WO2013183672A1 - Game control device, game control method, program, recording medium, game system, selection device - Google Patents

Game control device, game control method, program, recording medium, game system, selection device Download PDF

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Publication number
WO2013183672A1
WO2013183672A1 PCT/JP2013/065592 JP2013065592W WO2013183672A1 WO 2013183672 A1 WO2013183672 A1 WO 2013183672A1 JP 2013065592 W JP2013065592 W JP 2013065592W WO 2013183672 A1 WO2013183672 A1 WO 2013183672A1
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WIPO (PCT)
Prior art keywords
game
user
objects
selection
monster
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PCT/JP2013/065592
Other languages
French (fr)
Japanese (ja)
Inventor
庸輔 佐々木
秋津 寺嶋
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株式会社コナミデジタルエンタテインメント
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Publication of WO2013183672A1 publication Critical patent/WO2013183672A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing

Definitions

  • the present invention relates to a technique for selecting or drawing a target such as an object.
  • social games have become widespread as applications executed in social networking services (SNS).
  • SNS social networking services
  • social games for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
  • Non-Patent Document 1 describes an example of a social game (Sengoku Collection (registered trademark)). Such a game may be provided with a function of giving an item on the game to the user as a selection according to a predetermined operation by the user or a lottery result.
  • the present invention has been made in view of the above-described viewpoints, and when a target such as an object is drawn by lottery, a game control device, a game control method, and a game control device that can realize a more interesting game or lottery processing than before, It is an object to provide a program, a recording medium, a game system, and a selection device.
  • a first aspect of the present invention is a game control device, First selection means for selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input; Second selection means for selecting a second object from a plurality of first objects selected by the first selection means; First privilege granting means for granting the user at least one of a second object selected by the second selection means and a privilege on the game based on the second object; Is provided.
  • the “object” may be any object as long as it can be selected, and may include, for example, items and characters on the game.
  • the character is, for example, a virtual person, a creature, a monster or the like on the game, and includes those displayed on the card.
  • the card curd about magic or a technique may be sufficient.
  • the selection conditions of the first selection means and the second selection means can be set as appropriate. For example, both may have the same selection method but may have different numbers of selections from the population, or may have different selection methods even if the number of selections is the same.
  • the selection method may select a predetermined number at random (randomly) from the population, or may extract a predetermined number of times independently from the population.
  • the user selects a first object from a plurality of objects (population) according to his / her operation input, and obtains a first selection result. Further, the user selects the second object from the first selection result and obtains the second selection result. That is, the user can enjoy a selection result (lottery result) twice from one population. Further, the user can obtain at least one of the benefits on the game based on the second object that is the second selection result and the second object. Therefore, selection of objects or lottery itself can be enjoyed, and a highly entertaining game can be realized.
  • a second privilege grant that grants to the user at least one of a plurality of first objects selected by the first selection unit or a privilege on the game based on the plurality of first objects. Means.
  • the first selection unit may determine the number of the plurality of first objects every time a user inputs an operation. In this case, the user cannot predict the number of first objects to be selected. Therefore, when a plurality of objects can be selected on the game, such as lottery processing, the user comes to pay attention to the number of objects to be selected, and the user may find the selection act (that is, operation input) itself interesting. it can.
  • An acquisition means for acquiring a setting value of the first object selected by the first selection means with reference to a storage device storing a setting value set in each of the plurality of objects; Determination means for determining whether a predetermined condition is satisfied based on the setting value acquired by the acquisition means, and The first selection unit may select the first object while the predetermined condition is satisfied by the determination unit.
  • the “set value” may be anything as long as it is numerical information set in association with the object. For example, a parameter value indicating the ability of the object, a value indicating the characteristic of the object, or the object is used. It may be a cost required for the game to do.
  • the user cannot predict the number of first objects selected for the first time.
  • the number of first objects obtained by selection is associated with the set value of the object. Therefore, the user inevitably pays attention to the set value of each object. Therefore, the user can be interested in a specific set value.
  • the predetermined condition may be based on a comparison result between an integrated value of a set value of the first object selected by the first selection unit and a predetermined value. In this case, the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific setting value of the first object that is sequentially selected, and it is possible to enhance the interest of the user.
  • the second selection means determines the second object by selecting one object each time a predetermined number of times from the first objects selected by the first selection means
  • the first privilege granting unit may determine the content of the privilege based on the combination of the second objects when granting the privilege on the game.
  • the second selection means for example, selects the first selection result (the first selection result (the first selection object) as if the first object is a symbol (picture) of the slot machine and the predetermined number of times is the number of reels in the slot. 2 objects) can be obtained, and the privilege is given to the user based on the combination of the second objects, so that an unprecedented highly entertaining game can be realized.
  • the first object selected by the first selection means Since it changes every time a user's operation is input, it is possible to realize a slot machine in which symbols change every time a user operates.
  • the second selection unit may increase the predetermined number of times as the number or types of the first objects selected by the first selection unit is small.
  • the smaller the number or type of the first object the smaller the number of combinations by the first object.
  • the predetermined number of times in the second selection increases, this is equivalent to an increase in the number of reels of the slot machine, and benefits are obtained. This makes it difficult to align symbols.
  • the greater the number or type of the first object the greater the number of combinations by the first object, but this is equivalent to a reduction in the number of reels in the slot machine because the predetermined number of times in the second selection is reduced. Symbol alignment for obtaining benefits is facilitated. Therefore, according to the said structure, the privilege acquired by the selection (lottery) of the 1st time and the 2nd time can be made more fair.
  • a second aspect of the present invention is a game control method, Selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input; Selecting a second object from the selected first objects; Granting the user at least one of the selected second object and a privilege on the game based on the second object; Is provided.
  • a third aspect of the present invention relates to a computer.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention is a game system including a communication terminal and a server accessible from the communication terminal, First selection means for selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input; Second selection means for selecting a second object from a plurality of first objects selected by the first selection means; and First privilege granting means for granting the user at least one of a second object selected by the second selection means and a privilege on the game based on the second object; Any one of the communication terminal and the server is provided with each means.
  • a sixth aspect of the present invention is a selection device, First selection means for selecting a plurality of first objects from a plurality of objects in response to a user operation input; Second selection means for selecting a second object from a plurality of first objects selected by the first selection means; First privilege granting means for granting the user at least one of the second target selected by the second selection means and the privilege based on the second target; Is provided.
  • the functional block diagram for demonstrating the function which plays a main role with the game device of 2nd Embodiment The figure which shows the example of a display of a game image in 2nd Embodiment. The figure which shows the example of a display of a game image in 3rd Embodiment. The figure which shows the example of a display of a game image in 3rd Embodiment. The figure which shows the example of a display of a game image in 3rd Embodiment. The figure which shows the example of a display of a game image in 3rd Embodiment. The functional block diagram for demonstrating the function which plays a main role with the game device of 3rd Embodiment.
  • the flowchart of the lottery process performed by the game device of 3rd Embodiment The flowchart of the lottery process performed by the game device of 3rd Embodiment.
  • the flowchart of the lottery process performed by the game device of 3rd Embodiment The flowchart of the lottery process performed by the game device of 3rd Embodiment.
  • the figure which shows the example of a display of a game image in 4th Embodiment The figure which shows the example of a display of a game image in 4th Embodiment.
  • the flowchart of the slot process performed with the game device of 3rd Embodiment The figure which shows the system configuration
  • the present invention relates to the patent application of Japanese Patent Application No. 2012-129522 filed with the Japan Patent Office on June 7, 2012, the contents of which are incorporated herein by reference.
  • FIG. 1 is an external view of a portable game device (hereinafter simply referred to as “game device”) 1 as an embodiment of the game control device of the present invention.
  • FIG. 2 is a block diagram illustrating a hardware configuration of the game apparatus 1 according to the present embodiment.
  • the game apparatus 1 of the present embodiment includes a main body 2 including an upper housing 2a and a lower housing 2b, and the upper housing 2a and the lower housing 2b are connected to each other so as to be openable and closable. Has been.
  • the display device 3 of the game apparatus 1 includes an upper liquid crystal monitor 3a provided in the upper housing 2a and a lower liquid crystal monitor 3b provided in the lower housing 2b.
  • the input unit 4 includes a plurality of buttons for accepting user operation inputs. According to the arrangement example of the buttons shown in FIG. 1, the plurality of buttons are provided on the lower casing 2b, and the cross-shaped direction indicating button 4a and the power source arranged on the left side of the lower liquid crystal monitor 3b.
  • the storage medium mounting portion 5 (not shown in FIG. 1) is provided in the lower portion of the lower housing 2b.
  • a storage medium 17 can be mounted on the storage medium mounting unit 5.
  • the storage medium 17 is, for example, a card-type storage medium incorporating a flash memory, a disk-shaped storage medium such as an optical disk, or the like.
  • a speaker 22 is provided inside either the upper casing 2a or the lower casing 2b, and either the upper casing 2a or the lower casing 2b has a speaker. An opening for transmitting sound from 22 to the outside is provided.
  • the game apparatus 1 of the present embodiment mainly includes a display device 3, an input unit 4, a storage medium mounting unit 5 and a control device 10, and an external storage that can be mounted on the main body unit 2 by the storage medium mounting unit 5.
  • a medium 17 is provided.
  • the storage medium 17 is connected via the input unit 4, the control device 10, and the storage medium mounting unit 5 so that signals (data signals and control signals) can be transferred via the bus 16.
  • the control device 10 is provided mainly for executing a game program, signal transfer processing and data processing accompanying execution of the game program.
  • the control device 10 includes, for example, a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing circuit 14, and a sound processing circuit 15.
  • CPU11 interprets the command of a game program and performs various data processing according to the command.
  • the image processing circuit 14 mainly performs image data processing. For example, the image processing circuit 14 performs two-dimensional image overlay calculation, transmission calculation such as ⁇ blending, and various saturation calculations. Further, the image processing circuit 14 renders data (for example, data of an object such as a character) composed of polygons arranged in a virtual three-dimensional space as a game space and subjected to texture mapping by a Z buffer method or the like, You may perform the calculation which obtains the rendering image which looked at the polygon arrange
  • VRAM a function of buffering image data to be drawn for each frame
  • the storage medium 17 is provided, for example, for storing at least one of two-dimensional and three-dimensional data of an object such as a character in addition to a game program and various data used in the game program. .
  • Various data including at least one of two-dimensional and three-dimensional data of an object such as a character read from the storage medium 17 is temporarily stored in the RAM 13.
  • the RAM 13 stores data necessary for the progress of the game, and is sequentially updated, deleted, or added by the CPU 11.
  • the display device 3 is provided mainly for outputting image data obtained by the image processing circuit 14 or image data read from the storage medium 17 as an image.
  • the display device 3 displays an image on the upper liquid crystal monitor 3a and the lower liquid crystal monitor 3b based on the input image data (data signal).
  • Each monitor is, for example, an LCD (Liquid Cristal Display) monitor, and an image is displayed by driving thin film transistors arranged in pixel units in a matrix form based on image data.
  • the sound processing circuit 15 is provided mainly for outputting at least one of the audio data read from the storage medium 17 and the audio data generated by itself from the speaker 22 as audio.
  • the sound processing circuit 15 may include, for example, a decoding circuit that decodes compressed audio data, an amplification circuit that amplifies the decoded audio signal, and the like.
  • the input unit 4 is an input device for receiving various inputs accompanying the player's operation, and sends an input signal corresponding to the player's operation to the CPU 11.
  • Various functions are assigned to the buttons of the input unit 4 according to the game program loaded from the storage medium 17.
  • one of the plurality of instruction buttons 4d is selected from among a function for instructing a desired operation on the character on the game, a function for determining the timing of the action of the character on the game, or a plurality of options.
  • a function for confirming selection of an actively displayed menu among a plurality of menus may be assigned.
  • the direction instruction button 4a may be assigned a function of moving an object or display area displayed on the monitor in a desired direction, a function of activating any one of a plurality of menus, and the like.
  • the L button 4f and the R button 4g may be assigned a function of sequentially displaying a plurality of options.
  • one of a plurality of menus displayed on the game image is actively displayed by the direction instruction button 4a, and the menu that has been actively displayed is any one of the plurality of instruction buttons 4d.
  • selection operation The arrangement of the buttons and the assignment of functions to the buttons of the input unit 4 shown in FIG.
  • the control device 10 accepts necessary inputs for controlling the progress of the entire game based on the game program. If possible, the arrangement and assigned functions can be changed as appropriate.
  • the input unit 4 may be configured by providing the display device 3 with a touch panel input function. For example, various functions on the game are assigned to a predetermined area displayed on the upper liquid crystal monitor 3a or the lower liquid crystal monitor 3b, and the function assigned to the predetermined area is recognized by recognizing that the predetermined area is touched. You may make it recognize selection. The operation of touching a predetermined area corresponding to the menu may be a “selection operation” of the menu.
  • the type of game realized by the game device 1 of the present embodiment is not particularly limited, but for the sake of convenience of description of the embodiment, a monster character is used as an example of the game realized by the game device 1 below.
  • Game hereinafter referred to as “game of this embodiment” as appropriate).
  • the storage medium 17 stores a user database and a character database.
  • An example of the user database is shown in FIG. 3, and an example of the character database is shown in FIG.
  • the user database illustrated in FIG. 3 includes information about each item of a user name, a progress level, points, and a possessed character for each user ID.
  • user data a group of data including information on each item of each user.
  • Information contained in the user database 31 can be updated sequentially by the CPU 11.
  • the user name is text data displayed when the game of the present embodiment is executed.
  • the user name may be a text having a predetermined length or less specified in advance by the user.
  • the progress level is data indicating the progress degree of the user's game.
  • the progress level is, for example, a level value in a range from Lv1 (level 1) to Lv100 (level 100).
  • the point is data (for example, 3500 pt) that is a basis for competing ranks among users in the game of the present embodiment.
  • the possessed character is data of a monster character identification code (MC1 or the like) possessed by the user.
  • the user acquires a monster character by a lottery function described later.
  • the character database illustrated in FIG. 4 is a database in which the monster type, image, body length, age, and attack and defense parameter values are associated with each monster character.
  • the parameters of the attack power and the defense power are data referred to when the battle function is executed in the game of the present embodiment.
  • the monster type is data indicating the type or attribute of the monster character, and is, for example, one of types T1, T2, or T3.
  • data of items other than parameters of attack power and defense power (for example, set values such as body length and age) are items unrelated to execution of a battle function described later.
  • the plurality of monster characters stored in the character database serve as a lottery population in a lottery function to be described later.
  • the storage medium 17 includes battles such as data desired by the user in the game of the present embodiment (for example, a monster character's HP (Hit Point) at a specific timing during the battle). For example, data for enabling the resumption of data) may be stored.
  • battles such as data desired by the user in the game of the present embodiment (for example, a monster character's HP (Hit Point) at a specific timing during the battle).
  • data for enabling the resumption of data may be stored.
  • FIGS. 5 to 7 are examples of game images of the game according to this embodiment.
  • the display device 3 of the game apparatus 1 of the present embodiment includes an upper liquid crystal monitor 3a and a lower liquid crystal monitor 3b.
  • the game images shown in FIGS. 5 to 7 are the upper liquid crystal monitor 3a or the lower liquid crystal monitor 3b. It should just be displayed in either.
  • a game image S0 shown in FIG. 5 is displayed on the display device 3 as an initial screen.
  • the game image S0 includes a specific user (in FIG. 5) based on a predetermined operation input for designating the user.
  • the user name “KNM”) may be included.
  • This game image S0 includes a menu m1 (“Battle”) for executing the battle function and a menu m2 (“Lottery”) for executing the lottery function.
  • a battle function is a function which performs the battle between the monster character which a user holds, and the monster character prepared by CPU11, for example.
  • the lottery function is a function in which the user obtains a monster character by lottery or acquires points on the game as a result of the lottery.
  • the game image S1 includes a lottery list (lottery list) prepared for the user.
  • a two-stage lottery that allows the user to perform a lottery in two stages is included in the lottery list, and a menu m3 (“decision”) corresponding to the two-stage lottery is included.
  • the game image S2 is displayed on the display device 3.
  • the game image S2 includes a menu m4 (“perform first lottery”) for performing the first lottery of the two-stage lottery selected by the user.
  • the game image S3 includes an image of a monster character group that is a lottery result of the first lottery.
  • the game image S3 further includes a menu m5 (“perform second lottery”) for performing the second lottery of the two-stage lottery.
  • the game image S4 is displayed on the display device 3.
  • the game image S4 includes an image of a monster character group that is a lottery result of the second lottery.
  • a monster character group that is the lottery result of the second lottery is given to the user.
  • a point on the game may be given to the user based on a combination of monster characters that is a lottery result of the second lottery.
  • FIG. 8 is a functional block diagram for explaining functions that play a main role in the game apparatus 1 of the present embodiment.
  • the game progression means 51 has a function of advancing the game of the present embodiment in response to an operation input to the input unit 4 by the user.
  • the game of this embodiment is provided with a battle function and a lottery function.
  • the CPU 11 In order to execute the battle function, the CPU 11 generates image data so as to display a predetermined battle action by the monster character as a battle opponent, and sends it to the image processing circuit 14. As long as the battle is won or lost, any method may be used as long as it is determined based on the value of the attack power or defense power of the monster character as the battle opponent.
  • the CPU 11 executes a battle between the user's monster character (user character) and a pre-selected monster character (CPU character)
  • the CPU 11 performs a predetermined HP ( Set Hit Point.
  • the CPU 11 reduces the HP of the CPU character by an amount corresponding to the attack power of the user character in response to a pressing operation on any one of the instruction buttons 4d assigned in advance as an attack operation.
  • the CPU 11 attacks the user character from the CPU character in response to an attack operation by the user or at random timing, and reduces the HP of the user character by an amount corresponding to the attack power of the CPU character.
  • the CPU 11 determines that one of the user character and the CPU character whose HP is zero first is defeated. If the user character wins, a certain amount of points may be given to the target user. In that case, the CPU 11 accesses the storage medium 17 and performs a process of overwriting by adding a certain amount of points in the user data of the user to be processed.
  • the lottery function in the game progress means 51 is performed in cooperation with the first selection means 52 and the second selection means 53.
  • the CPU 11 In order to execute the lottery function, the CPU 11 generates image data so that the game images illustrated in order in FIGS. 5 to 7 are displayed on the display device 3 in response to the user's selection operation on the menu, and the image processing circuit 14 to send.
  • the first selection means 52 has a function of selecting a plurality of monster characters (first objects) from a plurality of monster characters (objects) on the game in accordance with a user's selection operation.
  • the CPU 11 recognizes the input of the user's appropriate selection operation (for example, the selection operation for the menu m4 of the game image S2 in FIG. 6), it is stored in the character database.
  • a predetermined number (M) of monster characters are selected randomly or according to a predetermined rule. These M monster characters correspond to the selection result of the first stage in the two-stage lottery.
  • a method of making a user select a random selection as seen from the user such as a method of selecting based on any one of a plurality of rules at each selection operation, is adopted. It is preferable.
  • the second selection means 53 has a function of selecting a monster character (second object) from a plurality of monster characters (first objects) selected by the first selection means 52.
  • the first-stage selection result A predetermined number (for example, N, where N ⁇ M) of monster characters are selected at random or according to a predetermined rule from the above M monster characters.
  • the N monster characters correspond to the second stage selection result in the two stage lottery.
  • the selection conditions in the second selection means 53 may be different from the selection conditions in the first selection means 52.
  • the mode of the difference can be set as appropriate.
  • the selection condition in the first selection means 52 is the first condition and the selection condition in the second selection means 53 is the second condition
  • the difference between the first condition and the second condition is the first condition.
  • the population in the selection is different between the condition and the second condition. That is, the first condition selects all monster characters included in the character database as a population, and the second condition selects a predetermined number of monster characters selected by the first selection means 52 as a population. Further, the number of selected monster characters differs between the first condition and the second condition.
  • a predetermined number of monster characters are randomly selected from the population by one selection operation, and in the other condition, a plurality of times One monster character may be extracted independently from the population for each selection operation.
  • the first privilege granting means 54 is a user who selects at least one of the monster character (second object) selected by the second selection means 53 and points (privileges) on the game based on the monster character (second object). It has the function to give to.
  • the CPU 11 performs the following processing. When giving the N monster characters as the selection result of the second stage in the two-stage lottery to the user, the CPU 11 accesses the storage medium 17 as data of the possessed character in the user data of the user to be processed. The process of writing the identification codes of the N monster characters is performed.
  • the CPU 11 accesses the storage medium 17 and the user of the user to be processed Overwrites by adding points in the data.
  • the CPU 11 may give only N monster characters to the user, may give only points to the user, or may give both N monster characters and points to the user.
  • a table describing the relationship between the N monster characters as the second stage selection result in the two stage lottery and the amount of points given to the user is provided on the ROM 12, for example. Refer to the table to determine the amount of points. In that case, for example, it is preferable that the amount of points increases as the probability of selecting N monster characters decreases. For example, for N monster characters, 20 pt may be given when the monster types are all the same, and 30 pt may be given when the monster types are all the same and a specific monster character is included. .
  • the method of determining the amount of points is not limited to a method of referring to a table, and a method of calculating a set value such as a parameter of N monster characters by applying a predetermined mathematical formula may be employed.
  • step S100 the CPU 11 recognizes that the menu m3 (two-stage lottery) has been selected in the game image S1 (step S100: YES)
  • step S100: YES the CPU 11 sends image data for displaying the game image S2 to the image processing circuit 14, and the game It waits for an input of a selection operation for the menu m4 in the image S2 ("perform first lottery") (step S110).
  • step S110: YES the CPU 11 selects M monster characters from the monster characters stored in the character database at random or in accordance with a predetermined rule (step S120). ). If the menu m3 (two-stage lottery) is not selected in the game image S1 (step S100: NO), the process ends.
  • step S120 the CPU 11 sends image data for displaying the game image S3 to the image processing circuit 14, and waits for an input of a selection operation for the menu m5 (“second lottery”) in the game image S3.
  • step S130 the CPU 11 recognizes the selection operation for the menu m5 (step S130: YES)
  • the CPU 11 randomly selects N (for example, N ⁇ M) monster characters from the M monster characters selected in step S120, or A selection is made according to a predetermined rule (step S140).
  • the CPU 11 sends image data for displaying the game image S4 to the image processing circuit 14 after selecting N monster characters.
  • the CPU 11 determines to give at least one of the N monster characters selected in step S140 and the points (privileges) based on the N monster characters (step S150).
  • the CPU 11 accesses the storage medium 17 and writes the identification codes of the N monster characters as possessed character data in the user data of the user to be processed. Is performed (step S160).
  • the CPU 11 accesses the storage medium 17 and performs a process of adding and overwriting points in the user data of the user to be processed (step S160). .
  • a user can select a monster character (first object) from a plurality of monster characters (objects) as a population in response to his / her operation input.
  • the first lottery result is obtained.
  • the user selects a monster character (second object) from the first lottery result and obtains the second lottery result. That is, the user can enjoy a lottery result twice (two stages) from one population.
  • the user can obtain at least one of the benefits on the game based on the monster character (second object), which is the second lottery result, and the monster character (second object). Therefore, the user can enjoy selection of an object or lottery itself, and can realize a highly entertaining game.
  • the game apparatus 1a of this embodiment has the same hardware configuration as that shown in FIG. Hereinafter, differences from the game apparatus 1 of the first embodiment will be described.
  • FIG. 10 the functional block diagram of the game device 1a of this embodiment is shown.
  • the functional block diagram of FIG. 10 is different from that shown in FIG. 8 in that a second privilege giving means 55 is added.
  • the second privilege granting means 55 is at least a plurality of monster characters (first object) selected by the first selection means 52 or a point (privilege) on the game based on the plurality of monster characters (first object). It has a function to give either one to the user.
  • FIG. 11 shows a display example of the game image by the second privilege giving means 55.
  • a game image S3a is displayed instead of the game image S3 of FIG.
  • M monster characters that are the first stage selection results in the two-stage lottery and points (privileges) based on the M monster characters are given to the user. .
  • any of the M monster characters or points may be given to the user.
  • the selection result of the second step in the two-step lottery is based on the selection result. Points may be awarded when the combination of monster characters satisfies the relationship described in the table in advance.
  • the CPU 11 performs the following processing.
  • the CPU 11 accesses the storage medium 17 and stores the data of the retained characters in the user data of the user to be processed. Then, a process of writing identification codes of the M monster characters is performed.
  • the CPU 11 accesses the storage medium 17 and the user of the user to be processed Overwrites by adding points in the data.
  • a table describing the relationship between the M monster characters as the selection result of the first step in the two-step lottery and the amount of points given to the user is provided on, for example, the ROM 12. Refer to the table in to determine the amount of points.
  • the game device 1a of the present embodiment at least one of the monster character (first object) that is the first lottery result as well as the second row and the game benefits based on the first object. Since a privilege can be obtained, a game that is even more interesting than the game apparatus 1 of the first embodiment can be realized.
  • the game apparatus 1b according to the present embodiment has the same hardware configuration as that shown in FIG. Hereinafter, differences from the game apparatus 1 of the first embodiment will be described.
  • FIGS. 12 to 15 are examples of game images of the game according to this embodiment.
  • the display device 3 of the game apparatus 1b of the present embodiment includes an upper liquid crystal monitor 3a and a lower liquid crystal monitor 3b, as in the game apparatus 1, but the game images shown in FIGS. It may be displayed on either the monitor 3a or the lower liquid crystal monitor 3b.
  • the game image S11 includes a lottery list (lottery list) prepared by the user.
  • a 100-year-old lottery and a 100-m lottery are included in the lottery list, and menus m7 and m8 (“determine”) corresponding to each are provided.
  • Each lottery is composed of a two-stage lottery similar to the two-stage lottery described in the first embodiment.
  • the 100-year age lottery is a lottery in which the monster character can be drawn until the accumulated value of the age of the monster character exceeds 100 years in the first lottery.
  • the body length 100m lottery is a lottery in which the monster character can be drawn until the integrated value of the body length of the monster character exceeds 100 meters in the first stage lottery.
  • the game image S12 is displayed on the display device 3.
  • the game image S12 includes a menu m11 (“Lottery”) for performing the first lottery of the 100-m lottery selected by the user.
  • the game image S13 shows a display example of the selection result of the first monster character.
  • the game image S13 includes a display area 201 for displaying an image of the selected monster character, a display area 202 for displaying text including data relating to the monster character, and a specific set value of the monster character (in this example, the body length Display area 203 for displaying an integrated value (in this example, a body length integrated value) and a menu m12 “Draw next monster”.
  • the monster character selection results are sequentially displayed in the same manner as the game image S13.
  • the body length integrated value displayed in the display area 203 is updated each time the selection result of the monster character is displayed.
  • the body length integrated value displayed in the display area 203 is updated each time an operation for drawing a new monster character is performed, and continuously until the predetermined condition that the body length integrated value exceeds 10 meters is satisfied.
  • the monster character selection result is displayed.
  • the last monster character that satisfies the condition that the integrated length exceeds 10 meters is displayed.
  • the game image S17 includes an image of a monster character group (that is, a plurality of monster characters selected in the game images S13 to S16) that is a lottery result of the first lottery.
  • the game image S17 further includes a menu m13 for performing the second stage lottery (“perform the second stage lottery”).
  • the game image S18 is displayed on the display device 3.
  • the game image S18 includes an image of a monster character group that is the lottery result of the second lottery.
  • the second stage lottery can be selected at random from the lottery results of the first stage lottery or according to a predetermined rule.
  • the monster character group displayed in the game image S17 may be given to the user, or the monster character group selected in the game image S18 may be given. Further, a predetermined amount of points may be given to the user as a privilege based on the monster character group displayed in the game image S17, or a predetermined amount of point based on the monster character group displayed in the game image S18. May be given to the user as a privilege.
  • FIG. 16 shows a functional block diagram of the game device 1b of this embodiment.
  • the functional block diagram of FIG. 16 differs from that shown in FIG. 8 in that an acquisition unit 56 and a determination unit 57 are added.
  • the acquisition means 56 refers to the character database (FIG. 7) stored in the storage medium 17 (storage device), and acquires the setting value of the monster character selected by the first selection means 52.
  • the determination unit 57 has a function of determining whether a predetermined condition is satisfied based on the setting value acquired by the acquisition unit 56.
  • the first selection means 52 has a function of selecting a monster character (first object) while the determination means 57 satisfies the predetermined condition.
  • the integrated value of the set values of the plurality of monster characters selected by the first selection unit 52 may be equal to or less than the predetermined value. It is a condition.
  • the set value to be integrated can be set as appropriate based on the contents of the lottery. For example, when the 100-year lottery of FIG. 12 is selected, the age value of the monster character corresponds to the set value, and when the 100-m lottery of FIG. 12 is selected, the length of the monster character's body length is selected. The value corresponds to the set value.
  • the functions of the acquisition unit 56, the determination unit 57, and the first selection unit 52 are realized as follows.
  • the CPU 11 recognizes an appropriate selection operation (for example, a selection operation on the menu m11 or 12 in FIGS. 12 to 14) by the user to be processed and selects a monster character, the CPU 11 sets the set value of the monster character in the character database (FIG. 7) Read (obtain).
  • the CPU 11 determines whether a predetermined condition is satisfied based on the acquired setting value of the monster character.
  • the CPU 11 since the predetermined condition is that the integrated value of the set values of the plurality of selected monster characters is equal to or less than the predetermined value, the CPU 11 temporarily stores the read integrated value of the set value in the RAM 13 each time, Each time the integrated value is calculated, the calculated integrated value is compared with a predetermined value, and a process for determining whether or not the integrated value exceeds the predetermined value is performed. While the integrated value is less than or equal to the predetermined value (satisfying the predetermined condition), the selection of the monster character is continued, and when the integrated value exceeds the predetermined value, the selection of a new monster character is stopped. .
  • FIGS. 17A, 17B, and 18A 3-3) Main Process Flow of Game Device of This Embodiment
  • FIGS. 17A, 17B, and 18A, FIG. This will be described with reference to the flowchart of 18B.
  • FIG. 17A and FIG. 17B show a processing flow in the case where monster characters are selected one by one in response to the user's one-time menu selection operation.
  • FIG. 18A and FIG. 18B show a processing flow in the case where all monster characters are selected at once in response to a single menu selection operation by the user.
  • FIGS. 17A and 17B Processing when a monster character is selected every time a user operation is performed
  • the CPU 11 recognizes that, for example, the menu m8 (body length 100m lottery) has been selected in the game image S11 (step S200: YES)
  • the CPU 11 initializes the integrated value Psum (step S210).
  • This integrated value Psum is an integrated value of a set value of any of a plurality of items provided in the monster character.
  • the CPU 11 sends the image data to the image processing circuit 14, whereby the selected lottery start screen (game image S12) is displayed.
  • step S220 When the CPU 11 recognizes that the menu m11 (“Lottery”) has been selected in the game image S12 (step S220: YES), the CPU 11 starts a process of selecting a number of monster characters that satisfy a predetermined condition. .
  • CPU11 performs the process which selects any one monster character from the monster characters contained in a character database (refer FIG. 7) (step S230).
  • the CPU 11 selects a monster character
  • the CPU 11 reads a set value (X) of the monster character (step S240).
  • the read setting value of the monster character is the value of the body length set for the monster character.
  • CPU11 performs the process which calculates the integrated value of the read setting value (X) with respect to the integrated value Psum (step S250).
  • the CPU 11 compares the calculated integrated value Psum with a predetermined value (TH) (step S260). After the comparison result, the CPU 11 generates a game image including the monster character selected in step S230 and the integrated value, and sends it to the image processing circuit 14.
  • the predetermined value TH in step S260 is 10 (meters) in the case of a lottery with a body length of 10 m.
  • the CPU 11 recognizes the selection operation of the menu m12 (“Draw next monster”) (step S220: YES), and performs steps S230 to S230. The process of S260 is performed, and new monster characters are sequentially selected.
  • step S260 NO
  • the CPU 11 notifies that the integrated value Psum exceeds the predetermined value TH (that is, the body length integrated value exceeds 10 m).
  • the image data is generated as follows. Thereby, for example, the game image S ⁇ b> 16 of FIG. 14 is displayed on the display device 3.
  • the CPU 11 sends image data for displaying the monster character group (P monster characters) selected by the series of processing in steps S220 to S260 to the image processing circuit 14, thereby, for example, FIG. Is displayed on the display device 3.
  • the CPU 11 recognizes that the menu m13 (“second lottery is performed”) is selected in the game image S17 (step S270: YES)
  • the CPU 11 determines a predetermined number (Q) from the P monster characters. For example, a monster character of Q ⁇ P) is selected randomly or according to a predetermined rule (step S280).
  • the CPU 11 determines to give the user at least one of the Q monster characters selected in step S280 and the points (privileges) based on the Q monster characters (step S290).
  • Step S300 When the CPU 11 gives Q monster characters to the user, the CPU 11 accesses the storage medium 17 and writes the identification codes of the Q monster characters as possessed character data in the user data of the user to be processed.
  • CPU11 performs the process which accesses the storage medium 17 and adds and overwrites the point in the user data of the user used as a process target, when giving a user a point based on Q monster characters (step S300). .
  • FIGS. 18A and 18B Processing in a case where all monster characters are selected at once according to one operation by the user
  • FIGS. 18A and 18B different symbols are given only for processing that is different from that of FIGS. 17A and 17B. It is attached.
  • the flowcharts of FIGS. 18A and 18B will be described by focusing on differences from FIGS. 17A and 17B.
  • the CPU 11 when it is recognized in step S220a that the menu m11 (“Lottery”) has been selected, the CPU 11 performs steps S230 to S250 until the condition of step S260 is not satisfied. Repeat to select monster characters. Thereby, according to the selection operation of the menu m11 by the user, all the monster characters are selected at the same time in the first selection.
  • a predetermined condition such as a condition that the integrated value of the body length of the monster character is equal to or less than a predetermined value is satisfied. While doing so, the monster character (first object) was selected. Therefore, the user cannot predict the number of monster characters selected in the first stage. At this time, since the number of monster characters (first object) obtained by the selection in the first step is associated with the set values (body length, age, etc.) of the monster character, the user inevitably has to select each monster to be selected. Pay attention to the set value of the character. Therefore, the user can be interested in a specific set value.
  • the predetermined condition may be based on a comparison result between the integrated value of the set value of the monster character (first object) selected by the first selection means 52 and the predetermined value.
  • the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific set value of the monster character (first object) that is sequentially selected, and the user's interest can be enhanced.
  • the predetermined condition in the determination unit 57 is based on the comparison result between the integrated value of the set values of the plurality of monster characters selected by the first selection unit 52 and the predetermined value as in the example of the embodiment described above. Good. Since such a condition is a condition that is not so complicated, the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific set value of the obtained monster character, and can enhance the interest of the user.
  • the game apparatus 1c according to the present embodiment has the same hardware configuration as that shown in FIG. Hereinafter, differences from the game apparatus 1 of the first embodiment will be described.
  • FIG. 21 is a diagram for explaining the principle of the contents of the game according to the present embodiment.
  • the display device 3 of the game apparatus 1c of the present embodiment includes an upper liquid crystal monitor 3a and a lower liquid crystal monitor 3b, as in the game apparatus 1, but the game images shown in FIGS. It may be displayed on either the liquid crystal monitor 3a or the lower liquid crystal monitor 3b.
  • the game image S17a in FIG. 19 is a game image that displays the monster character group selected in the first stage of the lottery with a body length of 10 m instead of step S17 in FIG.
  • the case where a predetermined number of monster characters are selected from the monster character group is exemplified.
  • each monster character constituting the monster character group is regarded as a symbol (design).
  • a combination of monster characters in the second stage is determined by a slot machine having a predetermined number of reels. The operating principle of this slot machine is shown in FIG. As shown in FIG. 21, this slot machine is provided with a predetermined number of pseudo reels, and each reel is arranged in the same order as the monster character group selected in the first stage as a symbol.
  • a game image S20 is displayed.
  • a display area 301 of a slot machine based on a monster character group selected by a lottery with a body length of 10 m is provided.
  • FIG. 19 shows a case where the number of reels is three as an example, and three windows 301 a to 301 c are provided in the display area 301.
  • the slot machine starts rotating as shown in the game image S21.
  • the monster characters displayed in the windows in the display area 301 are switched in the order of the monster characters arranged on each reel shown in FIG.
  • the reel starts to decelerate after the depressing operation of any one of the instruction buttons 4d or the elapse of a predetermined time, and finally the reel stops as shown in the game image S22.
  • points (privileges) given to the user are determined based on a combination of monster character symbols displayed in the three windows 301a to 301c.
  • the functional block diagram of the game device 1c of the present embodiment may be the same as that shown in FIG. 8, FIG. 10, or FIG.
  • the 2nd privilege provision means 55 does not need to be provided.
  • the second selection unit 53 selects one monster character each time from the monster character (first object) selected by the first selection unit 52 a predetermined number of times (for example, independently extracts). Thus, it has a function of determining a monster character (second object) to be selected.
  • the CPU 11 repeatedly selects a monster character at random from the plurality of monster characters selected in the first step independently for a predetermined number of times. Get a combination of R (and R) monster characters. R corresponds to the number of reels in the slot machine.
  • the first privilege granting unit 54 when granting points (privileges) on the game, the amount of points (privileges) based on the combination of the selection results (second objects) of the second selection unit 53. Content).
  • the CPU 11 determines the amount of points to be given to the user based on the combination of the R monster characters. Note that a table describing the relationship between the R monster characters and the amount of points given to the user is provided on the ROM 12, for example, and the CPU 11 refers to the table in the ROM 12 to determine the amount of points. .
  • FIGS. 22 and 23 display timings of the game images S17a to S22 of FIGS. 19 and 20 are added.
  • FIG. 22 is a flowchart illustrating an example in which the first stage lottery is the same as that of the third embodiment (FIGS. 17A and 17B), but the first stage lottery method is not limited to this.
  • a predetermined number of monster characters may be selected randomly or according to a predetermined rule from the character database.
  • FIG. 23 is a flowchart for slot processing.
  • step S410 the slot process shown in FIG. 23 is executed (step S410).
  • the CPU 11 substitutes 1 for a variable K (step S500).
  • the CPU 11 randomly extracts one monster character from the P monster characters selected in the first lottery (step S510), and increments the variable K (step S520).
  • the CPU 11 repeats steps S510 and S520 until the variable K exceeds a predetermined number Snum (step S530).
  • the predetermined number Snum corresponds to the number of reels of the slot machine. If the variable K exceeds the predetermined number Snum (step S530: YES), it means that the predetermined number Snum, that is, the number of monster characters corresponding to the number of reels of the slot machine has been extracted.
  • the CPU 11 determines the amount of points to be given to the user, for example, referring to a table in the ROM 12 based on the extracted combination of monster characters.
  • the CPU 11 accesses the user data of the user to be processed, and performs a process of adding the amount of points given (step S540).
  • the CPU 11 provides image data to display a series of game images so that symbols (pictures) displayed in a predetermined number Snum of windows when the reels of the slot machine are stopped become the extracted monster characters.
  • the image is sent to the image processing circuit 14. Thereby, the game images S20 to S22 are displayed in order. In the game image S22, the amount of points given in step S540 is displayed.
  • a lottery result (second object) in the second stage is obtained through an effect of displaying a number of slot machines. Since points (privileges) are given to the user based on the combination of the second lottery result (second object), it is possible to realize an unprecedented highly entertaining game.
  • the conventional slot machine has a fixed symbol (picture) set on the reel, so it is easy to get tired of executing it many times, but in this embodiment, a monster character as a symbol selected in the first stage Since the (first object) changes every time the user performs an operation input, it is possible to realize a slot machine in which the symbols change every time the user performs an operation.
  • the case where the “object” to be a lottery is a monster character has been described as an example, but the present invention is not limited thereto.
  • the “object” may be anything as long as it can be a selection target, and may include, for example, items on the game and other characters.
  • a character is, for example, a virtual person or a creature on a game, and includes those displayed on a card. It can also contain cards about magic and tricks.
  • the predetermined condition in the determination means 57 of the third embodiment described above is not limited to the above-described example (condition that the integrated value of the set value exceeds the predetermined value), and is arbitrarily set based on the set value of the monster character. be able to. For example, every time a monster character is selected, the set value of the selected monster character may be sequentially subtracted from a predetermined value, and the predetermined condition may be that the value after subtraction becomes zero or less. Further, the predetermined condition may be that a specific set value of any selected monster character is greater than or equal to a predetermined value.
  • the setting value used as the determination target in the determination unit 57 of the above-described third embodiment has been described as an example of the body length or age of the monster character, the setting value is associated with an object such as a character. As long as the data is correct, it may be set appropriately.
  • the set value may be a value of the defense power of the monster character.
  • the first selection means 52 selects the monster character (first object) while the predetermined means is satisfied by the determination means 57, so the first stage lottery is executed.
  • the number of monster characters selected in response to an operation input for instructing varies with each operation input.
  • the first selection means 52 determines the number of a plurality of monster characters (first objects) to be selected every time a user performs an operation input without determining a predetermined condition. For example, it may be determined at random from a predetermined range, and a monster character may be selected from the character database at random or according to a predetermined rule.
  • the number of monster characters selected in the first stage lottery can be changed each time a user inputs an operation.
  • the predetermined condition may be based on the setting values of the plurality of items of each monster character selected by the selection unit 53.
  • the predetermined condition By setting conditions based on setting values of a plurality of items, flexible condition setting can be achieved, and the range of lottery methods can be expanded. For example, you may perform a lottery process as follows.
  • the predetermined condition is set based on the setting values of the body length and the age among the setting values of the plurality of items of each monster character shown in FIG.
  • the CPU 11 of the game server 20 selects the monster character each time.
  • the integrated value of the length and age of the selected monster character is calculated.
  • CPU11 compares the integrated value of body length and age with the 1st predetermined value and 2nd predetermined value corresponding to each.
  • the CPU 11 may select a number of monster characters such that either one of the integrated values of the body length and the age is equal to or less than a predetermined value, or the integrated values of the body length and the age are both equal to or less than the predetermined value. You may select as many monster characters as
  • the second selection means 53 is a slot machine having a predetermined number of reels in which each monster character group (first object), which is the first lottery result, is regarded as a symbol (design).
  • the second-stage selection (lottery) result (second object) is obtained through the effect of displaying the image, but the method of selecting the second object is not limited to this.
  • one monster character can be selected independently a predetermined number of times, for example, an operation to take out one monster character from the bag containing the monster character group that is the first lottery result and return it to the bag It is also possible to obtain a second-stage selection result (second object) as a predetermined number of monster characters taken out from the bag through an effect of repeating the above for a predetermined number of times.
  • the second selection unit 53 increases the predetermined number of times for selection as the number or type of monster characters (first objects) selected by the first selection unit 52 is smaller. May be. The smaller the number or type of monster characters (first objects) selected (lottery) in the first stage, the smaller the number of combinations by the monster characters. In this modification, the predetermined number of times in the second stage selection Therefore, it is equivalent to an increase in the number of reels in the slot machine, and symbol alignment for obtaining points (privileges) becomes difficult. Conversely, the greater the number or type of monster characters (first objects) selected in the first level, the greater the number of combinations by the monster characters.
  • the predetermined number of times in the selection in the second level This is equivalent to a reduction in the number of reels in the slot machine, and symbol alignment for obtaining points (privileges) is facilitated. Therefore, according to this modification, the points (privileges) obtained by the selection (lottery) results of the first and second stages can be made more fair.
  • the predetermined operation input to the game device by the user is an input of a pressing operation of a predetermined operation button on the user's game device, but the operation input is not limited to this.
  • the operation input may be a touch operation input operation on a display screen for a game device having a touch panel function, an operation input by shaking a game device having an acceleration sensor, or an operation input by a gesture (gesture input). ).
  • the game apparatus recognizes an image of the gesture by performing a predetermined gesture on the game apparatus having an imaging function, and recognizes an operation input associated with the gesture in advance.
  • the operation input may be performed by inputting voice.
  • FIG. 24 shows a system configuration example of a game system (client server system) when the present invention is realized by a social game.
  • 24 includes, for example, communication terminals 100a, 100b, 100c,... That can be connected to a communication network NW (network) such as the Internet, a game server 200 connected to the communication network NW, and a database server 300.
  • NW network
  • Each of the communication terminals 100a, 100b, 100c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • the game server 200 is configured to be able to communicate with the communication terminal 100 that is a client, and provides a gaming service to the communication terminal 100.
  • the game server 200 has a program for creating a document that can be interpreted by a web browser as a game program.
  • the database server 300 stores various types of information to be described later when executing the game, and is connected to the game server 200 by, for example, a wire for reading and writing the information.
  • the communication terminal 100 includes a web browser capable of displaying a web page provided by the game server 200, and the user operates the communication terminal 100 on the web page to execute a game application.
  • HTTP Hypertext Transfer Protocol
  • the communication terminal 100 transmits an HTTP request (for example, including a user's hyperlink or menu selection result on a web page) to the game server 200, and the game server 200 responds to the received HTTP request.
  • predetermined data processing and arithmetic processing are performed, and an HTTP response including the processing result is returned to the web browser of the game server 200.
  • the HTTP response includes HTML data for updating the web page.
  • a character database is stored in the database server 300.
  • the user performs a menu selection operation for the first or second lottery instruction of the monster character on the web page displayed on the communication terminal 100
  • an HTTP request including the menu selection result is displayed in the game. It is transmitted to the server 200.
  • the game server 200 receives the HTTP request
  • the game server 200 accesses the character database in the database server 300, selects a predetermined number of monster characters, for example, at random, generates HTML data including the selection result, and transmits it to the communication terminal 100. return.
  • the communication terminal 100 causes the browser to interpret the HTML data and update and display the web page, thereby displaying the monster character as the lottery result on the user communication terminal 100.
  • the selection target is not limited to the object on the game. That is, a selection device that uses data as a general selection target may be used.
  • a specific example of the selection device is a lottery device.
  • the first selection unit 52 may have a function of selecting a plurality of first objects from a plurality of objects in accordance with a user operation input.
  • the second selection unit 53 may have a function of selecting the second target from the plurality of first targets selected by the first selection unit 52.
  • the 1st privilege provision means 54 may be provided with the function to provide to the said user at least any one among the 2nd object selected by the 2nd selection means 53, and the privilege based on the said 2nd object.

Abstract

This game control device comprises a first selection means for selecting a plurality of first objects from a plurality of in-game objects in accordance with a user's operation input, a second selection means for selecting a second object from the plurality of first objects selected by the first selection means, and a first privilege granting means for granting the user the second object selected by the second selection means and/or an in-game privilege based on the second object.

Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステム、選択装置GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM, SELECTION DEVICE
 本発明は、オブジェクトなどの対象を選択あるいは抽選するときの技術に関する。 The present invention relates to a technique for selecting or drawing a target such as an object.
 近年、ソーシャルネットワーキングサービス(SNS)において実行されるアプリケーションとして、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームでは、例えば、他のユーザ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なわれている。 In recent years, so-called social games have become widespread as applications executed in social networking services (SNS). In social games, for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
 上述したソーシャルゲームにおいて、ゲームを進行させる上で複数の機能が設けられたものが知られている。例えば、非特許文献1には、ソーシャルゲーム(戦国コレクション(登録商標))の一例が記載されている。このようなゲームには、ユーザによる所定の操作に応じた選択あるいは抽選結果としてゲーム上のアイテムをユーザに付与する機能が設けられている場合がある。 In the above-described social game, a game provided with a plurality of functions is known. For example, Non-Patent Document 1 describes an example of a social game (Sengoku Collection (registered trademark)). Such a game may be provided with a function of giving an item on the game to the user as a selection according to a predetermined operation by the user or a lottery result.
 従来のゲームでは、アイテムなどのオブジェクトの選択あるいは抽選自体が単純であり、ユーザにとってそれほど楽しめるものとなっていなかった。 In conventional games, selection of objects such as items or lottery itself is simple, and it has not been so much fun for users.
 本発明は上述した観点に鑑みてなされたもので、オブジェクトなどの対象を抽選によって引くときに、従来よりも興趣性の高いゲーム又は抽選処理を実現することができるゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステム、選択装置を提供することを目的とする。 The present invention has been made in view of the above-described viewpoints, and when a target such as an object is drawn by lottery, a game control device, a game control method, and a game control device that can realize a more interesting game or lottery processing than before, It is an object to provide a program, a recording medium, a game system, and a selection device.
 本発明の第1の観点は、ゲーム制御装置であって、
 ユーザの操作入力に応じて、ゲーム上の複数のオブジェクトから複数の第1オブジェクトを選択する第1選択手段と、
 前記第1の選択手段によって選択された複数の第1オブジェクトから第2オブジェクトを選択する第2選択手段と、
 前記第2選択手段によって選択された第2オブジェクト、及び当該第2オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与する第1特典付与手段と、
 を備える。
A first aspect of the present invention is a game control device,
First selection means for selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input;
Second selection means for selecting a second object from a plurality of first objects selected by the first selection means;
First privilege granting means for granting the user at least one of a second object selected by the second selection means and a privilege on the game based on the second object;
Is provided.
 このゲーム制御装置において、「オブジェクト」は選択対象となり得るものであれば如何なるものでもよく、例えばゲーム上のアイテムやキャラクタを含んでもよい。この場合、キャラクタとは、例えばゲーム上の仮想的な人物や生物、若しくはモンスター等であり、それらがカードに表示されているものをも含む。また、魔法や技についてのカードであってもよい。
 このゲーム制御装置において、第1選択手段と第2選択手段のそれぞれの選択条件は適宜設定することができる。両者は、例えば、選択方法は同じであるが母集団の中からの選択数が異なってもよいし、選択数が同じであってもそれぞれ選択方法が異なっていてもよい。選択方法は、母集団の中からランダムに(無作為に)所定数を選択することでもよいし、母集団の中から各回独立に所定回数抽出することであってもよい。
In this game control apparatus, the “object” may be any object as long as it can be selected, and may include, for example, items and characters on the game. In this case, the character is, for example, a virtual person, a creature, a monster or the like on the game, and includes those displayed on the card. Moreover, the card | curd about magic or a technique may be sufficient.
In this game control device, the selection conditions of the first selection means and the second selection means can be set as appropriate. For example, both may have the same selection method but may have different numbers of selections from the population, or may have different selection methods even if the number of selections is the same. The selection method may select a predetermined number at random (randomly) from the population, or may extract a predetermined number of times independently from the population.
 このゲーム制御装置によれば、ユーザは、自らの操作入力に応じて、複数のオブジェクト(母集団)の中から第1オブジェクトが選択され、1度目の選択結果を得る。さらに、ユーザは、その1度目の選択結果の中から第2オブジェクトが選択され、2度目の選択結果を得る。つまり、ユーザは、1つの母集団の中から2回の選択結果(抽選結果)を楽しむことができる。さらに、ユーザは、2度目の選択結果である第2オブジェクト、及びその第2オブジェクトに基づくゲーム上の特典のうち少なくともいずれかの特典を得ることができる。そのため、オブジェクトの選択あるいは抽選自体を楽しむことができ、興趣性の高いゲームを実現することができる。 According to this game control device, the user selects a first object from a plurality of objects (population) according to his / her operation input, and obtains a first selection result. Further, the user selects the second object from the first selection result and obtains the second selection result. That is, the user can enjoy a selection result (lottery result) twice from one population. Further, the user can obtain at least one of the benefits on the game based on the second object that is the second selection result and the second object. Therefore, selection of objects or lottery itself can be enjoyed, and a highly entertaining game can be realized.
 上記ゲーム制御装置において、前記第1選択手段によって選択された複数の第1オブジェクト、又は当該複数の第1オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与する第2の特典付与手段、を備えてもよい。
 この構成では、1度目の選択結果である第1オブジェクト、及びその第1オブジェクトに基づくゲーム上の特典のうち少なくともいずれかの特典を得ることができるため、さらに興趣性の高いゲームを実現することができる。
In the game control device, a second privilege grant that grants to the user at least one of a plurality of first objects selected by the first selection unit or a privilege on the game based on the plurality of first objects. Means.
In this configuration, since it is possible to obtain at least one of the first object that is the first selection result and the bonus on the game based on the first object, it is possible to realize a game that is even more interesting. Can do.
 上記ゲーム制御装置において、前記第1選択手段は、ユーザの操作入力の度に、前記複数の第1オブジェクトの数を決定してもよい。この場合、ユーザは選択される第1オブジェクトの数を予測することができない。よって、抽選処理等、ゲーム上で複数個のオブジェクトを選択できる場合に、選択されるオブジェクトの数に注目するようになり、ユーザがその選択行為(つまり、操作入力)自体に面白みが感じることができる。 In the game control device, the first selection unit may determine the number of the plurality of first objects every time a user inputs an operation. In this case, the user cannot predict the number of first objects to be selected. Therefore, when a plurality of objects can be selected on the game, such as lottery processing, the user comes to pay attention to the number of objects to be selected, and the user may find the selection act (that is, operation input) itself interesting. it can.
 上記ゲーム制御装置において、
 前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記第1選択手段によって選択された第1オブジェクトの設定値を取得する取得手段と、
 前記取得手段によって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する判定手段と、を備え、
 前記第1選択手段は、前記判定手段によって前記所定の条件を満足する間、第1オブジェクトを選択してもよい。
 このゲーム制御装置において、「設定値」は、オブジェクトに付随して設定されている数値情報であれば何でもよく、例えばオブジェクトの能力を示すパラメータの値や、オブジェクトの特性を表す値、オブジェクトを使用するのにゲーム上必要となるコスト等であってよい。
In the above game control device,
An acquisition means for acquiring a setting value of the first object selected by the first selection means with reference to a storage device storing a setting value set in each of the plurality of objects;
Determination means for determining whether a predetermined condition is satisfied based on the setting value acquired by the acquisition means, and
The first selection unit may select the first object while the predetermined condition is satisfied by the determination unit.
In this game control apparatus, the “set value” may be anything as long as it is numerical information set in association with the object. For example, a parameter value indicating the ability of the object, a value indicating the characteristic of the object, or the object is used. It may be a cost required for the game to do.
 このゲーム制御装置においても、1度目に選択される第1オブジェクトの数をユーザが予測することができないが、上記構成では、選択によって得られる第1オブジェクトの数をオブジェクトの設定値と関連付けているため、ユーザは必然的に、各オブジェクトの設定値に注目するようになる。よって、ユーザに特定の設定値に興味を持たせることができる。なお、所定の条件が、前記第1選択手段により選択される第1オブジェクトの設定値の積算値と所定値との比較結果に基づいていてもよい。この場合、ユーザは、目的とする設定値の積算値が所定の条件を満足するか否かより注目することになる。そのため、逐次選択される第1オブジェクトの特定の設定値に対してより注目するようになり、ユーザの興趣性を高めることができる。 Also in this game control device, the user cannot predict the number of first objects selected for the first time. However, in the above configuration, the number of first objects obtained by selection is associated with the set value of the object. Therefore, the user inevitably pays attention to the set value of each object. Therefore, the user can be interested in a specific set value. The predetermined condition may be based on a comparison result between an integrated value of a set value of the first object selected by the first selection unit and a predetermined value. In this case, the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific setting value of the first object that is sequentially selected, and it is possible to enhance the interest of the user.
 上記ゲーム制御装置において、前記第2選択手段は、前記第1選択手段によって選択された第1オブジェクトの中から所定回数だけ各回1つのオブジェクトを選択することで、前記第2オブジェクトを決定し、前記第1特典付与手段は、前記ゲーム上の特典を付与する場合には、前記第2オブジェクトの組み合わせに基づいて特典の内容を決定してもよい。このような構成では、第2選択手段では、例えば、1度目の選択結果である第1オブジェクトをスロットマシンのシンボル(絵柄)、所定回数をスロットのリール数に見立てて2度目の選択結果(第2オブジェクト)を得ることができ、第2オブジェクトの組み合わせに基づいて特典がユーザに付与されるため、従来にない興趣性の高いゲームを実現することができる。
 特に従来のスロットマシンはリールに設定されたシンボル(絵柄)が固定されているため、何度も実行すると飽きられやすいが、このゲーム制御装置では、第1選択手段によって選択された第1オブジェクトがユーザの操作入力の度に変動するため、シンボルがユーザ操作の都度に変動するスロットマシンを実現することができる。
In the game control apparatus, the second selection means determines the second object by selecting one object each time a predetermined number of times from the first objects selected by the first selection means, The first privilege granting unit may determine the content of the privilege based on the combination of the second objects when granting the privilege on the game. In such a configuration, the second selection means, for example, selects the first selection result (the first selection result (the first selection object) as if the first object is a symbol (picture) of the slot machine and the predetermined number of times is the number of reels in the slot. 2 objects) can be obtained, and the privilege is given to the user based on the combination of the second objects, so that an unprecedented highly entertaining game can be realized.
In particular, in the conventional slot machine, since the symbols (pictures) set on the reels are fixed, it is easy to get tired of executing it many times, but in this game control device, the first object selected by the first selection means Since it changes every time a user's operation is input, it is possible to realize a slot machine in which symbols change every time a user operates.
 上記ゲーム制御装置において、前記第2選択手段は、前記第1選択手段によって選択された第1オブジェクトの数又は種類が少ないほど、前記所定回数を多くしてもよい。
 第1オブジェクトの数又は種類が少ないほど、第1オブジェクトによる組み合わせの数が少なくなるが、2度目の選択における所定回数が多くなるためスロットマシンのリール数が多くなることと等価となり、特典を得るためのシンボル合わせが困難になる。逆に、第1オブジェクトの数又は種類が多いほど、第1オブジェクトによる組み合わせの数が多くなるが、2度目の選択における所定回数が少なくなるためスロットマシンのリール数が少なくなることと等価となり、特典を得るためのシンボル合わせが容易になる。よって、上記構成によれば、1度目と2度目の選択(抽選)結果によって得られる特典をより公平とすることができる。
In the game control apparatus, the second selection unit may increase the predetermined number of times as the number or types of the first objects selected by the first selection unit is small.
The smaller the number or type of the first object, the smaller the number of combinations by the first object. However, since the predetermined number of times in the second selection increases, this is equivalent to an increase in the number of reels of the slot machine, and benefits are obtained. This makes it difficult to align symbols. Conversely, the greater the number or type of the first object, the greater the number of combinations by the first object, but this is equivalent to a reduction in the number of reels in the slot machine because the predetermined number of times in the second selection is reduced. Symbol alignment for obtaining benefits is facilitated. Therefore, according to the said structure, the privilege acquired by the selection (lottery) of the 1st time and the 2nd time can be made more fair.
 本発明の第2の観点は、ゲーム制御方法であって、
 ユーザの操作入力に応じて、ゲーム上の複数のオブジェクトから複数の第1オブジェクトを選択するステップと、
 選択された前記複数の第1オブジェクトから第2オブジェクトを選択するステップと、
 選択された前記第2オブジェクト、及び当該第2オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与するステップと、
 を備える。
A second aspect of the present invention is a game control method,
Selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input;
Selecting a second object from the selected first objects;
Granting the user at least one of the selected second object and a privilege on the game based on the second object;
Is provided.
 本発明の第3の観点は、コンピュータに、
 ユーザの操作入力に応じて、ゲーム上の複数のオブジェクトから複数の第1オブジェクトを選択する機能、
 選択された前記複数の第1オブジェクトから第2オブジェクトを選択する機能、及び、
 選択された前記第2オブジェクト、及び当該第2オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与する機能、
 を実現させるためのプログラムである。
A third aspect of the present invention relates to a computer.
A function of selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input;
A function of selecting a second object from the selected first objects, and
A function of giving the user at least one of the selected second object and a privilege on the game based on the second object;
It is a program for realizing.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。 The computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点は、通信端末と、当該通信端末からアクセス可能なサーバと、を含むゲームシステムであって、
 ユーザの操作入力に応じて、ゲーム上の複数のオブジェクトから複数の第1オブジェクトを選択する第1選択手段、
 前記第1選択手段によって選択された複数の第1オブジェクトから第2オブジェクトを選択する第2選択手段、及び、
 前記第2選択手段によって選択された第2オブジェクト、及び当該第2オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与する第1特典付与手段、
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備える。
A fifth aspect of the present invention is a game system including a communication terminal and a server accessible from the communication terminal,
First selection means for selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input;
Second selection means for selecting a second object from a plurality of first objects selected by the first selection means; and
First privilege granting means for granting the user at least one of a second object selected by the second selection means and a privilege on the game based on the second object;
Any one of the communication terminal and the server is provided with each means.
 本発明の第6の観点は、選択装置であって、
 ユーザの操作入力に応じて、複数の対象から複数の第1対象を選択する第1選択手段と、
 前記第1選択手段によって選択された複数の第1対象から第2対象を選択する第2選択手段と、
 前記第2選択手段によって選択された第2対象、及び当該第2対象に基づく特典のうち少なくともいずれかを前記ユーザに付与する第1特典付与手段と、
 を備える。
A sixth aspect of the present invention is a selection device,
First selection means for selecting a plurality of first objects from a plurality of objects in response to a user operation input;
Second selection means for selecting a second object from a plurality of first objects selected by the first selection means;
First privilege granting means for granting the user at least one of the second target selected by the second selection means and the privilege based on the second target;
Is provided.
第1の実施形態のゲーム装置の外観を示す図。The figure which shows the external appearance of the game device of 1st Embodiment. 第1の実施形態のゲーム装置の内部構成を示す図The figure which shows the internal structure of the game device of 1st Embodiment. ユーザデータベースのデータ構成例を示す図。The figure which shows the data structural example of a user database. キャラクタデータベースのデータ構成例を示す図。The figure which shows the data structural example of a character database. 第1の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 1st Embodiment. 第1の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 1st Embodiment. 第1の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 1st Embodiment. 第1の実施形態のゲーム装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function to play main roles with the game device of 1st Embodiment. 第1の実施形態のゲーム装置により行われる抽選処理のフローチャート。The flowchart of the lottery process performed by the game device of 1st Embodiment. 第2の実施形態のゲーム装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function which plays a main role with the game device of 2nd Embodiment. 第2の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 2nd Embodiment. 第3の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 3rd Embodiment. 第3の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 3rd Embodiment. 第3の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 3rd Embodiment. 第3の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 3rd Embodiment. 第3の実施形態のゲーム装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function which plays a main role with the game device of 3rd Embodiment. 第3の実施形態のゲーム装置により行われる抽選処理のフローチャート。The flowchart of the lottery process performed by the game device of 3rd Embodiment. 第3の実施形態のゲーム装置により行われる抽選処理のフローチャート。The flowchart of the lottery process performed by the game device of 3rd Embodiment. 第3の実施形態のゲーム装置により行われる抽選処理のフローチャート。The flowchart of the lottery process performed by the game device of 3rd Embodiment. 第3の実施形態のゲーム装置により行われる抽選処理のフローチャート。The flowchart of the lottery process performed by the game device of 3rd Embodiment. 第4の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 4th Embodiment. 第4の実施形態においてゲーム画像の表示例を示す図。The figure which shows the example of a display of a game image in 4th Embodiment. 第4の実施形態のゲームにおける抽選原理を説明するための図。The figure for demonstrating the lottery principle in the game of 4th Embodiment. 第3の実施形態のゲーム装置により行われる抽選処理のフローチャート。The flowchart of the lottery process performed by the game device of 3rd Embodiment. 第3の実施形態のゲーム装置により行われるスロット処理のフローチャート。The flowchart of the slot process performed with the game device of 3rd Embodiment. クライアントサーバシステムによってゲームを実行する場合のシステム構成を示す図。The figure which shows the system configuration | structure in the case of performing a game by a client server system. クライアントサーバシステムによってゲームを実行する場合の、通信端末と、ゲームサーバ及びデータベースサーバとの間の分担例を示す図。The figure which shows the sharing example between a communication terminal, a game server, and a database server in the case of performing a game by a client server system. クライアントサーバシステムによってゲームを実行する場合の、通信端末と、ゲームサーバ及びデータベースサーバとの間の分担例を示す図。The figure which shows the sharing example between a communication terminal, a game server, and a database server in the case of performing a game by a client server system.
 本発明は、2012年6月7日に日本国特許庁に出願された特願2012-129522の特許出願に関連しており、この出願の内容がこの明細書に参照によって組み込まれる。 The present invention relates to the patent application of Japanese Patent Application No. 2012-129522 filed with the Japan Patent Office on June 7, 2012, the contents of which are incorporated herein by reference.
 (1)第1の実施形態
 (1-1)ゲーム装置の構成
 図1は、本発明のゲーム制御装置の一実施形態として携帯型ゲーム装置(以下、単に「ゲーム装置」という。)1の外観を示している。図2は、本実施形態のゲーム装置1のハードウエア構成を示すブロック図である。
 図1に示すように、本実施形態のゲーム装置1は、上部筐体2aと下部筐体2bを含む本体部2を備え、上部筐体2aと下部筐体2bとは、互いに開閉自在に連結されている。本実施形態のゲーム装置1の表示装置3には、上部筐体2aに設けられた上部液晶モニタ3aと、下部筐体2bに設けられた下部液晶モニタ3bとが含まれる。
 入力部4は、ユーザの操作入力を受け入れるための複数の釦を含む。図1に示す釦の筐体に対する配置例によれば、この複数の釦は下部筐体2bに設けられており、下部液晶モニタ3bよりも左側に配置された十字状の方向指示釦4aおよび電源釦4e、下部液晶モニタ3bよりも右側に配置されたセレクト釦4b、スタート釦4cおよび複数の指示釦4d、下部筐体2bの左右の隅角部に配置されたL釦4fおよびR釦4gを含む。
 記憶媒体装着部5(図1では不図示)は、下部筐体2bの下部に設けられている。この記憶媒体装着部5には、記憶媒体17が装着可能になっている。記憶媒体17は、例えばフラッシュメモリを内蔵したカード型記憶媒体、光ディスク等のディスク状記憶媒体などである。
 なお、図1には図示していないが、スピーカ22が上部筐体2a又は下部筐体2bのいずれかの内部に設けられており、上部筐体2a又は下部筐体2bのいずれかにはスピーカ22からの音声を外部に伝達するための開口部が設けられている。
(1) First Embodiment (1-1) Configuration of Game Device FIG. 1 is an external view of a portable game device (hereinafter simply referred to as “game device”) 1 as an embodiment of the game control device of the present invention. Is shown. FIG. 2 is a block diagram illustrating a hardware configuration of the game apparatus 1 according to the present embodiment.
As shown in FIG. 1, the game apparatus 1 of the present embodiment includes a main body 2 including an upper housing 2a and a lower housing 2b, and the upper housing 2a and the lower housing 2b are connected to each other so as to be openable and closable. Has been. The display device 3 of the game apparatus 1 according to the present embodiment includes an upper liquid crystal monitor 3a provided in the upper housing 2a and a lower liquid crystal monitor 3b provided in the lower housing 2b.
The input unit 4 includes a plurality of buttons for accepting user operation inputs. According to the arrangement example of the buttons shown in FIG. 1, the plurality of buttons are provided on the lower casing 2b, and the cross-shaped direction indicating button 4a and the power source arranged on the left side of the lower liquid crystal monitor 3b. A button 4e, a select button 4b disposed on the right side of the lower liquid crystal monitor 3b, a start button 4c and a plurality of instruction buttons 4d, and an L button 4f and an R button 4g disposed at the left and right corners of the lower housing 2b. Including.
The storage medium mounting portion 5 (not shown in FIG. 1) is provided in the lower portion of the lower housing 2b. A storage medium 17 can be mounted on the storage medium mounting unit 5. The storage medium 17 is, for example, a card-type storage medium incorporating a flash memory, a disk-shaped storage medium such as an optical disk, or the like.
Although not shown in FIG. 1, a speaker 22 is provided inside either the upper casing 2a or the lower casing 2b, and either the upper casing 2a or the lower casing 2b has a speaker. An opening for transmitting sound from 22 to the outside is provided.
 図2を参照すると、本実施形態のゲーム装置1は主として、表示装置3、入力部4、記憶媒体装着部5および制御装置10、さらに記憶媒体装着部5により本体部2に装着可能な外部記憶媒体17を備える。本実施形態のゲーム装置1では、入力部4、制御装置10、および、記憶媒体装着部5を介して記憶媒体17がバス16を介して信号(データ信号、制御信号)を転送可能に接続される。 Referring to FIG. 2, the game apparatus 1 of the present embodiment mainly includes a display device 3, an input unit 4, a storage medium mounting unit 5 and a control device 10, and an external storage that can be mounted on the main body unit 2 by the storage medium mounting unit 5. A medium 17 is provided. In the game apparatus 1 of the present embodiment, the storage medium 17 is connected via the input unit 4, the control device 10, and the storage medium mounting unit 5 so that signals (data signals and control signals) can be transferred via the bus 16. The
 制御装置10は主に、ゲームプログラムの実行や、ゲームプログラムの実行に伴う信号転送処理およびデータ処理を行うために設けられている。制御装置10は、例えば、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理回路14およびサウンド処理回路15を含む。CPU11は、ゲームプログラムの命令を解釈し、その命令に応じた各種のデータ処理を行う。 The control device 10 is provided mainly for executing a game program, signal transfer processing and data processing accompanying execution of the game program. The control device 10 includes, for example, a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing circuit 14, and a sound processing circuit 15. CPU11 interprets the command of a game program and performs various data processing according to the command.
 画像処理回路14は、主に、画像データの加工処理を行う。例えば、画像処理回路14は、2次元の画像の重ね合わせ演算やαブレンディング等の透過演算、各種の飽和演算を行う。また、画像処理回路14は、ゲーム空間としての仮想3次元空間に配置され、テクスチャマッピングが施されたポリゴンからなるデータ(例えばキャラクタ等のオブジェクトのデータ)を、Zバッファ法等によりレンダリングして、所定の視点位置から仮想3次元空間に配置されたポリゴンを見たレンダリング画像を得る演算を行ってもよい。
 また、画像処理回路14は、描画すべき画像データをフレーム毎にバッファリングする機能(いわゆるVRAMとしての機能)を備える。
The image processing circuit 14 mainly performs image data processing. For example, the image processing circuit 14 performs two-dimensional image overlay calculation, transmission calculation such as α blending, and various saturation calculations. Further, the image processing circuit 14 renders data (for example, data of an object such as a character) composed of polygons arranged in a virtual three-dimensional space as a game space and subjected to texture mapping by a Z buffer method or the like, You may perform the calculation which obtains the rendering image which looked at the polygon arrange | positioned in the virtual three-dimensional space from the predetermined viewpoint position.
In addition, the image processing circuit 14 has a function of buffering image data to be drawn for each frame (a function as a so-called VRAM).
 記憶媒体17には、例えば、ゲームプログラムや、ゲームプログラムで使用される各種データの他、キャラクタ等のオブジェクトの2次元及び3次元データのうち少なくともいずれかのデータを格納するために設けられている。記憶媒体17から読み出されたキャラクタ等のオブジェクトの2次元及び3次元データの少なくともいずれかのデータを含む各種データは、RAM13に一時的に格納される。また、RAM13にはゲームの進行に必要なデータが格納され、CPU11によって逐次更新、削除、又は追加される。 The storage medium 17 is provided, for example, for storing at least one of two-dimensional and three-dimensional data of an object such as a character in addition to a game program and various data used in the game program. . Various data including at least one of two-dimensional and three-dimensional data of an object such as a character read from the storage medium 17 is temporarily stored in the RAM 13. The RAM 13 stores data necessary for the progress of the game, and is sequentially updated, deleted, or added by the CPU 11.
 表示装置3は、主に、画像処理回路14によって得られる画像データや、記憶媒体17から読み出される画像データなどを画像として出力するために設けられている。表示装置3は、例えば、入力した画像データ(データ信号)に基づいて、画像を上部液晶モニタ3aおよび下部液晶モニタ3bに表示する。各モニタは例えばLCD(Liquid Cristal Display)モニタであり、画像データに基づき、マトリクス状に画素単位で配置された薄膜トランジスタを駆動することで画像が表示される。 The display device 3 is provided mainly for outputting image data obtained by the image processing circuit 14 or image data read from the storage medium 17 as an image. For example, the display device 3 displays an image on the upper liquid crystal monitor 3a and the lower liquid crystal monitor 3b based on the input image data (data signal). Each monitor is, for example, an LCD (Liquid Cristal Display) monitor, and an image is displayed by driving thin film transistors arranged in pixel units in a matrix form based on image data.
 サウンド処理回路15は、主に、記憶媒体17から読み出される音声データ、及び自ら生成した音声データのうち少なくともいずれかのデータを、音声としてスピーカ22から出力するために設けられている。サウンド処理回路15には、例えば圧縮音声データをデコードするデコード回路、デコードした音声信号を増幅する増幅回路などが含まれてもよい。 The sound processing circuit 15 is provided mainly for outputting at least one of the audio data read from the storage medium 17 and the audio data generated by itself from the speaker 22 as audio. The sound processing circuit 15 may include, for example, a decoding circuit that decodes compressed audio data, an amplification circuit that amplifies the decoded audio signal, and the like.
 入力部4は、プレイヤの操作に伴う種々の入力を受け入れるための入力装置であり、プレイヤの操作に応じた入力信号をCPU11へ送出する。
 入力部4の各釦には、記憶媒体17からロードされるゲームプログラムに応じて種々の機能が割り当てられている。例えば、複数の指示釦4dのいずれかには、ゲーム上のキャラクタに対する所望の操作を指示する機能、ゲーム上のキャラクタの動作のタイミングを決定する機能、あるいは複数の選択肢の中から選択されたものを確定する機能、あるいは複数のメニュー(例えば、指示釦等)のうちアクティブ表示されたメニューの選択を確定させる機能などが割り当てられてよい。方向指示釦4aは例えば、モニタ上に表示されるオブジェクトや表示領域を所望の方向に移動させる機能、複数のメニューのいずれかをアクティブ表示にする機能などが割り当てられてよい。L釦4fおよびR釦4gは、複数の選択肢を順に表示する機能などが割り当てられてよい。以下の説明では、ゲーム画像上に表示される1又は複数のメニューの中から方向指示釦4aによっていずれかのメニューをアクティブ表示させ、アクティブ表示させたメニューを複数の指示釦4dのいずれかの釦によって確定させる操作を、メニューの「選択操作」という。
 なお、図1に示した入力部4の各釦の配置、各釦に対する機能の割り当ては一例に過ぎず、制御装置10がゲームプログラムに基づくゲーム全体の進行を制御するための所要の入力を受け入れることが可能であるならば、その配置および割り当てられる機能は適宜変更可能である。
 また、入力部4は、表示装置3にタッチパネル入力機能を備えることで構成するようにしてもよい。例えば、上部液晶モニタ3a又は下部液晶モニタ3bに表示される所定領域にゲーム上の種々の機能を割り当てておき、所定領域が触れられたことを認識することでその所定領域に割り当てられた機能の選択を認識するようにしてもよい。メニューに対応する所定領域を触れる操作が、そのメニューの「選択操作」であってもよい。
The input unit 4 is an input device for receiving various inputs accompanying the player's operation, and sends an input signal corresponding to the player's operation to the CPU 11.
Various functions are assigned to the buttons of the input unit 4 according to the game program loaded from the storage medium 17. For example, one of the plurality of instruction buttons 4d is selected from among a function for instructing a desired operation on the character on the game, a function for determining the timing of the action of the character on the game, or a plurality of options. Or a function for confirming selection of an actively displayed menu among a plurality of menus (eg, instruction buttons) may be assigned. For example, the direction instruction button 4a may be assigned a function of moving an object or display area displayed on the monitor in a desired direction, a function of activating any one of a plurality of menus, and the like. The L button 4f and the R button 4g may be assigned a function of sequentially displaying a plurality of options. In the following description, one of a plurality of menus displayed on the game image is actively displayed by the direction instruction button 4a, and the menu that has been actively displayed is any one of the plurality of instruction buttons 4d. The operation to be confirmed by the operation is called “selection operation” in the menu.
The arrangement of the buttons and the assignment of functions to the buttons of the input unit 4 shown in FIG. 1 are merely examples, and the control device 10 accepts necessary inputs for controlling the progress of the entire game based on the game program. If possible, the arrangement and assigned functions can be changed as appropriate.
Further, the input unit 4 may be configured by providing the display device 3 with a touch panel input function. For example, various functions on the game are assigned to a predetermined area displayed on the upper liquid crystal monitor 3a or the lower liquid crystal monitor 3b, and the function assigned to the predetermined area is recognized by recognizing that the predetermined area is touched. You may make it recognize selection. The operation of touching a predetermined area corresponding to the menu may be a “selection operation” of the menu.
 本実施形態のゲーム装置1によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲーム装置1によって実現されるゲームの一例として、モンスターキャラクタを用いたゲーム(以下、適宜、「本実施形態のゲーム」という。)を採り上げる。本実施形態のゲームを実現するために、記憶媒体17には、ユーザデータベースとキャラクタデータベースが記憶される。ユーザデータベースの一例を図3に示し、キャラクタデータベースの一例を図4に示す。 The type of game realized by the game device 1 of the present embodiment is not particularly limited, but for the sake of convenience of description of the embodiment, a monster character is used as an example of the game realized by the game device 1 below. Game (hereinafter referred to as “game of this embodiment” as appropriate). In order to realize the game of the present embodiment, the storage medium 17 stores a user database and a character database. An example of the user database is shown in FIG. 3, and an example of the character database is shown in FIG.
 図3に例示するユーザデータベースは、ユーザIDごとに、ユーザ名、進行レベル、ポイント、及び保有キャラクタの各項目についての情報を含む。以下の説明では、各ユーザの各項目についての情報を含む一群のデータを、そのユーザの「ユーザデータ」という。ユーザデータベース31に含まれる情報は、CPU11によって逐次更新されうる。
 ユーザ名は、本実施形態のゲームの実行時に表示されるテキストデータである。ユーザ名は、ユーザによって予め指定される所定長以下のテキストであってよい。
 進行レベルは、ユーザのゲームの進行度合いを示すデータである。進行レベルは、例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値である。
 ポイントは、本実施形態のゲームにおいて、ユーザ同士で順位を競うための基礎となるデータ(例えば、3500pt)である。
 保有キャラクタは、ユーザが保有するモンスターキャラクタの識別コード(MC1等)のデータである。本実施形態のゲームの場合、ユーザは、後述する抽選機能によってモンスターキャラクタを取得する。
The user database illustrated in FIG. 3 includes information about each item of a user name, a progress level, points, and a possessed character for each user ID. In the following description, a group of data including information on each item of each user is referred to as “user data” of the user. Information contained in the user database 31 can be updated sequentially by the CPU 11.
The user name is text data displayed when the game of the present embodiment is executed. The user name may be a text having a predetermined length or less specified in advance by the user.
The progress level is data indicating the progress degree of the user's game. The progress level is, for example, a level value in a range from Lv1 (level 1) to Lv100 (level 100).
The point is data (for example, 3500 pt) that is a basis for competing ranks among users in the game of the present embodiment.
The possessed character is data of a monster character identification code (MC1 or the like) possessed by the user. In the case of the game of this embodiment, the user acquires a monster character by a lottery function described later.
 図4に例示するキャラクタデータベースは、モンスターキャラクタ毎に、モンスタータイプ、画像、体長、年令、及び攻撃力、防御力のパラメータの値を対応付けたデータベースである。攻撃力、防御力のパラメータは、本実施形態のゲームにおいてバトル機能を実行するときに参照されるデータである。モンスタータイプは、モンスターキャラクタの種別あるいは属性を示すデータであり、例えばタイプT1,T2又はT3のいずれかである。各モンスターキャラクタの複数の項目の中で、攻撃力、防御力のパラメータ以外の項目のデータ(例えば、体長、年令等の設定値)は、後述するバトル機能の実行に無関係な項目である。なお、キャラクタデータベースに記憶されている複数のモンスターキャラクタは、後述する抽選機能における抽選の母集団となる。 The character database illustrated in FIG. 4 is a database in which the monster type, image, body length, age, and attack and defense parameter values are associated with each monster character. The parameters of the attack power and the defense power are data referred to when the battle function is executed in the game of the present embodiment. The monster type is data indicating the type or attribute of the monster character, and is, for example, one of types T1, T2, or T3. Among a plurality of items of each monster character, data of items other than parameters of attack power and defense power (for example, set values such as body length and age) are items unrelated to execution of a battle function described later. The plurality of monster characters stored in the character database serve as a lottery population in a lottery function to be described later.
 なお、記憶媒体17には、上述したユーザデータベースやキャラクタデータベース以外にも、本実施形態のゲームにおけるユーザ所望のデータ(例えば、バトル中の特定のタイミングにおけるモンスターキャラクタのHP(Hit Point)など、バトルを再開可能とするためのデータなど)を記憶してもよい。 In addition to the above-described user database and character database, the storage medium 17 includes battles such as data desired by the user in the game of the present embodiment (for example, a monster character's HP (Hit Point) at a specific timing during the battle). For example, data for enabling the resumption of data) may be stored.
 (1-2)本実施形態のゲームの内容
 次に、本実施形態のゲームの内容について、図5~7を参照して説明する。図5~7はそれぞれ、本実施形態のゲームのゲーム画像の一例である。
 なお、本実施形態のゲーム装置1の表示装置3には、上部液晶モニタ3aと下部液晶モニタ3bとが含まれるが、図5~7に示すゲーム画像は、上部液晶モニタ3a又は下部液晶モニタ3bのいずれかに表示されればよい。
(1-2) Content of Game of the Present Embodiment Next, the content of the game of the present embodiment will be described with reference to FIGS. 5 to 7 are examples of game images of the game according to this embodiment.
The display device 3 of the game apparatus 1 of the present embodiment includes an upper liquid crystal monitor 3a and a lower liquid crystal monitor 3b. The game images shown in FIGS. 5 to 7 are the upper liquid crystal monitor 3a or the lower liquid crystal monitor 3b. It should just be displayed in either.
 ゲーム装置1を起動した後には、図5に示すゲーム画像S0が初期画面として表示装置3に表示される。ゲーム装置1に対して複数のユーザ向けのゲームが実行できるように構成されている場合、ユーザを指定するための所定の操作入力に基づいて、ゲーム画像S0には、特定のユーザ(図5の例では、「KNM」)のユーザ名が含まれるようにしてもよい。このゲーム画像S0には、バトル機能を実行するためのメニューm1(「バトル」)と、抽選機能を実行するためのメニューm2(「抽選」)とが含まれる。バトル機能は、ユーザの保有するモンスターキャラクタと、例えばCPU11によって用意されるモンスターキャラクタとの間のバトルを実行する機能である。抽選機能は、ユーザが、抽選によってモンスターキャラクタを手に入れる、あるいは抽選の結果としてゲーム上のポイントを取得する機能である。 After the game device 1 is activated, a game image S0 shown in FIG. 5 is displayed on the display device 3 as an initial screen. When the game apparatus 1 is configured so that a game for a plurality of users can be executed, the game image S0 includes a specific user (in FIG. 5) based on a predetermined operation input for designating the user. In the example, the user name “KNM”) may be included. This game image S0 includes a menu m1 (“Battle”) for executing the battle function and a menu m2 (“Lottery”) for executing the lottery function. A battle function is a function which performs the battle between the monster character which a user holds, and the monster character prepared by CPU11, for example. The lottery function is a function in which the user obtains a monster character by lottery or acquires points on the game as a result of the lottery.
 図示しないが、ゲーム画像S0においてメニューm1が選択操作されると、ユーザの保有するモンスターキャラクタの中からバトルに使用するいずれかのモンスターキャラクタを選択するゲーム画像と、選択されたモンスターキャラクタと、例えばCPU11によって用意されるモンスターキャラクタとの間のバトルを実行する画像とが、順次表示装置3に表示される。 Although not shown, when the menu m1 is selected in the game image S0, a game image for selecting any monster character to be used for the battle from among the monster characters held by the user, the selected monster character, Images for executing a battle with a monster character prepared by the CPU 11 are sequentially displayed on the display device 3.
 ゲーム画像S0においてメニューm2が選択操作されると、図6に示すゲーム画像S1が表示装置3に表示される。ゲーム画像S1には、ユーザに用意される抽選の一覧(抽選一覧)が含まれる。ゲーム画像S1の例では、ユーザが2段階で抽選を行うことができる2段階抽選が抽選一覧に含まれ、2段階抽選に対応するメニューm3(「決定」)が含まれる。ゲーム画像S1においてメニューm3が選択操作されると、ゲーム画像S2が表示装置3に表示される。ゲーム画像S2には、ユーザによって選択された2段階抽選のうち1段目の抽選を行うためのメニューm4(「1段目の抽選を行う」)が含まれる。 When the menu m2 is selected and operated on the game image S0, the game image S1 shown in FIG. The game image S1 includes a lottery list (lottery list) prepared for the user. In the example of the game image S1, a two-stage lottery that allows the user to perform a lottery in two stages is included in the lottery list, and a menu m3 (“decision”) corresponding to the two-stage lottery is included. When the menu m3 is selected and operated in the game image S1, the game image S2 is displayed on the display device 3. The game image S2 includes a menu m4 (“perform first lottery”) for performing the first lottery of the two-stage lottery selected by the user.
 ゲーム画像S2においてメニューm4が選択操作されると、図7のゲーム画像S3が表示装置3に表示される。ゲーム画像S3には、1段目の抽選の抽選結果であるモンスターキャラクタ群の画像が含まれる。ゲーム画像S3にはさらに、2段階抽選のうち2段目の抽選を行うためのメニューm5(「2段目の抽選を行う」)が含まれる。ゲーム画像S3においてメニューm5が選択操作されると、ゲーム画像S4が表示装置3に表示される。ゲーム画像S4には、2段目の抽選の抽選結果であるモンスターキャラクタ群の画像が含まれる。2段目の抽選の抽選結果であるモンスターキャラクタ群がユーザに付与される。また、ゲーム画像S4に示すように、2段目の抽選の抽選結果であるモンスターキャラクタ群の組み合わせに基づいて、ユーザにゲーム上のポイントが付与されるようにしてもよい。 When the menu m4 is selected and operated in the game image S2, the game image S3 in FIG. 7 is displayed on the display device 3. The game image S3 includes an image of a monster character group that is a lottery result of the first lottery. The game image S3 further includes a menu m5 (“perform second lottery”) for performing the second lottery of the two-stage lottery. When the menu m5 is selected and operated in the game image S3, the game image S4 is displayed on the display device 3. The game image S4 includes an image of a monster character group that is a lottery result of the second lottery. A monster character group that is the lottery result of the second lottery is given to the user. Further, as shown in the game image S4, a point on the game may be given to the user based on a combination of monster characters that is a lottery result of the second lottery.
 (1-3)ゲーム装置における各機能の概要
 以下、本実施形態のゲーム装置1によって実現される機能について、図8を参照して説明する。図8は、本実施形態のゲーム装置1で主要な役割を果たす機能を説明するための機能ブロック図である。
(1-3) Overview of Functions in Game Device Hereinafter, functions realized by the game device 1 of the present embodiment will be described with reference to FIG. FIG. 8 is a functional block diagram for explaining functions that play a main role in the game apparatus 1 of the present embodiment.
 ゲーム進行手段51は、ユーザによる入力部4に対する操作入力に応じて、本実施形態のゲームを進行させる機能を備える。上述したように、本実施形態のゲームには、バトル機能と抽選機能が設けられている。
 バトル機能を実行するために、CPU11は、バトル相手となるモンスターキャラクタによる所定のバトル動作が表示されるように画像データを生成して、画像処理回路14へ送出する。バトルの勝敗は、バトル相手となるモンスターキャラクタの攻撃力又は防御力の値に基づいて決定する方法であれば如何なる方法でもよい。例えば、CPU11は、ユーザのモンスターキャラクタ(ユーザキャラクタ)と、予め選択されたモンスターキャラクタ(CPUキャラクタ)との間でバトルを実行する場合、双方のモンスターキャラクタに対してバトル開始当初に所定のHP(Hit Point)を設定する。CPU11は、攻撃操作として予め割り当てられた指示釦4dのいずれかの釦に対する押下操作に応じて、ユーザキャラクタの攻撃力に応じた量でCPUキャラクタのHPを低下させる。CPU11は、ユーザによる攻撃操作に応じて、あるいはランダムなタイミングで、CPUキャラクタからユーザキャラクタに対して攻撃を加え、CPUキャラクタの攻撃力に応じた量でユーザキャラクタのHPを低下させる。CPU11は、ユーザキャラクタとCPUキャラクタのうちHPが先にゼロとなった方を敗北と判定する。
 なお、ユーザキャラクタが勝利した場合には、対象となるユーザに対して一定量のポイントを付与してもよい。その場合、CPU11は、記憶媒体17にアクセスして、処理対象となるユーザのユーザデータにおけるポイントを一定量だけ加算して上書きする処理を行う。
The game progression means 51 has a function of advancing the game of the present embodiment in response to an operation input to the input unit 4 by the user. As described above, the game of this embodiment is provided with a battle function and a lottery function.
In order to execute the battle function, the CPU 11 generates image data so as to display a predetermined battle action by the monster character as a battle opponent, and sends it to the image processing circuit 14. As long as the battle is won or lost, any method may be used as long as it is determined based on the value of the attack power or defense power of the monster character as the battle opponent. For example, when the CPU 11 executes a battle between the user's monster character (user character) and a pre-selected monster character (CPU character), the CPU 11 performs a predetermined HP ( Set Hit Point. The CPU 11 reduces the HP of the CPU character by an amount corresponding to the attack power of the user character in response to a pressing operation on any one of the instruction buttons 4d assigned in advance as an attack operation. The CPU 11 attacks the user character from the CPU character in response to an attack operation by the user or at random timing, and reduces the HP of the user character by an amount corresponding to the attack power of the CPU character. The CPU 11 determines that one of the user character and the CPU character whose HP is zero first is defeated.
If the user character wins, a certain amount of points may be given to the target user. In that case, the CPU 11 accesses the storage medium 17 and performs a process of overwriting by adding a certain amount of points in the user data of the user to be processed.
 ゲーム進行手段51における抽選機能は、第1選択手段52及び第2選択手段53と協働して行われる。抽選機能を実行するために、CPU11は、メニューに対するユーザの選択操作に応じて図5~7に順に例示したゲーム画像が表示装置3に表示されるように、画像データを生成して画像処理回路14へ送出する。 The lottery function in the game progress means 51 is performed in cooperation with the first selection means 52 and the second selection means 53. In order to execute the lottery function, the CPU 11 generates image data so that the game images illustrated in order in FIGS. 5 to 7 are displayed on the display device 3 in response to the user's selection operation on the menu, and the image processing circuit 14 to send.
 第1選択手段52は、ユーザの選択操作に応じて、ゲーム上の複数のモンスターキャラクタ(オブジェクト)の中から複数のモンスターキャラクタ(第1オブジェクト)を選択する機能を備える。
 第1選択手段52の機能を実現するために、CPU11は、ユーザの適切な選択操作(例えば、図6のゲーム画像S2のメニューm4に対する選択操作)の入力を認識すると、キャラクタデータベースに記憶されているモンスターキャラクタの中から所定数(M個とする。)のモンスターキャラクタを、ランダムに、あるいは所定の規則に従って選択する。このM個のモンスターキャラクタは、2段階抽選における1段目の選択結果に相当する。なお、所定の規則に従って選択する場合には、例えばユーザの選択操作の度に複数の規則のいずれかに基づいて選択する方法等、ユーザから見てランダムに選択されているように見せる方法を採ることが好ましい。
The first selection means 52 has a function of selecting a plurality of monster characters (first objects) from a plurality of monster characters (objects) on the game in accordance with a user's selection operation.
In order to realize the function of the first selection means 52, when the CPU 11 recognizes the input of the user's appropriate selection operation (for example, the selection operation for the menu m4 of the game image S2 in FIG. 6), it is stored in the character database. A predetermined number (M) of monster characters are selected randomly or according to a predetermined rule. These M monster characters correspond to the selection result of the first stage in the two-stage lottery. In addition, when selecting according to a predetermined rule, for example, a method of making a user select a random selection as seen from the user, such as a method of selecting based on any one of a plurality of rules at each selection operation, is adopted. It is preferable.
 第2選択手段53は、第1の選択手段52によって選択された複数のモンスターキャラクタ(第1オブジェクト)の中からモンスターキャラクタ(第2オブジェクト)を選択する機能を備える。
 第2選択手段53の機能を実現するために、CPU11は、ユーザの適切な選択操作(例えば、図7のゲーム画像S3のメニューm5に対する選択操作)の入力を認識すると、1段目の選択結果(上記M個のモンスターキャラクタ)の中から、所定数(例えば、N個とする。但し、N<Mである。)のモンスターキャラクタを、ランダムに、あるいは所定の規則に従って選択する。このN個のモンスターキャラクタは、2段階抽選における2段目の選択結果に相当する。
The second selection means 53 has a function of selecting a monster character (second object) from a plurality of monster characters (first objects) selected by the first selection means 52.
In order to realize the function of the second selection means 53, when the CPU 11 recognizes the input of the user's appropriate selection operation (for example, the selection operation for the menu m5 of the game image S3 in FIG. 7), the first-stage selection result A predetermined number (for example, N, where N <M) of monster characters are selected at random or according to a predetermined rule from the above M monster characters. The N monster characters correspond to the second stage selection result in the two stage lottery.
 第2選択手段53における選択条件は、第1選択手段52における選択条件とは相違してもよい。両者で条件が相違するように設定する場合には、その相違の態様は適宜設定することができる。第1選択手段52における選択条件を第1条件とし、第2選択手段53における選択条件を第2条件とした場合、本実施形態では、第1条件と第2条件の相違の態様は、第1条件と第2条件とで選択における母集団が異なることである。つまり、第1条件は、キャラクタデータベースに含まれるすべてのモンスターキャラクタを母集団として選択し、第2条件は、第1選択手段52によって選択された所定数のモンスターキャラクタを母集団として選択する。また、第1条件と第2条件とでは、選択されるモンスターキャラクタの数が異なる。第1条件と第2条件の相違の他の例として、一方の条件では、1回の選択操作によって母集団の中からランダムに所定数のモンスターキャラクタを選択し、他方の条件では、複数回の選択操作に対して母集団の中から各回独立に1つのモンスターキャラクタを抽出することであってもよい。 The selection conditions in the second selection means 53 may be different from the selection conditions in the first selection means 52. When the conditions are set so as to be different from each other, the mode of the difference can be set as appropriate. When the selection condition in the first selection means 52 is the first condition and the selection condition in the second selection means 53 is the second condition, in the present embodiment, the difference between the first condition and the second condition is the first condition. The population in the selection is different between the condition and the second condition. That is, the first condition selects all monster characters included in the character database as a population, and the second condition selects a predetermined number of monster characters selected by the first selection means 52 as a population. Further, the number of selected monster characters differs between the first condition and the second condition. As another example of the difference between the first condition and the second condition, in one condition, a predetermined number of monster characters are randomly selected from the population by one selection operation, and in the other condition, a plurality of times One monster character may be extracted independently from the population for each selection operation.
 第1特典付与手段54は、第2選択手段53によって選択されたモンスターキャラクタ(第2オブジェクト)、及び当該モンスターキャラクタ(第2オブジェクト)に基づくゲーム上のポイント(特典)のうち少なくともいずれかをユーザに付与する機能を備える。
 第1特典付与手段54の機能を実現するために、CPU11は、以下の処理を行う。2段階抽選における2段目の選択結果としての上記N個のモンスターキャラクタをユーザに付与する場合、CPU11は、記憶媒体17にアクセスして、処理対象となるユーザのユーザデータにおける保有キャラクタのデータとして、そのN個のモンスターキャラクタの識別コードを書き込む処理を行う。2段階抽選における2段目の選択結果としての上記N個のモンスターキャラクタに基づいてポイント(特典)をユーザに付与する場合、CPU11は、記憶媒体17にアクセスして、処理対象となるユーザのユーザデータにおけるポイントを加算して上書きする処理を行う。
 CPU11は、N個のモンスターキャラクタのみをユーザに付与してもよいし、ポイントのみをユーザに付与してもよいし、N個のモンスターキャラクタとポイントの双方をユーザに付与してもよい。
The first privilege granting means 54 is a user who selects at least one of the monster character (second object) selected by the second selection means 53 and points (privileges) on the game based on the monster character (second object). It has the function to give to.
In order to realize the function of the first privilege granting unit 54, the CPU 11 performs the following processing. When giving the N monster characters as the selection result of the second stage in the two-stage lottery to the user, the CPU 11 accesses the storage medium 17 as data of the possessed character in the user data of the user to be processed. The process of writing the identification codes of the N monster characters is performed. When giving points (privileges) to the user based on the N monster characters as the second stage selection result in the two stage lottery, the CPU 11 accesses the storage medium 17 and the user of the user to be processed Overwrites by adding points in the data.
The CPU 11 may give only N monster characters to the user, may give only points to the user, or may give both N monster characters and points to the user.
 なお、2段階抽選における2段目の選択結果としてのN個のモンスターキャラクタと、ユーザに付与されるポイントの量との関係が記述されるテーブルが例えばROM12上に設けられ、CPU11は、ROM12内のテーブルを参照してポイントの量を決定する。その場合、例えばN個のモンスターキャラクタが選択される確率が小さいほどポイントの量が大きくなるようにすることが好ましい。例えば、N個のモンスターキャラクタについて、モンスタータイプがすべて同じである場合に20ptを付与し、モンスタータイプがすべて同じであり、かつ特定のモンスターキャラクタが含まれている場合に30ptを付与してもよい。
 なお、ポイントの量の決定方法は、テーブルを参照する方法に限られず、N個のモンスターキャラクタのパラメータ等の設定値を所定の数式に当てはめて算出するような方法を採ることもできる。
Note that a table describing the relationship between the N monster characters as the second stage selection result in the two stage lottery and the amount of points given to the user is provided on the ROM 12, for example. Refer to the table to determine the amount of points. In that case, for example, it is preferable that the amount of points increases as the probability of selecting N monster characters decreases. For example, for N monster characters, 20 pt may be given when the monster types are all the same, and 30 pt may be given when the monster types are all the same and a specific monster character is included. .
Note that the method of determining the amount of points is not limited to a method of referring to a table, and a method of calculating a set value such as a parameter of N monster characters by applying a predetermined mathematical formula may be employed.
 (1-4)本実施形態のゲーム装置の主要な処理のフロー
 次に、本実施形態のゲーム装置1により行われる主要な処理のフローの一例について、図9のフローチャートを参照して説明する。なお、図9には、図6及び図7のゲーム画像S1~S4の表示タイミングを付記してある。
 CPU11は、ゲーム画像S1においてメニューm3(2段階抽選)が選択操作されたことを認識すると(ステップS100:YES)、ゲーム画像S2を表示するための画像データを画像処理回路14へ送出し、ゲーム画像S2におけるメニューm4(「1段目の抽選を行う」)に対する選択操作の入力を待機する(ステップS110)。CPU11は、メニューm4に対する選択操作を認識すると(ステップS110:YES)、キャラクタデータベースに記憶されているモンスターキャラクタの中からM個のモンスターキャラクタを、ランダムに、あるいは所定の規則に従って選択する(ステップS120)。なお、ゲーム画像S1においてメニューm3(2段階抽選)が選択操作されなければ(ステップS100:NO)、終了する。
(1-4) Main Process Flow of Game Device of Present Embodiment Next, an example of the main process flow performed by the game apparatus 1 of the present embodiment will be described with reference to the flowchart of FIG. In FIG. 9, display timings of the game images S1 to S4 of FIGS. 6 and 7 are added.
When the CPU 11 recognizes that the menu m3 (two-stage lottery) has been selected in the game image S1 (step S100: YES), the CPU 11 sends image data for displaying the game image S2 to the image processing circuit 14, and the game It waits for an input of a selection operation for the menu m4 in the image S2 ("perform first lottery") (step S110). When the CPU 11 recognizes the selection operation for the menu m4 (step S110: YES), the CPU 11 selects M monster characters from the monster characters stored in the character database at random or in accordance with a predetermined rule (step S120). ). If the menu m3 (two-stage lottery) is not selected in the game image S1 (step S100: NO), the process ends.
 CPU11は、ステップS120の後にゲーム画像S3を表示するための画像データを画像処理回路14へ送出し、ゲーム画像S3におけるメニューm5(「2段目の抽選を行う」)に対する選択操作の入力を待機する(ステップS130)。CPU11は、メニューm5に対する選択操作を認識すると(ステップS130:YES)、ステップS120で選択されたM個のモンスターキャラクタの中からN個(例えば、N<M)のモンスターキャラクタを、ランダムに、あるいは所定の規則に従って選択する(ステップS140)。CPU11は、N個のモンスターキャラクタを選択した後にゲーム画像S4を表示するための画像データを画像処理回路14へ送出する。 After step S120, the CPU 11 sends image data for displaying the game image S3 to the image processing circuit 14, and waits for an input of a selection operation for the menu m5 (“second lottery”) in the game image S3. (Step S130). When the CPU 11 recognizes the selection operation for the menu m5 (step S130: YES), the CPU 11 randomly selects N (for example, N <M) monster characters from the M monster characters selected in step S120, or A selection is made according to a predetermined rule (step S140). The CPU 11 sends image data for displaying the game image S4 to the image processing circuit 14 after selecting N monster characters.
 次いでCPU11は、ステップS140で選択したN個のモンスターキャラクタ、及び、そのN個のモンスターキャラクタに基づくポイント(特典)のうち少なくともいずれかをユーザに付与することを決定する(ステップS150)。CPU11は、N個のモンスターキャラクタをユーザに付与する場合、記憶媒体17にアクセスして、処理対象となるユーザのユーザデータにおける保有キャラクタのデータとして、そのN個のモンスターキャラクタの識別コードを書き込む処理を行う(ステップS160)。CPU11は、N個のモンスターキャラクタに基づいてポイントをユーザに付与する場合、記憶媒体17にアクセスして、処理対象となるユーザのユーザデータにおけるポイントを加算して上書きする処理を行う(ステップS160)。 Next, the CPU 11 determines to give at least one of the N monster characters selected in step S140 and the points (privileges) based on the N monster characters (step S150). When the CPU 11 gives N monster characters to the user, the CPU 11 accesses the storage medium 17 and writes the identification codes of the N monster characters as possessed character data in the user data of the user to be processed. Is performed (step S160). When the CPU 11 gives points to the user based on the N monster characters, the CPU 11 accesses the storage medium 17 and performs a process of adding and overwriting points in the user data of the user to be processed (step S160). .
 以上説明したように、本実施形態のゲーム装置1によれば、ユーザは、自らの操作入力に応じて、母集団としての複数のモンスターキャラクタ(オブジェクト)の中からモンスターキャラクタ(第1オブジェクト)が選択され、1段目の抽選結果を得る。さらに、ユーザは、その1段目の抽選結果の中からモンスターキャラクタ(第2オブジェクト)が選択され、2段目の抽選結果を得る。つまり、ユーザは、1つの母集団の中から2回(2段階)の抽選結果を楽しむことができる。さらに、ユーザは、2段目の抽選結果であるモンスターキャラクタ(第2オブジェクト)、及びそのモンスターキャラクタ(第2オブジェクト)に基づくゲーム上の特典のうち少なくともいずれかの特典を得ることができる。そのため、ユーザは、オブジェクトの選択あるいは抽選自体を楽しむことができ、興趣性の高いゲームを実現することができる。 As described above, according to the game device 1 of the present embodiment, a user can select a monster character (first object) from a plurality of monster characters (objects) as a population in response to his / her operation input. The first lottery result is obtained. Further, the user selects a monster character (second object) from the first lottery result and obtains the second lottery result. That is, the user can enjoy a lottery result twice (two stages) from one population. Furthermore, the user can obtain at least one of the benefits on the game based on the monster character (second object), which is the second lottery result, and the monster character (second object). Therefore, the user can enjoy selection of an object or lottery itself, and can realize a highly entertaining game.
 (2)第2の実施形態
 次に本発明の第2の実施形態について説明する。本実施形態のゲーム装置1aは、図2と同様のハードウエア構成を備える。以下、第1の実施形態のゲーム装置1と異なる点について説明する。
(2) Second Embodiment Next, a second embodiment of the present invention will be described. The game apparatus 1a of this embodiment has the same hardware configuration as that shown in FIG. Hereinafter, differences from the game apparatus 1 of the first embodiment will be described.
 図10に、本実施形態のゲーム装置1aの機能ブロック図を示す。図10の機能ブロック図は、図8に示したものと比較して第2特典付与手段55が追加された点で異なる。
 第2特典付与手段55は、第1選択手段52によって選択された複数のモンスターキャラクタ(第1オブジェクト)、又は当該複数のモンスターキャラクタ(第1オブジェクト)に基づくゲーム上のポイント(特典)のうち少なくともいずれかをユーザに付与する機能を備える。
In FIG. 10, the functional block diagram of the game device 1a of this embodiment is shown. The functional block diagram of FIG. 10 is different from that shown in FIG. 8 in that a second privilege giving means 55 is added.
The second privilege granting means 55 is at least a plurality of monster characters (first object) selected by the first selection means 52 or a point (privilege) on the game based on the plurality of monster characters (first object). It has a function to give either one to the user.
 第2特典付与手段55によるゲーム画像の表示例を図11に示す。図11に示すように、本実施形態のゲーム装置1aでは、図7のゲーム画像S3に代えて、ゲーム画像S3aが表示される。ゲーム画像S3aに示すように、本実施形態では、2段階抽選における1段目の選択結果であるM個のモンスターキャラクタと、そのM個のモンスターキャラクタに基づくポイント(特典)がユーザに付与される。なお、M個のモンスターキャラクタ又はポイントのうちいずれかがユーザに付与されるようにしてもよい。また、1段目の選択結果に基づいてM個のモンスターキャラクタがユーザに付与される場合には、ゲーム画像S4aに示すように、2段階抽選における2段目の選択結果は、その選択結果におけるモンスターキャラクタの組み合わせが予めテーブルに記述されている関係を満たす場合に、ポイントを付与してもよい。 FIG. 11 shows a display example of the game image by the second privilege giving means 55. As shown in FIG. 11, in the game apparatus 1a of the present embodiment, a game image S3a is displayed instead of the game image S3 of FIG. As shown in the game image S3a, in the present embodiment, M monster characters that are the first stage selection results in the two-stage lottery and points (privileges) based on the M monster characters are given to the user. . Note that any of the M monster characters or points may be given to the user. Further, when M monster characters are given to the user based on the selection result of the first step, as shown in the game image S4a, the selection result of the second step in the two-step lottery is based on the selection result. Points may be awarded when the combination of monster characters satisfies the relationship described in the table in advance.
 第2特典付与手段55の機能を実現するために、CPU11は、以下の処理を行う。2段階抽選における1段目の選択結果としての上記M個のモンスターキャラクタをユーザに付与する場合、CPU11は、記憶媒体17にアクセスして、処理対象となるユーザのユーザデータにおける保有キャラクタのデータとして、そのM個のモンスターキャラクタの識別コードを書き込む処理を行う。2段階抽選における1段目の選択結果としての上記M個のモンスターキャラクタに基づいてポイント(特典)をユーザに付与する場合、CPU11は、記憶媒体17にアクセスして、処理対象となるユーザのユーザデータにおけるポイントを加算して上書きする処理を行う。このとき、2段階抽選における1段目の選択結果としてのM個のモンスターキャラクタと、ユーザに付与されるポイントの量との関係が記述されるテーブルが例えばROM12上に設けられ、CPU11は、ROM12内のテーブルを参照してポイントの量を決定する。 In order to realize the function of the second privilege giving means 55, the CPU 11 performs the following processing. When giving the M monster characters as the selection result of the first stage in the two-stage lottery to the user, the CPU 11 accesses the storage medium 17 and stores the data of the retained characters in the user data of the user to be processed. Then, a process of writing identification codes of the M monster characters is performed. When giving points (privileges) to the user based on the M monster characters as the first stage selection result in the two-stage lottery, the CPU 11 accesses the storage medium 17 and the user of the user to be processed Overwrites by adding points in the data. At this time, a table describing the relationship between the M monster characters as the selection result of the first step in the two-step lottery and the amount of points given to the user is provided on, for example, the ROM 12. Refer to the table in to determine the amount of points.
 本実施形態のゲーム装置1aによれば、2段目だけでなく1段目の抽選結果であるモンスターキャラクタ(第1オブジェクト)、及びその第1オブジェクトに基づくゲーム上の特典のうち少なくともいずれかの特典を得ることができるため、第1の実施形態のゲーム装置1よりもさらに興趣性の高いゲームを実現することができる。 According to the game device 1a of the present embodiment, at least one of the monster character (first object) that is the first lottery result as well as the second row and the game benefits based on the first object. Since a privilege can be obtained, a game that is even more interesting than the game apparatus 1 of the first embodiment can be realized.
 (3)第3の実施形態
 次に、本発明の第3の実施形態について説明する。本実施形態のゲーム装置1bは、図2と同様のハードウエア構成を備える。以下、第1の実施形態のゲーム装置1と異なる点について説明する。
(3) Third Embodiment Next, a third embodiment of the present invention will be described. The game apparatus 1b according to the present embodiment has the same hardware configuration as that shown in FIG. Hereinafter, differences from the game apparatus 1 of the first embodiment will be described.
 (3-1)本実施形態のゲームの内容
 次に、本実施形態のゲームの内容について、図12~15を参照して説明する。図12~15はそれぞれ、本実施形態のゲームのゲーム画像の一例である。
 なお、本実施形態のゲーム装置1bの表示装置3には、ゲーム装置1と同様に、上部液晶モニタ3aと下部液晶モニタ3bとが含まれるが、図12~15に示すゲーム画像は、上部液晶モニタ3a又は下部液晶モニタ3bのいずれかに表示されればよい。
(3-1) Content of Game of the Present Embodiment Next, the content of the game of the present embodiment will be described with reference to FIGS. 12 to 15 are examples of game images of the game according to this embodiment.
Note that the display device 3 of the game apparatus 1b of the present embodiment includes an upper liquid crystal monitor 3a and a lower liquid crystal monitor 3b, as in the game apparatus 1, but the game images shown in FIGS. It may be displayed on either the monitor 3a or the lower liquid crystal monitor 3b.
 ゲーム画像S0(図5)においてメニューm2が選択操作されると、図12に示すゲーム画像S11が表示装置3に表示される。ゲーム画像S11には、ユーザが用意される抽選の一覧(抽選一覧)が含まれる。ゲーム画像S11の例では、100年令抽選と体長100m抽選が抽選一覧に含まれ、それぞれに対応するメニューm7、m8(「決定」)が設けられる。各抽選は、第1の実施形態で述べた2段階抽選と同様に、2段階の抽選から構成されている。100年令抽選は、1段目の抽選において、モンスターキャラクタの年令の積算値が100年を超えるまでモンスターキャラクタを引くことができる抽選である。体長100m抽選は、1段目の抽選において、モンスターキャラクタの体長の積算値が100mを超えるまでモンスターキャラクタを引くことができる抽選である。
 ゲーム画像S11において例えばメニューm8が選択操作されると、ゲーム画像S12が表示装置3に表示される。ゲーム画像S12には、ユーザによって選択された体長100m抽選のうち1段目の抽選を行うためのメニューm11(「抽選する」)が含まれる。
When the menu m2 is selected and operated on the game image S0 (FIG. 5), the game image S11 shown in FIG. The game image S11 includes a lottery list (lottery list) prepared by the user. In the example of the game image S11, a 100-year-old lottery and a 100-m lottery are included in the lottery list, and menus m7 and m8 (“determine”) corresponding to each are provided. Each lottery is composed of a two-stage lottery similar to the two-stage lottery described in the first embodiment. The 100-year age lottery is a lottery in which the monster character can be drawn until the accumulated value of the age of the monster character exceeds 100 years in the first lottery. The body length 100m lottery is a lottery in which the monster character can be drawn until the integrated value of the body length of the monster character exceeds 100 meters in the first stage lottery.
For example, when the menu m8 is selected in the game image S11, the game image S12 is displayed on the display device 3. The game image S12 includes a menu m11 (“Lottery”) for performing the first lottery of the 100-m lottery selected by the user.
 ゲーム画像S12においてメニューm11が選択操作されると、図13のゲーム画像S13が表示装置3に表示される。ゲーム画像S13には、1枚目のモンスターキャラクタの選択結果の表示例を示している。ゲーム画像S13には、選択されたモンスターキャラクタの画像を表示する表示領域201と、そのモンスターキャラクタに関するデータを含むテキストを表示する表示領域202と、モンスターキャラクタの特定の設定値(この例では、体長の値)の積算値(この例では、体長積算値)を表示する表示領域203と、メニューm12「次のモンスターを引く」とが含まれる。 When the menu m11 is selected and operated in the game image S12, the game image S13 in FIG. 13 is displayed on the display device 3. The game image S13 shows a display example of the selection result of the first monster character. The game image S13 includes a display area 201 for displaying an image of the selected monster character, a display area 202 for displaying text including data relating to the monster character, and a specific set value of the monster character (in this example, the body length Display area 203 for displaying an integrated value (in this example, a body length integrated value) and a menu m12 “Draw next monster”.
 ゲーム画像S14~S16(図13及び図14)では、メニューm12が選択操作された度に、ゲーム画像S13と同様にして、順次モンスターキャラクタの選択結果が表示される。このとき、表示領域203に表示される体長積算値は、モンスターキャラクタの選択結果を表示する度に更新される。ゲーム画像S14~S16では、新たなモンスターキャラクタを引く操作を行う度に表示領域203に表示される体長積算値が更新され、体長積算値が10メートルを超えるという所定の条件を満足するまで連続的に、モンスターキャラクタの選択結果が表示される。ゲーム画像S16は、体長積算値が10メートルを超えるという条件を満たす最後のモンスターキャラクタが表示されている。 In the game images S14 to S16 (FIGS. 13 and 14), every time the menu m12 is selected, the monster character selection results are sequentially displayed in the same manner as the game image S13. At this time, the body length integrated value displayed in the display area 203 is updated each time the selection result of the monster character is displayed. In the game images S14 to S16, the body length integrated value displayed in the display area 203 is updated each time an operation for drawing a new monster character is performed, and continuously until the predetermined condition that the body length integrated value exceeds 10 meters is satisfied. The monster character selection result is displayed. In the game image S16, the last monster character that satisfies the condition that the integrated length exceeds 10 meters is displayed.
 ゲーム画像S17には、1段目の抽選の抽選結果であるモンスターキャラクタ群(つまり、ゲーム画像S13~S16で選択された複数のモンスターキャラクタ)の画像が含まれる。ゲーム画像S17にはさらに、2段目の抽選を行うためのメニューm13(「2段目の抽選を行う」)が含まれる。ゲーム画像S17においてメニューm13が選択操作されると、ゲーム画像S18が表示装置3に表示される。ゲーム画像S18には、2段目の抽選の抽選結果であるモンスターキャラクタ群の画像が含まれる。なお、2段目の抽選は、第1の実施形態と同様に、1段目の抽選の抽選結果の中からランダムに、あるいは所定の規則に従って選択する方法を採ることができる。
 本実施形態では、ゲーム画像S17で表示されているモンスターキャラクタ群がユーザに付与されてもよいし、ゲーム画像S18で選択されたモンスターキャラクタ群が付与されてもよい。また、ゲーム画像S17で表示されているモンスターキャラクタ群に基づいて所定量のポイントが特典としてユーザに付与されてもよいし、ゲーム画像S18で表示されているモンスターキャラクタ群に基づいて所定量のポイントが特典としてユーザに付与されてもよい。
The game image S17 includes an image of a monster character group (that is, a plurality of monster characters selected in the game images S13 to S16) that is a lottery result of the first lottery. The game image S17 further includes a menu m13 for performing the second stage lottery (“perform the second stage lottery”). When the menu m13 is selected and operated in the game image S17, the game image S18 is displayed on the display device 3. The game image S18 includes an image of a monster character group that is the lottery result of the second lottery. As in the first embodiment, the second stage lottery can be selected at random from the lottery results of the first stage lottery or according to a predetermined rule.
In the present embodiment, the monster character group displayed in the game image S17 may be given to the user, or the monster character group selected in the game image S18 may be given. Further, a predetermined amount of points may be given to the user as a privilege based on the monster character group displayed in the game image S17, or a predetermined amount of point based on the monster character group displayed in the game image S18. May be given to the user as a privilege.
 (3-2)ゲーム制御装置における各機能の概要
 図16に、本実施形態のゲーム装置1bの機能ブロック図を示す。図16の機能ブロック図は、図8に示したものと比較して取得手段56及び判定手段57が追加された点で異なる。なお、第2の実施形態で述べた第2特典付与手段55をさらに追加してもよい。
(3-2) Overview of Functions in Game Control Device FIG. 16 shows a functional block diagram of the game device 1b of this embodiment. The functional block diagram of FIG. 16 differs from that shown in FIG. 8 in that an acquisition unit 56 and a determination unit 57 are added. In addition, you may further add the 2nd privilege provision means 55 described in 2nd Embodiment.
 図16において、取得手段56は、記憶媒体17(記憶装置)に記憶されているキャラクタデータベース(図7)を参照して、第1選択手段52によって選択されたモンスターキャラクタの設定値を取得する機能を有する。
 判定手段57は、取得手段56によって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する機能を有する。
 第1選択手段52は、判定手段57によって上記所定の条件を満足する間、モンスターキャラクタ(第1オブジェクト)を選択する機能を備える。
In FIG. 16, the acquisition means 56 refers to the character database (FIG. 7) stored in the storage medium 17 (storage device), and acquires the setting value of the monster character selected by the first selection means 52. Have
The determination unit 57 has a function of determining whether a predetermined condition is satisfied based on the setting value acquired by the acquisition unit 56.
The first selection means 52 has a function of selecting a monster character (first object) while the determination means 57 satisfies the predetermined condition.
 判定手段57における所定の条件は任意に設定できるが、本実施形態のゲームの例では、第1選択手段52により選択される複数のモンスターキャラクタの設定値の積算値が所定値以下であることが条件である。ここで、積算対象となる設定値は、抽選の内容に基づいて適宜設定することができる。例えば、図12の100年令抽選が選択される場合には、モンスターキャラクタの年令の値が設定値に相当し、図12の体長100m抽選が選択される場合には、モンスターキャラクタの体長の値が設定値に相当する。 Although the predetermined condition in the determination unit 57 can be set arbitrarily, in the example of the game of the present embodiment, the integrated value of the set values of the plurality of monster characters selected by the first selection unit 52 may be equal to or less than the predetermined value. It is a condition. Here, the set value to be integrated can be set as appropriate based on the contents of the lottery. For example, when the 100-year lottery of FIG. 12 is selected, the age value of the monster character corresponds to the set value, and when the 100-m lottery of FIG. 12 is selected, the length of the monster character's body length is selected. The value corresponds to the set value.
 例えば、上記積算値が所定値以下であることが所定の条件である場合には、取得手段56、判定手段57、及び第1選択手段52の機能は、以下のようにして実現される。CPU11は、処理対象のユーザによる適切な選択操作(例えば図12~14のメニューm11又は12に対する選択操作)を認識してモンスターキャラクタを選択する度に、そのモンスターキャラクタの設定値をキャラクタデータベース(図7)から読み出す(取得する)。CPU11は、取得したモンスターキャラクタの設定値に基づいて所定の条件が満たされているか判定する。このとき、所定の条件が、選択される複数のモンスターキャラクタの設定値の積算値が所定値以下であるため、CPU11は、読み出した設定値の積算値を都度RAM13に一時的に記憶するとともに、積算値を算出する度に、算出した積算値を所定値と比較し、積算値が所定値を超えたか否か判定する処理を行う。積算値が所定値以下である(所定の条件を満足する)間は、モンスターキャラクタの選択を継続し、積算値が所定値を超えた場合には、新たなモンスターキャラクタを選択することを停止する。 For example, when the predetermined condition is that the integrated value is equal to or less than a predetermined value, the functions of the acquisition unit 56, the determination unit 57, and the first selection unit 52 are realized as follows. Each time the CPU 11 recognizes an appropriate selection operation (for example, a selection operation on the menu m11 or 12 in FIGS. 12 to 14) by the user to be processed and selects a monster character, the CPU 11 sets the set value of the monster character in the character database (FIG. 7) Read (obtain). The CPU 11 determines whether a predetermined condition is satisfied based on the acquired setting value of the monster character. At this time, since the predetermined condition is that the integrated value of the set values of the plurality of selected monster characters is equal to or less than the predetermined value, the CPU 11 temporarily stores the read integrated value of the set value in the RAM 13 each time, Each time the integrated value is calculated, the calculated integrated value is compared with a predetermined value, and a process for determining whether or not the integrated value exceeds the predetermined value is performed. While the integrated value is less than or equal to the predetermined value (satisfying the predetermined condition), the selection of the monster character is continued, and when the integrated value exceeds the predetermined value, the selection of a new monster character is stopped. .
 (3-3)本実施形態のゲーム装置の主要な処理のフロー
 次に、本実施形態のゲーム装置1bにより行われる主要な処理のフローの一例について、図17A,図17B、及び図18A,図18Bのフローチャートを参照して説明する。なお、図17A,図17B、及び図18A,図18Bには、図12~15のゲーム画像S11~S18の表示タイミングを付記してある。
 なお、図17A,図17Bは、ユーザの1回のメニューの選択操作に応じてモンスターキャラクタが1体ずつ選択される場合の処理のフローを示す。図18A,図18Bは、ユーザによる1回のメニューの選択操作に応じて、すべてのモンスターキャラクタが一括して選択される場合の処理のフローを示す。
(3-3) Main Process Flow of Game Device of This Embodiment Next, an example of the main process flow performed by the game apparatus 1b of this embodiment will be described with reference to FIGS. 17A, 17B, and 18A, FIG. This will be described with reference to the flowchart of 18B. Note that the display timings of the game images S11 to S18 of FIGS. 12 to 15 are appended to FIGS. 17A, 17B, 18A, and 18B.
FIG. 17A and FIG. 17B show a processing flow in the case where monster characters are selected one by one in response to the user's one-time menu selection operation. FIG. 18A and FIG. 18B show a processing flow in the case where all monster characters are selected at once in response to a single menu selection operation by the user.
 (A)ユーザ操作の都度にモンスターキャラクタが選択される場合の処理
 以下、図17A,図17Bの各処理を順に説明する。
 CPU11は、ゲーム画像S11において例えばメニューm8(体長100m抽選)が選択操作されたことを認識すると(ステップS200:YES)、積算値Psumを初期化する(ステップS210)。この積算値Psumは、モンスターキャラクタに設けられている複数の項目のいずれかの設定値の積算値である。次いでCPU11は、画像データを画像処理回路14へ送出し、それによって、選択された抽選の開始画面(ゲーム画像S12)が表示される。
 CPU11は、ゲーム画像S12においてメニューm11(「抽選する」)が選択操作されたことを認識すると(ステップS220:YES)、所定の条件を満足するような数のモンスターキャラクタを選択する処理を開始する。CPU11は、キャラクタデータベース(図7参照)に含まれるモンスターキャラクタの中からいずれか1つのモンスターキャラクタを選択する処理を行う(ステップS230)。CPU11は、モンスターキャラクタを選択するとそのモンスターキャラクタの設定値(Xとする。)を読み出す(ステップS240)。前述した体長10m抽選の場合、読み出されるモンスターキャラクタの設定値は、そのモンスターキャラクタに設定されている体長の値である。CPU11は、積算値Psumに対して、読み出した設定値(X)の積算値を算出する処理を行う(ステップS250)。
(A) Processing when a monster character is selected every time a user operation is performed Hereinafter, each processing of FIGS. 17A and 17B will be described in order.
When the CPU 11 recognizes that, for example, the menu m8 (body length 100m lottery) has been selected in the game image S11 (step S200: YES), the CPU 11 initializes the integrated value Psum (step S210). This integrated value Psum is an integrated value of a set value of any of a plurality of items provided in the monster character. Next, the CPU 11 sends the image data to the image processing circuit 14, whereby the selected lottery start screen (game image S12) is displayed.
When the CPU 11 recognizes that the menu m11 (“Lottery”) has been selected in the game image S12 (step S220: YES), the CPU 11 starts a process of selecting a number of monster characters that satisfy a predetermined condition. . CPU11 performs the process which selects any one monster character from the monster characters contained in a character database (refer FIG. 7) (step S230). When the CPU 11 selects a monster character, the CPU 11 reads a set value (X) of the monster character (step S240). In the case of the above-described lottery with a body length of 10 m, the read setting value of the monster character is the value of the body length set for the monster character. CPU11 performs the process which calculates the integrated value of the read setting value (X) with respect to the integrated value Psum (step S250).
 次にCPU11は、算出した積算値Psumと所定値(THとする。)とを比較する(ステップS260)。この比較結果の後、CPU11は、ステップS230で選択したモンスターキャラクタと積算値を含むゲーム画像を生成して画像処理回路14へ送出する。なお、ステップS260における所定値THは、体長10m抽選の場合、10(メートル)である。CPU11は、積算値Psumが所定値TH以下である限り(ステップS260:YES)、メニューm12(「次のモンスターを引く」)の選択操作を認識する度に(ステップS220:YES)、ステップS230~S260の処理を行い、順次新たなモンスターキャラクタを選択する。
 CPU11は、積算値Psumが所定値THを超えた場合には(ステップS260:NO)、積算値Psumが所定値THを超えたこと(つまり、体長積算値が10mを超えたこと)を通知するように画像データを生成する。それによって、例えば、図14のゲーム画像S16が表示装置3に表示される。
Next, the CPU 11 compares the calculated integrated value Psum with a predetermined value (TH) (step S260). After the comparison result, the CPU 11 generates a game image including the monster character selected in step S230 and the integrated value, and sends it to the image processing circuit 14. Note that the predetermined value TH in step S260 is 10 (meters) in the case of a lottery with a body length of 10 m. As long as the integrated value Psum is equal to or less than the predetermined value TH (step S260: YES), the CPU 11 recognizes the selection operation of the menu m12 (“Draw next monster”) (step S220: YES), and performs steps S230 to S230. The process of S260 is performed, and new monster characters are sequentially selected.
When the integrated value Psum exceeds the predetermined value TH (step S260: NO), the CPU 11 notifies that the integrated value Psum exceeds the predetermined value TH (that is, the body length integrated value exceeds 10 m). The image data is generated as follows. Thereby, for example, the game image S <b> 16 of FIG. 14 is displayed on the display device 3.
 次いでCPU11は、ステップS220~S260の一連の処理によって選択されたモンスターキャラクタ群(P個のモンスターキャラクタとする。)を表示するための画像データを画像処理回路14へ送出し、それによって例えば図15に示すゲーム画像S17が表示装置3に表示される。CPU11は、ゲーム画像S17においてメニューm13(「2段目の抽選を行う」)が選択操作されたことを認識すると(ステップS270:YES)、上記P個のモンスターキャラクタの中から所定数(Q個とする。例えば、Q<Pである。)のモンスターキャラクタを、ランダムに、あるいは所定の規則に従って選択する(ステップS280)。CPU11は、ステップS280で選択したQ個のモンスターキャラクタ、及び、そのQ個のモンスターキャラクタに基づくポイント(特典)のうち少なくともいずれかをユーザに付与することを決定する(ステップS290)。CPU11は、Q個のモンスターキャラクタをユーザに付与する場合、記憶媒体17にアクセスして、処理対象となるユーザのユーザデータにおける保有キャラクタのデータとして、そのQ個のモンスターキャラクタの識別コードを書き込む処理を行う(ステップS300)。CPU11は、Q個のモンスターキャラクタに基づいてポイントをユーザに付与する場合、記憶媒体17にアクセスして、処理対象となるユーザのユーザデータにおけるポイントを加算して上書きする処理を行う(ステップS300)。 Next, the CPU 11 sends image data for displaying the monster character group (P monster characters) selected by the series of processing in steps S220 to S260 to the image processing circuit 14, thereby, for example, FIG. Is displayed on the display device 3. When the CPU 11 recognizes that the menu m13 (“second lottery is performed”) is selected in the game image S17 (step S270: YES), the CPU 11 determines a predetermined number (Q) from the P monster characters. For example, a monster character of Q <P) is selected randomly or according to a predetermined rule (step S280). The CPU 11 determines to give the user at least one of the Q monster characters selected in step S280 and the points (privileges) based on the Q monster characters (step S290). When the CPU 11 gives Q monster characters to the user, the CPU 11 accesses the storage medium 17 and writes the identification codes of the Q monster characters as possessed character data in the user data of the user to be processed. (Step S300). CPU11 performs the process which accesses the storage medium 17 and adds and overwrites the point in the user data of the user used as a process target, when giving a user a point based on Q monster characters (step S300). .
 (B)ユーザによる1回の操作に応じて、すべてのモンスターキャラクタを一括して選択する場合の処理
 図18A,図18Bのフローチャートでは、図17A,図17Bのそれと相違する処理についてのみ異なる符号を付してある。以下、図17A,図17Bとの相違点に着目して図18A,図18Bのフローチャートを説明する。図18A,図18Bのフローチャートでは、ステップS220aにおいて、いったんメニューm11(「抽選する」)が選択操作されたことが認識されると、CPU11は、ステップS260の条件が満たされなくなるまでステップS230~S250を繰り返し行い、順次モンスターキャラクタを選択する。これにより、ユーザによるメニューm11の選択操作に応じて、1段目の選択において、すべてのモンスターキャラクタが一括して選択される。
(B) Processing in a case where all monster characters are selected at once according to one operation by the user In the flowcharts of FIGS. 18A and 18B, different symbols are given only for processing that is different from that of FIGS. 17A and 17B. It is attached. Hereinafter, the flowcharts of FIGS. 18A and 18B will be described by focusing on differences from FIGS. 17A and 17B. In the flowcharts of FIGS. 18A and 18B, when it is recognized in step S220a that the menu m11 (“Lottery”) has been selected, the CPU 11 performs steps S230 to S250 until the condition of step S260 is not satisfied. Repeat to select monster characters. Thereby, according to the selection operation of the menu m11 by the user, all the monster characters are selected at the same time in the first selection.
 上述したように、本実施形態では、第1の実施形態で述べた2段階抽選における1段目において、例えばモンスターキャラクタの体長の積算値が所定値以下であるという条件等の所定の条件を満足する間、モンスターキャラクタ(第1オブジェクト)が選択されるようにした。そのため、1段目に選択されるモンスターキャラクタの数をユーザが予測することができない。このとき、1段目の選択によって得られるモンスターキャラクタ(第1オブジェクト)の数をモンスターキャラクタの設定値(体長、年令等)と関連付けているため、ユーザは必然的に、選択される各モンスターキャラクタの設定値に注目するようになる。よって、ユーザに特定の設定値に興味を持たせることができる。
 なお、上述したように、上記所定の条件は、第1選択手段52により選択されるモンスターキャラクタ(第1オブジェクト)の設定値の積算値と所定値との比較結果に基づいていてもよい。この場合、ユーザは、目的とする設定値の積算値が所定の条件を満足するか否かより注目することになる。そのため、逐次選択されるモンスターキャラクタ(第1オブジェクト)の特定の設定値に対してより注目するようになり、ユーザの興趣性を高めることができる。
As described above, in this embodiment, in the first stage in the two-stage lottery described in the first embodiment, for example, a predetermined condition such as a condition that the integrated value of the body length of the monster character is equal to or less than a predetermined value is satisfied. While doing so, the monster character (first object) was selected. Therefore, the user cannot predict the number of monster characters selected in the first stage. At this time, since the number of monster characters (first object) obtained by the selection in the first step is associated with the set values (body length, age, etc.) of the monster character, the user inevitably has to select each monster to be selected. Pay attention to the set value of the character. Therefore, the user can be interested in a specific set value.
As described above, the predetermined condition may be based on a comparison result between the integrated value of the set value of the monster character (first object) selected by the first selection means 52 and the predetermined value. In this case, the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific set value of the monster character (first object) that is sequentially selected, and the user's interest can be enhanced.
 判定手段57における所定の条件は、上述した実施形態の例のように、第1選択手段52により選択される複数のモンスターキャラクタの設定値の積算値と所定値との比較結果に基づいていてもよい。かかる条件はそれほど複雑でない条件であるため、ユーザは、目的とする設定値の積算値が所定の条件を満足するか否かについてより注目することになる。そのため、得られるモンスターキャラクタの特定の設定値に対してより注目するようになり、ユーザの興趣性を高めることができる。 Even if the predetermined condition in the determination unit 57 is based on the comparison result between the integrated value of the set values of the plurality of monster characters selected by the first selection unit 52 and the predetermined value as in the example of the embodiment described above. Good. Since such a condition is a condition that is not so complicated, the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific set value of the obtained monster character, and can enhance the interest of the user.
 上述した実施形態において、ゲーム画像S13~S16に示したように、モンスターキャラクタが選択される度にゲーム画像に表示される設定値の積算値を更新することが好ましい。これにより、ユーザが所定の条件を満足するか否かについて視覚的に認識しやすくなる。 In the embodiment described above, as shown in the game images S13 to S16, it is preferable to update the integrated value of the set value displayed on the game image every time a monster character is selected. Thereby, it becomes easy to visually recognize whether or not the user satisfies a predetermined condition.
 (4)第4の実施形態
 次に、本発明の第4の実施形態について説明する。本実施形態のゲーム装置1cは、図2と同様のハードウエア構成を備える。以下、第1の実施形態のゲーム装置1と異なる点について説明する。
(4) Fourth Embodiment Next, a fourth embodiment of the present invention will be described. The game apparatus 1c according to the present embodiment has the same hardware configuration as that shown in FIG. Hereinafter, differences from the game apparatus 1 of the first embodiment will be described.
 (4-1)本実施形態のゲームの内容
 本実施形態のゲームの内容について、図19~21を参照して説明する。図19及び図20はそれぞれ、本実施形態のゲームのゲーム画像の一例である。図21は、本実施形態のゲームの内容の原理について説明するための図である。
 なお、本実施形態のゲーム装置1cの表示装置3には、ゲーム装置1と同様に、上部液晶モニタ3aと下部液晶モニタ3bとが含まれるが、図19及び図20に示すゲーム画像は、上部液晶モニタ3a又は下部液晶モニタ3bのいずれかに表示されればよい。
(4-1) Content of Game of the Present Embodiment The content of the game of the present embodiment will be described with reference to FIGS. 19 and 20 are examples of game images of the game according to this embodiment. FIG. 21 is a diagram for explaining the principle of the contents of the game according to the present embodiment.
Note that the display device 3 of the game apparatus 1c of the present embodiment includes an upper liquid crystal monitor 3a and a lower liquid crystal monitor 3b, as in the game apparatus 1, but the game images shown in FIGS. It may be displayed on either the liquid crystal monitor 3a or the lower liquid crystal monitor 3b.
 図19のゲーム画像S17aは、一例として、図15のステップS17に代えて、体長10m抽選の1段目で選択されたモンスターキャラクタ群を表示するゲーム画像である。第3の実施形態では、このモンスターキャラクタ群の中から所定数のモンスターキャラクタを選択する場合を例示したが、本実施形態では、このモンスターキャラクタ群を構成する各モンスターキャラクタをシンボル(絵柄)に見立てた所定数のリールからなるスロットマシンによって、2段目のモンスターキャラクタの組み合わせが決定される。このスロットマシンの動作原理を図21に示してある。図21に示すように、このスロットマシンは所定数の擬似的なリールが設けられており、各リールは、1段目で選択されたモンスターキャラクタ群の各々がシンボルとして同一の順序で配設される。
 図19のゲーム画像S17aにおいてメニューm14(「スロット開始」)を選択操作すると、ゲーム画像S20が表示される。ゲーム画像S20には、体長10m抽選で選択されたモンスターキャラクタ群に基づくスロットマシンの表示領域301が設けられる。図19では、一例としてリール数が3個である場合が示され、表示領域301内には3個の窓301a~301cが設けられる。
As an example, the game image S17a in FIG. 19 is a game image that displays the monster character group selected in the first stage of the lottery with a body length of 10 m instead of step S17 in FIG. In the third embodiment, the case where a predetermined number of monster characters are selected from the monster character group is exemplified. However, in the present embodiment, each monster character constituting the monster character group is regarded as a symbol (design). A combination of monster characters in the second stage is determined by a slot machine having a predetermined number of reels. The operating principle of this slot machine is shown in FIG. As shown in FIG. 21, this slot machine is provided with a predetermined number of pseudo reels, and each reel is arranged in the same order as the monster character group selected in the first stage as a symbol. The
When the menu m14 (“slot start”) is selected in the game image S17a of FIG. 19, a game image S20 is displayed. In the game image S20, a display area 301 of a slot machine based on a monster character group selected by a lottery with a body length of 10 m is provided. FIG. 19 shows a case where the number of reels is three as an example, and three windows 301 a to 301 c are provided in the display area 301.
 ゲーム画像S20において、指示釦4dのいずれかの釦が押下されると、ゲーム画像S21に示すようにスロットマシンが回転を開始する。回転中は、表示領域301内の各窓に表示されるモンスターキャラクタが、図21に示した各リールに擬似的に配設されるモンスターキャラクタの順に切り替わる。指示釦4dのいずれかの釦の再度の押下操作、あるいは一定時間の経過の後にリールが減速を開始し、ついにはゲーム画像S22に示すようにリールが停止する。ゲーム画像S22において、3個の窓301a~301cに表示されるモンスターキャラクタのシンボルの組み合わせに基づいて、ユーザに付与されるポイント(特典)が決定される。 In the game image S20, when any one of the instruction buttons 4d is pressed, the slot machine starts rotating as shown in the game image S21. During the rotation, the monster characters displayed in the windows in the display area 301 are switched in the order of the monster characters arranged on each reel shown in FIG. The reel starts to decelerate after the depressing operation of any one of the instruction buttons 4d or the elapse of a predetermined time, and finally the reel stops as shown in the game image S22. In the game image S22, points (privileges) given to the user are determined based on a combination of monster character symbols displayed in the three windows 301a to 301c.
 (4-2)ゲーム制御装置における各機能の概要
 本実施形態のゲーム装置1cの機能ブロック図は、図8、図10又は図16に示したものと同じであってよい。なお、本実施形態において、第2特典付与手段55は設けなくてもよい。
 本実施形態では、第2選択手段53は、第1選択手段52によって選択されたモンスターキャラクタ(第1オブジェクト)の中から所定回数だけ各回1つのモンスターキャラクタを選択する(例えば、独立に抽出する)ことで、選択対象のモンスターキャラクタ(第2オブジェクト)を決定する機能を備える。この第2選択手段53の機能を実現するために、CPU11は、1段目で選択された複数のモンスターキャラクタからランダムにいずれかのモンスターキャラクタを選択することを、独立に所定回数繰り返して、所定個(R個とする。)のモンスターキャラクタの組み合わせを得る。なお、Rは、上記スロットマシンのリール数に相当する。
(4-2) Overview of Functions in Game Control Device The functional block diagram of the game device 1c of the present embodiment may be the same as that shown in FIG. 8, FIG. 10, or FIG. In addition, in this embodiment, the 2nd privilege provision means 55 does not need to be provided.
In the present embodiment, the second selection unit 53 selects one monster character each time from the monster character (first object) selected by the first selection unit 52 a predetermined number of times (for example, independently extracts). Thus, it has a function of determining a monster character (second object) to be selected. In order to realize the function of the second selection means 53, the CPU 11 repeatedly selects a monster character at random from the plurality of monster characters selected in the first step independently for a predetermined number of times. Get a combination of R (and R) monster characters. R corresponds to the number of reels in the slot machine.
 本実施形態では、第1特典付与手段54は、ゲーム上のポイント(特典)を付与する場合には、第2選択手段53の選択結果(第2オブジェクト)の組み合わせに基づいてポイントの量(特典の内容)を決定する機能を備える。この第1特典付与手段54の機能を実現するために、CPU11は、上記R個のモンスターキャラクタの組み合わせに基づいて、ユーザに付与すべきポイントの量を決定する。なお、R個のモンスターキャラクタと、ユーザに付与されるポイントの量との関係が記述されるテーブルが例えばROM12上に設けられ、CPU11は、ROM12内のテーブルを参照してポイントの量を決定する。 In the present embodiment, the first privilege granting unit 54, when granting points (privileges) on the game, the amount of points (privileges) based on the combination of the selection results (second objects) of the second selection unit 53. Content). In order to realize the function of the first privilege granting unit 54, the CPU 11 determines the amount of points to be given to the user based on the combination of the R monster characters. Note that a table describing the relationship between the R monster characters and the amount of points given to the user is provided on the ROM 12, for example, and the CPU 11 refers to the table in the ROM 12 to determine the amount of points. .
 (4-3)本実施形態のゲーム装置の主要な処理のフロー
 次に、本実施形態のゲーム装置1cにより行われる主要な処理のフローの一例について、図22及び図23のフローチャートを参照して説明する。なお、図22及び図23には、図19、20のゲーム画像S17a~S22の表示タイミングを付記してある。
 図22は、1段目の抽選が第3の実施形態(図17A,図17B)のそれと同一である場合を例としたフローチャートであるが、1段目の抽選方法はこれに限られず、第1の実施形態に示したように、キャラクタデータベースの中から所定数のモンスターキャラクタをランダムに、あるいは所定の規則に従って選択してもよい。図23は、スロット処理についてのフローチャートである。
(4-3) Flow of main processing of game device of this embodiment Next, an example of the flow of main processing performed by the game device 1c of this embodiment will be described with reference to the flowcharts of FIGS. explain. In FIGS. 22 and 23, display timings of the game images S17a to S22 of FIGS. 19 and 20 are added.
FIG. 22 is a flowchart illustrating an example in which the first stage lottery is the same as that of the third embodiment (FIGS. 17A and 17B), but the first stage lottery method is not limited to this. As shown in one embodiment, a predetermined number of monster characters may be selected randomly or according to a predetermined rule from the character database. FIG. 23 is a flowchart for slot processing.
 図22のフローチャートに関する以下の説明では、図17A,図17Bと同一の箇所については同一の符号を付して重複説明を省略する。
 図22において、CPU11は、ステップS220~S260の一連の処理によってモンスターキャラクタ群(P個のモンスターキャラクタとする。)を選択した後、メニューm14(「スロット開始」)が選択操作されたことを認識すると(ステップS400:YES)、図23に示すスロット処理を実行する(ステップS410)。
 スロット処理では先ず、CPU11は変数Kに1を代入する(ステップS500)。CPU11は、1段目の抽選で選択された上記P個のモンスターキャラクタの中から1つのモンスターキャラクタをランダムに抽出し(ステップS510)、変数Kをインクリメントする(ステップS520)。その後、CPU11は、変数Kが所定数Snumを超えるまでステップS510及びS520を繰り返す(ステップS530)。ここで、所定数Snumは、スロットマシンのリール数に相当する。変数Kが所定数Snumを超える場合には(ステップS530:YES)、所定数Snum、つまりスロットマシンのリール数に相当する数のモンスターキャラクタが抽出されたことを意味する。
In the following description regarding the flowchart of FIG. 22, the same portions as those in FIGS. 17A and 17B are denoted by the same reference numerals, and redundant description is omitted.
In FIG. 22, the CPU 11 recognizes that the menu m14 (“start slot”) has been selected after selecting a monster character group (P monster characters) through a series of processes in steps S220 to S260. Then (step S400: YES), the slot process shown in FIG. 23 is executed (step S410).
In the slot process, first, the CPU 11 substitutes 1 for a variable K (step S500). The CPU 11 randomly extracts one monster character from the P monster characters selected in the first lottery (step S510), and increments the variable K (step S520). Thereafter, the CPU 11 repeats steps S510 and S520 until the variable K exceeds a predetermined number Snum (step S530). Here, the predetermined number Snum corresponds to the number of reels of the slot machine. If the variable K exceeds the predetermined number Snum (step S530: YES), it means that the predetermined number Snum, that is, the number of monster characters corresponding to the number of reels of the slot machine has been extracted.
 さらに、CPU11は、抽出されたモンスターキャラクタの組み合わせに基づいて、例えばROM12内のテーブルを参照してユーザに付与すべきポイントの量を決定する。CPU11は、処理対象のユーザのユーザデータにアクセスして、付与されるポイントの量を加算する処理を行う(ステップS540)。次いで、CPU11は、スロットマシンのリールが停止したときの所定数Snumの窓に表示されるシンボル(絵柄)が、抽出されたモンスターキャラクタとなるように、一連のゲーム画像を表示すべく画像データを画像処理回路14へ送出する。これにより、ゲーム画像S20~S22が順に表示される。ゲーム画像S22では、ステップS540で付与されたポイントの量が表示される。 Further, the CPU 11 determines the amount of points to be given to the user, for example, referring to a table in the ROM 12 based on the extracted combination of monster characters. The CPU 11 accesses the user data of the user to be processed, and performs a process of adding the amount of points given (step S540). Next, the CPU 11 provides image data to display a series of game images so that symbols (pictures) displayed in a predetermined number Snum of windows when the reels of the slot machine are stopped become the extracted monster characters. The image is sent to the image processing circuit 14. Thereby, the game images S20 to S22 are displayed in order. In the game image S22, the amount of points given in step S540 is displayed.
 以上説明したように、本実施形態によれば、2段目の抽選では、1段目の抽選結果であるモンスターキャラクタ群(第1オブジェクト)の各々をシンボル(絵柄)に見立てた所定数のリール数のスロットマシンを表示させる演出を経て2段目の抽選結果(第2オブジェクト)を得る。そして、2段目の抽選結果(第2オブジェクト)の組み合わせに基づいてポイント(特典)がユーザに付与されるため、従来にない興趣性の高いゲームを実現することができる。
 特に従来のスロットマシンはリールに設定されたシンボル(絵柄)が固定されているため、何度も実行すると飽きられやすいが、本実施形態では、1段目で選択される、シンボルとしてのモンスターキャラクタ(第1オブジェクト)がユーザの操作入力の度に変動するため、シンボルがユーザ操作の都度に変動するスロットマシンを実現することができる。
As described above, according to the present embodiment, in the second lottery, a predetermined number of reels in which each monster character group (first object), which is the first lottery result, is regarded as a symbol (design). A lottery result (second object) in the second stage is obtained through an effect of displaying a number of slot machines. Since points (privileges) are given to the user based on the combination of the second lottery result (second object), it is possible to realize an unprecedented highly entertaining game.
In particular, the conventional slot machine has a fixed symbol (picture) set on the reel, so it is easy to get tired of executing it many times, but in this embodiment, a monster character as a symbol selected in the first stage Since the (first object) changes every time the user performs an operation input, it is possible to realize a slot machine in which the symbols change every time the user performs an operation.
 (5)実施形態の変形例
 上述した実施形態では、抽選対象の「オブジェクト」がモンスターキャラクタである場合を例として説明したが、これに限られない。「オブジェクト」は選択対象となり得るものであれば如何なるものでもよく、例えばゲーム上のアイテムや他のキャラクタを含んでもよい。この場合、キャラクタとは、例えばゲーム上の仮想的な人物や生物等であり、それらがカードに表示されているものをも含む。また、魔法や技についてのカードを含みうる。
(5) Modification of Embodiment In the above-described embodiment, the case where the “object” to be a lottery is a monster character has been described as an example, but the present invention is not limited thereto. The “object” may be anything as long as it can be a selection target, and may include, for example, items on the game and other characters. In this case, a character is, for example, a virtual person or a creature on a game, and includes those displayed on a card. It can also contain cards about magic and tricks.
 以下、上述した実施形態についての変形例について説明する。
 (5-1)変形例1
 上述した第3の実施形態の判定手段57における所定の条件は、上述した例(設定値の積算値が所定値を超えるという条件)に限られず、モンスターキャラクタの設定値に基づいて任意に設定することができる。例えば、モンスターキャラクタを選択する度に、選択されたモンスターキャラクタの設定値を所定値から順次減算し、所定の条件を、減算後の値がゼロ以下となることとしてもよい。また、所定の条件は、選択されたいずれかモンスターキャラクタの特定の設定値が所定値以上であることとしてもよい。
 また、上述した第3の実施形態の判定手段57における判定の対象となる設定値は、モンスターキャラクタの体長や年令である場合を例として説明したが、設定値はキャラクタ等のオブジェクトに関連付けられたデータである限り、適宜設定してもよい。例えば、設定値は、モンスターキャラクタの防御力の値であってもよい。
Hereinafter, modified examples of the above-described embodiment will be described.
(5-1) Modification 1
The predetermined condition in the determination means 57 of the third embodiment described above is not limited to the above-described example (condition that the integrated value of the set value exceeds the predetermined value), and is arbitrarily set based on the set value of the monster character. be able to. For example, every time a monster character is selected, the set value of the selected monster character may be sequentially subtracted from a predetermined value, and the predetermined condition may be that the value after subtraction becomes zero or less. Further, the predetermined condition may be that a specific set value of any selected monster character is greater than or equal to a predetermined value.
Moreover, although the setting value used as the determination target in the determination unit 57 of the above-described third embodiment has been described as an example of the body length or age of the monster character, the setting value is associated with an object such as a character. As long as the data is correct, it may be set appropriately. For example, the set value may be a value of the defense power of the monster character.
 (5-2)変形例2
 上述した第3の実施形態では、第1選択手段52は、判定手段57によって所定の条件を満足する間、モンスターキャラクタ(第1オブジェクト)を選択するようにしたため、1段目の抽選の実行を指示するための操作入力に応じて選択されるモンスターキャラクタの数は、操作入力の都度に変動する。このような選択方法に代えて、所定の条件の判定を行わずに、第1選択手段52は、ユーザの操作入力の度に、選択される複数のモンスターキャラクタ(第1オブジェクト)の数を、例えば所定の範囲の中からランダムに決定し、その決定した数だけキャラクタデータベースの中からランダムに、あるいは所定に規則に従ってモンスターキャラクタを選択してもよい。この選択方法によっても、第3の実施形態と同様に、ユーザの操作入力の度に、1段目の抽選において選択されるモンスターキャラクタの数を変動させることができる。
(5-2) Modification 2
In the above-described third embodiment, the first selection means 52 selects the monster character (first object) while the predetermined means is satisfied by the determination means 57, so the first stage lottery is executed. The number of monster characters selected in response to an operation input for instructing varies with each operation input. In place of such a selection method, the first selection means 52 determines the number of a plurality of monster characters (first objects) to be selected every time a user performs an operation input without determining a predetermined condition. For example, it may be determined at random from a predetermined range, and a monster character may be selected from the character database at random or according to a predetermined rule. Also according to this selection method, as in the third embodiment, the number of monster characters selected in the first stage lottery can be changed each time a user inputs an operation.
 (5-3)変形例3
 上述した第3の実施形態では、モンスターキャラクタの選択数についての所定の条件をモンスターキャラクタの単一の項目の設定値と対応付けた例を示したが、これに限られない。モンスターキャラクタに対して複数の項目の設定値が対応付けられている場合に、所定の条件は、選択手段53より選択される各モンスターキャラクタの複数の項目の設定値に基づいていてもよい。複数の項目の設定値に基づいて条件を設定することによって、柔軟な条件設定とすることができ、抽選方法の幅を広げることができる。
 例えば、以下のように抽選処理を行ってもよい。図7に示した各モンスターキャラクタの複数の項目の設定値の内、体長と年令の設定値に基づいて所定の条件を設定する場合、ゲームサーバ20のCPU11は、モンスターキャラクタを選択する度に、選択されたモンスターキャラクタの体長と年令の積算値を算出する。CPU11は、体長と年令の積算値を、それぞれに対応する第1の所定値と第2の所定値と比較する。CPU11は、体長と年令の積算値のいずれか一方が対応する所定値以下となるような数のモンスターキャラクタを選択してもよいし、体長と年令の積算値が共に対応する所定値以下であるような数のモンスターキャラクタを選択してもよい。
(5-3) Modification 3
In 3rd Embodiment mentioned above, although the example which matched the predetermined condition about the selection number of a monster character with the setting value of the single item of a monster character was shown, it is not restricted to this. When the setting values of a plurality of items are associated with the monster character, the predetermined condition may be based on the setting values of the plurality of items of each monster character selected by the selection unit 53. By setting conditions based on setting values of a plurality of items, flexible condition setting can be achieved, and the range of lottery methods can be expanded.
For example, you may perform a lottery process as follows. When the predetermined condition is set based on the setting values of the body length and the age among the setting values of the plurality of items of each monster character shown in FIG. 7, the CPU 11 of the game server 20 selects the monster character each time. The integrated value of the length and age of the selected monster character is calculated. CPU11 compares the integrated value of body length and age with the 1st predetermined value and 2nd predetermined value corresponding to each. The CPU 11 may select a number of monster characters such that either one of the integrated values of the body length and the age is equal to or less than a predetermined value, or the integrated values of the body length and the age are both equal to or less than the predetermined value. You may select as many monster characters as
 (5-4)変形例4
 上述した第4の実施形態において、第2選択手段53は、1段目の抽選結果であるモンスターキャラクタ群(第1オブジェクト)の各々をシンボル(絵柄)に見立てた所定数のリール数のスロットマシンを表示させる演出を経て2段目の選択(抽選)結果(第2オブジェクト)を得たが、第2オブジェクトの選択方法はこれに限られない。所定回数の1つのモンスターキャラクタの選択をそれぞれ独立に行えばよいので、例えば、1段目の抽選結果であるモンスターキャラクタ群を含む袋の中から1つのモンスターキャラクタを取り出して袋の中に戻す動作を所定回数繰り返し行う演出を経て、袋から取り出された所定数のモンスターキャラクタとしての2段目の選択結果(第2オブジェクト)を得るようにしてもよい。
(5-4) Modification 4
In the fourth embodiment described above, the second selection means 53 is a slot machine having a predetermined number of reels in which each monster character group (first object), which is the first lottery result, is regarded as a symbol (design). The second-stage selection (lottery) result (second object) is obtained through the effect of displaying the image, but the method of selecting the second object is not limited to this. Since one monster character can be selected independently a predetermined number of times, for example, an operation to take out one monster character from the bag containing the monster character group that is the first lottery result and return it to the bag It is also possible to obtain a second-stage selection result (second object) as a predetermined number of monster characters taken out from the bag through an effect of repeating the above for a predetermined number of times.
 (5-5)変形例5
 上述した第4の実施形態において、第2選択手段53は、第1選択手段52によって選択されたモンスターキャラクタ(第1オブジェクト)の数又は種類が少ないほど、選択を行うための上記所定回数を多くしてもよい。
 1段目で選択(抽選)されたモンスターキャラクタ(第1オブジェクト)の数又は種類が少ないほど、そのモンスターキャラクタによる組み合わせの数が少なくなるが、本変形例では、2段目の選択における所定回数が多くなるためスロットマシンのリール数が多くなることと等価となり、ポイント(特典)を得るためのシンボル合わせが困難になる。逆に、1段目に選択されたモンスターキャラクタ(第1オブジェクト)の数又は種類が多いほど、そのモンスターキャラクタによる組み合わせの数が多くなるが、本変形例では、2段目の選択における所定回数が少なくなるためスロットマシンのリール数が少なくなることと等価となり、ポイント(特典)を得るためのシンボル合わせが容易になる。よって、本変形例によれば、1段目と2段目の選択(抽選)結果によって得られるポイント(特典)をより公平とすることができる。
(5-5) Modification 5
In the fourth embodiment described above, the second selection unit 53 increases the predetermined number of times for selection as the number or type of monster characters (first objects) selected by the first selection unit 52 is smaller. May be.
The smaller the number or type of monster characters (first objects) selected (lottery) in the first stage, the smaller the number of combinations by the monster characters. In this modification, the predetermined number of times in the second stage selection Therefore, it is equivalent to an increase in the number of reels in the slot machine, and symbol alignment for obtaining points (privileges) becomes difficult. Conversely, the greater the number or type of monster characters (first objects) selected in the first level, the greater the number of combinations by the monster characters. In this modification, the predetermined number of times in the selection in the second level This is equivalent to a reduction in the number of reels in the slot machine, and symbol alignment for obtaining points (privileges) is facilitated. Therefore, according to this modification, the points (privileges) obtained by the selection (lottery) results of the first and second stages can be made more fair.
 以上、本発明の実施形態とその変形例について詳細に説明したが、本発明は上記実施形態とその変形例に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。例えば、上述した実施形態、及び各変形例に記載された技術的事項は、適宜組み合わせてもよい。 As mentioned above, although embodiment of this invention and its modification were described in detail, this invention is not limited to the said embodiment and its modification. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention. For example, the technical matters described in the above-described embodiment and each modification may be combined as appropriate.
 上述した各実施形態では、ユーザによるゲーム装置に対する所定の操作入力は、ユーザのゲーム装置に対する所定の操作釦の押下操作の入力であるとしたが、操作入力はこれに限られない。操作入力は、タッチパネル機能を備えたゲーム装置に対する表示画面上のタッチ操作の入力操作であってもよいし、加速度センサを備えたゲーム装置を振ることによる操作入力、あるいはジェスチャによる操作入力(ジェスチャ入力)であってもよい。ジェスチャ入力では、撮像機能を備えたゲーム装置に対する所定のジェスチャを行うことでゲーム装置がそのジェスチャを画像認識し、予めジェスチャに対応付けられた操作入力を認識する。また、音声認識プログラムを実行可能なゲーム装置の場合には、操作入力は、音声を入力することにより行われてもよい。 In each of the above-described embodiments, the predetermined operation input to the game device by the user is an input of a pressing operation of a predetermined operation button on the user's game device, but the operation input is not limited to this. The operation input may be a touch operation input operation on a display screen for a game device having a touch panel function, an operation input by shaking a game device having an acceleration sensor, or an operation input by a gesture (gesture input). ). In the gesture input, the game apparatus recognizes an image of the gesture by performing a predetermined gesture on the game apparatus having an imaging function, and recognizes an operation input associated with the gesture in advance. In the case of a game device capable of executing a voice recognition program, the operation input may be performed by inputting voice.
 上述した実施形態では、スタンドアローンのゲーム装置によって本発明を実現する例を説明したが、本発明の実施形態はこれに限られない。本発明は、いわゆるソーシャルゲーム等のクライアントサーバシステムによっても実現することができる。
 以下、本発明をソーシャルゲームで実現する場合の例について説明する。
 本発明をソーシャルゲームで実現する場合のゲームシステム(クライアントサーバシステム)のシステム構成例を図24に示す。図24のシステムでは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末100a,100b,100c,…と、通信網NWに接続されているゲームサーバ200と、データベースサーバ300とによって構成されている。各通信端末100a,100b,100c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末100a,100b,100c,…に共通して言及するときには、通信端末100と表記する。
 このゲームシステムにおいて、ゲームサーバ200は、クライアントである通信端末100と通信可能に構成されており、通信端末100に対してゲーミングサービスを提供する。ゲームサーバ200には、ゲーム用プログラムとしてウェブブラウザによって解釈可能な文書を作成するプログラムが実装されている。データベースサーバ300は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ200と例えば有線で接続される。通信端末100は、ゲームサーバ200によって提供されるウェブページを表示可能なウェブブラウザを備えており、ユーザは、通信端末100をウェブページ上で操作してゲーム用アプリケーションを実行する。
In the above-described embodiment, an example in which the present invention is realized by a stand-alone game device has been described. However, the embodiment of the present invention is not limited to this. The present invention can also be realized by a client server system such as a so-called social game.
Hereinafter, the example in the case of implement | achieving this invention by a social game is demonstrated.
FIG. 24 shows a system configuration example of a game system (client server system) when the present invention is realized by a social game. 24 includes, for example, communication terminals 100a, 100b, 100c,... That can be connected to a communication network NW (network) such as the Internet, a game server 200 connected to the communication network NW, and a database server 300. Has been. Each of the communication terminals 100a, 100b, 100c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to each communication terminal 100a, 100b, 100c,.
In this game system, the game server 200 is configured to be able to communicate with the communication terminal 100 that is a client, and provides a gaming service to the communication terminal 100. The game server 200 has a program for creating a document that can be interpreted by a web browser as a game program. The database server 300 stores various types of information to be described later when executing the game, and is connected to the game server 200 by, for example, a wire for reading and writing the information. The communication terminal 100 includes a web browser capable of displaying a web page provided by the game server 200, and the user operates the communication terminal 100 on the web page to execute a game application.
 図24に示したゲームシステムでは、通信端末100とゲームサーバ200との間でHTTP(Hypertext Transfer Protocol)に従った通信を行う。例えば、通信端末100は、ゲームサーバ200に対してHTTPリクエスト(例えば、ウェブページ上でのユーザのハイパーリンクまたはメニューの選択結果を含む。)を送信し、ゲームサーバ200は、受信したHTTPリクエストに基づいて所定のデータ処理や、演算処理を行い、その処理結果を含むHTTPレスポンスをゲームサーバ200のウェブブラウザに返す。HTTPレスポンスには、ウェブページを更新するためのHTMLデータが含まれる。 In the game system shown in FIG. 24, communication according to HTTP (Hypertext Transfer Protocol) is performed between the communication terminal 100 and the game server 200. For example, the communication terminal 100 transmits an HTTP request (for example, including a user's hyperlink or menu selection result on a web page) to the game server 200, and the game server 200 responds to the received HTTP request. Based on this, predetermined data processing and arithmetic processing are performed, and an HTTP response including the processing result is returned to the web browser of the game server 200. The HTTP response includes HTML data for updating the web page.
 例えば、本実施形態で述べた2段階抽選をこのゲームシステムで実現する場合、キャラクタデータベースをデータベースサーバ300に記憶しておく。ユーザが通信端末100に表示されているウェブページ上で、モンスターキャラクタの1段目あるいは2段目の抽選指示のためのメニューの選択操作を行うと、そのメニューの選択結果を含むHTTPリクエストがゲームサーバ200宛に送信される。ゲームサーバ200は、HTTPリクエストを受信すると、データベースサーバ300内のキャラクタデータベースにアクセスして、所定数のモンスターキャラクタを例えばランダムに選択し、その選択結果を含むHTMLデータを生成して通信端末100へ返す。HTMLデータを受信すると、通信端末100は、ブラウザがHTMLデータを解釈してウェブページを更新して表示し、それによって、抽選結果としてのモンスターキャラクタがユーザの通信端末100上に表示される。 For example, when the two-stage lottery described in the present embodiment is realized by this game system, a character database is stored in the database server 300. When the user performs a menu selection operation for the first or second lottery instruction of the monster character on the web page displayed on the communication terminal 100, an HTTP request including the menu selection result is displayed in the game. It is transmitted to the server 200. When the game server 200 receives the HTTP request, the game server 200 accesses the character database in the database server 300, selects a predetermined number of monster characters, for example, at random, generates HTML data including the selection result, and transmits it to the communication terminal 100. return. When the HTML data is received, the communication terminal 100 causes the browser to interpret the HTML data and update and display the web page, thereby displaying the monster character as the lottery result on the user communication terminal 100.
 なお、クライアントサーバシステムによって、第1選択手段52、第2選択手段53、第1特典付与手段54、第2特典付与手段55、取得手段56、及び判定手段57の各機能を実現する場合、これらのすべての手段をゲームサーバ200及びデータベースサーバ300において実現してもよいが、通信端末100と、ゲームサーバ200及びデータベースサーバ300とで、適宜機能分担を行ってもよい。図25A,図25Bにはそれぞれ、本実施形態のゲーム制御装置の各機能(図8に示す各機能)について、通信端末100と、ゲームサーバ200及びデータベースサーバ300との間の分担例を示す。 In addition, when each function of the 1st selection means 52, the 2nd selection means 53, the 1st privilege provision means 54, the 2nd privilege provision means 55, the acquisition means 56, and the determination means 57 is implement | achieved by a client server system, these Although all the means described above may be realized in the game server 200 and the database server 300, the communication terminal 100 and the game server 200 and the database server 300 may appropriately share the functions. 25A and 25B each show an example of sharing between the communication terminal 100, the game server 200, and the database server 300 with respect to each function (each function shown in FIG. 8) of the game control apparatus of the present embodiment.
 上述した実施形態その他の記載では、ゲーム上のオブジェクトを選択する場合について説明したが、本発明は、選択対象がゲーム上のオブジェクトに限られない。
 つまり、選択対象をデータ一般とした選択装置であってもよい。選択装置の具体例として、くじ引き装置が挙げられる。選択装置において、第1選択手段52は、ユーザの操作入力に応じて、複数の対象から複数の第1対象を選択する機能を備えてもよい。第2選択手段53は、第1選択手段52によって選択された複数の第1対象から第2対象を選択する機能を備えてもよい。第1特典付与手段54は、第2選択手段53によって選択された第2対象、及び当該第2対象に基づく特典のうち少なくともいずれかを前記ユーザに付与する機能を備えてもよい。
In the above-described embodiment and other descriptions, the case of selecting an object on the game has been described. However, in the present invention, the selection target is not limited to the object on the game.
That is, a selection device that uses data as a general selection target may be used. A specific example of the selection device is a lottery device. In the selection device, the first selection unit 52 may have a function of selecting a plurality of first objects from a plurality of objects in accordance with a user operation input. The second selection unit 53 may have a function of selecting the second target from the plurality of first targets selected by the first selection unit 52. The 1st privilege provision means 54 may be provided with the function to provide to the said user at least any one among the 2nd object selected by the 2nd selection means 53, and the privilege based on the said 2nd object.

Claims (11)

  1.  ユーザの操作入力に応じて、ゲーム上の複数のオブジェクトから複数の第1オブジェクトを選択する第1選択手段と、
     前記第1の選択手段によって選択された複数の第1オブジェクトから第2オブジェクトを選択する第2選択手段と、
     前記第2選択手段によって選択された第2オブジェクト、及び当該第2オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与する第1特典付与手段と、
     を備えた、ゲーム制御装置。
    First selection means for selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input;
    Second selection means for selecting a second object from a plurality of first objects selected by the first selection means;
    First privilege granting means for granting the user at least one of a second object selected by the second selection means and a privilege on the game based on the second object;
    A game control device comprising:
  2.  前記第1選択手段によって選択された複数の第1オブジェクト、又は当該複数の第1オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与する第2の特典付与手段、を備えたことを特徴とする、
     請求項1に記載されたゲーム制御装置。
    A plurality of first objects selected by the first selection means, or second privilege granting means for granting at least one of the benefits on the game based on the plurality of first objects to the user; Characterized by the
    The game control apparatus according to claim 1.
  3.  前記第1選択手段は、ユーザの操作入力の度に、前記複数の第1オブジェクトの数を決定することを特徴とする、
     請求項1又は2に記載されたゲーム制御装置。
    The first selection unit determines the number of the plurality of first objects each time a user inputs an operation.
    The game control apparatus according to claim 1 or 2.
  4.  前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記第1選択手段によって選択された第1オブジェクトの設定値を取得する取得手段と、
     前記取得手段によって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する判定手段と、を備え、
     前記第1選択手段は、前記判定手段によって前記所定の条件を満足する間、第1オブジェクトを選択することを特徴とする、
     請求項3に記載されたゲーム制御装置。
    An acquisition means for acquiring a setting value of the first object selected by the first selection means with reference to a storage device storing a setting value set in each of the plurality of objects;
    Determination means for determining whether a predetermined condition is satisfied based on the setting value acquired by the acquisition means, and
    The first selection unit selects the first object while the predetermined condition is satisfied by the determination unit.
    The game control apparatus according to claim 3.
  5.  前記第2選択手段は、前記第1選択手段によって選択された第1オブジェクトの中から所定回数だけ各回1つのオブジェクトを選択することで、前記第2オブジェクトを決定し、
     前記第1特典付与手段は、前記ゲーム上の特典を付与する場合には、前記第2オブジェクトの組み合わせに基づいて特典の内容を決定することを特徴とする、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    The second selection means determines the second object by selecting one object each time a predetermined number of times from among the first objects selected by the first selection means,
    The first privilege granting means determines the content of the privilege based on a combination of the second objects when granting a privilege on the game.
    The game control device according to any one of claims 1 to 4.
  6.  前記第2選択手段は、前記第1選択手段によって選択された第1オブジェクトの数又は種類が少ないほど、前記所定回数を多くすることを特徴とする、
     請求項5に記載されたゲーム制御装置。
    The second selection unit increases the predetermined number of times as the number or type of the first objects selected by the first selection unit is small.
    The game control apparatus according to claim 5.
  7.  ユーザの操作入力に応じて、ゲーム上の複数のオブジェクトから複数の第1オブジェクトを選択するステップと、
     選択された前記複数の第1オブジェクトから第2オブジェクトを選択するステップと、
     選択された前記第2オブジェクト、及び当該第2オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与するステップと、
     を備えた、ゲーム制御方法。
    Selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input;
    Selecting a second object from the selected first objects;
    Granting the user at least one of the selected second object and a privilege on the game based on the second object;
    A game control method comprising:
  8.  コンピュータに、
     ユーザの操作入力に応じて、ゲーム上の複数のオブジェクトから複数の第1オブジェクトを選択する機能、
     選択された前記複数の第1オブジェクトから第2オブジェクトを選択する機能、及び、
     選択された前記第2オブジェクト、及び当該第2オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与する機能、
     を実現させるためのプログラム。
    On the computer,
    A function of selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input;
    A function of selecting a second object from the selected first objects, and
    A function of giving the user at least one of the selected second object and a privilege on the game based on the second object;
    A program to realize
  9.  請求項8に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium on which the program according to claim 8 is recorded.
  10.  通信端末と、当該通信端末からアクセス可能なサーバと、を含むゲームシステムであって、
     ユーザの操作入力に応じて、ゲーム上の複数のオブジェクトから複数の第1オブジェクトを選択する第1選択手段、
     前記第1選択手段によって選択された複数の第1オブジェクトから第2オブジェクトを選択する第2選択手段、及び、
     前記第2選択手段によって選択された第2オブジェクト、及び当該第2オブジェクトに基づくゲーム上の特典のうち少なくともいずれかを前記ユーザに付与する第1特典付与手段、
     の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
     ゲームシステム。
    A game system including a communication terminal and a server accessible from the communication terminal,
    First selection means for selecting a plurality of first objects from a plurality of objects on the game in response to a user operation input;
    Second selection means for selecting a second object from a plurality of first objects selected by the first selection means; and
    First privilege granting means for granting the user at least one of a second object selected by the second selection means and a privilege on the game based on the second object;
    Each of the means is provided in either the communication terminal or the server,
    Game system.
  11.  ユーザの操作入力に応じて、複数の対象から複数の第1対象を選択する第1選択手段と、
     前記第1選択手段によって選択された複数の第1対象から第2対象を選択する第2選択手段と、
     前記第2選択手段によって選択された第2対象、及び当該第2対象に基づく特典のうち少なくともいずれかを前記ユーザに付与する第1特典付与手段と、
     を備えた、選択装置。
    First selection means for selecting a plurality of first objects from a plurality of objects in response to a user operation input;
    Second selection means for selecting a second object from a plurality of first objects selected by the first selection means;
    First privilege granting means for granting the user at least one of the second target selected by the second selection means and the privilege based on the second target;
    A selection device comprising:
PCT/JP2013/065592 2012-06-07 2013-06-05 Game control device, game control method, program, recording medium, game system, selection device WO2013183672A1 (en)

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