果に基づいて第2のゲームの進行が制御されるものとしたので、第1のゲームにて評価されるべき事項と、第2のゲームの進行制御との関連性を柔軟に、あるいは多様に変化させることができる。それにより、第1のゲームと第2のゲームとの関連付けの設定自由度を高め、ゲームに多様性を与え、あるいは難易度といったゲーム上の設定を比較的容易に調整することができる。 As described above, according to the present invention, the predetermined item in the first game is divided into a plurality of evaluation elements and evaluated for each evaluation item, and the evaluation result is selected while being used according to the conditions. Since the progress of the second game is controlled based on the evaluation result, the relevance between the matter to be evaluated in the first game and the progress control of the second game can be flexibly or Various changes can be made. Accordingly, it is possible to increase the degree of freedom of setting the association between the first game and the second game, to give the game diversity, or to adjust the game settings such as the difficulty level relatively easily.
本発明の一形態に係るゲームシステムの全体構成を示す図。The figure which shows the whole structure of the game system which concerns on one form of this invention. 第1の形態に係るゲームシステムのゲーム装置にて実行されるゲーム全体の概念を示す図。The figure which shows the concept of the whole game performed with the game device of the game system which concerns on a 1st form. 図2のビンゴゲームにおけるゲームの難易度設定の概念の一例を示す図。The figure which shows an example of the concept of the difficulty level setting of the game in the bingo game of FIG. 第1の形態に係るゲームシステムに含まれるゲーム装置の機能ブロック図。The functional block diagram of the game device contained in the game system which concerns on a 1st form. 図4のゲーム装置が実行するビンゴカード制御処理の手順を示すフローチャート。The flowchart which shows the procedure of the bingo card control process which the game device of FIG. 4 performs. 第2の形態に係るゲームシステムのゲーム装置にて実行されるゲーム全体の概念を示す図。The figure which shows the concept of the whole game performed with the game device of the game system which concerns on a 2nd form. 図6のゲームを実行するためのゲーム装置の機能ブロック図。The functional block diagram of the game device for performing the game of FIG. 図6のゲーム装置が実行するトランプゲーム制御処理の手順を示すフローチャート。The flowchart which shows the procedure of the card game control processing which the game device of FIG. 6 performs. 図6のゲーム装置が実行するカードバトルゲーム制御処理の手順を示すフローチャート。The flowchart which shows the procedure of the card battle game control process which the game device of FIG. 6 performs.
(第1の形態)
 以下、本発明の一形態に係るゲームシステムの概略構成を示している。本形態のゲームシステム1は、サーバ装置としてのセンターサーバ2と、そのセンターサーバ2に対してネットワーク4を介して接続可能なクライアント装置としてのゲーム装置3とを含んだサーバ-クライアント型のゲームシステムとして構成されている。センターサーバ2は、複数のサーバユニット2A、2B…が組み合わされることにより一台の論理的なサーバ装置として構成されている。ただし、単一のサーバユニットによりセンターサーバ2が構成されてもよい。あるいは、クラウドコンピューティングを利用して論理的にセンターサーバ2が構成されてもよい。
(First form)
Hereinafter, a schematic configuration of a game system according to an embodiment of the present invention is shown. The game system 1 of this embodiment is a server-client type game system including a center server 2 as a server device and a game device 3 as a client device connectable to the center server 2 via a network 4. It is configured as. The center server 2 is configured as a single logical server device by combining a plurality of server units 2A, 2B. However, the center server 2 may be configured by a single server unit. Alternatively, the center server 2 may be logically configured using cloud computing.
 一方、ゲーム装置3は、ユーザにゲームをプレイさせる機能を備えたネットワーク端末装置の一種である。図1では、ゲーム装置3の一例として、携帯電話(スマートフォンを含む。)が図示されている。パーソナルコンピュータ(以下、PCと表記する。)、携帯型ゲーム機、携帯型タブレット端末装置といった、ネットワーク接続が可能でかつユーザの個人用途に供される各種のネットワーク端末装置がゲーム装置3として利用されてよい。ネットワーク4は、一例として、TCP/IPプロトコルを利用してネットワーク通信を実現するように構成される。典型的には、WANとしてのインターネットとLANとしてのイントラネットとを組み合わせてネットワーク4が構成される。図1の例において、ゲーム装置3は、ネットワーク4の一部としてのアクセスポイント4aを介してネットワーク4に接続され、センターサーバ2はルータ4bを介してネットワークに接続されている。 On the other hand, the game device 3 is a kind of network terminal device having a function of allowing a user to play a game. In FIG. 1, a mobile phone (including a smartphone) is illustrated as an example of the game apparatus 3. Various network terminal devices that can be connected to the network and are used for personal use by the user, such as personal computers (hereinafter referred to as PCs), portable game machines, and portable tablet terminal devices, are used as the game device 3. You can. For example, the network 4 is configured to realize network communication using a TCP / IP protocol. Typically, the network 4 is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the game apparatus 3 is connected to the network 4 via an access point 4a as a part of the network 4, and the center server 2 is connected to the network via a router 4b.
 周知のゲームシステムと同様に、センターサーバ2は、ゲーム装置3に対してゲーム用のアプリケーションソフトウエアの配信、ユーザの登録あるいは認証、ゲームで使用するアイテム、背景画像、音楽といったコンテンツの無償又は有償の配信、ユーザ間の情報交換の媒介といった各種のサービスを提供する。この種のゲームシステムでは、ゲームの実行に必要なソフトウエアをクライアント装置上に実装し、ソフトウエアの更新や追加、あるいはオンライン対戦といったサーバの処理が必要な最小限の場合にのみクライアント装置がサーバにアクセスする方式、ゲームの実行時にクライアント装置をサーバに接続させ、ゲームを進行させるための演算処理をサーバ側にて実行し、クライアント装置には、ユーザの操作情報の入力やゲーム画面、楽音の出力といったインタフェース部分のみを担当させる方式等、サーバの利用形態に様々な方式が存在する。以下では、ゲーム用のソフトウエアがゲーム装置3に実装済であり、かつ、ゲーム装置3がセンターサーバ2に依存することなく単独でゲームを実行する場合を例に挙げて説明を続ける。 Similar to the well-known game system, the center server 2 distributes game application software to the game device 3, registers or authenticates users, and provides free or paid contents such as items used in the game, background images, and music. Various services such as distribution of information and mediation of information exchange between users. In this type of game system, software necessary for game execution is installed on the client device, and the client device is the server only when the server processing such as software update or addition or online battle is necessary. The client device is connected to the server at the time of game execution, and arithmetic processing for advancing the game is executed on the server side. In the client device, input of user operation information, game screen, musical sound There are various methods of using the server, such as a method of handling only the interface part such as output. In the following, description will be continued by taking as an example a case where game software is already installed in the game apparatus 3 and the game apparatus 3 executes the game independently without depending on the center server 2.
 次に、ゲーム装置3上で実行されるゲームの概要を図2及び図3により説明する。図2に示したように、ゲーム装置3では、第1のゲームとしてのトランプゲームと、第2のゲームとしてのビンゴゲームとが実行される。トランプゲームでは、ユーザと、ゲーム装置3のコンピュータによって制御される仮想的な対戦相手としてのキャラクタとがプレイヤとなり、それらのプレイヤの間で所定のルールに基づいて対戦が行われる。その対戦では、ユーザ及びキャラクタに均等に所定枚数のカード100が配られる。カード100は本発明における第1のゲームのゲーム要素に相当し、そのカード100には属性としてマーク及び番号が設定され、その属性は、マークによる分類、番号による分類の2種類の分類によって区分可能である。 Next, the outline of the game executed on the game apparatus 3 will be described with reference to FIGS. As shown in FIG. 2, the game apparatus 3 executes a card game as a first game and a bingo game as a second game. In the card game, a user and a character as a virtual opponent controlled by the computer of the game apparatus 3 are players, and a battle is performed between these players based on a predetermined rule. In the battle, a predetermined number of cards 100 are equally distributed to the user and the character. The card 100 corresponds to the game element of the first game in the present invention, and a mark and a number are set as attributes on the card 100, and the attribute can be classified by two types of classification, classification by mark and classification by number. It is.
 カード100には、番号に応じた強弱が設定されている。一例として、最も弱いカードが「3」、次に弱いカードが「4」、以下同様に番号が増すほどカードが強くなり、「K」の次は「1」に戻って、「2」のカードが最も強い。簡単のため、ジョーカーは含まれないものとする。カード100が配られた後は、いずれかのプレイヤが親となり、その親が最初のカード100を場101に出す。次のプレイヤは、場101に出されたカード100よりも強いカード100を出し、その次のプレイヤは、直前に場に出されたカード100よりもさらに強いカード100を出す。強いカード100が手札に存在しないプレイヤは自己のターンをパスする。一方のプレイヤがカード100を出した後、他方のプレイヤがパスして元のプレイヤにターンが戻った場合、場101に出されたカード100が流され、そのプレイヤが手札から好きなカード100を出す。このようにしてゲームが進行し、手札が先になくなったプレイヤが勝ちとなる。このようなゲームは、「大富豪」又は「大貧民」といった名称で広く行われているトランプゲームの一種である。この種のゲームには様々なローカルルールが存在するが、基本的なルールが上記の通りであれば、ルールの細部は適宜に設定されてよい。 The card 100 is set with strength depending on the number. As an example, the weakest card is “3”, the next weakest card is “4”, and similarly, the card becomes stronger as the number increases. After “K”, the card returns to “1” and the card of “2”. Is the strongest. For simplicity, the joker is not included. After the card 100 is dealt, one of the players becomes a parent, and the parent puts the first card 100 into the field 101. The next player puts out a card 100 stronger than the card 100 put out on the field 101, and the next player puts out a card 100 stronger than the card 100 put out on the field immediately before. A player who does not have a strong card 100 in his hand passes his turn. After one player issues the card 100, if the other player passes and the turn returns to the original player, the card 100 put out on the field 101 is played, and the player removes the favorite card 100 from his hand. put out. In this way, the game progresses and the player who has lost his hand first wins. Such a game is a kind of card game that is widely played under the names of “Millionaire” or “Great Poor”. There are various local rules in this type of game, but if the basic rules are as described above, the details of the rules may be set appropriately.
 ゲーム装置3のユーザがトランプゲームで勝利した場合、ユーザが最後に場に出したカード100が上がりカード100Sとなる。ビンゴゲームは、そのトランプゲームの上がりカード100Sの属性と関連付けて制御される。ビンゴゲームでは、ユーザに一枚のビンゴカード110が割り当てられる。ビンゴカード110は、一例として縦に4個、横に4個の合計16個のマス111を有している。各マス111には、トランプカード100に設定される属性としてのマーク(スペード、ハート、クラブ、ダイヤの4種類である。
)及び番号(1~K)のいずれか一方、又は両者が割り当てられる。それにより、各マス111は本発明の第2のゲームにおける課題要素として機能する。各マス111には、トランプカード100の属性と対応関係が設定されている。ただし、その対応関係は、トランプカード100の属性の分類と関連付けて3種類に区別される。すなわち、マス111には、マークの属性のみと対応付けられるタイプA、番号の属性のみと対応付けられるタイプB、マーク及び番号の両者の属性と対応付けられるタイプCの3種類に区分される。
さらに、各マス111には、トランプカード100の属性との対応関係に従ってマーク又は番号、又はそれらの両者が設定される。一枚のビンゴカード110は、これらのタイプA~Cからいずれか一つのタイプ、又は複数のタイプを適宜に配列して構成される。図2に示したカード例1は、タイプA及びタイプBのマス111を適宜組み合わせて構成され、カード例2は、タイプCのマス111のみで構成されている。
When the user of the game apparatus 3 wins the card game, the card 100 that the user last put into play goes up to become the card 100S. The bingo game is controlled in association with the attribute of the rising card 100S of the card game. In the bingo game, one bingo card 110 is assigned to the user. As an example, the bingo card 110 has a total of 16 squares 111, four vertically and four horizontally. Each square 111 has four types of marks (spades, hearts, clubs, diamonds) as attributes set in the playing card 100.
) And numbers (1 to K), or both. Thereby, each cell 111 functions as a task element in the second game of the present invention. Each square 111 is set with an attribute of the playing card 100 and a corresponding relationship. However, the correspondence relationship is classified into three types in association with the attribute classification of the playing card 100. That is, the cell 111 is divided into three types: type A associated with only the mark attribute, type B associated with only the number attribute, and type C associated with both the mark and number attributes.
Further, a mark and / or a number is set for each cell 111 according to the correspondence with the attribute of the playing card 100. One bingo card 110 is configured by appropriately arranging any one of these types A to C or a plurality of types. The card example 1 shown in FIG. 2 is configured by appropriately combining type A and type B cells 111, and the card example 2 is configured only by type C cells 111.
 一般的なビンゴゲームでは、ビンゴのマスに割り当てられるべき番号の群からいずれか一つの番号が無作為に抽選され、当選した番号と同一のマスが有効化される。そして、ビンゴカードの縦、横又は対角線方向に配置された全てのマスが有効化されると、ビンゴ(ライン完成)となり、ビンゴゲームの上がりとなる。本形態では、その番号の抽選に代えて、トランプゲームがビンゴゲームにおける抽選として位置付けられ、ユーザがトランプゲームで勝利した場合に、その上がりカードを抽選結果として取得してビンゴカードの各マスの有効無効が判定される。その判定手順は次の通りである。まず、上がりカード100Sを、マーク及び番号の2種類の属性(評価要素)に分けて評価する。図2の例では、ユーザの上がりカード100Sの属性がクラブの9であるため、マークの評価結果として「クラブ」が、番号の評価結果として「9」がそれぞれ得られる。次に、トランプカード100の属性とビンゴカード110の各マス111のタイプとの対応関係に従って、各マス111の有効無効を判定する。タイプAのマス111については、そのマークが上がりカード100Sのマークと一致していれば有効化され、タイプBのマス111については、その番号が上がりカード100Sの番号と一致していれば有効化される。タイプCのマス111については、マーク及び番号が、上がりカード100Sのマーク及び番号とそれぞれ一致している場合に限って有効化される。マス111の有効化により、第2のゲームにおける課題要素が達成される。 In a general bingo game, one number is randomly drawn from a group of numbers that should be assigned to bingo squares, and the same square as the winning number is activated. When all the cells arranged in the vertical, horizontal, or diagonal direction of the bingo card are activated, bingo (line completion) is obtained, and the bingo game is raised. In this embodiment, instead of the lottery of the number, the card game is positioned as a lottery in the bingo game, and when the user wins the card game, the rising card is acquired as the lottery result, and each square of the bingo card is valid Invalid is determined. The determination procedure is as follows. First, the rising card 100S is divided into two types of attributes (evaluation elements) of marks and numbers and evaluated. In the example of FIG. 2, since the attribute of the user's rising card 100S is 9 for the club, “club” is obtained as the mark evaluation result, and “9” is obtained as the number evaluation result. Next, the validity / invalidity of each square 111 is determined according to the correspondence between the attribute of the playing card 100 and the type of each square 111 of the bingo card 110. The type A cell 111 is activated if the mark matches the mark of the rising card 100S, and the type B cell 111 is enabled if the number matches the number of the rising card 100S. Is done. For the type C cell 111, the mark and number are validated only when they match the mark and number of the rising card 100S, respectively. By enabling the mass 111, the task element in the second game is achieved.
 上がりカード100Sに対する各マス111の有効無効の判定が終わると、次に有効化されたマス111によりラインが完成されたか否かが判定される。ラインが完成していなければ、同一のビンゴカード110がユーザに割り当てられたまま、次にユーザが勝利するまで再びトランプゲームが繰り返される。ユーザがトランプゲームで勝利すると、再び上がりカード100Sのマーク及び番号が評価され、その評価に基づいてビンゴカード110の各マス111の有効無効が判定される。以上のようにトランプゲームとビンゴゲームとが繰り返された結果として、ビンゴカード110上で所定本数のラインが完成すると、ユーザは特典を獲得することができる。特典としては、トランプゲームにおいてユーザが利用できるアイテムが用意されている。例えば、トランプゲームにて対戦相手として設定されるキャラクタの画像データ、ヴォイスデータ等が特典のアイテムとしてユーザに与えられる。ライン完成後は、さらなるラインの完成を目指して同一のビンゴカード110を利用したビンゴゲームが続行され、あるいは、別のビンゴカード110を利用してビンゴゲームが開始される。 When the validity / invalidity of each cell 111 for the rising card 100S is determined, it is determined whether or not the line is completed by the activated cell 111. If the line is not completed, the card game is repeated again until the next user wins, with the same bingo card 110 assigned to the user. When the user wins the card game, the mark and number of the rising card 100S are evaluated again, and the validity / invalidity of each cell 111 of the bingo card 110 is determined based on the evaluation. When a predetermined number of lines are completed on the bingo card 110 as a result of repeating the card game and the bingo game as described above, the user can obtain a privilege. As a privilege, an item that can be used by the user in a card game is prepared. For example, character image data, voice data, and the like set as opponents in the card game are given to the user as privilege items. After the completion of the line, a bingo game using the same bingo card 110 is continued with the aim of completing a further line, or a bingo game is started using another bingo card 110.
 以上のように、トランプゲームの上がりカード100Sの属性、「マーク」及び「番号」の2つの分類毎に区別して評価し、分類毎の評価結果を単独で、又は組み合わせてビンゴゲームにおけるマス111の有効無効の判定に利用した場合、各マス111が有効化される確率は、タイプA~C間で差別化される。すなわち、一枚の上がりカード100Sの評価結果に対して、タイプAのマス111が有効化される確率は1/4、タイプBのマス111のそれは1/13、タイプCのマス111のそれは1/52である。したがって、ビンゴゲームにてラインが完成する確率は、マス111のタイプの組み合わせに応じて適宜に変化する。タイプAのマス111が多いほどラインが完成する確率が高くなり、タイプCのマス111が多いほどラインが完成する確率が低下する。図2において、カード例1にはタイプA又はタイプBのマス111しか存在せず、カード例2にはタイプCのマス111しか存在しない。したがって、カード例1ではライン完成の確率が相対的に高く、カード例2ではライン完成の確率が比較的低い。このような性質を利用してビンゴゲームの難易度を操作することができる。その一例を図3に示す。 As described above, the attribute of the card 100S of the card game 100S, “mark” and “number” are distinguished and evaluated separately, and the evaluation results for each category are singly or in combination, and the mass 111 in the bingo game When used for determination of validity / invalidity, the probability that each cell 111 is activated is differentiated between types A to C. That is, with respect to the evaluation result of one rising card 100S, the probability that the type A cell 111 is activated is 1/4, that of the type B cell 111 is 1/13, and that of the type C cell 111 is 1. / 52. Therefore, the probability that the line is completed in the bingo game changes appropriately according to the combination of the types of the cells 111. The more type A cells 111, the higher the probability that the line will be completed. The more types C cells 111, the lower the probability that the line will be completed. In FIG. 2, only the type A or type B cell 111 exists in the card example 1, and only the type C cell 111 exists in the card example 2. Therefore, the card example 1 has a relatively high probability of line completion, and the card example 2 has a relatively low probability of line completion. The difficulty level of the bingo game can be manipulated using such properties. An example is shown in FIG.
 図3では、ビンゴゲームにステージ1からステージ5までの難易度が用意されている。
ステージ1で使用されるビンゴカード110にはタイプAのマスのみが配置され、ステージ2で使用されるビンゴカードにはタイプA及びタイプBのマスが混ぜて配置され、ステージ3で使用されるビンゴカードにはタイプBのマスのみが配置され、ステージ4で使用されるビンゴカード110にはタイプB及びタイプCのマスが混ぜて配置され、ステージ5で使用されるビンゴカード110にはタイプCのマスのみが配置される。したがって、ラインが完成する確率は、高いものから並べれば、ステージ1、2、3、4、5の順となる。難易度で言えば、ステージ1が最も低く、以下ステージ番号に応じて難易度が順次上昇してステージ5で難易が最も高くなる。なお、ステージ1~5のそれぞれには一枚のビンゴカードのみが用意される。ただし、ビンゴカード110におけるマスのタイプA~Cの設定がステージに応じて上記の通り差別化されている限り、各ステージに複数枚のビンゴカード110が用意され、ユーザに対しては各ステージで一枚のビンゴカード110がランダムに、又はユーザの選択に応じて割り当てられてもよい。
In FIG. 3, difficulty levels from stage 1 to stage 5 are prepared in the bingo game.
Only bins of type A are arranged on the bingo card 110 used in stage 1, and bingo cards used in stage 2 are arranged with a mixture of type A and type B cells, and bingo used in stage 3 Only the type B cell is arranged on the card, the type B and type C cells are mixed and arranged on the bingo card 110 used in the stage 4, and the type C cell is used on the bingo card 110 used in the stage 5. Only squares are placed. Therefore, the probability that a line is completed is in the order of stages 1, 2, 3, 4, and 5 if they are arranged in descending order. Speaking of the difficulty level, stage 1 is the lowest, and the difficulty level increases sequentially according to the stage number, and the difficulty level becomes the highest in stage 5. Note that only one bingo card is prepared for each of the stages 1 to 5. However, as long as the settings of the cell types A to C in the bingo card 110 are differentiated as described above according to the stage, a plurality of bingo cards 110 are prepared for each stage, and the user is provided with each stage. A single bingo card 110 may be assigned randomly or in response to a user selection.
 また、各ステージには、同一のビンゴカード110を対象としてミッション1~ミッション3までの三つのミッションが用意される。ミッション1は、一本のラインを完成されることにより達成され、ミッション2は3本のラインを完成させることにより達成され、ミッション3は全てのラインを完成させることにより達成される。上述した特典は、ミッションが達成される毎にユーザに付与される。同一のビンゴカード110であっても、完成させるべきラインの本数が増えるほど、達成の難易度が上昇する。つまり、ビンゴゲームでは、難易度を変化させる手段として、ビンゴカード110の構成に応じた難易度の変化と、完成させるべきライン本数に応じた難易度の変化との2つの手段が併用されている。なお、図3では、ミッション1及び2において完成したラインの位置をミッション間で同一位置に描いているが、これはあくまで便宜のためであり、ラインの本数が満たされる限りラインの位置はどこでもよい。 In each stage, three missions from Mission 1 to Mission 3 are prepared for the same bingo card 110. Mission 1 is accomplished by completing one line, Mission 2 is accomplished by completing three lines, and Mission 3 is accomplished by completing all lines. The above-described privilege is given to the user every time the mission is achieved. Even with the same bingo card 110, the difficulty level of achievement increases as the number of lines to be completed increases. In other words, in the bingo game, as means for changing the difficulty level, two means of changing the difficulty level according to the configuration of the bingo card 110 and changing the difficulty level according to the number of lines to be completed are used in combination. . In FIG. 3, the positions of the completed lines in the missions 1 and 2 are drawn at the same position between the missions. However, this is for convenience only, and the position of the line may be anywhere as long as the number of lines is satisfied. .
 ゲームを新規に開始する際にはステージ1のミッション1が課される。それが達成されると、ユーザの意思によりステージ1のミッション2へ進むか、又はステージ2のミッション1に進むかが選択可能である。ステージ1でミッション2までプレイしてステージ2のミッション1に進むことも、ステージ1のミッション3までプレイしてステージ2のミッション1へ進むこともできる。ステージ2と3の関係等も同様である。一つのステージで未達成のミッションを残したまま次のステージへと進んだ場合、その未達成のミッションを後に選択してプレイすることも可能である。なお、ステージとミッションとの関係は上記の例に限らず、同一ステージの全てのミッションが達成されると次のステージが許可されるものとしてもよい。また、一つのステージに一つのミッションのみが課されるなど、ステージ構成は適宜の変更が可能である。要するに、本形態の特徴は、ビンゴカードを構成するマスのタイプA~Cの組み合わせを適宜に変更して難易度を変化させることにあり、ライン本数を利用した難易度変化は本発明における任意的な事項である。 When starting a new game, mission 1 of stage 1 is imposed. If this is achieved, it is possible to select whether to proceed to the mission 1 of the stage 1 or the mission 1 of the stage 2 according to the user's intention. You can play up to mission 2 in stage 1 and proceed to mission 1 in stage 2, or you can play up to mission 3 in stage 1 and proceed to mission 1 in stage 2. The relationship between stages 2 and 3 is the same. If you advance to the next stage while leaving an unachieved mission in one stage, you can select and play that unachieved mission later. The relationship between the stage and the mission is not limited to the above example, and if all the missions in the same stage are achieved, the next stage may be permitted. In addition, the stage configuration can be changed as appropriate, for example, only one mission is imposed on one stage. In short, the feature of this embodiment is that the difficulty level is changed by appropriately changing the combination of the types A to C of the cells constituting the bingo card, and the difficulty level change using the number of lines is optional in the present invention. It is an important matter.
 次に、図4及び図5を参照して、上述したトランプゲーム及びビンゴゲームを実現するためのゲーム装置3の具体的構成及び処理を説明する。図4はゲーム装置3の制御系における機能ブロック図である。ゲーム装置3には、制御ユニット10と、記憶装置11とが設けられている。制御ユニット10は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置等の周辺装置とを組み合わせたコンピュータユニットとして構成されている。記憶装置11は、例えば不揮発性半導体メモリや磁気記憶装置のように、電源を供給しなくとも記憶保持が可能な記憶装置であり、制御ユニット10に対する外部記憶装置として機能する。制御ユニット10には、ユーザの操作に対応した信号を出力する入力装置32、ゲーム画面等を表示出力する表示装置13、及びゲームの音楽等を再生出力する音声出力装置34が接続されている。 Next, with reference to FIG. 4 and FIG. 5, a specific configuration and processing of the game apparatus 3 for realizing the above-described card game and bingo game will be described. FIG. 4 is a functional block diagram in the control system of the game apparatus 3. The game apparatus 3 is provided with a control unit 10 and a storage device 11. The control unit 10 is configured as a computer unit that combines a microprocessor and peripheral devices such as an internal storage device necessary for the operation of the microprocessor. The storage device 11 is a storage device that can store and hold power without supplying power, such as a nonvolatile semiconductor memory or a magnetic storage device, and functions as an external storage device for the control unit 10. Connected to the control unit 10 are an input device 32 that outputs a signal corresponding to a user operation, a display device 13 that displays and outputs a game screen and the like, and an audio output device 34 that reproduces and outputs game music and the like.
 記憶装置11には、上述したゲームをゲーム装置3上で実行するためのゲームプログラム31が記録される。制御ユニット10のコンピュータハードウエアとゲームプログラム31との組み合わせによって実現される論理的装置として、制御ユニット10には、トランプゲーム制御部21とビンゴゲーム制御部22とが設けられる。トランプゲーム制御部21はトランプゲームを制御し、ビンゴゲーム制御部22はビンゴゲームを制御する。ビンゴゲーム制御部22には、さらに、カード選択部23、マーク判別部24、番号判別部25、ゲーム判定部26及び特典管理部27が設けられる。カード選択部23は、ビンゴゲームで使用されるユーザのビンゴカード110を選択する。マーク判別部24は上がりカード100Sのマークを判別し、番号判別部25は上がりカード100Sの番号を判別する。ゲーム判定部26は、カード選択部23にて選択されたビンゴカード110の各マス111の有効無効をマーク判別部24及び番号判別部25の判別結果(評価結果に相当する。)に基づいて判定し、かつその判定結果を踏まえてミッション達成の有無を判別する。特典管理部27は、ミッション達成に応答して、ユーザに付与すべき特典を決定する。 In the storage device 11, a game program 31 for executing the above-described game on the game device 3 is recorded. As a logical device realized by a combination of the computer hardware of the control unit 10 and the game program 31, the control unit 10 is provided with a card game control unit 21 and a bingo game control unit 22. The card game control unit 21 controls the card game, and the bingo game control unit 22 controls the bingo game. The bingo game control unit 22 is further provided with a card selection unit 23, a mark determination unit 24, a number determination unit 25, a game determination unit 26, and a privilege management unit 27. The card selection unit 23 selects the user's bingo card 110 used in the bingo game. The mark determination unit 24 determines the mark of the rising card 100S, and the number determination unit 25 determines the number of the rising card 100S. The game determination unit 26 determines the validity of each square 111 of the bingo card 110 selected by the card selection unit 23 based on the determination results (corresponding to the evaluation results) of the mark determination unit 24 and the number determination unit 25. In addition, it is determined whether the mission has been achieved based on the determination result. The privilege management unit 27 determines a privilege to be given to the user in response to the mission achievement.
 また、記憶装置11には、ゲームデータ32と、ユーザデータ35とが記録される。ゲームデータ32は、ゲームを実行するために必要なデータであり、例えばゲーム画面の背景やキャラクタ、トランプカード、ビンゴカード等の描画に必要な各種の画像データ、ゲームのBGM等の再生に必要なヴォイスデータ、キャラクタのセリフ等を表示するために必要なテキストデータといった各種のデータを含む。ビンゴゲームの特典として付与されるアイテムのデータもゲームデータ32に含まれる。さらに、ビンゴゲームの各ステージで使用されるべきビンゴカード110を特定するために必要なビンゴカードデータ33もゲームデータ32に含まれる。ビンゴカードデータ33は、ビンゴカード110の各マス111に配置されるべきマーク又は番号、あるいはその両者を指定するデータである。ビンゴカードデータ33はビンゴカード110毎に作成され、所定の管理情報(一例としてカード毎にユニークなビンゴカードID及び対応するステージを示す情報)を付してゲームデータ32に記録される。なお、ビンゴカード110は、1つのステージにつき最低1枚が用意されていればよい。 Further, game data 32 and user data 35 are recorded in the storage device 11. The game data 32 is data necessary for executing the game. For example, the game data 32 is necessary for reproduction of various image data necessary for drawing the background of the game screen, characters, playing cards, bingo cards, etc., and BGM of the game. Various data such as voice data, text data necessary to display character lines, and the like are included. Data of items given as a bonus for the bingo game is also included in the game data 32. Further, the game data 32 includes bingo card data 33 necessary for specifying a bingo card 110 to be used in each stage of the bingo game. The bingo card data 33 is data that designates a mark and / or a number to be placed on each square 111 of the bingo card 110, or both. The bingo card data 33 is created for each bingo card 110 and recorded in the game data 32 with predetermined management information (for example, information indicating a unique bingo card ID and a corresponding stage for each card). Note that it is sufficient that at least one bingo card 110 is prepared for each stage.
 一方、ユーザデータ35は、ユーザに前回の続きからゲームを再開させるために作成され、保存されるデータである。ユーザデータ35には、過去のトランプゲーム及びビンゴゲームのゲーム結果を記録したゲーム履歴データ36と、ユーザがビンゴゲームで獲得したアイテムを特定する情報を記録した獲得履歴データ37とが含まれる。ゲーム履歴データ36には、ユーザが過去に選択した全てのビンゴカード110の各マス111の有効無効を判別するデータが含まれる。例えば、ビンゴカードデータ33にビンゴカードIDが付されている場合には、ビンゴカードIDと、そのIDに対応するビンゴカード110上で有効化されているマス111の位置を示す情報とを対応付けて記録したデータがゲーム履歴データ36に格納される。カード選択部23は、ゲーム履歴データ36を参照することにより、過去にプレイされたビンゴカード110毎に各マス111の有効無効を区別することができる。ビンゴカードデータ33に記述された各ビンゴカード110のマス111の内容(マーク又は番号、あるいはそれらの両者)と、ゲーム履歴データ36に記録された各マス111の有効無効の区別とを参照することにより、ゲーム途中(つまり、各ステージのミッション1が開始された後)のビンゴカード110上の各マス111の状態を特定し、ゲーム途中のビンゴカード110の画像を、各マス111に付されたマーク、番号、又はマーク及び番号と、各マス111の有効無効とがユーザにより識別可能な態様で表示装置13に表示させることができる。ゲーム判定部26は、ビンゴカード110の有効無効、及びミッションの達成状況を判定すると、それらの判定結果が反映されるようにゲーム履歴データ36のビンゴゲームに関する情報を更新する。 On the other hand, the user data 35 is data that is created and saved in order for the user to resume the game from the previous continuation. The user data 35 includes game history data 36 in which game results of past playing card games and bingo games are recorded, and acquisition history data 37 in which information specifying items acquired by the user in the bingo game is recorded. The game history data 36 includes data for determining validity / invalidity of each square 111 of all bingo cards 110 selected by the user in the past. For example, when the bingo card ID is attached to the bingo card data 33, the bingo card ID is associated with information indicating the position of the cell 111 that is activated on the bingo card 110 corresponding to the ID. The recorded data is stored in the game history data 36. By referring to the game history data 36, the card selection unit 23 can distinguish the validity of each square 111 for each bingo card 110 played in the past. Refer to the contents (marks and / or numbers) of the cells 111 of each bingo card 110 described in the bingo card data 33 and the validity / invalidity of each cell 111 recorded in the game history data 36. The state of each square 111 on the bingo card 110 in the middle of the game (that is, after the mission 1 of each stage is started) is specified, and an image of the bingo card 110 in the middle of the game is attached to each square 111 A mark, a number, or a mark and a number, and valid / invalid of each cell 111 can be displayed on the display device 13 in a manner that can be identified by the user. When the game determination unit 26 determines the validity / invalidity of the bingo card 110 and the achievement status of the mission, the game determination unit 26 updates the information related to the bingo game in the game history data 36 so that the determination results are reflected.
 獲得履歴データ37には、特典として用意されているアイテム毎に、ユーザが獲得済か否かを判別する情報が記録される。例えば、ゲームデータ32にて利用可能なアイテムがアイテム毎にユニークなアイテムIDを付して管理されている場合、アイテムIDと、そのIDに対応するアイテムが獲得済か否かを判別する情報とが対応付けて獲得履歴データ37に記録される。特典管理部27は、ゲーム判定部26からミッション達成が伝えられると、獲得履歴データ37を参照してユーザが未だ獲得していないアイテムを判別し、それらのアイテム群から特典として付与すべきアイテムを所定の規則に従って付与し、その付与されたアイテムが獲得済として認識されるように獲得履歴データ37を更新する。 In the acquisition history data 37, information for determining whether or not the user has been acquired is recorded for each item prepared as a privilege. For example, when an item that can be used in the game data 32 is managed with a unique item ID for each item, the item ID and information for determining whether or not the item corresponding to the ID has been acquired. Are recorded in the acquisition history data 37 in association with each other. When the achievement determination is transmitted from the game determination unit 26, the privilege management unit 27 refers to the acquisition history data 37 to determine an item that the user has not yet acquired, and selects an item to be given as a privilege from those item groups. Granting is performed according to a predetermined rule, and the acquisition history data 37 is updated so that the assigned item is recognized as acquired.
 トランプゲーム制御部21は、獲得履歴データ37を参照してユーザが獲得済のアイテムを判別し、トランプゲームにおいて獲得済のアイテム群、すなわち、キャラクタの画像やヴォイスの群から、トランプゲームにて使用されるべきアイテムを選択しトランプゲームにおけるキャラクタの画像やヴォイスに反映させる。なお、アイテムの獲得に関する規則は、一例として、ユーザが達成したミッションの難易度が高いほど、より高い価値を有するアイテム(価値の高低は希少性の大小等で評価してよい。)が付与されるように設定することができる。これにより、価値の高いアイテムほど獲得が困難となり、アイテムの獲得を、ゲーム継続のモチベーションの維持、向上に結び付けることができる。 The card game control unit 21 refers to the acquisition history data 37 to determine items that the user has acquired, and uses them in the card game from a group of items acquired in the card game, that is, from character images and voice groups. The item to be played is selected and reflected in the character image and voice in the card game. In addition, as an example, the rules regarding the acquisition of items are given items having higher value (the higher or lower value may be evaluated based on the degree of rarity) as the degree of difficulty of the mission achieved by the user is higher. Can be set to As a result, the higher the value of the item, the more difficult the acquisition becomes, and the acquisition of the item can be linked to the maintenance and improvement of the motivation to continue the game.
 次に、ゲーム装置3の制御ユニット10がビンゴゲームを制御する手順を説明する。なお、トランプゲームはユーザが適宜に開始することができ、その進行は、乱数を利用してカードを分配し、ユーザとキャラクタとの間でターンを交代しつつ、ユーザのターンでは、ルールに反しない限りにおいて、ユーザの行動(カードを場に出すか、又はパス)をユーザに選択させ、キャラクタのターンでは所定の思考アルゴリズムに従ってキャラクタの行動を選択する、といった手順で制御すればよく、詳細な制御手順の説明は省略する。要するに、トランプゲームでは、現実のトランプゲームと同様にしてゲームを進行させればよい。 Next, a procedure for controlling the bingo game by the control unit 10 of the game apparatus 3 will be described. Note that the card game can be started by the user as appropriate, and the progress is made by distributing the cards using random numbers and changing the turn between the user and the character, while the user's turn is against the rules. Unless otherwise specified, the user's action (card is put into play or pass) is selected by the user, and the character's turn is selected according to a predetermined thinking algorithm in the character turn. Description of the control procedure is omitted. In short, in the card game, the game may be progressed in the same manner as the actual card game.
 トランプゲームにてユーザが勝利するとビンゴゲームが開始され、制御ユニット10のビンゴゲーム制御部22は、図5の手順に従ってビンゴゲームを制御する。ビンゴゲームの制御が開始されると、まずカード選択部23がユーザに一枚のビンゴカード110を選択させる。すなわち、カード選択部23は、ゲーム履歴データ36を参照して各ステージのミッション達成状況を判別し、その判別結果に基づいてユーザがプレイ可能なステージを判別する。例えばステージ1のミッション1、2、ステージ2のミッション1が達成済で、他のミッションが未達成の場合、プレイ可能なステージはステージ1~3である。さらに、カード選択部23は、プレイ可能なステージに対応するビンゴカード110の各マス111の内容をビンゴカードデータ33に基づいて判別するとともに、それらのビンゴカード110の各マス111の有効無効の状況をゲーム履歴データ36に基づいて判別し、それらの判別結果に従ってユーザが選択可能な各ビンゴカード110を全てのマス111の内容及び各マス111の有効無効を識別可能な態様で表示装置13に表示させ、ユーザの指示に従って一枚のビンゴカード110を選択する。ここで選択されたビンゴカード110を以下ではプレイ対象のビンゴカードと呼ぶことがある。次に、ビンゴゲーム制御部22は、ユーザが選択したビンゴカード110の画像を表示装置13上に表示させる(ステップS2)。その画像は、図2に例示したビンゴカード110の形態を基本とし、有効化されているマス111と無効なマス111とを区別可能な態様で表示される。 Bingo game is started when the user wins in the card game, and the bingo game control unit 22 of the control unit 10 controls the bingo game according to the procedure of FIG. When control of the bingo game is started, the card selection unit 23 first causes the user to select one bingo card 110. That is, the card selection unit 23 determines the mission achievement status of each stage with reference to the game history data 36, and determines the stage that the user can play based on the determination result. For example, if missions 1 and 2 of stage 1 and mission 1 of stage 2 have been completed and other missions have not been completed, the stages that can be played are stages 1 to 3. Furthermore, the card selection unit 23 determines the contents of each square 111 of the bingo card 110 corresponding to the playable stage based on the bingo card data 33, and the validity / invalid state of each square 111 of those bingo cards 110 Are determined on the basis of the game history data 36, and the bingo cards 110 that can be selected by the user according to the determination results are displayed on the display device 13 in such a manner that the contents of all the cells 111 and the validity of each cell 111 can be identified And select one bingo card 110 according to the user's instruction. The bingo card 110 selected here may be referred to as a play target bingo card below. Next, the bingo game control unit 22 displays an image of the bingo card 110 selected by the user on the display device 13 (step S2). The image is based on the form of the bingo card 110 illustrated in FIG. 2, and is displayed in a manner in which the activated cell 111 and the invalid cell 111 can be distinguished.
 ビンゴカード110の表示後、マーク判別部24及び番号判別部25がトランプゲーム制御部21から上がりカード100Sの情報を取り込み(ステップS3)、続いてマーク判別部24が上がりカードのマークを、番号判別部25が上がりカードの番号をそれぞれ判別する(ステップS4及びS5)。カード選択部23にて選択されたプレイ対象のビンゴカードの情報及びマーク判定部24及び番号判別部25が判別した上がりカード100Sのマーク及び番号はゲーム判定部26に提供される。ゲーム判定部26は、取り込んだ情報に基づいて、プレイ対象のビンゴカード上の各無効マスが、今回の上がりカードのマーク及び番号の少なくともいずれか一方によって有効化されるべきか否かを検査し、条件が満たされたマスを有効化する(ステップS6)。次に、ゲーム判定部26は、マーク及び番号の判別結果を表示装置13のビンゴカード110上に表示させる(ステップS7)。例えば、ゲーム判定部26は、マス111が有効化される様子を示すアニメーションを表示装置13に表示させる。ステップS6にて、条件を満たすマス111が存在しない場合、有効化は行われず、ステップS7では今回のゲームに外れた旨が表示される。 After the bingo card 110 is displayed, the mark discriminating unit 24 and the number discriminating unit 25 fetch the information of the rising card 100S from the card game control unit 21 (step S3), and then the mark discriminating unit 24 discriminates the number of the rising card mark. The unit 25 goes up and discriminates each card number (steps S4 and S5). Information of the bingo card to be played selected by the card selection unit 23 and the mark and number of the rising card 100S determined by the mark determination unit 24 and the number determination unit 25 are provided to the game determination unit 26. Based on the captured information, the game determination unit 26 checks whether or not each invalid square on the bingo card to be played should be validated by at least one of the mark and number of the current rising card. The mass that satisfies the condition is validated (step S6). Next, the game determination unit 26 displays the determination result of the mark and number on the bingo card 110 of the display device 13 (step S7). For example, the game determination unit 26 causes the display device 13 to display an animation indicating that the cell 111 is activated. If there is no square 111 that satisfies the condition in step S6, the activation is not performed, and a message that the game is out of the current game is displayed in step S7.
 続いて、ゲーム判定部26は、プレイ対象のビンゴカード110上でミッションが達成されたか否かを判別する(ステップS8)。現在、ミッション1がプレイされている場合には、1本目のラインが今回の処理で完成したか否か、ミッション2がプレイされている場合には、3本目のラインが今回の処理で完成したか否か、ミッション3がプレイされている場合には、全てのラインが今回の処理で完成したか否かが判別される。 Subsequently, the game determination unit 26 determines whether or not a mission has been achieved on the bingo card 110 to be played (step S8). If mission 1 is currently being played, whether or not the first line has been completed in this process, and if mission 2 has been played, the third line has been completed in this process If the mission 3 is being played, it is determined whether or not all the lines have been completed in the current process.
 ステップS8でミッション達成と判断された場合には、その達成が特典管理部27に通知され、特典管理部27が獲得履歴データ37を参照してユーザに付与すべき特典を選択する(ステップS9)。次に、特典管理部27は、ユーザに対してミッションが達成された旨を、表示装置13に表示させる(ステップS10)。このとき、特典管理部27は、ユーザが獲得した特典についても表示装置13に表示させる。続いて、ビンゴゲーム制御部22は、今回のビンゴゲームのプレイ結果をユーザデータ35に記録する(ステップS11)。この場合、プレイ対象のビンゴカードにおける各マスの有効無効を区別する情報がゲーム履歴データ36に記録され、ユーザに付与された特典としてのアイテムに関して獲得済を示す情報が獲得履歴データ37に記録される。なお、ステップS8でミッションが達成されなかったと判断された場合には、ステップS9及びS10の処理がスキップされてステップS11の処理が行われる。この場合には、プレイ対象のビンゴカードにおける各マスの有効無効を区別する情報がゲーム履歴データ36に記録される。ステップS11にてプレイ結果が記録された後、ビンゴゲーム制御部22は、今回の図5の処理を終える。 If it is determined in step S8 that the mission is achieved, the achievement management unit 27 is notified of the achievement, and the privilege management unit 27 refers to the acquisition history data 37 and selects a privilege to be given to the user (step S9). . Next, the privilege management part 27 displays on the display device 13 that the mission has been achieved for the user (step S10). At this time, the privilege management unit 27 also displays the privilege acquired by the user on the display device 13. Subsequently, the bingo game control unit 22 records the play result of the current bingo game in the user data 35 (step S11). In this case, information for distinguishing validity / invalidity of each square in the bingo card to be played is recorded in the game history data 36, and information indicating that the item as a privilege given to the user has been acquired is recorded in the acquisition history data 37. The If it is determined in step S8 that the mission has not been achieved, the processes in steps S9 and S10 are skipped and the process in step S11 is performed. In this case, information for distinguishing validity / invalidity of each square in the bingo card to be played is recorded in the game history data 36. After the play result is recorded in step S11, the bingo game control unit 22 ends the process of FIG.
 以上の形態においては、トランプゲーム制御部21が第1のゲーム制御部、ビンゴゲーム制御部22が第2のゲーム制御部にそれぞれ相当し、マーク判別部24及び番号判別部25の組み合わせが第2のゲーム制御手段における評価手段に相当し、ゲーム判定部26が第2のゲーム制御手段における進行制御手段に相当する。また、トランプゲームを実行する工程が第1のゲーム工程に、ビンゴゲームを実行する工程が第2のゲーム工程にそれぞれ相当し、図5のステップS4及びS5が第2のゲーム工程における評価工程に、ステップS6が第2のゲーム工程における進行制御工程にそれぞれ相当する。 In the above embodiment, the playing card game control unit 21 corresponds to the first game control unit, the bingo game control unit 22 corresponds to the second game control unit, and the combination of the mark determination unit 24 and the number determination unit 25 is the second. The game determination unit 26 corresponds to the progress control means in the second game control means. Further, the process of executing the card game corresponds to the first game process, the process of executing the bingo game corresponds to the second game process, and steps S4 and S5 in FIG. 5 are the evaluation processes in the second game process. Step S6 corresponds to a progress control process in the second game process.
(第2の形態)
 次に、本発明の第2の形態を説明する。本形態は、第1のゲーム及び第2のゲームの内容を変更したものであって、システムのハードウエア構成は第1の形態と共通である。したがって、以下では、第1の形態との相違点を中心に説明し、第1の形態と共通する部分は図1又は図4と同一の参照符号を使用してそれらの説明を適宜省略する。
(Second form)
Next, a second embodiment of the present invention will be described. In this embodiment, the contents of the first game and the second game are changed, and the hardware configuration of the system is the same as that of the first embodiment. Therefore, the following description will focus on differences from the first embodiment, and the same reference numerals as those in FIG. 1 or FIG.
 図6は、第2の形態においてゲーム装置3上で実行されるゲームの概要を示している。本形態において、ゲーム装置3では、第1のゲームとしてのトランプゲームと、第2のゲームとしてのカードバトルゲームとが実行される。トランプゲームでは、ゲーム装置3のユーザと、その対戦相手とがプレイヤとなり、それらのプレイヤの間でポーカーを応用した所定のルールに基づいてターン制でゲームが進められる。また、カードバトルゲームでは、トランプゲームで対戦している各プレイヤが、自己のバトル用カード(攻撃要素に相当する。)から所定枚数、一例として4枚、のバトル用カードをデッキとして出し合い、ターン制で各プレイヤの攻撃主体のカードが相手側の攻撃対象のカードを攻撃するといった手順でゲームが進められる。バトル用カードは、トランプカードとは異なるカードであって、例えばゲームに登場するキャラクタを図示するカードとして構成される。バトル用カードには、攻撃力、防御力、ヒットポイント(HP)といった各種の能力値が設定されている。なお、対戦相手は、実在するユーザ、つまりネットワーク5を介して接続された他のゲーム装置3のユーザでもよいし、ゲーム装置3のコンピュータによって制御される仮想的なキャラクタであってもよい。仮想的なキャラクタを対戦相手とする場合、そのパラメータ等は、実在する他のユーザに対応付けられたキャラクタデータ、つまり他のユーザのゲームのプレイ状況等に応じて更新されたユーザ固有のキャラクタデータに基づくものであってもよい。以下では、他のゲーム装置3の実在するユーザが対戦相手として選択されるものとして説明を続ける。 FIG. 6 shows an outline of a game executed on the game apparatus 3 in the second embodiment. In this embodiment, the game apparatus 3 executes a card game as a first game and a card battle game as a second game. In the card game, the user of the game device 3 and the opponent are players, and the game is advanced in turn based on a predetermined rule applying poker between these players. Also, in the card battle game, each player who plays in the card game plays a predetermined number of battle cards (for example, four battle cards) from their own battle cards (corresponding to attack elements) as a deck, and turns In this way, the game proceeds in a procedure in which the attack subject card of each player attacks the opponent's attack target card. The battle card is a card different from the playing card, and is configured as a card illustrating a character appearing in a game, for example. Various ability values such as attack power, defense power, and hit points (HP) are set in the battle card. The opponent may be a real user, that is, a user of another game device 3 connected via the network 5, or may be a virtual character controlled by a computer of the game device 3. When a virtual character is used as an opponent, the parameters and the like are character data associated with other real users, that is, user-specific character data updated in accordance with the game play status of other users. It may be based on. In the following, the description will be continued assuming that the actual user of the other game apparatus 3 is selected as the opponent.
 トランプゲームにおける対戦では、ゲーム画面に場200が表示される。場200は、5行4列のマトリクス状に配置されたセル200aを含む。以下では、左右方向に並ぶセル200aをセル行、上下方向に並ぶセル200aをセル列と呼ぶことがある。中央のセル行及びその上下のセル行の各セル200aには、ゲーム装置3のコンピュータがランダムに選択したトランプカード201が配置される。また、最下段のセル行のさらに下には、ゲーム装置3のユーザに配られたカード(手札)として、4枚のカード201が表示される。一方、最上段のセル行のさらに上には、対戦相手に配られたカードとして、4枚のカード201が表示される。なお、図6では、ユーザに対して表示されるゲーム画面内にて、対戦相手に配られた4枚のカード201の全ての内容が表示されているが、対戦相手のカード201の一部又は全部がユーザに対して隠されてもよい。また、図6ではセル200aを破線にて示しているが、それらの破線はゲーム画面に表示されてもよいし、表示されなくてもよい。要するに、セル200aは場200に論理的に存在していれば足り、セル200aをユーザに把握可能な態様で表示するか否かは適宜に設定されてよい。 In the playing card game, the field 200 is displayed on the game screen. The field 200 includes cells 200a arranged in a matrix of 5 rows and 4 columns. Hereinafter, the cells 200a arranged in the horizontal direction may be referred to as cell rows, and the cells 200a arranged in the vertical direction may be referred to as cell columns. In each cell 200a of the center cell row and the cell rows above and below it, a playing card 201 randomly selected by the computer of the game apparatus 3 is arranged. Further, four cards 201 are displayed as cards (hands) dealt to the user of the game apparatus 3 further below the lowermost cell row. On the other hand, above the top cell row, four cards 201 are displayed as cards dealt to the opponent. In FIG. 6, all the contents of the four cards 201 dealt to the opponent are displayed in the game screen displayed to the user, but a part of the opponent's card 201 or All may be hidden from the user. In FIG. 6, the cells 200a are indicated by broken lines, but these broken lines may or may not be displayed on the game screen. In short, it is sufficient that the cell 200a logically exists in the field 200, and whether or not to display the cell 200a in a manner that can be grasped by the user may be appropriately set.
 ユーザのターンにおいて、ユーザは場200の中から1つのセル列を選択し、選んだセル列の上端及び下端のセル200aに、自己のカード201から2枚のカード201を選んで配置する。カード201が配置されると、ユーザが選択したセル列にある5枚のカード201、つまり、ユーザが配置した2枚のカード201と、セル列上に配置されている3枚のカード201とによって、ポーカーのいずれかの役が成立しているか否かが判別される。つまり、第2の形態におけるトランプゲームでは、判定ラインとしての4本のセル列のそれぞれに3枚ずつカード201が配置され、ユーザにいずれかの判定ラインを選択させてその判定ライン上に2枚のカード201をデッキから配置させ、ユーザが配置したカード201を含む5枚のカード201の中でポーカーの役が成立しているか否かが判別される。役が成立していなければ、対戦相手のターンとなり、対戦相手が同様にしてセル列を選んでその上下端のセル200aにカード201を配置する。ユーザ又はその対戦相手のいずれかのターンにて役が成立すると、場200に新たにカード201が配置されるとともに、ユーザ及び対戦相手に新たな手札のカード201が配られる。このようにしてトランプゲームは、ユーザと対戦相手とがターンを交代しながら、ポーカーの役の成立を目指してゲームが進められる。なお、トランプゲームでは、一回のターンにて、いずれか一つのセル列でポーカーのいずれかの役を必ず成立させることを条件としてゲームが進められてもよいしが、一回目のターンで一つのセル列を選んでカード201を配置し、次のターンで異なるセル列を選んでカード201を配置して2列分のカード201で役を成立させるといったように、複数回のターンを総合して役を成立させることができるようにトランプゲームの進行が制御されてもよい。 In the user's turn, the user selects one cell row from the field 200, and selects and arranges two cards 201 from his / her card 201 in the upper and lower cells 200a of the selected cell row. When the cards 201 are arranged, the five cards 201 in the cell row selected by the user, that is, the two cards 201 arranged by the user and the three cards 201 arranged on the cell row It is determined whether or not any combination of poker is established. That is, in the card game in the second form, three cards 201 are arranged in each of the four cell rows as determination lines, and the user selects one of the determination lines, and two cards are on the determination line. The cards 201 are arranged from the deck, and it is determined whether or not the poker combination is established among the five cards 201 including the cards 201 arranged by the user. If the combination is not established, it becomes the opponent's turn, and the opponent selects the cell row in the same manner, and places the card 201 in the upper and lower cells 200a. When a combination is established at any turn of the user or his / her opponent, a new card 201 is placed on the field 200 and a new hand card 201 is dealt to the user and the opponent. In this way, the card game is advanced with the aim of establishing a poker role while the user and the opponent change turns. In the card game, the game may be advanced on the condition that any one of the poker roles must be established in any one cell row in one turn. Select multiple cell rows, place cards 201, choose different cell rows in the next turn, place cards 201, and combine the turns with multiple rows of cards 201, etc. The progress of the card game may be controlled so that the combination can be established.
 一方、カードバトルゲームでは、上述した場200において、トランプゲームのカード201に代えて、ゲーム装置3のユーザが選択した4枚のバトル用カード202が場200の左右方向に並んだ状態でユーザ側に配置され、対戦相手が選択した4枚のバトル用カード202が同じく左右方向に並んだ状態で対戦相手の側に配置される。場200におけるカード202の配置は、トランプゲームにおける判定ライン(つまりセル列)にそれぞれ対応付けられる。つまり、左端のカード202は左端の判定ラインに対応し、以下同様にカード202の左右方向における位置が各判定ラインの位置と対応関係にある。なお、図6では判定ラインを想像線にて示すが、判定ラインはゲーム画面に表示されてもよいし、表示されなくてもよい。各カード202をどのような順序でセル200aに配置するかはユーザ及び対戦相手が適宜に選択可能とされてもよいし、ユーザ及び対戦相手がそれぞれ所持するカード202から、自動的に配置されてもよい。判定ラインの設定、及び判定ラインと攻撃主体、攻撃対象のカード202との対応関係は一例であり、他にも種々の設定が可能であるが、この点は後述する。 On the other hand, in the card battle game, in place 200 described above, instead of the card 201 of the card game, the four battle cards 202 selected by the user of the game apparatus 3 are arranged in the left-right direction of the field 200. The four battle cards 202 selected by the opponent are also arranged on the side of the opponent in a state where they are arranged in the left-right direction. The arrangement of the cards 202 in the field 200 is associated with a determination line (that is, a cell row) in the card game. That is, the leftmost card 202 corresponds to the leftmost determination line, and the position of the card 202 in the left-right direction corresponds to the position of each determination line. In FIG. 6, the determination line is indicated by an imaginary line, but the determination line may or may not be displayed on the game screen. The order in which the cards 202 are arranged in the cell 200a may be appropriately selected by the user and the opponent, or automatically arranged from the cards 202 possessed by the user and the opponent, respectively. Also good. The setting of the determination line and the correspondence between the determination line, the subject of attack, and the attack target card 202 are merely examples, and various other settings are possible, which will be described later.
 カードバトルゲームにおけるゲーム画面の上下端には、ユーザ及びその対戦相手のそれぞれのHPを示すHP表示部203が表示される。HPには、カード202ごとに設定された個別HPと、セル行に配置された4枚のカード202の個別HPを合算した合計HPとが存在する。各カード202の個別HPは、相手側のカード202から攻撃を受けると所定量削減され、その削減に伴って合計HPも減少する。HP表示部203には、カードバトルゲームを開始した時点における4枚のカード202の合計HP(初期値)と、削減された後の合計HP(現在値)との比率が、数値及びゲージにて表示される。図示例では、ゲーム装置3のユーザに関して、合計HPの初期値が498、現在値が293であるため、数値比として“293/498”が表示されるとともに、ゲージ量が初期値498に対する現在値293の比率がゲージ長さに置き換えられて表示されている。対戦相手に関しては合計HPの初期値が525、現在値が121である。 At the upper and lower ends of the game screen in the card battle game, HP display sections 203 indicating the HPs of the user and the opponent are displayed. The HP includes an individual HP set for each card 202 and a total HP obtained by adding up the individual HPs of the four cards 202 arranged in the cell row. The individual HP of each card 202 is reduced by a predetermined amount when attacked by the opponent's card 202, and the total HP also decreases with the reduction. In the HP display unit 203, the ratio of the total HP (initial value) of the four cards 202 at the time of starting the card battle game and the total HP (current value) after the reduction is expressed in numerical values and gauges. Is displayed. In the illustrated example, since the initial value of the total HP is 498 and the current value is 293 for the user of the game apparatus 3, “293/498” is displayed as a numerical ratio, and the gauge amount is the current value relative to the initial value 498. The ratio of 293 is displayed with the gauge length replaced. Regarding the opponent, the initial value of the total HP is 525, and the current value is 121.
 カードバトルゲームにおける攻撃は、ターン制で行われる。ユーザのターンにおいては、ユーザが配置した4枚のカード202のうち、一枚のカード202が攻撃主体として選択される。その攻撃主体と左右方向の同一位置(つまり、上下方向に対向する位置)に配置された対戦相手のカード202が攻撃対象として選択される。攻撃が行われると、攻撃対象のカード202の個別HPが一定の計算式に従って削減され、それに伴って合計HPの現在値も減少する。ユーザ又は対戦相手のいずれか一方の合計HPの現在値が0以下まで減少すると、その時点でカードバトルゲームが終了し、合計HPの現在値が0以下となった側が敗者となる。なお、ユーザが使用可能なカード202は、カードバトルゲームのプレイ履歴に応じて増減されてもよいし、有償又は無償の抽選処理を通じてユーザが新たにカード202を獲得し、あるいは新たなカード202を使用する権利を獲得するといった処理が行われてもよい。 The attack in the card battle game is done on a turn basis. In the user's turn, one of the four cards 202 arranged by the user is selected as an attack subject. The opponent's card 202 arranged at the same position in the left-right direction as the attacking subject (that is, the position facing the up-down direction) is selected as the attack target. When an attack is performed, the individual HP of the attack target card 202 is reduced according to a certain calculation formula, and the current value of the total HP is also reduced accordingly. When the current value of the total HP of either the user or the opponent decreases to 0 or less, the card battle game ends at that point, and the side whose current value of the total HP is 0 or less becomes the loser. Note that the number of cards 202 that can be used by the user may be increased or decreased according to the play history of the card battle game, or the user may newly acquire a card 202 through a paid or free lottery process, Processing such as acquiring the right to use may be performed.
 上記のカードバトルゲームの進行は、トランプゲームにおける各ターンの評価結果に基づいて制御される。図示の例では、カードバトルゲームにおける攻撃主体及び攻撃対象の決定と、攻撃の効果(HP削減量の演算)とが、トランプゲームの各ターンにおけるユーザ又は対戦相手のカード201の選択と関連付けて制御される。具体的には、トランプゲームにてカード201が配置されたセル列と、それらのカード201が配置された結果(役の内容)とに関連付けてカードバトルゲームの進行が制御される。その関連付けを具体例に基づいて説明する。 The progress of the card battle game is controlled based on the evaluation result of each turn in the card game. In the illustrated example, the determination of the attack subject and attack target in the card battle game and the effect of the attack (calculation of the HP reduction amount) are controlled in association with the selection of the card 201 of the user or the opponent in each turn of the card game. Is done. Specifically, the progress of the card battle game is controlled in association with the cell row in which the cards 201 are arranged in the card game and the result (contents of the combination) in which those cards 201 are arranged. The association will be described based on a specific example.
 いま、トランプゲームにおいて、ゲーム装置3のユーザがカード201を左端のセル列に配置し、その結果として当該セル列上の5枚のカード201内でツーペアの役が成立したものとする。この場合、トランプゲームの結果に影響を与えるユーザのカード201に関する選択、すなわち、ユーザが一つのセル列に2枚のカード201を配置したことによって選択された5枚のカード201を「所定の事項」として、当該事項が、カード201が配置されたセル列の左右方向における位置(セル列の配置)、及びそのセル列における役の内容、の2つの評価要素毎に評価される。そして、ポーカーの役が成立していた場合、そのターンにおける選択に対する評価結果に基づいてカードバトルゲームの攻撃主体、攻撃対象及びHP削減量が決定される。図示の例では、左端から1列目の判定ライン(セル列)にカード201が配置されたため、「左端から1列目」として評価される。その評価結果に対応して、カードバトルゲームにおいては、左端から1列目の判定ラインに対応する位置、つまり左端に配置されたカード202が攻撃主体及び攻撃対象としてそれぞれ決定される。 Now, it is assumed that in the card game, the user of the game apparatus 3 places the cards 201 in the leftmost cell row, and as a result, a two-pair role is established in the five cards 201 on the cell row. In this case, the selection of the user's card 201 that affects the outcome of the card game, that is, the five cards 201 selected by the user placing two cards 201 in one cell row are referred to as “predetermined matters. ”Is evaluated for each of two evaluation elements, that is, the position in the left-right direction of the cell column in which the card 201 is arranged (cell column arrangement) and the content of the combination in the cell column. When the poker combination is established, the attack subject, attack target, and HP reduction amount of the card battle game are determined based on the evaluation result for the selection in the turn. In the illustrated example, since the card 201 is arranged on the determination line (cell column) in the first column from the left end, it is evaluated as “first column from the left end”. Corresponding to the evaluation result, in the card battle game, the position corresponding to the determination line in the first column from the left end, that is, the card 202 arranged at the left end is determined as the attack subject and the attack target, respectively.
 一方、役に関する評価結果は、攻撃の効果であるHP削減量の演算に利用される。図中にも示したように、一回の攻撃におけるHPの削減量は、攻撃主体のカード202に設定された攻撃力から、攻撃対象のカード202に設定された防御力を差し引いた値に、成立した役に応じた係数を乗じることにより求められる。係数は、ポーカーの役の強さに応じて設定される。つまり、役が強いほど、係数も大きく設定される。したがって、強い役が成立すればHP削減量が大きくなり、弱い役が成立すればHP削減量が小さくなる。以上のように、本形態のゲームシステム1では、トランプゲームの各ターンの選択内容、より詳しくはカード201に関するユーザの選択(つまり、いずれかのセル列にいずれかのカード201を配置して5枚のカード201の組み合わせを選択すること)が「所定の事項」として設定され、カード201をどのように選択したか(カード201がどのように配置されたか)、及びその選択がトランプゲームにどのような影響を与えたか(どのような役が成立したか)という2つの評価要素毎に評価される。そして、カード201の配置を攻撃主体及び攻撃対象に対応付ける一方で、役の内容(強さ)を攻撃の効果であるHP削減量の演算における係数に対応付けるという条件に従って評価結果を使い分けつつ、それらの評価結果に基づいてカードバトルゲームの進行が制御される。なお、上記では、ポーカーの役が強いほど係数が増加して攻撃の効果(HP削減量)も増大するものとしたが、役と攻撃の効果との対応関係は上記の例に限らない。例えば、役と攻撃の効果との間にランダムな要素が含まれてもよい。この場合、攻撃の効果を抽選で決定する処理を追加するとともに、その抽選処理にて相対的に大きな効果が引き当てられる確率を役の強さに応じて変化させるといった関係を設定することにより、役に応じて攻撃の効果を制御することができる。他にも、役と効果の関係については適宜の変形が可能であるが、この点は後述する。 On the other hand, the evaluation result regarding the role is used for calculating the HP reduction amount that is the effect of the attack. As shown in the figure, the reduction amount of HP in one attack is obtained by subtracting the defense power set for the attack target card 202 from the attack power set for the attack subject card 202. It is obtained by multiplying the coefficient corresponding to the established combination. The coefficient is set according to the strength of the poker hand. That is, the stronger the combination, the larger the coefficient is set. Therefore, the HP reduction amount increases when a strong combination is established, and the HP reduction amount decreases when a weak combination is established. As described above, in the game system 1 of the present embodiment, the selection content of each turn of the card game, more specifically, the user's selection regarding the card 201 (that is, any card 201 is placed in any cell row and placed 5 Selecting a combination of cards 201) is set as “predetermined matter”, how the card 201 is selected (how the card 201 is arranged), and what is selected in the card game It is evaluated for each of the two evaluation elements, such as what kind of influence has been given (what kind of role has been established). Then, while associating the arrangement of the cards 201 with the attack subject and the attack target, while separately using the evaluation results according to the condition of associating the content (strength) of the role with the coefficient in the calculation of the HP reduction amount that is the effect of the attack, The progress of the card battle game is controlled based on the evaluation result. In the above description, it is assumed that the stronger the role of poker is, the more the coefficient increases and the attack effect (HP reduction amount) also increases. However, the correspondence between the role and the attack effect is not limited to the above example. For example, a random element may be included between the combination and the attack effect. In this case, by adding a process for determining the effect of the attack by lottery and setting a relationship such that the probability that a relatively large effect can be assigned in the lottery process is changed according to the strength of the role, The effect of the attack can be controlled according to In addition, the relationship between the combination and the effect can be appropriately modified, which will be described later.
 次に、図7~図9を参照して、上述したトランプゲーム及びカードバトルゲームを実現するためのゲーム装置3の具体的構成及び処理を説明する。図7はゲーム装置3の制御系における機能ブロック図である。本形態におけるゲーム装置3の制御系は、図4に示した第1の形態における構成と比較して以下の点が相違する。まず、第1のゲーム制御手段として、上述した内容のトランプゲームを実行するためのトランプゲーム制御部51が設けられる。また、第2のゲーム制御手段として、図4のビンゴカード制御部22に代えて、上述した内容のカードバトルゲームを実行するためのカードバトルゲーム制御部52が設けられる。カードバトルゲーム制御部52には、ユーザからの指示に従って場200におけるカード202の配置を選択するデッキ選択部53と、トランプゲームの各ターンにおけるカード201の配置を判別する配置判別部54と、トランプゲームの各ターンにおける役の内容(成立しない場合も含む。)を判別する役判別部55と、デッキ選択部53、配置判別部54、及び役判別部55から取得した情報に基づいてカードバトルゲームの進行を制御するゲーム進行制御部56とが設けられる。 Next, a specific configuration and processing of the game apparatus 3 for realizing the above-described card game and card battle game will be described with reference to FIGS. FIG. 7 is a functional block diagram in the control system of the game apparatus 3. The control system of the game apparatus 3 in this embodiment is different in the following points from the configuration in the first embodiment shown in FIG. First, a card game control unit 51 for executing the card game having the above-described contents is provided as the first game control means. Further, a card battle game control unit 52 for executing the card battle game having the above-described contents is provided as the second game control means in place of the bingo card control unit 22 of FIG. The card battle game control unit 52 includes a deck selection unit 53 that selects the arrangement of the cards 202 in the field 200 according to an instruction from the user, an arrangement determination unit 54 that determines the arrangement of the cards 201 in each turn of the card game, and a playing card. A card battle game based on information acquired from a combination determining unit 55 that determines the content of a combination in each turn of the game (including cases where the combination is not established), a deck selecting unit 53, an arrangement determining unit 54, and a combination determining unit 55 And a game progress control unit 56 for controlling the progress of the game.
 また、記憶装置11には、上述したトランプゲーム及びカードバトルゲームを実行するためのゲームプログラム61及びゲームデータ62が記録されるとともに、ユーザに前回の続きからカードバトルゲームを再開させるためのユーザデータ63が記録される。ユーザデータ63には、例えばユーザが獲得し、あるいはユーザが使用可能なカード202の種類、及びそれらのカード202に設定された攻撃力、防御力、HP等の各種の能力値が記録される。カード202の能力値は、ゲームの進度等に応じて変更されてもよいし、一定値に固定されてもよい。 The storage device 11 stores a game program 61 and game data 62 for executing the above-described card game and card battle game, and user data for allowing the user to resume the card battle game from the previous time. 63 is recorded. In the user data 63, for example, the types of cards 202 that can be acquired or used by the user, and various ability values such as attack power, defense power, and HP set in the cards 202 are recorded. The ability value of the card 202 may be changed according to the progress of the game or the like, or may be fixed to a constant value.
 図8は、トランプゲーム制御部51がトランプゲームを制御するために実行するトランプゲーム制御処理の手順を示し、図9は、そのトランプゲームの制御と関連付けてカードバトル制御部52が実行するカードバトルゲーム制御処理の手順を示している。ユーザがゲーム装置3に対してゲームの開始を指示すると、トランプゲーム制御部51は図8の処理を開始する。なお、当該処理に関連して、実在のユーザを対戦相手として設定する場合には、センターサーバ2によるマッチングが行われるが、その手順は周知のマッチング手法と同様でよく、説明を省略する。また、実在のユーザ同士が対戦する場合、いずれか一方のユーザのゲーム装置3がマスター機となってゲームの進行を制御し、他方のゲーム装置3はユーザの操作を取得してマスター機のゲーム装置3に提供し、そのゲーム装置3からゲームの演算制御の結果を取得してゲーム画面等を表示するスレーブ機として機能する。図8及び図9の処理はマスター機のゲーム装置3における処理を示すものである。ただし、センターサーバ2を介して対戦が進行するものとしてもよく、その場合、センターサーバ2がゲームの進行に関連する演算処理を行ってもよい。 FIG. 8 shows a card game control process executed by the card game control unit 51 to control the card game. FIG. 9 shows a card battle executed by the card battle control unit 52 in association with the control of the card game. The procedure of the game control process is shown. When the user instructs the game apparatus 3 to start a game, the card game control unit 51 starts the process of FIG. In connection with this processing, when a real user is set as an opponent, matching by the center server 2 is performed, but the procedure may be the same as a known matching method, and the description is omitted. In addition, when the actual users play against each other, the game device 3 of one of the users becomes a master device to control the progress of the game, and the other game device 3 acquires the user's operation and the game of the master device It is provided to the device 3 and functions as a slave device that acquires the result of the arithmetic control of the game from the game device 3 and displays a game screen or the like. The processing in FIGS. 8 and 9 shows processing in the game device 3 of the master machine. However, it is good also as what a battle progresses via the center server 2, and the center server 2 may perform the arithmetic processing relevant to progress of a game in that case.
 図8のトランプゲーム制御処理を開始すると、トランプゲーム制御部51はまずユーザ及び対戦相手の先攻、後攻を決定し(ステップS21)、続いて、場200に12枚のカード201を配置する(ステップS22)。その後、トランプゲーム制御部51は、ユーザ及びその対戦相手にカード201を配置し(ステップS23)、続いて自機のユーザのターンか否かを判別する(ステップS24)。ユーザのターンであればトランプゲーム制御部51はステップS25に進み、ユーザの指示に従ってカード201が配置されるべきセル列及びそのセル列の上下端のセル200aに配置されるべきカード201を決定する。その後、トランプゲーム制御部51は、カード201が配置されたセル列を判定ラインとして、その判定ライン上の5枚のカード201内におけるポーカーの役を判別し(ステップS26)、その判定結果をカードバトルゲーム制御部52に提供して図9の処理に利用させる(ステップS27)。その後、トランプゲーム制御部51は、カードバトルゲーム制御部52からカードバトルゲームの終了が通知されたか否かを判別する(ステップS28)。終了が通知されていれば、図8の処理は終了する。 When the card game control process of FIG. 8 is started, the card game control unit 51 first determines the first and second attacks of the user and the opponent (step S21), and then arranges 12 cards 201 on the field 200 ( Step S22). Thereafter, the card game control unit 51 places the card 201 on the user and the opponent (step S23), and then determines whether or not it is the user's own turn (step S24). If it is the user's turn, the card game control unit 51 proceeds to step S25, and determines the cell row in which the cards 201 should be placed and the cards 201 to be placed in the cells 200a at the upper and lower ends of the cell row according to the user's instructions. . Thereafter, the card game control unit 51 uses the cell row in which the cards 201 are arranged as a determination line, determines the role of poker in the five cards 201 on the determination line (step S26), and determines the determination result as a card. It is provided to the battle game control unit 52 and used for the processing of FIG. 9 (step S27). Thereafter, the playing card game control unit 51 determines whether or not the card battle game end is notified from the card battle game control unit 52 (step S28). If the end is notified, the process in FIG. 8 ends.
 一方、ステップS28で終了が通知されていない場合、トランプゲーム制御部51は、ユーザ及びその対戦相手の間でターンが一巡したか否かを判別し(ステップS29)、一巡していればステップS22に、一巡していなければステップS24へと戻る。ステップS24にて、自機のユーザのターンではないと判断された場合、トランプゲーム制御部51はステップS30に進み、対戦相手のゲーム装置3から、その対戦相手が指定したカード201の配置(セル列)及びそのセル列の上下端のセル200aに配置されたカード201を取得し、その後、ステップS26へと進む。なお、ステップS29の処理により、ターンが一巡する毎に場200に配置されるカード201、並びに、ユーザ及びその対戦相手に配置されるカード201が更新されるものとしたが、それらの更新は何らかの役が成立する毎に行われてもよい。なお、上記では、ユーザ及びその対戦相手に対して同時にデッキのカード201が配置されるものとしたが、ユーザのターンではユーザにのみカード201が配置され、対戦相手のターンでは対戦相手にのみカード201が配置されるものとしてもよい。 On the other hand, if the end is not notified in step S28, the card game control unit 51 determines whether or not the turn has been completed between the user and the opponent (step S29). If not, the process returns to step S24. When it is determined in step S24 that it is not the turn of the user of the own device, the card game control unit 51 proceeds to step S30, and the placement (cell) of the card 201 designated by the opponent is selected from the opponent game device 3. Column) and the cards 201 arranged in the cells 200a at the upper and lower ends of the cell row are obtained, and then the process proceeds to step S26. In addition, by the process of step S29, it is assumed that the card 201 arranged in the field 200 and the card 201 arranged in the user and the opponent are updated every time the turn completes. It may be performed every time a combination is established. In the above description, the deck card 201 is arranged at the same time for the user and his opponent. However, the card 201 is arranged only for the user on the user's turn, and only the opponent's card on the opponent's turn. 201 may be arranged.
 図8のトランプゲーム制御処理が開始されると、カードバトルゲーム制御部52は並行して図9のカードバトルゲーム制御を開始する。なお、図9の処理は、ステップS43及びステップS45を除いてゲーム進行制御部56が実行する。カードバトルゲーム制御処理において、カードバトルゲーム制御部52は、まず、場200にデッキとして配置すべきカード202をユーザ及び対戦相手に選択させる(ステップS41)。この処理は、例えばトランプゲームの開始に先立ってカードバトルゲームの画面を表示させ、ユーザ及びその対戦相手の指示を取得することにより実行される。ただし、上述したように、デッキの選択はユーザ及びその対戦相手の指示を考慮せず、自動的に実行されてもよい。カード202が配置されると、カードバトルゲームの画面からトランプゲーム画面へと表示が切り替えられる。デッキ配置の決定後、カードバトル制御部52は、トランプゲーム制御部51にてポーカーの役が成立したか否かを判別し(ステップS42)、成立していなければその判断を繰り返す。ポーカーの役が成立すると、カードバトルゲーム制御部52は、カードバトルゲームの画面を表示させてステップS43以下の処理に進む。 When the card game control process of FIG. 8 is started, the card battle game control unit 52 starts the card battle game control of FIG. 9 in parallel. The process in FIG. 9 is executed by the game progress control unit 56 except for step S43 and step S45. In the card battle game control process, the card battle game control unit 52 first causes the user and the opponent to select a card 202 to be placed as a deck on the field 200 (step S41). This process is executed by, for example, displaying a card battle game screen prior to the start of the card game and acquiring instructions from the user and the opponent. However, as described above, the selection of the deck may be automatically performed without considering the instructions of the user and the opponent. When the card 202 is arranged, the display is switched from the card battle game screen to the card game screen. After determining the deck arrangement, the card battle control unit 52 determines whether or not the poker combination is established in the playing card game control unit 51 (step S42), and repeats the determination if it is not established. When the poker combination is established, the card battle game control unit 52 displays a card battle game screen, and proceeds to the processing of step S43 and subsequent steps.
 ステップS43に進むと、カードバトルゲーム制御部52は、カード201が配置されたセル列を配置判別部54によって判別し、その判別結果に従って攻撃主体のカード202及び攻撃対象のカード202を決定する(ステップS44)。この場合、ユーザのターンであれば、ステップS43で判別したセル列に対応する位置に配置されたユーザのカード202が攻撃主体となり、その攻撃対象のカード202と上下方向に向かい合うように配置された対戦相手のカード202が攻撃対象となる。ユーザのターンではない場合にはその逆である。ただし、攻撃主体及び攻撃対象のカード202の決定がこのような手法に限らないことは上述した通りである。続いて、カードバトルゲーム制御部52は、カード201が配置されたセル列上で成立した役を役判別部55によって判別し(ステップS45)、その判別結果に従ってHP削減量を演算する(ステップS46)。HP削減量の演算は図6で説明した通りである。 In step S43, the card battle game control unit 52 determines the cell row in which the cards 201 are arranged by the arrangement determination unit 54, and determines the attack subject card 202 and the attack target card 202 according to the determination result ( Step S44). In this case, if it is the user's turn, the user's card 202 arranged at the position corresponding to the cell row determined in step S43 becomes the attack subject, and is arranged so as to face the attack target card 202 vertically. The opponent's card 202 becomes an attack target. The reverse is true if it is not the user's turn. However, as described above, the determination of the attack subject and the attack target card 202 is not limited to such a method. Subsequently, the card battle game control unit 52 determines the winning combination formed on the cell row in which the cards 201 are arranged by the combination determining unit 55 (step S45), and calculates the HP reduction amount according to the determination result (step S46). ). The calculation of the HP reduction amount is as described with reference to FIG.
 HP削減量の演算後、カードバトルゲーム制御部52は、ステップS47に進み、トランプゲームにおいて、現在、ユーザのターンか否かを判別する(ステップS47)。ユーザのターンであった場合、カードバトルゲーム制御部52は、対戦相手の合計HPの現在値からステップS46で演算したHP削減量を削減し(ステップS48)、削減後の対戦相手の合計HPの現在値が0以下か否かを判別する(ステップS49)。一方、ステップS47にて対戦相手のターンであった場合、カードバトルゲーム制御部52は、自機のユーザの合計HPの現在値からステップS46で演算したHP削減量を削減し(ステップS50)、削減後のユーザの合計HPの現在値が0以下か否かを判別する(ステップS51)。ステップS49又はS51が否定判断された場合、カードバトルゲーム制御部52は、ゲーム画面を再びトランプゲーム画面へと切り替えてステップS42に戻る。 After calculating the HP reduction amount, the card battle game control unit 52 proceeds to step S47, and determines whether or not it is currently the user's turn in the card game (step S47). If it is the user's turn, the card battle game control unit 52 reduces the HP reduction amount calculated in step S46 from the current value of the opponent's total HP (step S48), and the opponent's total HP after the reduction is calculated. It is determined whether or not the current value is 0 or less (step S49). On the other hand, if it is the opponent's turn in step S47, the card battle game control unit 52 reduces the HP reduction amount calculated in step S46 from the current value of the total HP of the user of the own device (step S50), It is determined whether or not the current value of the total HP of the users after reduction is 0 or less (step S51). If a negative determination is made in step S49 or S51, the card battle game control unit 52 switches the game screen to the card game screen again and returns to step S42.
 ステップS49にて肯定判断がなされた場合、カードバトルゲーム制御部52はステップS52に進み、自機のユーザがカードバトルゲームに勝利したものとして、カードゲームバトルを終了させるための所定の処理を実行する。一方、ステップS51にて肯定判断がなされた場合、カードバトルゲーム制御部52はステップS53に進み、自機のユーザがカードバトルゲームに敗北したものとして、カードゲームバトルを終了させるための所定の処理を実行する。なお、ステップS52又はS53の処理内容は適宜に設定してよい。一例として、勝者に対して、一定の特典を発生させ、あるいは、敗者に対して一定のペナルティを課すといった処理を行うことができる。特典は、カード202の能力値を増加させ、あるいは新たなカード202を獲得させるといった内容に設定することができる。一方、ペナルティとしては、カード202の能力値を減少させ、あるいはカード202を没収するいった内容に設定することができる。ステップS52又はS53の処理が完了すると、カードバトルゲーム制御部52はトランプゲーム制御部51にゲーム終了を通知し(ステップS54)、その後、カードバトルゲーム処理を終える。ステップS54の通知は図8のステップS28に反映される。つまり、第2のゲームであるカードバトルゲームにて、所定の結果としての勝敗が決するまで、第1のゲームであるトランプゲームが繰り返されることになる。 If an affirmative determination is made in step S49, the card battle game control unit 52 proceeds to step S52, and executes a predetermined process for ending the card game battle, assuming that the user of the own device has won the card battle game. To do. On the other hand, if an affirmative determination is made in step S51, the card battle game control unit 52 proceeds to step S53, and a predetermined process for ending the card game battle, assuming that the user of the own device has lost the card battle game. Execute. Note that the processing content of step S52 or S53 may be set as appropriate. As an example, processing such as generating a certain privilege for the winner or imposing a certain penalty on the loser can be performed. The privilege can be set to a content such as increasing the ability value of the card 202 or acquiring a new card 202. On the other hand, the penalty can be set such that the ability value of the card 202 is reduced or the card 202 is confiscated. When the process of step S52 or S53 is completed, the card battle game control unit 52 notifies the card game control unit 51 of the end of the game (step S54), and then ends the card battle game process. The notification in step S54 is reflected in step S28 in FIG. That is, in the card battle game as the second game, the card game as the first game is repeated until winning or losing as a predetermined result is decided.
 なお、上記の処理では、ユーザ又はその対戦相手の合計HPが0以下になるまでゲームが繰り返されるものとしたが、ターンの回数又はゲームの経過時間に制限を設定し、その制限に達した時点で合計HPの現在値を大小比較して、大きい側が勝者、小さい側が敗者となるようにゲーム制御が変更されてもよい。 In the above processing, the game is repeated until the total HP of the user or the opponent becomes 0 or less. Then, the current value of the total HP is compared in magnitude, and the game control may be changed so that the larger side becomes the winner and the smaller side becomes the loser.
 以上の形態では、トランプゲーム制御部51が第1のゲーム制御手段、カードバトルゲーム制御部52が第2のゲーム制御手段にそれぞれ相当し、配置判別部54及び役判別部55の組み合わせが第2のゲーム制御手段における評価手段に相当し、ゲーム進行制御部56が進行制御手段に相当する。また、トランプゲームを実行する工程が第1のゲーム工程に、カードバトルゲームを実行する工程が第2のゲーム工程にそれぞれ相当し、図9のステップS43及びS45が第2のゲーム工程における評価工程に、ステップS44、S46~S53が第2のゲーム工程における進行制御工程にそれぞれ相当する。 In the above embodiment, the card game control unit 51 corresponds to the first game control unit, the card battle game control unit 52 corresponds to the second game control unit, and the combination of the arrangement determination unit 54 and the combination determination unit 55 is the second. The game progress control unit 56 corresponds to the progress control means. Further, the process of executing the card game corresponds to the first game process, the process of executing the card battle game corresponds to the second game process, and steps S43 and S45 of FIG. 9 are the evaluation processes in the second game process. Steps S44 and S46 to S53 correspond to the progress control process in the second game process, respectively.
 本発明は上述した形態に限ることなく、適宜に変更された形態にて実施することが可能である。例えば、上記の形態では、サーバ-クライアント型のゲームシステムにおいて、第1のゲーム及び第2のゲームを実現するための演算制御が、クライアント装置としてのゲーム装置にて実行されるものとしたが、第1のゲームの演算制御をクライアント装置にて実行し、第2のゲームの演算制御をサーバ装置が実行するゲームシステム、第1のゲーム及び第2のゲームの両者の演算制御をサーバ装置が実行するゲームシステムにも本発明は適用できる。あるいは、第1のゲーム又は第2のゲームの少なくともいずれか一方のゲームの演算制御を、サーバ装置とクライアント装置とが協働して実行するゲームシステムにも本発明は適用可能である。すなわち、本発明の第1のゲーム制御手段及び第2のゲーム制御手段は、サーバ-クライアント型のゲームシステムに含まれる適宜のコンピュータにより実現することができる。さらに、本発明は、サーバ-クライアント型のゲームシステムに限定されることなく、ネットワークに接続されないいわゆるスタンドアローン型のゲーム装置にも適用できる。この場合、ゲーム装置それ自身が単独で本発明のゲームシステムとして機能する。 The present invention is not limited to the above-described embodiment, and can be implemented in an appropriately modified form. For example, in the above embodiment, in the server-client type game system, the arithmetic control for realizing the first game and the second game is executed by the game device as the client device. A game system in which the calculation control of the first game is executed by the client device, and the server device executes the calculation control of the second game, and the server device executes the calculation control of both the first game and the second game The present invention can also be applied to a game system. Alternatively, the present invention can also be applied to a game system in which the calculation control of at least one of the first game and the second game is executed in cooperation between the server device and the client device. That is, the first game control means and the second game control means of the present invention can be realized by an appropriate computer included in a server-client type game system. Furthermore, the present invention is not limited to a server-client type game system, but can be applied to a so-called stand-alone type game apparatus that is not connected to a network. In this case, the game apparatus itself functions alone as the game system of the present invention.
 本発明において、第1のゲームとしては、上述した例に限らず、ポーカー、ブラックジャックといった各種のトランプカードゲーム、将棋、チェス等のボードゲーム、アクションゲーム、格闘ゲーム、レースゲーム、パズルゲーム、アドベンチャーゲーム、スポーツゲーム、音楽ゲーム、シミュレーションゲーム、ロールプレイングゲーム、その他の各種のゲームを第1のゲームとして採用することができる。第1のゲームにおいて評価されるべき対象は、上述したトランプゲームの上がりカード、あるいはトランプゲームにおけるユーザの選択内容に限定されず、第1のゲームにて現れる各種の事項を評価対象として設定し、その評価対象を複数の評価要素に分けて評価してよい。第1のゲームは、ユーザにゲーム上の行動を選択させる例に限らず、例えばスロットマシンの絵柄合せのゲーム、ビンゴのボールを抽選するゲーム、ルーレットゲームのように、所定の抽選処理を繰り返し実行するものでもよい。その場合でも、抽選された役や媒体の属性を複数の評価要素に分けて評価して第2のゲームの進行制御に関連付けることができる。評価要素は第1のゲームにて生じ得る種々の観点で選択することができ、ゲームの結果を複数の評価要素に分けて評価する例に限らない。 In the present invention, the first game is not limited to the above-described example, but various playing card games such as poker and blackjack, board games such as shogi and chess, action games, fighting games, racing games, puzzle games, and adventures. A game, a sports game, a music game, a simulation game, a role playing game, and other various games can be adopted as the first game. The object to be evaluated in the first game is not limited to the above-mentioned card game rising card or the user's selection contents in the card game, and various items appearing in the first game are set as evaluation objects, The evaluation object may be divided into a plurality of evaluation elements for evaluation. The first game is not limited to an example in which the user selects an action on the game. For example, a predetermined lottery process is repeatedly executed such as a slot machine picture matching game, a bingo ball drawing game, or a roulette game. You may do it. Even in such a case, it is possible to divide and evaluate the lottery role and medium attributes into a plurality of evaluation elements and relate them to the progress control of the second game. The evaluation element can be selected from various viewpoints that can occur in the first game, and is not limited to an example in which the result of the game is divided into a plurality of evaluation elements and evaluated.
 また、第1のゲームにおけるユーザの選択内容を所定の事項として設定して評価要素毎に評価する場合、第1のゲームにてユーザに選択肢として与えられる種々の事項を複数の評価要素毎に評価することができる。第2の形態では、ユーザがポーカーの役を成立させた場合、ユーザが配置したカード201を含む5枚のカード201を所定の事項として設定し、その選択を、いずれのセル列にカード201を配置して5枚のカード201をどのように選択したかの観点と、その選択が与えた影響としてどのような役が成立したか、の観点から評価しているが、ユーザの選択を複数の評価要素毎に評価する場合には、様々な設定が可能である。例えば、ユーザが第1のゲームとしてのトランプカードにてゲームに上がる、勝利するといった所定の状態に達したときのユーザの選択に限らず、その状態に達するまで(あるいは達するよりも前の段階でもよい)、つまり、所定の状態が得られまでにユーザが選択した複数のカードの少なくとも一部又は全部を所定の事項としてもよい。例えば、トランプゲームとして、第1の形態における「大富豪」又は「大貧民」を実行する場合には、ユーザが勝利し、又は敗北するまでにユーザが選択した全てのカード又は一部のカードを所定の事項として設定してそれらを評価するものとしてもよい。ユーザがカードを用いることに対する選択肢、例えば、カードの使用に関する時期的な選択肢、カードの使用に関する場所的な選択肢(上述したカード201の配置の選択肢もその一例である。)、カードを使用する相手に関する選択肢、に応じてユーザの選択を適宜の評価要素に分けて評価してよい。さらに、上記の形態では、第1のゲームにおけるユーザの選択のみならず、対戦相手(これもユーザの一例である。)の第1のゲームにおける選択をも所定の事項の一部に取り込んで評価し、その評価結果を第2のゲームの進行制御に反映させてもよい。 In addition, when the selection contents of the user in the first game are set as predetermined items and evaluated for each evaluation element, various items given as options to the user in the first game are evaluated for each of a plurality of evaluation elements. can do. In the second form, when the user establishes the role of poker, five cards 201 including the card 201 arranged by the user are set as predetermined matters, and the selection is made by placing the card 201 in any cell row. Evaluating from the viewpoint of how the five cards 201 have been placed and selected, and what role has been established as the effect of the selection, When evaluating for each evaluation element, various settings are possible. For example, it is not limited to the user's selection when the user reaches a predetermined state such as going up to the game or winning with the playing card as the first game, but until the state is reached (or at a stage before reaching) In other words, at least some or all of the plurality of cards selected by the user before the predetermined state is obtained may be set as the predetermined item. For example, when executing “Millionaire” or “Great Poor” in the first form as a card game, all or some of the cards selected by the user before the user wins or loses These may be set as predetermined items and evaluated. Options for the user to use the card, for example, a time-related option regarding the use of the card, a location-related option regarding the use of the card (the above-described options for the arrangement of the card 201 are examples thereof), and a partner who uses the card The user's selection may be divided into appropriate evaluation elements according to the options for evaluation. Furthermore, in the above embodiment, not only the selection of the user in the first game but also the selection of the opponent (which is also an example of the user) in the first game is incorporated into a part of the predetermined matters and evaluated. Then, the evaluation result may be reflected in the progress control of the second game.
 第2のゲームに関してもビンゴゲーム、あるいはカードバトルゲームに限らず、第1のゲームにおける評価要素毎の評価結果を使い分けながら進行を制御できる限りにおいて、種々のゲームを採用することができる。第1のゲームにおける評価対象の事項、その評価要素、及び評価結果と第2のゲームにおける進行制御とのそれぞれの関連付けも様々に設定することができる。例えば、第1の形態では、第1のゲームのゲーム要素としてのトランプカードに付された属性であるマーク及び番号をそのまま評価要素として採用し、かつ、それらの属性と第2のゲームにおける課題要素としてのビンゴカードのマスにもそれらの属性と同一のマーク及び番号を付しているが、それらの相関関係は一例に過ぎない。例えば、トランプカードを第1のゲームのゲーム要素として想定した場合でも、マーク、番号、マークの色、上がり役の種類といった様々な評価要素が存在し、それらを適宜に使い分けながら、第2のゲームにおける進行が制御されるように両ゲームを関連付けることができる。第1のゲームが、ゲーム要素としてのキャラクタを操作するゲームであれば、第2のゲームの課題要素をキャラクタの属性と対応付け、第1のゲームにおけるキャラクタの所定の行動や状態を複数の評価要素に分けて評価し、それらの評価結果を使い分けながら第2のゲームの特定の課題要素(つまり、評価対象のキャラクタと対応関係を有する課題要素)の達成状況を変化させるといった対応付けも可能である。 The second game is not limited to the bingo game or the card battle game, and various games can be adopted as long as the progress can be controlled while properly using the evaluation results for each evaluation element in the first game. The items to be evaluated in the first game, their evaluation elements, and the respective associations between the evaluation results and the progress control in the second game can also be set in various ways. For example, in the first embodiment, marks and numbers that are attributes attached to the playing cards as game elements of the first game are directly adopted as evaluation elements, and those attributes and problem elements in the second game are used. Although the same mark and number as those attributes are also attached to the square of the bingo card, the correlation between them is only an example. For example, even when a playing card is assumed as a game element of the first game, there are various evaluation elements such as a mark, a number, a color of the mark, and a type of rising role. Both games can be related so that their progress is controlled. If the first game is a game in which a character as a game element is operated, the task element of the second game is associated with the attribute of the character, and the character's predetermined behavior and state in the first game are evaluated in a plurality of ways. It is also possible to make an evaluation by dividing it into elements, and changing the achievement status of a specific task element of the second game (that is, a task element having a correspondence relationship with the character to be evaluated) while using the evaluation results separately. is there.
 第2の形態では、第1のゲームにおける判定ラインを上下方向のセル列として設定し、ユーザが選択した判定ラインとしてのセル列と、第2のゲームにおける攻撃要素(攻撃主体及び攻撃対象)としてのカード202と、場200における左右方向の位置の一致によって対応付けている。しかしながら、判定ラインは、一直線に設定される例に限らない。スロットゲームの入賞判定ラインのように、折れ線状その他の適宜の判定ラインが設定されてよく、第2のゲームにおける攻撃要素の配置も、第1のゲームにおける判定ラインとの対応関係が把握できる限りにおいて適宜に設定することができる。すなわち、第2の形態におけるトランプゲームにてユーザが選択したセル列(判定ライン)と、カードバトルゲームにおける攻撃主体及び攻撃対象のカード202の決定とは何らかの対応関係にあればよい。例えば、ユーザが左端のセル列を選択してポーカーの役を成立させた場合、ユーザのデッキにおける左端のカード202を攻撃主体として設定する一方、対戦相手のデッキの右端のカード202が攻撃対象として設定されるといった対応関係が設定されてもよい。あるいは、ユーザが選択したセル列に対応する位置に配置されたユーザのカード202を攻撃主体として設定し、攻撃対象となる対戦相手のカード202はコンピュータがランダムに、又は所定の条件に従って決定するといった処理が行われてもよい。要は、トランプゲームにおけるユーザのセル列の選択と関連付けて、ユーザのカード202から攻撃主体のカード202が決定されるように対応関係が設定されていればよい。また、攻撃主体と攻撃対象とは1対1の関係に限らず、第1のゲームの所定の事項における評価結果等に応じて、多対1、1対1、多対多の状態で選択されるものとされてもよい。 In the second mode, the determination line in the first game is set as a vertical cell row, the cell row as the determination line selected by the user, and the attack element (attack subject and attack target) in the second game The card 202 is associated with the left and right positions in the field 200 by matching. However, the determination line is not limited to an example that is set to a straight line. As with the winning determination line of the slot game, a broken line or other appropriate determination line may be set, and the arrangement of the attack elements in the second game can be determined as long as the correspondence relationship with the determination line in the first game can be grasped. Can be set as appropriate. That is, the cell string (determination line) selected by the user in the card game in the second mode and the determination of the attack subject and the attack target card 202 in the card battle game need only have some correspondence. For example, when the user selects the leftmost cell row and establishes a poker role, the leftmost card 202 in the user's deck is set as the attack subject, while the rightmost card 202 in the opponent's deck is set as the attack target. A correspondence relationship such as setting may be set. Alternatively, the user's card 202 arranged at a position corresponding to the cell column selected by the user is set as an attack subject, and the opponent's card 202 to be attacked is determined by the computer at random or according to a predetermined condition. Processing may be performed. In short, it is only necessary to set the correspondence so that the attacking subject card 202 is determined from the user's card 202 in association with the selection of the user's cell row in the card game. Further, the attack subject and the attack target are not limited to a one-to-one relationship, but are selected in a many-to-one, one-to-one, or many-to-many state according to the evaluation result in a predetermined item of the first game. It may be assumed.
 さらに、第2の形態において、ユーザが選択した判定ラインとしてのセル列と攻撃主体及び攻撃対象との対応関係は、さらなる要素を加味して制御されてもよい。例えば、ユーザ及びその対戦相手のそれぞれのユーザデータ63の少なくともいずれか一方を考慮して対応関係が設定されてもよい。この場合、ユーザのユーザデータ63に記録されたユーザのレベルが絶対的に低い場合、又はユーザのユーザデータ63に記録されたレベルが対戦相手のユーザデータ63に記録されたレベルよりも相対的に低い場合、対戦相手の2枚以上のカード202が攻撃対象として設定されるといったように、攻撃相手の決定にユーザデータ63が考慮されてもよい。トランプゲーム及びカードバトルゲームの少なくともいずれか一方の難易度を考慮し、難易度が高いほど攻撃対象のカード202の枚数が増加するといった制御が行われてもよい。さらに、ユーザのカード202が対戦相手のカード202を攻撃する条件として、上記の形態ではユーザがトランプゲームにて一つのセル列でポーカーのいずれかの役を成立させたことを条件として設定した。しかしながら、攻撃が行われる条件(つまり、第1のゲームの選択に対する評価結果に基づいて第2のゲームで何らかの進行制御が行われる条件)は、これに限らない。2以上のセル列でポーカーの役を成立させたことを条件として攻撃が行われるといった変更が可能である。トランプゲームにおいて、所定の強さ以上の役が成立した場合に限って攻撃が行われるものとしてもよい。 Furthermore, in the second embodiment, the correspondence relationship between the cell string as the determination line selected by the user, the attack subject, and the attack target may be controlled in consideration of further factors. For example, the correspondence may be set in consideration of at least one of the user data 63 of the user and the opponent. In this case, when the level of the user recorded in the user data 63 of the user is absolutely low, or the level recorded in the user data 63 of the user is relatively higher than the level recorded in the user data 63 of the opponent If it is low, the user data 63 may be considered in determining the attack opponent, such that two or more cards 202 of the opponent are set as attack targets. In consideration of the difficulty level of at least one of the card game and the card battle game, the control may be performed such that the higher the difficulty level, the more the number of attack target cards 202 increases. Further, as a condition for the user's card 202 to attack the opponent's card 202, the above-described mode is set on the condition that the user has established one of the poker roles in one cell row in the card game. However, the conditions under which the attack is performed (that is, the conditions under which some progress control is performed in the second game based on the evaluation result for the selection of the first game) are not limited thereto. It is possible to change that an attack is performed on condition that a poker role is established in two or more cell rows. In the card game, an attack may be performed only when a combination having a predetermined strength or more is established.
 また、第2の形態におけるトランプゲームの役とカードバトルゲームにおける攻撃の効果との対応関係についても、役の強さ(言い換えれば、役が成立する確率)以外のさらなる要素を加味して制御されてもよい。例えば、ユーザ及びその対戦相手のそれぞれのユーザデータ63の少なくともいずれか一方を考慮して対応関係が設定されてもよい。この場合、ユーザのユーザデータ63に記録されたユーザのレベルが絶対的に低い場合、又はユーザのユーザデータ63に記録されたレベルが対戦相手のユーザデータ63に記録されたレベルよりも相対的に低い場合には、強い役に対応付けられる係数がより大きく設定される、あるいは弱い役に対応付けられる係数が増加するといったように、ユーザデータ63を考慮して係数の増減が制御されてもよい。トランプゲーム及びカードバトルゲームの少なくともいずれか一方の難易度を考慮し、難易度が高いほど強い役に対応付けられる係数がより大きく設定される、あるいは弱い役に対応付けられる係数が増加するといった制御が行われてもよい。このようにユーザレベルや難易度に応じて、第1のゲームと第2のゲームとの関連性(判定ラインと攻撃要素との対応関係や攻撃要素の選択等)が変更されることにより、従来のカードゲームではそろえるべき役が限定されることがあったのに対して、対戦相手のレベル等によってそろえるべき役等が対戦毎に変更される。つまり、任意の条件やユーザの選択等によって、対戦相手のユーザレベルや難易度が変更されるようにすることで、ゲームの多様性をユーザが享受することができる。なお、対戦相手の他のユーザ、又は当該他のユーザのパラメータ(レベル等)を選択し、あるいは、対戦の難易度をユーザが選択することができる構成がさらに追加されてもよい。 Also, the correspondence between the role of the card game in the second embodiment and the effect of the attack in the card battle game is also controlled in consideration of additional factors other than the strength of the role (in other words, the probability that the role will be established). May be. For example, the correspondence may be set in consideration of at least one of the user data 63 of the user and the opponent. In this case, when the level of the user recorded in the user data 63 of the user is absolutely low, or the level recorded in the user data 63 of the user is relatively higher than the level recorded in the user data 63 of the opponent If it is low, the coefficient increase / decrease may be controlled in consideration of the user data 63 such that the coefficient associated with the strong hand is set larger or the coefficient associated with the weak hand increases. . Considering the difficulty level of at least one of the card game and card battle game, the higher the difficulty level, the larger the coefficient associated with a strong hand or the coefficient associated with a weak hand increases. May be performed. Thus, according to the user level and the degree of difficulty, the relationship between the first game and the second game (correspondence between the determination line and the attack element, selection of the attack element, etc.) is changed, so that In this card game, there are cases where the combination to be arranged is limited, but the combination to be arranged is changed for each competition according to the level of the opponent. In other words, the user can enjoy the diversity of the game by changing the user level and difficulty level of the opponent according to arbitrary conditions, user selection, and the like. Note that a configuration may be further added in which the user can select another user of the opponent or the parameters (level, etc.) of the other user, or the user can select the difficulty level of the battle.
 上記の形態では、第1のゲームを繰り返しプレイすることにより、第2のゲームの課題を達成させ、あるいは第2のゲームにて所定の結果が得られるまで第1のゲームが繰り返しプレイされるように第1のゲームと第2のゲームとが関連付けられているが、本発明はそのような例に限らず、第1のゲームの一回のプレイ結果に対応付けて第2のゲームの課題が達成されたか否かを制御する、あるいは第1のゲームの一回のプレイ結果に対応付けて第2のゲームの結果を決定するといった変形が可能である。 In the above form, the first game is repeatedly played until the second game task is achieved or a predetermined result is obtained in the second game by repeatedly playing the first game. The first game and the second game are associated with each other, but the present invention is not limited to such an example, and the problem of the second game is associated with one play result of the first game. Variations such as controlling whether it has been achieved or determining the result of the second game in association with the result of one play of the first game are possible.
 1 ゲームシステム
 2 センターサーバ
 3 ゲーム装置
 4 ネットワーク
 10 制御ユニット
 11 記憶装置
 21 トランプゲーム制御部(第1のゲーム制御手段)
 22 ビンゴゲーム制御部(第2のゲーム制御手段)
 23 カード選択部
 24 マーク判定部(評価手段)
 25 番号判別部(評価手段)
 26 ゲーム判定部(進行制御手段)
 27 特典管理部(特典制御手段)
 31 ゲームプログラム
 51 トランプゲーム制御部(第1のゲーム制御手段)
 52 カードバトルゲーム制御部(第2のゲーム制御手段)
 54 配置判別部(評価手段)
 55 役判別部(評価手段)
 56 ゲーム進行制御部(進行制御手段)
 61 ゲームプログラム
 100 トランプカード(第1のゲームのゲーム要素)
 100S 上がりカード(第1のゲームの所定の事項)
 110 ビンゴカード
 111 マス(第2のゲームの課題要素)
 201 トランプカード(第1のゲームのゲーム要素)
 202 バトル用カード(第2のゲームの攻撃要素)
DESCRIPTION OF SYMBOLS 1 Game system 2 Center server 3 Game device 4 Network 10 Control unit 11 Memory | storage device 21 Playing card game control part (1st game control means)
22 bingo game control unit (second game control means)
23 Card selection part 24 Mark judgment part (evaluation means)
25 Number discrimination part (evaluation means)
26 Game determination unit (progress control means)
27 privilege management department (privilege control means)
31 game program 51 playing card game control unit (first game control means)
52 card battle game control unit (second game control means)
54 Arrangement determination unit (evaluation means)
55 Role discrimination part (evaluation means)
56 Game progress control unit (Progress control means)
61 game program 100 playing card (game elements of the first game)
100S rising card (predetermined items in the first game)
110 bingo card 111 square (task element of the second game)
201 playing card (game element of the first game)
202 Battle cards (second game attack element)

Claims (21)

  1.  第1のゲームを実行する第1のゲーム制御手段と、
     前記第1のゲームと関連付けて第2のゲームを実行する第2のゲーム制御手段と、を具備し、前記第2のゲーム制御手段は、
     前記第1のゲームにおける所定の事項を複数の評価要素毎に評価する評価手段と、
     前記評価手段による評価要素毎の評価結果を所定の条件に従って選択的に使い分けつつ、選択された評価結果に基づいて前記第2のゲームの進行を制御する進行制御手段と、
    を備えているゲームシステム。
    First game control means for executing a first game;
    Second game control means for executing a second game in association with the first game, and the second game control means,
    Evaluation means for evaluating predetermined items in the first game for each of a plurality of evaluation elements;
    Progress control means for controlling the progress of the second game based on the selected evaluation results while selectively using the evaluation results for each evaluation element by the evaluation means selectively according to a predetermined condition;
    Game system equipped with.
  2.  前記第1のゲーム制御手段は、粗密が異なる複数の分類に従って区分可能な属性を有する複数のゲーム要素からいずれかのゲーム要素が選択され、選択されたゲーム要素の属性がゲームの経過又は結果に与える影響が前記属性に応じて差別化されるように前記第1のゲームを制御し、
     前記第2のゲーム制御手段は、前記複数のゲーム要素の属性と対応関係が設定された複数の課題要素のそれぞれの達成状況に基づいて、所定の課題の達成の可否が決定されるように前記第2のゲームを制御し、
     前記第1のゲームにて所定の影響を与えたゲーム要素が前記評価手段による評価対象として設定され、
     前記評価手段は、前記評価対象のゲーム要素の属性を前記分類毎に分けて判別した結果を、前記評価要素毎の評価として特定し、
     前記進行制御手段は、前記評価手段が特定した分類毎の評価結果を前記所定の条件に従って選択的に使用して、前記複数の課題要素のそれぞれと前記評価結果としての属性との対応関係の有無を判別し、該対応関係の存否に基づいて前記課題要素の達成状況を制御する、請求項1に記載のゲームシステム。
    The first game control means selects any game element from a plurality of game elements having attributes that can be classified according to a plurality of classifications having different densities, and the attribute of the selected game element depends on the progress or result of the game. Controlling the first game so that the influence is differentiated according to the attribute;
    The second game control means is configured to determine whether or not a predetermined task can be achieved based on the achievement status of each of the plurality of task elements for which a correspondence relationship with the attributes of the plurality of game elements is set. Control the second game,
    A game element having a predetermined influence in the first game is set as an evaluation target by the evaluation means,
    The evaluation means specifies the result of determining the attribute of the game element to be evaluated for each classification as an evaluation for each evaluation element,
    The progress control means selectively uses the evaluation result for each classification specified by the evaluation means according to the predetermined condition, and whether or not there is a correspondence relationship between each of the plurality of task elements and the attribute as the evaluation result The game system according to claim 1, wherein the achievement status of the task element is controlled based on the presence or absence of the correspondence relationship.
  3.  前記複数の課題要素には、前記属性との対応関係の判別に関して、前記分類毎の評価結果からいずれの分類に基づく評価結果が使用されるべきかの観点から差別化された複数の種類が設定され、前記進行制御手段は、前記対応関係の判別に使用する評価結果の選択を、前記課題要素の前記種類に応じて変化させつつ前記複数の課題要素のそれぞれと前記評価結果としての属性との対応関係の有無を判別する請求項2に記載のゲームシステム。 The plurality of task elements are set with a plurality of types that are differentiated from the viewpoint of which evaluation result based on which classification should be used from the evaluation result for each classification with respect to the determination of the correspondence relationship with the attribute. The progress control means changes the selection of the evaluation result used to determine the correspondence relationship according to the type of the task element, and each of the plurality of task elements and the attribute as the evaluation result The game system according to claim 2, wherein the presence or absence of a correspondence relationship is determined.
  4.  前記課題要素の種類の組み合わせが異なる複数の課題要素の組が用意され、前記第2のゲーム制御手段は、前記複数の課題要素の組から、前記第2のゲームで使用されるべき課題要素の組を選択し、選択された課題要素の組に含まれる課題要素と前記評価結果としての属性との対応関係の有無を判別する請求項3に記載のゲームシステム。 A set of a plurality of task elements having different combinations of the types of task elements is prepared, and the second game control means determines a task element to be used in the second game from the set of the plurality of task elements. 4. The game system according to claim 3, wherein a pair is selected, and the presence / absence of a correspondence relationship between a task element included in the selected pair of task elements and the attribute as the evaluation result is determined.
  5.  前記第2のゲーム制御手段は、前記複数の課題要素のそれぞれを含んだゲーム画像を、各課題要素と前記ゲーム要素の前記属性との対応関係、及び、各課題要素の達成状況がユーザにより識別可能な態様で表示装置上に表示させる請求項3又は4に記載のゲームシステム。 The second game control means identifies a game image including each of the plurality of task elements, and the correspondence between each task element and the attribute of the game element and the achievement status of each task element are identified by the user The game system according to claim 3, wherein the game system is displayed on the display device in a possible manner.
  6.  前記第2のゲーム制御手段は、前記複数の課題要素としての複数のマスを所定の配列で並べたゲーム画像を、各マスと前記ゲーム要素の前記属性との対応関係、及び、各マスの達成状況がユーザにより識別可能な態様で表示装置上に表示させ、
     前記進行制御手段は、達成済の課題要素のマスが前記ゲームオブジェクト上で所定の配列を形成したか否かに基づいて、前記所定の課題が達成されたか否かを判別する請求項3又は4に記載のゲームシステム。
    The second game control means includes a game image in which a plurality of squares as the plurality of task elements are arranged in a predetermined arrangement, a correspondence relationship between each square and the attribute of the game element, and achievement of each square. The situation is displayed on the display device in a manner that can be identified by the user
    The progress control means determines whether or not the predetermined task has been achieved based on whether or not the squares of the completed task elements have formed a predetermined array on the game object. The game system as described in.
  7.  前記第1のゲーム制御手段は、前記第1のゲームにおける前記ユーザの行動として、該ユーザに前記ゲーム要素を選択させ、該ユーザが選択したゲーム要素の属性に応じた影響を反映してゲームが進行するように前記第1のゲームを制御し、
     前記評価手段は、前記ユーザが選択した前記ゲーム要素が前記第1のゲームにて前記所定の影響を与えた場合に当該ゲーム要素を評価対象として設定する、請求項2~6のいずれか一項に記載のゲームシステム。
    The first game control means causes the user to select the game element as the user's action in the first game, and reflects the influence according to the attribute of the game element selected by the user. Control the first game to progress,
    7. The evaluation unit according to claim 2, wherein the evaluation unit sets the game element as an evaluation target when the game element selected by the user has the predetermined influence in the first game. The game system as described in.
  8.  前記第1のゲーム制御手段は、前記第1のゲームにおける前記ユーザ及びその対戦相手の行動として、前記ゲーム要素をユーザ及び対戦相手のそれぞれに選択させ、前記ユーザ及び前記対戦相手がそれぞれ選択したゲーム要素の属性に応じた影響を反映してゲームを進行させ、所定の影響を与えるゲーム要素を選択した者がゲームの勝者となるように前記第1のゲームを制御し、
     前記評価手段は、前記ユーザが勝利した場合に、該ユーザの選択によって前記所定の影響を与えたゲーム要素を評価対象として設定する、請求項2~6のいずれか一項に記載のゲームシステム。
    The first game control means causes the user and the opponent to select the game elements as actions of the user and the opponent in the first game, respectively, and the game selected by the user and the opponent respectively The first game is controlled so that a person who selects a game element having a predetermined influence is a winner of the game, reflecting the influence according to the attribute of the element,
    The game system according to any one of claims 2 to 6, wherein, when the user wins, the evaluation unit sets a game element having the predetermined influence by the user's selection as an evaluation target.
  9.  前記ユーザによる前記ゲーム要素の選択が、前記ユーザが所持する複数のゲーム要素から選択される請求項7又は8に記載のゲームシステム。 The game system according to claim 7 or 8, wherein selection of the game element by the user is selected from a plurality of game elements possessed by the user.
  10.  前記第2のゲームにて前記所定の課題が達成されるまで前記第1のゲームの実行が繰り返し可能とされた請求項2~9のいずれか一項に記載のゲームシステム。 10. The game system according to claim 2, wherein execution of the first game can be repeated until the predetermined task is achieved in the second game.
  11.  前記第2のゲーム制御手段は、前記第2のゲームにて前記所定の課題が達成された場合、前記第1のゲームにて使用可能な特典を発生させる特典制御手段をさらに備えている請求項2~10のいずれか一項に記載のゲームシステム。 The said 2nd game control means is further provided with the privilege control means which generate | occur | produces the privilege which can be used in a said 1st game, when the said predetermined | prescribed subject is achieved in the said 2nd game. The game system according to any one of 2 to 10.
  12.  前記第1のゲーム制御手段は、ユーザの選択に応じて前記第1のゲームを実行し、
     前記評価手段は、前記所定の事項として、前記ユーザの選択内容を前記複数の評価要素毎に評価する請求項1に記載のゲームシステム。
    The first game control means executes the first game according to a user's selection,
    The game system according to claim 1, wherein the evaluation unit evaluates the selection content of the user for each of the plurality of evaluation elements as the predetermined matter.
  13.  前記第1のゲーム制御手段は、複数のゲーム要素に関するユーザの選択に応じて前記第1のゲームを実行し、
     前記評価手段は、前記第1のゲームの結果に影響を与えるユーザの前記ゲーム要素に関する選択を前記複数の評価要素毎に評価する請求項12に記載のゲームシステム。
    The first game control means executes the first game in response to a user's selection regarding a plurality of game elements,
    The game system according to claim 12, wherein the evaluation unit evaluates a user's selection regarding the game element that affects the result of the first game for each of the plurality of evaluation elements.
  14.  前記評価手段による前記複数の評価要素には、ユーザが前記ゲーム要素をどのように選択したかに関する評価要素、及び前記ゲーム要素の選択が前記第1のゲームの結果にどのような影響を与えたかに関する評価要素の少なくともいずれか一方が含まれる請求項13に記載のゲームシステム。 The plurality of evaluation elements by the evaluation means include an evaluation element regarding how the user has selected the game element, and how the selection of the game element has an influence on the result of the first game The game system according to claim 13, wherein at least one of the evaluation elements regarding is included.
  15.  前記第1のゲームでは、前記複数のゲーム要素として複数のカードが用意され、
     前記評価手段は、ユーザが前記カードをどのように選択したかに関する評価要素、及び前記ユーザによる前記ゲーム要素の選択が前記第1のゲームの結果にどのような影響を与えたかに関する評価要素をそれぞれ評価する請求項13に記載のゲームシステム。
    In the first game, a plurality of cards are prepared as the plurality of game elements,
    The evaluation means includes an evaluation element regarding how the user has selected the card, and an evaluation element regarding how the selection of the game element by the user has an influence on the result of the first game, respectively. The game system according to claim 13 to be evaluated.
  16.  前記第1のゲーム制御手段は、複数の判定ラインが生じるように配置されたカード群から、ユーザにいずれかの判定ラインを選択させて当該判定ラインにさらにカードを配置させ、ユーザが選択した判定ライン上にて、前記ユーザが配置したカードを含む複数のカードにより、複数の役のいずれかが成立したか否かが判定されるように前記第1のゲームを実行し、
     前記評価手段は、前記ユーザがいずれの判定ラインを選択してカードを配置したかを、前記カードをどのように選択したかに関する評価要素として評価するとともに、ユーザが選択した判定ライン上における役を、前記第1のゲームの結果にどのような影響を与えたかに関する評価要素として評価する請求項15に記載のゲームシステム。
    The first game control means causes the user to select one of the determination lines from a group of cards arranged so as to generate a plurality of determination lines, further disposes a card on the determination line, and the determination selected by the user On the line, the first game is executed such that it is determined whether or not any of a plurality of winning combinations has been established by a plurality of cards including the cards arranged by the user,
    The evaluation means evaluates which judgment line the user has selected and arranged the card as an evaluation factor regarding how the card has been selected, and plays a role on the judgment line selected by the user. The game system according to claim 15, wherein the game system is evaluated as an evaluation element relating to how the result of the first game is affected.
  17.  前記第2のゲーム制御手段は、ユーザ及びその対戦相手のそれぞれが前記複数の判定ラインに対応付けて攻撃要素を配置し、同一の判定ラインに対応して配置されたユーザ及び対戦相手のそれぞれの攻撃要素のうち、いずれか一方の攻撃要素が他方の攻撃要素を攻撃し、その攻撃の効果に基づいて前記第2のゲームが進行するように当該第2のゲームを制御し、
     前記進行制御手段は、前記第1のゲームにて前記ユーザが選択した判定ライン上でいずれかの役が成立した場合、当該ユーザが選択した判定ラインに対応して配置されたユーザの攻撃要素が、対戦相手の攻撃要素を攻撃するように前記判定ラインの選択についての評価結果と前記攻撃要素の選択とが対応付けられ、かつ、前記攻撃の効果が前記判定ライン上で成立した役に応じて変化するように前記役の評価結果と前記攻撃の効果とが対応付けられるように、前記評価手段の評価結果に基づいて前記第2のゲームの進行を制御する請求項16に記載のゲームシステム。
    In the second game control means, each of the user and the opponent arranges an attack element in association with the plurality of determination lines, and each of the user and the opponent arranged in correspondence with the same determination line. Of the attack elements, one of the attack elements attacks the other attack element, and controls the second game so that the second game progresses based on the effect of the attack,
    The progress control means, when any combination is established on the determination line selected by the user in the first game, the attack element of the user arranged corresponding to the determination line selected by the user is The evaluation result of selection of the determination line and the selection of the attack element are associated with each other so as to attack the opponent's attack element, and the effect of the attack is determined according to the role established on the determination line The game system according to claim 16, wherein the progress of the second game is controlled based on the evaluation result of the evaluation means so that the evaluation result of the combination and the effect of the attack are associated with each other so as to change.
  18.  前記第2のゲームにて前記所定の結果が得られるまで前記第1のゲームの実行が繰り返し可能とされた請求項12~17のいずれか一項に記載のゲームシステム。 The game system according to any one of claims 12 to 17, wherein the execution of the first game can be repeated until the predetermined result is obtained in the second game.
  19.  第1のゲームを実行する第1のゲーム工程と、
     前記第1のゲームと関連付けて第2のゲームを実行する第2のゲーム工程と、を具備するゲームの制御方法であって、
     前記第2のゲーム工程は、
     前記第1のゲームにおける所定の事項を複数の評価要素に分けて評価する評価工程と、 前記評価手段による評価要素毎の評価結果を所定の条件に従って選択的に使い分けつつ、選択された評価結果に基づいて前記第2のゲームの進行を制御する進行制御工程と、
    を備えているゲームの制御方法。
    A first game step of executing the first game;
    A game control method comprising: a second game step of executing a second game in association with the first game,
    The second game process includes:
    An evaluation process for evaluating a predetermined item in the first game by dividing it into a plurality of evaluation elements, and an evaluation result for each evaluation element by the evaluation means is selectively used according to a predetermined condition, A progress control step for controlling the progress of the second game based on;
    A game control method comprising:
  20.  第1のゲームを実行する第1のゲーム制御手段と、
     前記第1のゲームと関連付けて第2のゲームを実行する第2のゲーム制御手段と、を具備し、前記第2のゲーム制御手段は、
     前記第1のゲームにおける所定の事項を複数の評価要素毎に評価する評価手段と、
     前記評価手段による評価要素毎の評価結果を所定の条件に従って選択的に使い分けつつ、選択された評価結果に基づいて前記第2のゲームの進行を制御する進行制御手段と、
    を備えているゲーム装置。
    First game control means for executing a first game;
    Second game control means for executing a second game in association with the first game, and the second game control means,
    Evaluation means for evaluating predetermined items in the first game for each of a plurality of evaluation elements;
    Progress control means for controlling the progress of the second game based on the selected evaluation results while selectively using the evaluation results for each evaluation element by the evaluation means selectively according to a predetermined condition;
    A game device comprising:
  21.  ゲームシステムに設けられたコンピュータを、第1のゲームを実行する第1のゲーム制御手段、及び前記第1のゲームと関連付けて第2のゲームを実行する第2のゲーム制御手段として機能させるように構成されたゲームシステム用のコンピュータプログラムであって、
     前記第2のゲーム制御手段を、
     前記第1のゲームにおける所定の事項を複数の評価要素毎に評価する評価手段、及び
     前記評価手段による評価要素毎の評価結果を所定の条件に従って選択的に使い分けつつ、選択された評価結果に基づいて前記第2のゲームの進行を制御する進行制御手段としてさらに機能させるように構成されたゲームシステム用のコンピュータプログラム。
    A computer provided in the game system is caused to function as first game control means for executing a first game and second game control means for executing a second game in association with the first game. A computer program for a configured game system,
    The second game control means;
    An evaluation unit that evaluates a predetermined item in the first game for each of a plurality of evaluation elements, and based on the selected evaluation result while selectively using the evaluation result for each evaluation element by the evaluation unit according to a predetermined condition A computer program for a game system configured to further function as a progress control means for controlling the progress of the second game.
PCT/JP2013/055402 2012-03-30 2013-02-28 Game system, control method therefor, game device and computer program WO2013146072A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2014507581A JP5965991B2 (en) 2012-03-30 2013-02-28 GAME SYSTEM, ITS CONTROL METHOD, GAME DEVICE, AND COMPUTER PROGRAM

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2012-082494 2012-03-30
JP2012082494 2012-03-30

Publications (1)

Publication Number Publication Date
WO2013146072A1 true WO2013146072A1 (en) 2013-10-03

Family

ID=49259347

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2013/055402 WO2013146072A1 (en) 2012-03-30 2013-02-28 Game system, control method therefor, game device and computer program

Country Status (2)

Country Link
JP (1) JP5965991B2 (en)
WO (1) WO2013146072A1 (en)

Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2016072386A1 (en) * 2014-11-05 2016-05-12 株式会社コナミデジタルエンタテインメント Game system, control method used therefor, and computer program
JP2017508487A (en) * 2013-12-16 2017-03-30 テンセント・テクノロジー・(シェンジェン)・カンパニー・リミテッド Method and device for adding sign icons in interactive applications
JP2019022851A (en) * 2018-11-22 2019-02-14 グリー株式会社 Game control method, computer, and control program
JP2019024755A (en) * 2017-07-27 2019-02-21 株式会社バンダイナムコエンターテインメント Server device, system, and program
US10417873B2 (en) * 2014-11-05 2019-09-17 Konami Digital Entertainment Co., Ltd. Game system, and control method and computer readable storage medium used therefor
JP2020006102A (en) * 2018-07-12 2020-01-16 株式会社コナミデジタルエンタテインメント Game control device, game system, and program
CN112675539A (en) * 2020-12-30 2021-04-20 成都乐信圣文科技有限责任公司 Card game difficulty level judging method, card surface generating method and electronic equipment
JP2021142122A (en) * 2020-03-12 2021-09-24 株式会社バンダイナムコエンターテインメント Game system, server device, and program
JP7429461B2 (en) 2019-10-17 2024-02-08 株式会社コナミアミューズメント Game systems and programs
JP7443909B2 (en) 2020-04-21 2024-03-06 株式会社セガ Information processing equipment and programs

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2020031704A (en) * 2018-08-27 2020-03-05 株式会社バンダイナムコセブンズ Program and game system

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH087911Y2 (en) * 1991-05-08 1996-03-06 株式会社イーグル Television game machine
JP2000300848A (en) * 1999-04-26 2000-10-31 Dragon:Kk Television-type game device
JP2005131166A (en) * 2003-10-31 2005-05-26 Aruze Corp Game machine
JP2007215652A (en) * 2006-02-15 2007-08-30 Konami Digital Entertainment:Kk Jackpot lottery device, and game machine and game system using the same
JP2009011565A (en) * 2007-07-04 2009-01-22 Sega Corp Lottery game apparatus, lottery game control method and its storage medium

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH087911Y2 (en) * 1991-05-08 1996-03-06 株式会社イーグル Television game machine
JP2000300848A (en) * 1999-04-26 2000-10-31 Dragon:Kk Television-type game device
JP2005131166A (en) * 2003-10-31 2005-05-26 Aruze Corp Game machine
JP2007215652A (en) * 2006-02-15 2007-08-30 Konami Digital Entertainment:Kk Jackpot lottery device, and game machine and game system using the same
JP2009011565A (en) * 2007-07-04 2009-01-22 Sega Corp Lottery game apparatus, lottery game control method and its storage medium

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
"`Dengeki Game Appli, vol.6, Ascii.PC 2012 Nen 12 Gatsugo Zokan", DRAGON POKER, vol. 15, no. 19, 16 October 2012 (2012-10-16), pages 12 - 13 *

Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017508487A (en) * 2013-12-16 2017-03-30 テンセント・テクノロジー・(シェンジェン)・カンパニー・リミテッド Method and device for adding sign icons in interactive applications
JP2016087096A (en) * 2014-11-05 2016-05-23 株式会社コナミデジタルエンタテインメント Game system, and control method and computer program used for the same
WO2016072386A1 (en) * 2014-11-05 2016-05-12 株式会社コナミデジタルエンタテインメント Game system, control method used therefor, and computer program
US10417873B2 (en) * 2014-11-05 2019-09-17 Konami Digital Entertainment Co., Ltd. Game system, and control method and computer readable storage medium used therefor
US10424165B2 (en) 2014-11-05 2019-09-24 Konami Digital Entertainment Co., Ltd. Game system, and control method and computer readable storage medium used therefor
JP2019024755A (en) * 2017-07-27 2019-02-21 株式会社バンダイナムコエンターテインメント Server device, system, and program
JP2020006102A (en) * 2018-07-12 2020-01-16 株式会社コナミデジタルエンタテインメント Game control device, game system, and program
JP2019022851A (en) * 2018-11-22 2019-02-14 グリー株式会社 Game control method, computer, and control program
JP7429461B2 (en) 2019-10-17 2024-02-08 株式会社コナミアミューズメント Game systems and programs
JP2021142122A (en) * 2020-03-12 2021-09-24 株式会社バンダイナムコエンターテインメント Game system, server device, and program
JP7399758B2 (en) 2020-03-12 2023-12-18 株式会社バンダイナムコエンターテインメント Game systems, server devices and programs
JP7443909B2 (en) 2020-04-21 2024-03-06 株式会社セガ Information processing equipment and programs
CN112675539A (en) * 2020-12-30 2021-04-20 成都乐信圣文科技有限责任公司 Card game difficulty level judging method, card surface generating method and electronic equipment
CN112675539B (en) * 2020-12-30 2024-05-03 成都乐信圣文科技有限责任公司 Difficulty level judging method for card game, card surface generating method and electronic equipment

Also Published As

Publication number Publication date
JPWO2013146072A1 (en) 2015-12-10
JP5965991B2 (en) 2016-08-10

Similar Documents

Publication Publication Date Title
JP5965991B2 (en) GAME SYSTEM, ITS CONTROL METHOD, GAME DEVICE, AND COMPUTER PROGRAM
JP5903035B2 (en) GAME SYSTEM AND GAME CONTROL METHOD
JP6600451B2 (en) Server system and program
Bornemark Success factors for e-sport games
US8409011B2 (en) System and method of conducting simulated combat
TW201008613A (en) Network game system, network game program, network game apparatus, and network game control method
US20180130314A1 (en) Variable skill objective wagering system
US9911287B2 (en) Game device, game control method, and storage medium storing a program
US20070184897A1 (en) Player terminal for providing multiplayer game
US20060046809A1 (en) Gaming machine and gaming system
JP6411564B2 (en) Information processing system and information processing program
JP2018042740A (en) Game server system and program
JP2009056193A (en) Online game system and game program
JP6418378B2 (en) Game apparatus and program
US20180207525A1 (en) Method and game machine for playing multi-hand poker
JP7366338B2 (en) Game programs, game devices, game systems
JP7482612B2 (en) Game system, server system, terminal device and program
US8187069B2 (en) Online gaming system for simulating a soccer game using an electronic deck of playing cards
JP7374018B2 (en) Programs and computer systems
JP7035232B2 (en) Game control method, computer and control program
Igelman et al. The chess conundrum: Skill gaming and the challenges of head-to-head wagering
JP7122787B1 (en) Game system, game program and control method
JP7281283B2 (en) Program, game system and game service providing method
JP2003053039A (en) Matching-type game machine, method for controlling the same and program
US8187066B1 (en) Online gaming system for simulating a basketball game

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 13767310

Country of ref document: EP

Kind code of ref document: A1

ENP Entry into the national phase

Ref document number: 2014507581

Country of ref document: JP

Kind code of ref document: A

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 13767310

Country of ref document: EP

Kind code of ref document: A1