WO2020262500A1 - Game device and game program - Google Patents

Game device and game program Download PDF

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Publication number
WO2020262500A1
WO2020262500A1 PCT/JP2020/024923 JP2020024923W WO2020262500A1 WO 2020262500 A1 WO2020262500 A1 WO 2020262500A1 JP 2020024923 W JP2020024923 W JP 2020024923W WO 2020262500 A1 WO2020262500 A1 WO 2020262500A1
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WO
WIPO (PCT)
Prior art keywords
game
player
card
character
unit
Prior art date
Application number
PCT/JP2020/024923
Other languages
French (fr)
Japanese (ja)
Inventor
雅喜 矢野
松浦 純一郎
Original Assignee
株式会社セガ
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社セガ filed Critical 株式会社セガ
Publication of WO2020262500A1 publication Critical patent/WO2020262500A1/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
    • A63F13/20Input arrangements for video game devices
    • 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
    • A63F13/25Output arrangements for video game devices
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for

Definitions

  • the present invention relates to the provision of a recording medium used in a game device.
  • the arcade game machine (commercial game machine) that collects a fee for each play has a history of more than 40 years.
  • One of the arcade games is the "Collectible Card Game” (also called “trading card game”), in which battles are played by making full use of game cards.
  • Characters are associated with game cards, and character illustrations are often drawn on the surface of game cards.
  • the arcade game machine pays out the game card after playing the game.
  • the player uses the character associated with the game card by loading the game card in hand into the arcade game device. Therefore, the player needs to pay the game fee and have the arcade game machine provide the game card until the game card is accumulated to some extent.
  • As a method of providing the game card there are a method of paying out the printed game card and a method of paying out the game card accumulated inside.
  • an arcade game machine may have a function of additional payout.
  • the player can obtain the game card without the condition of playing the game.
  • the additional payout function is a meaningful function for a player who wants to prioritize the collection of game cards over the play of the game.
  • the game card is an example of a game medium, and a similar problem may occur with a game medium other than the game card.
  • Patent Document 1 discloses a technique for urging a player to perform a request operation for providing a character, motivated by adding parameters used in a game. However, since Patent Document 1 has a configuration in which the player selects the provided character, it does not encourage the acquisition of various characters.
  • the present invention is an invention completed based on the above-mentioned problem recognition, and its main purpose is to make it easier for the player to use the opportunity to acquire various game media.
  • the game device in a certain aspect of the present invention is a game device that provides a game and a game medium in response to payment of consideration, and includes a game control unit that controls the progress of the game according to the game medium set by the player.
  • a first providing unit that provides a new game medium a second providing unit that provides an additional game medium according to an additional purchase instruction by the player, and a game medium are additionally purchased.
  • a granting unit that gives the player a privilege to change the setting of the next game in an advantageous manner to the player.
  • the player can easily use the opportunity to acquire various game media.
  • FIG. 1 is a hardware configuration diagram of the game system 100.
  • a plurality of arcade game devices 110a, 110b ... 110 m (hereinafter, collectively referred to as "arcade game device 110" when collectively referred to or not particularly distinguished) are connected to the game server 102 on the Internet 106. Connected via.
  • the arcade game device 110 is installed in an amusement park, a game center, or the like.
  • the arcade game device 110 is wiredly connected to the Internet 106.
  • the arcade game device 110 may be connected to the game server 102 by a dedicated line.
  • the arcade game device 110 provides a collectable card game. Since the collectable card game is premised on the player holding the game card, a mode is provided to facilitate the player to acquire the game card at an initial stage.
  • the collectable card game in the present embodiment is provided with a "card purchase mode" and a "play mode".
  • the card purchase mode is a mode for the purpose of purchasing a game card only
  • the play mode is a mode for playing a battle game described later using a game card.
  • the game card can be obtained repeatedly on condition that coins are inserted. Specifically, when the player pays the purchase price, one game card is randomly selected from the plurality of game cards, and the player is provided with the winning game card. Players with few game cards can efficiently collect game cards by using the card purchase mode.
  • the additional printing is a function of printing and providing a game card if the player so desires after the normal game card printing.
  • printing and providing a game card accompanying game play is referred to as "normal printing" and is distinguished from additional printing.
  • normal printing printing and providing a game card accompanying game play
  • additional printing is further executed if the player so desires.
  • the use of this additional printing is promoted. If the player uses additional printing to have various game cards, he / she will be able to experience various game developments by using the game cards in various combinations.
  • the game card is paid out after the end of the game, but the game card may be paid out before the start of the game.
  • An example of paying out a game card before the start of the game will be described in Modification 1.
  • the player who uses the additional printing is given a privilege to change the game setting in an advantageous manner for the player. If such a privilege is given, the next play can be advanced advantageously, so that the player is likely to be motivated to use the additional printing.
  • a privilege the right to increase the reward obtained by playing is given.
  • the reward in this embodiment is a score obtained by playing.
  • the content of the game play in this example is that the character on the player side determined by the game card set by the player in the arcade game machine and the character on the other side that the arcade game machine automatically appears (hereinafter referred to as an enemy character). There is.) It is to produce a match with.
  • the player can collect game cards for a fee in the card purchase mode. Further, in the play mode, the player executes the battle game using the game card in hand, and obtains a new game card by normal printing as a result of the battle game. In addition, a score (reward) is provided to the player as a result of the battle game, and the cumulative score value of the player (hereinafter referred to as "total score") is added. After normal printing, additional game cards are provided when the player wishes to make additional prints. If you use additional printing, you can get a "privilege" that makes it easier to get a lot of scores in the next competitive game. In the collectable card game of the present embodiment, a plurality of players compete with each other for the total score. Players can easily increase the total score by using additional printing.
  • FIG. 2 is a functional block diagram of the arcade game machine 110.
  • Each component of the arcade game machine 110 includes a CPU (Central Processing Unit), a computing unit such as various coprocessors, a storage device such as a memory and a storage device, hardware including a wired or wireless communication line connecting them, and a storage device. It is stored in and realized by software that supplies processing instructions to the arithmetic unit.
  • a computer program may be composed of a device driver, an operating system, various application programs located in the upper layers thereof, and a library that provides common functions to these programs.
  • Each block described below shows a block for each function, not a configuration for each hardware.
  • the arcade game machine 110 includes a user interface unit 200, a data processing unit 300, a data storage unit 400, and a communication unit 500.
  • the user interface unit 200 is in charge of processing related to the user interface, such as an input operation from the player and an image display on the monitor 115.
  • the data processing unit 300 executes various processes based on the data acquired by the user interface unit 200 and the data stored in the data storage unit 400.
  • the data storage unit 400 stores various information.
  • the data storage unit 400 may be included in the arcade game machine 110, or may be provided in the game server 102 via a communication network.
  • the communication unit 500 is in charge of communication processing with the game server 102 via the Internet 106.
  • the user interface unit 200 includes an input unit 210 that receives input from the player and an output unit 230 that outputs various information such as images to the player.
  • the user interface unit 200 is connected to the monitor 115, the card insertion / removal unit 120, the input device 130, the card creation device 140, and the short-range wireless communication device 150.
  • the monitor 115 is a known display means for displaying various images.
  • a game card is set in the card insertion / removal unit 120.
  • the card insertion / removal unit 120 has a card reading scanner 122 for reading a figure drawn on a predetermined surface of a game card.
  • a figure that can identify an ID unique to the game card (hereinafter referred to as "card ID”) is printed on the back surface or the front surface of the game card.
  • the predetermined surface on which this figure is printed is called a graphic surface.
  • the game card is uniquely identified by the card ID.
  • the input device 130 accepts various input operations by the player.
  • the card making device 140 is a known printing means such as a printer.
  • the short-range wireless communication device 150 reads a player ID from a player card using a known short-range communication technology such as an NFC standard (Near Field Communication).
  • the input unit 210 includes a coin detection unit 212, a player ID detection unit 214, a selection reception unit 216, a card ID detection unit 218, a first instruction reception unit 220, and a second instruction reception unit 222.
  • the coin detection unit 212 detects the insertion of coins.
  • the player ID detection unit 214 detects the player ID from the player card held over the short-range wireless communication device 150. The player is identified by the player ID. The player purchases a player card in advance. A player is identified by a player ID registered in advance on the player card. A player card is an identification card for identifying a player. On the other hand, the game card identifies a character owned by the player.
  • the selection reception unit 216 accepts the mode selection by the player.
  • the card ID detection unit 218 determines the card ID based on the graphic included in the image of the graphic surface of the game card read by the card reading scanner 122.
  • the first instruction receiving unit 220 receives an instruction regarding additional printing.
  • the second instruction receiving unit 222 receives an instruction regarding the continuation of the game.
  • the output unit 230 includes a screen output unit 232.
  • the screen output unit 232 causes the monitor 115 to display various screens.
  • FIG. 3 is a functional block diagram of the data processing unit 300 and the data storage unit 400.
  • the data processing unit 300 includes a game control unit 302, a reward providing unit 304, a probability setting unit 306, a first card providing unit 308, a second card providing unit 310, a first privilege granting unit 312, and a second privilege granting unit 314. ..
  • the game control unit 302 identifies the character ID corresponding to the card ID and controls the progress of the game.
  • the characters appearing in this embodiment are identified by the character ID.
  • the game control unit 302 develops a battle between the character corresponding to the game card set by the player and the character introduced by the data processing unit 300 based on the user's operation, the character's attributes, and the like.
  • the reward providing unit 304 gives a reward (score) to the player according to the result of the battle play.
  • the reward data is managed as a total score for each player on the game server 102.
  • the game server 102 may calculate the cumulative value of the reward for each player and publish it on the WEB in a ranking format.
  • the probability setting unit 306 sets the probability that each character will be provided as a game card during normal printing or additional printing.
  • character card conversion printing a character as an image of a game card
  • card conversion probability the probability that the character is printed as an image of the surface of the game card.
  • the first card providing unit 308 performs a lottery (hereinafter referred to as "normal lottery") when the battle play is completed, determines a character to be converted into a card, and the game in which the character is printed on the card making device 140. Generate a card. That is, the first card providing unit 308 provides a normal card included in the play mode.
  • a plurality of characters for example, 50 characters are selected as selection candidates, and the first card providing unit 308 executes a normal lottery based on the card conversion probability of each character to execute one character from the selection candidates. Is selected, and the card making device 140 is instructed to convert the selected character into a card (normal printing).
  • the second card providing unit 310 performs a lottery (hereinafter referred to as "additional lottery") in response to an instruction for additional printing, determines a character to be carded, and a game card on which the character is printed on the card making device 140. To generate. That is, the second card providing unit 310 provides the card in the additional printing function. For example, a character group excluding the characters selected by normal printing, for example, 49 characters are selected as selection candidates, and the second card providing unit 310 executes an additional lottery based on the card conversion probability of each character. One character may be selected from the selection candidates, and the card making device 140 may be instructed to convert the selected character into a card (additional printing).
  • a lottery hereinafter referred to as "additional lottery”
  • the first privilege granting unit 312 When the first privilege granting unit 312 receives an instruction for additional printing, the first privilege granting unit 312 grants a privilege (hereinafter referred to as "additional printing privilege") for changing the game settings in an advantageous manner to the player.
  • the first privilege granting unit 312 grants the player a ticket for increasing the reward as an additional printing privilege. The details of the ticket will be described later.
  • the second privilege granting unit 314 receives the instruction to continue the game (instruction to continue), the second privilege granting unit 314 grants a privilege (hereinafter, referred to as “continuation privilege") for changing the game setting in an advantageous manner to the player.
  • the second privilege granting unit 314 increases the probability that a predetermined character (for example, a so-called rare character) appears in the battle game as a continuous privilege.
  • the second privilege granting unit 314 may reduce the probability that a predetermined character appears in the battle game as a continuous privilege. For example, reducing the probability that a so-called common character will appear in a competitive game will result in an opportunity to play against a character that is unknown to the player or rarely encountered.
  • the data storage unit 400 includes a card information storage unit 402, an appearance probability storage unit 404, and a card conversion probability storage unit 406.
  • the card information storage unit 402 stores character information including a character ID, a character attribute, and a character image in association with the card ID.
  • Character attributes include parameters such as character's temper (for example, courage), physical strength, attack power, growth rate (level), defense power, attack points, skills set for the character, occupation, type (animal, etc.), etc. Information that defines strength and strength.
  • the appearance probability storage unit 404 stores the probability that the character appears in the battle play (hereinafter, referred to as "appearance probability") in association with each character ID.
  • the carding probability storage unit 406 stores the carding probability of the character in association with each character ID.
  • the game control unit 302 selects a character to appear as an enemy from a plurality of types of characters.
  • the appearance probability is set for the character, and the character with the low appearance probability is the so-called rare character.
  • the number of enemy characters that appear may be one or two or more.
  • the player selects a character to be an ally in the battle game.
  • the number of ally characters may be one or two or more.
  • the game control unit 302 selects an enemy character from a plurality of types of characters.
  • the first card providing unit 308 executes a normal lottery in which some or all of the plurality of enemy characters are included in the selection candidates (for example, 50 characters).
  • the probability of defeating an enemy character in a battle game will increase, making it easier to make it your own character (game card).
  • normal printing normal lottery
  • an opportunity for re-challenge is provided by additional printing (additional lottery).
  • FIG. 4 is a flowchart showing the first processing process in the arcade game machine.
  • the player first starts the collectable card game by holding up the player card and inserting coins.
  • the coin detection unit 212 detects the insertion of a coin (S10)
  • the player ID detection unit 214 detects the player ID from the player card held over the short-range wireless communication device 150 (S12). If the player ID cannot be detected, the player is treated as a guest.
  • the selection reception unit 216 accepts the mode selection by the player (S14).
  • the game control unit 302 executes the card purchase mode process (S16).
  • the provision of game cards is repeated up to a predetermined number (for example, 9 cards) in response to a player's request.
  • a predetermined number for example, 9 cards
  • the screen output unit 232 displays the print completion screen on the monitor 115 (S18), and the entire process is completed.
  • FIG. 5 is a flowchart showing a second processing process in the arcade game machine.
  • the player sets two game cards in the card insertion / extraction section 120 of the arcade game machine 110.
  • the card ID detection unit 218 detects the card ID from the game card set in the card insertion / removal unit 120 (S20).
  • the game control unit 302 determines the characters to appear in the battle play by lottery before starting the battle play. Therefore, the game control unit 302 initializes the appearance probability of each character (S22).
  • the initial value of the appearance probability may be a fixed value or a value that fluctuates to some extent.
  • the appearance probability may be different for each character.
  • the appearance probability of a so-called rare character is set smaller than the appearance probability of other characters.
  • the appearance probability of each character is stored in the appearance probability storage unit 404. When narrowing down the characters to appear, the appearance probability of the characters decided not to appear from the beginning may be set to 0.
  • the game control unit 302 draws a lottery of characters to appear in the battle play according to the appearance probability of each character (S24).
  • the game control unit 302 develops a battle play with a plurality of winning characters as enemy teams (S26).
  • the team members on the player side are determined by the character ID corresponding to the card ID detected from the game card. Therefore, the game control unit 302 identifies the character ID on the player side with reference to the card information.
  • FIG. 6 is a diagram showing an example of a start screen of the battle play. In the example of this screen, two characters who are team members on the player side are displayed on the lower side, and two characters on which the data processing unit 300 appears are displayed on the upper side. After that, the game control unit 302 develops the battle play in response to the input operation of the player and further referring to the attributes of the character on the player side.
  • the reward providing unit 304 determines the reward (score) according to the content of the battle play and provides the player with the reward (score) (S28). For example, if the opponent's character is defeated, the reward will be high, and if the player's character is defeated, the reward will be low.
  • the screen output unit 232 displays the value of the reward obtained by the player on the monitor 115 (S28).
  • the reward is not limited to the index value indicating the player's proficiency level and achievement level for the game such as the score, but is useful content for the player to advance the game advantageously, such as the character's experience value and the items that the character can use. There may be.
  • the probability setting unit 306 initializes the card conversion probability of each character for a normal lottery to select a character to be carded (S30).
  • the initial value of the carding probability may be a fixed value or a value that fluctuates to some extent.
  • the carding probability may be different for each character.
  • the carding probability of a so-called rare character is set smaller than the carding probability of other characters.
  • the carding probability of each character is stored in the carding probability storage unit 406. When narrowing down the characters to be converted into cards, the card conversion probability of the characters decided not to be converted into cards from the beginning may be set to 0.
  • the probability setting unit 306 increases the card conversion probability of the defeated enemy character (S34).
  • the probability setting unit 306 may add a predetermined value to the original carding probability, or may multiply the original carding probability by a predetermined value larger than 1. By doing so, the possibility that the character defeated in the battle play will be provided as a card is increased, and the expectations of the player are increased. If you have not defeated the enemy character that appeared in the game, the card conversion probability will not change.
  • FIG. 7 is a flowchart showing a second processing process in the arcade game machine.
  • the first card providing unit 308 executes a normal lottery according to the carding probability (S36).
  • the first card providing unit 308 acquires the card ID and the character image corresponding to the winning character ID from the card information storage unit 402, and gives an instruction to create a game card including the card ID and the character image to the card creating device 140.
  • the card making device 140 prints the image of the character included in the card making instruction on the surface of the mount of the game card, and prints the figure converted from the card ID on the graphic surface of the mount of the game card (S38).
  • the card making device 140 sends out the printed game card to the outside of the card receiving port provided in the housing of the arcade game machine 110.
  • the screen output unit 232 causes the monitor 115 to display a screen showing an image and attributes of the character to be converted into a card.
  • the first card providing unit 308 associates the card ID with the character ID and registers them in the game server 102.
  • FIG. 8 is a diagram showing an example of a screen showing an image and attributes of a character to be converted into a card.
  • FIG. 9 is a diagram showing an example of a screen for receiving an instruction regarding additional printing.
  • the "Kau” button 600 is an instruction button for additional printing.
  • the "Do not change” button 602 is an instruction button for not performing additional printing.
  • a message indicating that the card-making probability of the opponent's character defeated by the player in the battle game is also displayed.
  • a message is displayed informing that a ticket will be granted as a privilege if additional printing is instructed.
  • FIG. 10 is a diagram showing an example of a screen prompting coin insertion for additional printing in S42. A message regarding the maximum number of additional prints is also displayed on this screen. If the "Cancel" button 604 is selected without inserting coins, the process proceeds to S54 in the same manner as the NO route of S40.
  • the process proceeds to the process of continuing the game. It is assumed that an upper limit (for example, twice) is set for the number of times the game can be continued. If the number of game continuations has already reached the upper limit (Y in S54), the screen output unit 232 displays the game over screen on the monitor 115 (S62), and the entire process is completed.
  • an upper limit for example, twice
  • the screen output unit 232 causes the monitor 115 to display a screen (not shown) that accepts an instruction to continue the game or an instruction not to continue the game. On this screen, a button for instructing to continue the game and a button for instructing not to continue the game are provided.
  • the screen output unit 232 displays the game over screen on the monitor 115 (S62), and the whole process is completed.
  • the coin detecting unit 212 detects the coin insertion (S58) and proceeds to the process of S60.
  • the screen output unit 232 may display a screen prompting coin insertion instead of the screen for receiving the instruction regarding the continuation of the game.
  • a screen prompting coin insertion instead of the screen for receiving the instruction regarding the continuation of the game.
  • the coin insertion is detected within the predetermined time, it is considered that the instruction to continue the game has been given. If the coin insertion is not detected within the specified time, it is considered that the instruction not to continue the game has been given.
  • FIG. 11 is a diagram showing an example of a screen for prompting coin insertion for continuing the game. This screen also displays a message informing that the probability of appearance of so-called rare characters will increase if the game is instructed to continue.
  • the second privilege granting unit 314 increases the appearance probability of a predetermined character (for example, a so-called rare character).
  • the second privilege granting unit 314 may add a predetermined value to the original appearance probability, or may multiply the original appearance probability by a predetermined value larger than 1.
  • the second privilege granting unit 314 may reduce the probability that a predetermined character (for example, a so-called common character) appears in the battle game.
  • the second privilege granting unit 314 may subtract a predetermined value from the original appearance probability, or may multiply the original appearance probability by a predetermined value smaller than 1. Then, the process returns to the process of S24 shown in FIG.
  • the continuation privilege in the present embodiment is to improve the appearance probability of the rare character by the continuation instruction.
  • FIG. 12 is a flowchart showing a third processing process in the arcade game machine.
  • FIG. 12 shows a processing process related to additional printing.
  • the additional printing is instructed (Y, S42 of S40)
  • the first privilege giving unit 312 counts the number of times of the additional printing (S44).
  • the type of ticket granted in S53 is determined according to the number of additional prints.
  • the second card providing unit 310 executes an additional lottery according to the card conversion probability as in the case of S36 (S46). If the opponent's character is defeated in the battle play and the probability of the defeated enemy character becoming a card increases in the process of S34 shown in FIG. 5, an additional lottery is performed while maintaining that state. .. Therefore, an additional lottery is performed again with a high probability that the enemy character defeated in the battle play will be obtained as a card. For example, if a player defeats a character that he or she wants as a card in a battle play, even if it is not printed the first time, additional printing makes it easier to obtain a game card for that character.
  • the second card providing unit 310 acquires the card ID and the character image corresponding to the winning character ID from the card information storage unit 402, and obtains the card ID and the character image.
  • the including card creation instruction is sent to the card creation device 140.
  • the card making device 140 prints the image of the character included in the card making instruction on the surface of the mount of the game card, and prints the figure converted from the card ID on the graphic surface of the mount of the game card (S48).
  • the first privilege granting unit 312 grants a ticket to the player according to the number of additional prints (S53), as shown in FIG. Return to the process of S54.
  • the ticket given to the player is a parameter, not an article. If there is only one additional print, a ticket of the type equivalent to the right to double the reward of the next match game will be given. If there are two additional prints, a ticket of the type equivalent to the right to triple the reward is also given.
  • the ticket information is transmitted to the game server 102 together with the player ID, and the ticket information is stored in the game server 102 in association with the player ID.
  • the reward providing unit 304 inquires the game server 102 whether the ticket information corresponding to the player ID is stored, and when the answer that the ticket information is stored is obtained, the ticket information is stored. Increase the reward according to the type. When the ticket is used, the ticket information stored in the game server 102 is deleted.
  • An expiration date is set for the ticket, and the ticket automatically disappears when a predetermined period (for example, 10 days) elapses from the time when the ticket information is stored in the game server 102.
  • the screen output unit 232 causes the monitor 115 to display a screen notifying that the ticket has been granted.
  • FIG. 13 is a diagram showing an example of a screen notifying that a ticket corresponding to the right to double the reward has been granted in the next battle game. The screen also displays a message informing you of the ticket expiration date.
  • the first instruction receiving unit 220 receives an instruction regarding additional printing of the game card (S52) as in the case of S40 shown in FIG. ..
  • the process proceeds to the process of S42 shown in FIG. 7, and the above process is repeated.
  • the first instruction receiving unit 220 receives an instruction not to perform additional printing (N in S52), as described above, the first privilege giving unit 312 grants a ticket to the player according to the number of additional printings (S53). ), The process proceeds to S54 shown in FIG.
  • the process proceeds to S30 to perform normal printing and additional printing of the card.
  • S30 After initializing the carding probability of the character in the processing of S30, the processing of S32 and S34 regarding the change of the carding probability is not performed.
  • the processes S36 to S53 shown in FIG. 7 are executed as they are.
  • the process proceeds to S22.
  • the process proceeds to the process S54.
  • the card stored inside may be selected and sent out without printing the game card.
  • An image of a character is pre-printed on the surface of the game card stored inside, and a graphic indicating a card ID is printed on the graphic surface.
  • the arcade game machine 110 is provided with a game card storage unit (not shown) for each type of game card, that is, for each type of character.
  • Each game card storage unit corresponds to a character ID.
  • a game card of a character specified by a character ID is set in the game card storage unit.
  • the arcade game machine 110 includes a game card transport mechanism (not shown) that sends out the game cards set in each game card storage unit to the outside of the card receiving port provided in the housing of the arcade game machine 110. ing. Selecting and sending out a game card according to the type of game card is called selective sending out.
  • the first card providing unit 308 controls the game card transport mechanism and cards the game card set in the game card storage unit corresponding to the character ID won in the normal lottery. Send it out of the receiving port.
  • the selective delivery performed in response to the normal lottery is called the normal selective delivery.
  • the second card providing unit 310 controls the game card transport mechanism and cards the game card set in the game card storage unit corresponding to the character ID won in the additional lottery. Send it out of the receiving port.
  • the selective sending performed in response to the additional lottery in this way is called an additional selective sending.
  • Normal printing and normal selection sending out are examples of payouts (hereinafter referred to as normal payouts) performed according to a normal lottery.
  • the additional printing and the additional selection sending out are examples of the payouts (hereinafter referred to as additional payouts) performed in response to the additional lottery.
  • a common game card storage unit may be provided without providing a game card storage unit for each type of character.
  • the game cards of each character type are stacked and set in a predetermined order, or the game cards of each character type are stacked and set in a random order.
  • the carded characters are not drawn, and the game cards are paid out in the order in which they are set. That is, in the process of S38 shown in FIG. 7, the first card providing unit 308 controls the game card transport mechanism to sequentially move the game cards set in the common game card storage unit out of the card receiving port. Send it out. Similarly, in the process of S48 shown in FIG. 12, the second card providing unit 310 controls the game card transport mechanism to sequentially move the game cards set in the common game card storage unit out of the card receiving port. Send it out.
  • the probability setting unit 306 increases the card conversion probability of the predetermined character (for example, a so-called rare character). May be good. In this case, in the normal lottery or the additional lottery, it is possible to increase the player's expectation for the acquisition of not only the enemy character defeated in the battle game but also other rare characters. Further, the probability setting unit 306 may reduce the card-making probability of a predetermined character (for example, a so-called common character). In this way, it becomes easy to avoid duplicate acquisition of common characters.
  • the rare character may be a character that is rare for all players with a low appearance probability, or may be a character that is valuable to a specific player.
  • the player P1 has 9 types of characters C1 to C9 out of 10 types of warrior type characters C1 to C10. If the player P1 can acquire the character C10, the warrior type can be so-called "complete", so that the character C10 becomes a rare character (a character having a rare value) for the player P1.
  • the rare character may be a character having a relative value based on the possession status of the player's game card (character).
  • the probability setting unit 306 is predetermined. You may increase the carding probability of a character (for example, a so-called rare character). Alternatively, the probability setting unit 306 may reduce the carding probability of a predetermined character (for example, a so-called common character). In this way, it becomes easy to avoid duplicate acquisition of common characters. In these cases, the process (S30) of initializing the card conversion probability of the character is not performed after the next battle play.
  • the second privilege As a privilege the granting unit 314 may grant the right to increase the card conversion probability of the defeated enemy character when the enemy character is defeated in the next battle play. Then, at the time when the next battle play is completed, the probability setting unit 306 may greatly increase the card conversion probability of the enemy character in the processing of S34.
  • the number of additional prints was counted in the process of S44 shown in FIG. 12, and the ticket type was determined according to the number of additional prints in the process of S53.
  • the ticket type was determined according to the amount paid for the additional print.
  • the type may be determined.
  • the payment amount of the additional printing is stored in the process of S44, and the ticket type is determined according to the total payment amount of the additional printing in the process of S53.
  • the game center may set its own play fee, card purchase fee, additional payout fee, and the like. For example, in the case of a game center where a service of obtaining 2 credits for 100 yen is provided, the payment amount is 100 yen even if additional printing is performed twice. Therefore, in this case, the same privilege as in the case of one additional printing in the normal operation in which one credit can be obtained for 100 yen may be given. In this way, the privilege may be set according to the consideration for the additional printing instead of the number of additional printings.
  • the player may be able to put in any amount of 100 yen (basic charge) or more.
  • a player who pays 500 yen and gives an additional print instruction may be given a generous privilege as compared with a player who pays 100 yen and gives an additional print instruction.
  • the number of additional prints is an example of the number of additional payouts
  • the payment amount of additional prints is an example of the payment amount of additional payouts.
  • the first privilege granting unit 312 may grant the right to change the game settings in the player's favor as a privilege. For example, the physical strength, attack power, or growth rate (level) of the character corresponding to the card held by the player may be increased.
  • the present invention is not limited to the above-described embodiment or modification, and the components can be modified and embodied without departing from the gist.
  • Various inventions may be formed by appropriately combining a plurality of components disclosed in the above embodiments and modifications.
  • some components may be deleted from all the components shown in the above embodiments and modifications.
  • the player when the additional payout is instructed, the player is given a privilege to change the setting of the battle game in an advantageous manner to the player, so that the player can be motivated to make the additional payout. If the player makes additional payouts and increases the types of game cards held, for example, the world view of collectable card games can be further enjoyed.
  • the player can collect a large number of game cards by normal payout just by playing the game repeatedly.
  • a player who has a lot of game cards (hereinafter referred to as “skilled player”) is less likely to be motivated to obtain a new game card by additional payout.
  • skilled players tend to be interested in competing with other players for the total score (proficiency level). Therefore, in the present embodiment, the motivation for additional payout is motivated by providing the additional payout privilege as "the right to easily obtain a large number of scores (rewards) in the next battle game". For example, suppose that you can get a score of 300 points by defeating an enemy character in a battle game.
  • the player expects to acquire a rare character at the time of normal payout and additional payout.
  • the appearance probability of the rare character can be increased by instructing the continuation of the game, the player's motivation to continue the game can be increased.
  • not only the appearance probability but also the card conversion probability of the rare character may be increased as a continuous privilege.
  • the right to increase the reward for the next game play is given, so it is possible to compensate for the reward expected in the play that could not be done due to the additional payout. Therefore, the resistance to reducing the number of plays and making additional payouts is alleviated.
  • the ticket provided by the additional payout privilege may be available only for the battle game after the continuation instruction.
  • the ticket may be available when the player newly executes a competitive game. The player can play the next competitive game in an advantageous manner by the additional payout privilege.
  • the card conversion probability of at least one type of character has been increased, and in addition to the normal payout, the card conversion probability can be applied even in the case of additional payout. Therefore, the card payout can be repeated under favorable conditions, and the motivation for making additional payouts is strengthened.
  • the explanation is centered on stimulating the player's willingness to collect game cards and the willingness to continue the competitive game by the additional payout privilege and the continuation privilege.
  • the above-mentioned benefits may be provided to the player even when the card purchase mode is used.

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Abstract

An objective of the present invention is to provide more opportunities for a player to acquire various types of gaming media. Provided is an arcade game device 110 which is a game device which provides a game and a gaming medium in response to payment of a charge, said arcade game device 110 comprising: a game control unit which controls the progress of a game according to a gaming medium set by a player; a first provision unit which provides a new gaming medium either prior to the start or after the end of the progress of the game; a second provision unit which provides an additional gaming medium according to an additional purchase command performed by the player; and a granting unit which, when the additional gaming medium is purchased, grants to the player a bonus for changing the setting of a successive game to the player's advantage.

Description

ゲーム装置およびゲームプログラムGame equipment and game programs
 本発明は、ゲーム装置で使用される記録媒体の提供に関する。 The present invention relates to the provision of a recording medium used in a game device.
 ワンプレイごとに料金を徴収するアーケードゲーム装置(業務用ゲーム装置)は、40年以上の歴史を誇る。アーケードゲームのひとつに、ゲームカードを駆使することで対戦等を行う「コレクタブルカードゲーム(Collectible Card Game)」がある(「トレーディングカードゲーム」ともよばれる)。 The arcade game machine (commercial game machine) that collects a fee for each play has a history of more than 40 years. One of the arcade games is the "Collectible Card Game" (also called "trading card game"), in which battles are played by making full use of game cards.
 ゲームカードにはキャラクタが対応づけられ、ゲームカードの表面にはキャラクタのイラストが描かれることが多い。アーケードゲーム装置は、ゲームのプレイ後にゲームカードを払い出す。プレイヤは、手持ちのゲームカードをアーケードゲーム装置に読み込ませることで、ゲームカードに対応づけられるキャラクタを使用する。したがって、手元にある程度ゲームカードがたまるまで、プレイヤは、ゲーム料金を払って、アーケードゲーム装置にゲームカードを提供してもらう必要がある。なお、ゲームカードの提供方法としては、印刷されたゲームカードを払い出す方法と、内部に蓄積しているゲームカードを払い出す方法がある。 Characters are associated with game cards, and character illustrations are often drawn on the surface of game cards. The arcade game machine pays out the game card after playing the game. The player uses the character associated with the game card by loading the game card in hand into the arcade game device. Therefore, the player needs to pay the game fee and have the arcade game machine provide the game card until the game card is accumulated to some extent. As a method of providing the game card, there are a method of paying out the printed game card and a method of paying out the game card accumulated inside.
 ゲームカードが払い出される機会を手早く提供する方法として、たとえばアーケードゲーム装置は追加払い出しという機能を備えることがある。追加払い出し機能を利用すれば、ゲームのプレイを条件とすることなくプレイヤがゲームカードを手に入れることができる。追加払い出し機能は、ゲームのプレイよりもゲームカードの収集を優先したいプレイヤにとって有意義な機能である。 As a method of quickly providing an opportunity for a game card to be paid out, for example, an arcade game machine may have a function of additional payout. By using the additional payout function, the player can obtain the game card without the condition of playing the game. The additional payout function is a meaningful function for a player who wants to prioritize the collection of game cards over the play of the game.
特許第6331892号公報Japanese Patent No. 6331892
 ゲームカードの収集よりも兎に角プレイを楽しみたいという思いが強いプレイヤは、プレイにゲーム料金を当てた方が満足できると考える。したがって、所有するゲームカードの種類があまり増えないまま、プレイを繰り返すこともある。 Players who have a strong desire to enjoy corner play rather than collecting game cards think that it is more satisfying to pay the game fee for play. Therefore, the play may be repeated without increasing the types of game cards owned.
 しかし、コレクタブルカードゲームは、ゲームカードの多様性によってその世界観が広がるという側面がある。したがって、ゲームカードの種類を増やすように促すことによって、コレクタブルカードゲームをより深く楽しめるようになる。つまり、プレイヤが興味を持っていない種類のゲームカードであっても、使ってみれば意外な楽しみを味わえるということもある。なお、ゲームカードは遊技媒体の例であって、ゲームカード以外の遊技媒体に関しても同様の課題は生じうる。 However, collectable card games have the aspect that their world view expands due to the variety of game cards. Therefore, by encouraging more types of game cards, you will be able to enjoy collectable card games more deeply. In other words, even if the type of game card is not of interest to the player, it may be possible to enjoy unexpected fun by using it. The game card is an example of a game medium, and a similar problem may occur with a game medium other than the game card.
 特許文献1にはゲームで用いられるパラメータを加算することを動機付けとして、プレイヤにキャラクタ提供の要求操作を促す技術が開示されている。但し、特許文献1では、提供されるキャラクタをプレイヤが選択する構成となっているので、多様なキャラクタの取得を促すものではない。 Patent Document 1 discloses a technique for urging a player to perform a request operation for providing a character, motivated by adding parameters used in a game. However, since Patent Document 1 has a configuration in which the player selects the provided character, it does not encourage the acquisition of various characters.
 本発明は、上記課題認識に基づいて完成された発明であり、その主たる目的は、種々の遊技媒体を取得する機会をプレイヤが利用しやすくすることである。 The present invention is an invention completed based on the above-mentioned problem recognition, and its main purpose is to make it easier for the player to use the opportunity to acquire various game media.
 本発明のある態様におけるゲーム装置は、対価の支払いに応じてゲームと遊技媒体とを提供するゲーム装置であって、プレイヤにより設定された遊技媒体にしたがってゲームの進行を制御するゲーム制御部と、ゲームの進行の開始前または終了後に、新たな遊技媒体を提供する第1提供部と、プレイヤによる追加購入指示にしたがって、追加の遊技媒体を提供する第2提供部と、遊技媒体が追加購入されたとき、次回のゲームの設定をプレイヤに対して有利に変化させる特典をプレイヤに付与する付与部と、を備える。 The game device in a certain aspect of the present invention is a game device that provides a game and a game medium in response to payment of consideration, and includes a game control unit that controls the progress of the game according to the game medium set by the player. Before or after the start or end of the progress of the game, a first providing unit that provides a new game medium, a second providing unit that provides an additional game medium according to an additional purchase instruction by the player, and a game medium are additionally purchased. At that time, it is provided with a granting unit that gives the player a privilege to change the setting of the next game in an advantageous manner to the player.
 本発明によれば、種々の遊技媒体を取得する機会を、プレイヤが利用しやすくなる。 According to the present invention, the player can easily use the opportunity to acquire various game media.
ゲームシステムのハードウェア構成図である。It is a hardware block diagram of a game system. アーケードゲーム機の機能ブロック図である。It is a functional block diagram of an arcade game machine. データ処理部およびデータ格納部の機能ブロック図である。It is a functional block diagram of a data processing unit and a data storage unit. アーケードゲーム機における第1の処理過程を示すフローチャートである。It is a flowchart which shows the 1st processing process in an arcade game machine. アーケードゲーム機における第2の処理過程を示すフローチャートである。It is a flowchart which shows the 2nd processing process in an arcade game machine. 対戦プレイのスタート画面の例を示す図である。It is a figure which shows the example of the start screen of a battle play. アーケードゲーム機における第3の処理過程を示すフローチャートである。It is a flowchart which shows the 3rd processing process in an arcade game machine. カード化するキャラクタの画像および属性を表す画面の例を示す図である。It is a figure which shows the example of the screen which shows the image and the attribute of the character to make a card. 追加印刷に関する指示を受け付けるための画面の例を示す図である。It is a figure which shows the example of the screen for accepting the instruction about additional printing. 追加印刷のためのコイン投入を促す画面の例を示す図である。It is a figure which shows the example of the screen which prompts the coin insertion for additional printing. ゲーム継続のためのコイン投入を促す画面の例を示す図である。It is a figure which shows the example of the screen which prompts the coin insertion for the continuation of a game. アーケードゲーム機における第4の処理過程を示すフローチャートである。It is a flowchart which shows the 4th processing process in an arcade game machine. チケットが付与されたことを知らせる画面の例を示す図である。It is a figure which shows the example of the screen which informs that a ticket has been granted.
 図1は、ゲームシステム100のハードウェア構成図である。
 ゲームシステム100においては、ゲームサーバ102に対して、複数のアーケードゲーム装置110a、110b・・・110m(以下、まとめて言うときや特に区別しないときには「アーケードゲーム装置110」と総称する)がインターネット106を介して接続される。
FIG. 1 is a hardware configuration diagram of the game system 100.
In the game system 100, a plurality of arcade game devices 110a, 110b ... 110 m (hereinafter, collectively referred to as "arcade game device 110" when collectively referred to or not particularly distinguished) are connected to the game server 102 on the Internet 106. Connected via.
 アーケードゲーム装置110は、遊園地やゲームセンターなどに設置される。アーケードゲーム装置110は、インターネット106に有線接続される。アーケードゲーム装置110は、ゲームサーバ102と専用回線により接続されてもよい。 The arcade game device 110 is installed in an amusement park, a game center, or the like. The arcade game device 110 is wiredly connected to the Internet 106. The arcade game device 110 may be connected to the game server 102 by a dedicated line.
 本実施形態に係るアーケードゲーム装置110は、コレクタブルカードゲームを提供する。コレクタブルカードゲームは、プレイヤがゲームカードを保持していることが前提となるので、プレイヤが初期の段階でゲームカードを取得しやすくするためのモードが設けられている。本実施形態におけるコレクタブルカードゲームには「カード購入モード」と「プレイモード」が設けられる。カード購入モードはゲームカードの購入だけを目的とするモードであり、プレイモードはゲームカードをつかって後述の対戦ゲームをプレイするためのモードである。 The arcade game device 110 according to the present embodiment provides a collectable card game. Since the collectable card game is premised on the player holding the game card, a mode is provided to facilitate the player to acquire the game card at an initial stage. The collectable card game in the present embodiment is provided with a "card purchase mode" and a "play mode". The card purchase mode is a mode for the purpose of purchasing a game card only, and the play mode is a mode for playing a battle game described later using a game card.
 プレイヤがカード購入モードを選択すれば、コイン投入を条件として繰り返しゲームカードを得ることができる。具体的には、プレイヤは購入代金を支払うと、複数のゲームカードからランダムに1枚のゲームカードが選択され、プレイヤには当たったゲームカードが提供される。ゲームカードが少ないプレイヤは、カード購入モードを利用すれば効率的にゲームカードを集めることができる。 If the player selects the card purchase mode, the game card can be obtained repeatedly on condition that coins are inserted. Specifically, when the player pays the purchase price, one game card is randomly selected from the plurality of game cards, and the player is provided with the winning game card. Players with few game cards can efficiently collect game cards by using the card purchase mode.
 ゲームカードを有る程度保持しているプレイヤは、当然プレイをしたくなる。プレイモードでは、ゲームのプレイができるだけでなく、たとえばプレイ終了後に新しい1枚のゲームカードが提供される。したがって、プレイを繰り返せば、プレイヤが保持するゲームカードの種類は少しずつ増えていく。ゲームカードの提供方法としては、払い出しの都度印刷されたゲームカードを払い出す方法と、内部に蓄積している複数種類のゲームカードから選択したものを払い出す方法とがある。この例では、印刷によってゲームカードを払い出すものとする。なお、内部に蓄積しているゲームカードから選択したものを払い出す方法については、変形例2で説明する。 Players who hold a certain amount of game cards naturally want to play. In play mode, not only can the game be played, but a new game card is provided, for example, after the end of play. Therefore, if the play is repeated, the types of game cards held by the player will gradually increase. As a method of providing a game card, there are a method of paying out a printed game card each time it is paid out, and a method of paying out a selected one from a plurality of types of game cards stored inside. In this example, it is assumed that the game card is paid out by printing. A method of paying out a selected game card from the game cards stored inside will be described in Modification 2.
 プレイモードにおいては追加印刷の機会が提供される。追加印刷は、通常のゲームカード印刷の後に、プレイヤが希望すればさらにゲームカードを印刷して提供する機能である。以下、ゲームのプレイに付随してゲームカードを印刷して提供することを「通常印刷」とよび、追加印刷と区別する。通常印刷には、追加料金がかからない。プレイモードにおいては、通常印刷が実行された後に、プレイヤが希望すれば更に追加印刷が実行される。追加印刷には、追加料金がかかる。本実施形態では、この追加印刷の利用促進を図る。プレイヤが追加印刷を利用して多種のゲームカードを持つようになれば、いろいろな組み合わせでゲームカードを利用して、多様なゲーム展開を実感できるようになる。この例では、ゲームの終了後にゲームカードを払い出すが、ゲームの開始前にゲームカードを払い出すようにしてもよい。ゲームの開始前にゲームカードを払い出す例については、変形例1で説明する。 In play mode, additional printing opportunities are provided. The additional printing is a function of printing and providing a game card if the player so desires after the normal game card printing. Hereinafter, printing and providing a game card accompanying game play is referred to as "normal printing" and is distinguished from additional printing. There is no additional charge for normal printing. In the play mode, after the normal printing is executed, additional printing is further executed if the player so desires. There is an additional charge for additional printing. In this embodiment, the use of this additional printing is promoted. If the player uses additional printing to have various game cards, he / she will be able to experience various game developments by using the game cards in various combinations. In this example, the game card is paid out after the end of the game, but the game card may be paid out before the start of the game. An example of paying out a game card before the start of the game will be described in Modification 1.
 そのため、追加印刷を利用したプレイヤに対して、ゲームの設定をプレイヤに対して有利に変化させる特典を付与する。このような特典を付与すれば、次のプレイを有利に進められるので、プレイヤにとって追加印刷を利用する動機付けとなりやすい。この例では、特典として、プレイによって得られる報酬を増やす権利を付与する。本実施形態における報酬とは、プレイによって得られるスコアである。また、この例におけるゲームプレイの内容は、プレイヤがアーケードゲーム機にセットしたゲームカードによって決まるプレイヤ側のキャラクタと、アーケードゲーム機が自動的に登場させる相手側のキャラクタ(以下、敵キャラクタということがある。)との対戦を演出するものである。 Therefore, the player who uses the additional printing is given a privilege to change the game setting in an advantageous manner for the player. If such a privilege is given, the next play can be advanced advantageously, so that the player is likely to be motivated to use the additional printing. In this example, as a privilege, the right to increase the reward obtained by playing is given. The reward in this embodiment is a score obtained by playing. In addition, the content of the game play in this example is that the character on the player side determined by the game card set by the player in the arcade game machine and the character on the other side that the arcade game machine automatically appears (hereinafter referred to as an enemy character). There is.) It is to produce a match with.
 この他にも、プレイヤが対戦プレイで相手側のキャラクタを倒した場合に、倒した相手側のキャラクタをゲームカードとして得やすくし、さらにプレイヤがゲーム継続(いわゆる、コンティニュー)を指示した場合にも、所定のキャラクタ(たとえば、いわゆるレアキャラクタ)がゲームプレイに登場する確率を高めるなどの工夫で、いろいろなキャラクタのカードゲームを提供するように図っている。 In addition to this, when the player defeats the opponent's character in the battle play, it is easy to obtain the defeated opponent's character as a game card, and even when the player instructs to continue the game (so-called continue). , We are trying to provide card games of various characters by increasing the probability that a predetermined character (for example, a so-called rare character) will appear in the game play.
 まとめると、カード購入モードにおいてプレイヤは有料にてゲームカードを収集できる。また、プレイモードにおいてはプレイヤが手持ちのゲームカードを使って対戦ゲームを実行し、対戦ゲームの結果として新たなゲームカードを通常印刷により取得する。また、対戦ゲームの結果としてプレイヤにはスコア(報酬)が提供され、プレイヤのスコア累積値(以下、「合計スコア」とよぶ)が加算される。通常印刷のあと、プレイヤが追加印刷を希望したときには追加のゲームカードが提供される。追加印刷を利用すれば、次回の対戦ゲームにおいて多くのスコアを得やすくなるという「特典」を得られる。本実施形態におけるコレクタブルカードゲームにおいては複数のプレイヤはお互いに合計スコアを競う。プレイヤは追加印刷を利用すれば合計スコアを増加させやすくなる。 In summary, the player can collect game cards for a fee in the card purchase mode. Further, in the play mode, the player executes the battle game using the game card in hand, and obtains a new game card by normal printing as a result of the battle game. In addition, a score (reward) is provided to the player as a result of the battle game, and the cumulative score value of the player (hereinafter referred to as "total score") is added. After normal printing, additional game cards are provided when the player wishes to make additional prints. If you use additional printing, you can get a "privilege" that makes it easier to get a lot of scores in the next competitive game. In the collectable card game of the present embodiment, a plurality of players compete with each other for the total score. Players can easily increase the total score by using additional printing.
 図2は、アーケードゲーム機110の機能ブロック図である。
 アーケードゲーム機110の各構成要素は、CPU(Central Processing Unit)および各種コプロセッサなどの演算器、メモリやストレージといった記憶装置、それらを連結する有線または無線の通信線を含むハードウェアと、記憶装置に格納され、演算器に処理命令を供給するソフトウェアによって実現される。コンピュータプログラムは、デバイスドライバ、オペレーティングシステム、それらの上位層に位置する各種アプリケーションプログラム、また、これらのプログラムに共通機能を提供するライブラリによって構成されてもよい。以下に説明する各ブロックは、ハードウェア単位の構成ではなく、機能単位のブロックを示している。
FIG. 2 is a functional block diagram of the arcade game machine 110.
Each component of the arcade game machine 110 includes a CPU (Central Processing Unit), a computing unit such as various coprocessors, a storage device such as a memory and a storage device, hardware including a wired or wireless communication line connecting them, and a storage device. It is stored in and realized by software that supplies processing instructions to the arithmetic unit. A computer program may be composed of a device driver, an operating system, various application programs located in the upper layers thereof, and a library that provides common functions to these programs. Each block described below shows a block for each function, not a configuration for each hardware.
 アーケードゲーム機110はユーザインターフェース部200、データ処理部300、データ格納部400および通信部500を含む。
 ユーザインターフェース部200は、プレイヤからの入力操作やモニタ115への画像表示など、ユーザインターフェースに関する処理を担当する。データ処理部300は、ユーザインターフェース部200により取得されたデータや、データ格納部400に格納されているデータに基づいて各種処理を実行する。データ格納部400は、各種情報を格納する。データ格納部400は、アーケードゲーム機110に含まれてもよいし、通信ネットワークを介してゲームサーバ102に設けられてもよい。通信部500は、インターネット106を介してゲームサーバ102との通信処理を担当する。
The arcade game machine 110 includes a user interface unit 200, a data processing unit 300, a data storage unit 400, and a communication unit 500.
The user interface unit 200 is in charge of processing related to the user interface, such as an input operation from the player and an image display on the monitor 115. The data processing unit 300 executes various processes based on the data acquired by the user interface unit 200 and the data stored in the data storage unit 400. The data storage unit 400 stores various information. The data storage unit 400 may be included in the arcade game machine 110, or may be provided in the game server 102 via a communication network. The communication unit 500 is in charge of communication processing with the game server 102 via the Internet 106.
 ユーザインターフェース部200は、プレイヤからの入力を受け付ける入力部210と、プレイヤに対して画像等の各種情報を出力する出力部230を含む。ユーザインターフェース部200は、モニタ115、カード投出入部120、入力装置130、カード作成機器140および近距離無線通信器150に接続される。モニタ115は、各種画像を表示させる既知の表示手段である。カード投出入部120には、ゲームカードがセットされる。カード投出入部120は、ゲームカードの所定面に描かれた図形を読み取るためのカード読取スキャナ122を有する。ゲームカードの裏面または表面には、ゲームカード固有のID(以下、「カードID」という。)を判別可能な図形が印刷されている。この図形が印刷される所定面を、図形面という。カードIDによりゲームカードは一意に識別される。入力装置130は、プレイヤによる各種入力操作を受け付ける。カード作成機器140は、プリンタなどの既知の印刷手段である。近距離無線通信器150は、NFC規格(Near Field Communication)などの既知の近距離通信技術にて、プレイヤカードからプレイヤIDを読み取る。 The user interface unit 200 includes an input unit 210 that receives input from the player and an output unit 230 that outputs various information such as images to the player. The user interface unit 200 is connected to the monitor 115, the card insertion / removal unit 120, the input device 130, the card creation device 140, and the short-range wireless communication device 150. The monitor 115 is a known display means for displaying various images. A game card is set in the card insertion / removal unit 120. The card insertion / removal unit 120 has a card reading scanner 122 for reading a figure drawn on a predetermined surface of a game card. A figure that can identify an ID unique to the game card (hereinafter referred to as "card ID") is printed on the back surface or the front surface of the game card. The predetermined surface on which this figure is printed is called a graphic surface. The game card is uniquely identified by the card ID. The input device 130 accepts various input operations by the player. The card making device 140 is a known printing means such as a printer. The short-range wireless communication device 150 reads a player ID from a player card using a known short-range communication technology such as an NFC standard (Near Field Communication).
 入力部210は、コイン検出部212、プレイヤID検出部214、選択受付部216、カードID検出部218、第1指示受付部220および第2指示受付部222を含む。
 コイン検出部212は、コインの投入を検出する。プレイヤID検出部214は、近距離無線通信器150にかざされたプレイヤカードからプレイヤIDを検出する。プレイヤはプレイヤIDにより識別される。プレイヤは、あらかじめプレイヤカードを購入しておく。プレイヤカードにあらかじめ登録されたプレイヤIDにより、プレイヤが特定される。プレイヤカードはプレイヤを識別するための身分証である。一方、ゲームカードは、プレイヤが保有するキャラクタを識別する。選択受付部216は、プレイヤによるモード選択を受け付ける。カードID検出部218は、カード読取スキャナ122で読み取ったゲームカードの図形面の画像に含まれる図形に基づいてカードIDを判別する。第1指示受付部220は、追加印刷に関する指示を受け付ける。第2指示受付部222は、ゲーム継続に関する指示を受け付ける。
The input unit 210 includes a coin detection unit 212, a player ID detection unit 214, a selection reception unit 216, a card ID detection unit 218, a first instruction reception unit 220, and a second instruction reception unit 222.
The coin detection unit 212 detects the insertion of coins. The player ID detection unit 214 detects the player ID from the player card held over the short-range wireless communication device 150. The player is identified by the player ID. The player purchases a player card in advance. A player is identified by a player ID registered in advance on the player card. A player card is an identification card for identifying a player. On the other hand, the game card identifies a character owned by the player. The selection reception unit 216 accepts the mode selection by the player. The card ID detection unit 218 determines the card ID based on the graphic included in the image of the graphic surface of the game card read by the card reading scanner 122. The first instruction receiving unit 220 receives an instruction regarding additional printing. The second instruction receiving unit 222 receives an instruction regarding the continuation of the game.
 出力部230は、画面出力部232を含む。画面出力部232は、モニタ115に各種画面を表示させる。 The output unit 230 includes a screen output unit 232. The screen output unit 232 causes the monitor 115 to display various screens.
 図3は、データ処理部300およびデータ格納部400の機能ブロック図である。
 データ処理部300は、ゲーム制御部302、報酬提供部304、確率設定部306、第1カード提供部308、第2カード提供部310、第1特典付与部312および第2特典付与部314を含む。
FIG. 3 is a functional block diagram of the data processing unit 300 and the data storage unit 400.
The data processing unit 300 includes a game control unit 302, a reward providing unit 304, a probability setting unit 306, a first card providing unit 308, a second card providing unit 310, a first privilege granting unit 312, and a second privilege granting unit 314. ..
 ゲーム制御部302は、カードIDに対応するキャラクタIDを特定して、ゲームの進行を制御する。本実施形態において登場するキャラクタは、キャラクタIDにより識別される。ゲームカードとキャラクタはあらかじめ対応づけられる。たとえば、カードID=A02のゲームカードとキャラクタID=B05が対応づけられるとき、ゲームサーバ102はA02とB05を対応づけて登録する。また、カード作成装置140は、A02のゲームカードに対してB05のキャラクタの画像を印刷してゲームカードを送り出す。プレイヤIDとカードIDを対応付けることにより、ゲームサーバ102は、どのプレイヤがどのようなゲームカード(キャラクタ)を保有しているかを管理する。なお、これらの情報は、ゲームサーバ102からアーケードゲーム機110に随時提供されてもよい。ゲーム制御部302は、プレイヤがセットしたゲームカードに対応するキャラクタと、データ処理部300が登場させるキャラクタの対戦を、ユーザの操作やキャラクタの属性などに基づいて展開させる。報酬提供部304は、対戦プレイの結果に応じてプレイヤに報酬(スコア)を付与する。報酬のデータは、ゲームサーバ102においてプレイヤ毎に合計スコアとして管理される。ゲームサーバ102は、プレイヤ毎に報酬の累積値を算出し、ランキング形式でWEB上に公開してもよい。 The game control unit 302 identifies the character ID corresponding to the card ID and controls the progress of the game. The characters appearing in this embodiment are identified by the character ID. The game card and the character are associated in advance. For example, when a game card with card ID = A02 and character ID = B05 are associated with each other, the game server 102 registers A02 and B05 in association with each other. Further, the card making device 140 prints an image of the character of B05 on the game card of A02 and sends out the game card. By associating the player ID with the card ID, the game server 102 manages which player owns what kind of game card (character). It should be noted that such information may be provided from the game server 102 to the arcade game machine 110 at any time. The game control unit 302 develops a battle between the character corresponding to the game card set by the player and the character introduced by the data processing unit 300 based on the user's operation, the character's attributes, and the like. The reward providing unit 304 gives a reward (score) to the player according to the result of the battle play. The reward data is managed as a total score for each player on the game server 102. The game server 102 may calculate the cumulative value of the reward for each player and publish it on the WEB in a ranking format.
 確率設定部306は、通常印刷または追加印刷に際して、各キャラクタがゲームカードとして提供される確率を設定する。以下、キャラクタをゲームカードの画像として印刷することを「キャラクタのカード化」という。また、キャラクタがゲームカードの表面の画像として印刷される確率を「カード化確率」という。第1カード提供部308は、対戦プレイを終えた時点で抽選(以下、「通常抽選」とよぶ)を行って、カード化すべきキャラクタを決定し、カード作成装置140にそのキャラクタが印刷されたゲームカードを生成させる。つまり、第1カード提供部308は、プレイモードに含まれる通常のカード提供を行う。より具体的には、複数、たとえば、50体のキャラクタが選択候補とされ、第1カード提供部308は各キャラクタのカード化確率に基づいて通常抽選を実行することで選択候補から1体のキャラクタを選択し、選択したキャラクタをカード化(通常印刷)するようにカード作成装置140に指示を出す。 The probability setting unit 306 sets the probability that each character will be provided as a game card during normal printing or additional printing. Hereinafter, printing a character as an image of a game card is referred to as "character card conversion". Further, the probability that the character is printed as an image of the surface of the game card is called "card conversion probability". The first card providing unit 308 performs a lottery (hereinafter referred to as "normal lottery") when the battle play is completed, determines a character to be converted into a card, and the game in which the character is printed on the card making device 140. Generate a card. That is, the first card providing unit 308 provides a normal card included in the play mode. More specifically, a plurality of characters, for example, 50 characters are selected as selection candidates, and the first card providing unit 308 executes a normal lottery based on the card conversion probability of each character to execute one character from the selection candidates. Is selected, and the card making device 140 is instructed to convert the selected character into a card (normal printing).
 第2カード提供部310は、追加印刷の指示に応じて抽選(以下、「追加抽選」とよぶ)を行って、カード化キャラクタを決定し、カード作成装置140にそのキャラクタが印刷されたゲームカードを生成させる。つまり、第2カード提供部310は、追加印刷の機能におけるカード提供を行う。なお、たとえば通常印刷によって選択済みのキャラクタを除いたキャラクタ群、たとえば49体のキャラクタが選択候補とされ、第2カード提供部310は各キャラクタのカード化確率に基づいて追加抽選を実行することで選択候補から1体のキャラクタを選択し、選択したキャラクタをカード化(追加印刷)するようにカード作成装置140に指示を出してもよい。 The second card providing unit 310 performs a lottery (hereinafter referred to as "additional lottery") in response to an instruction for additional printing, determines a character to be carded, and a game card on which the character is printed on the card making device 140. To generate. That is, the second card providing unit 310 provides the card in the additional printing function. For example, a character group excluding the characters selected by normal printing, for example, 49 characters are selected as selection candidates, and the second card providing unit 310 executes an additional lottery based on the card conversion probability of each character. One character may be selected from the selection candidates, and the card making device 140 may be instructed to convert the selected character into a card (additional printing).
 第1特典付与部312は、追加印刷の指示を受け付けた場合に、ゲームの設定をプレイヤに対して有利に変化させる特典(以下、「追加印刷特典」とよぶ)を付与する、具体的は、第1特典付与部312は、追加印刷特典として、報酬を増加させるチケットをプレイヤに付与する。チケットの詳細については、後述する。第2特典付与部314は、ゲーム継続の指示(コンティニューの指示)を受け付けた場合に、ゲームの設定をプレイヤに対して有利に変化させる特典(以下、「継続特典」とよぶ)を付与する。具体的は、第2特典付与部314は、継続特典として、所定のキャラクタ(たとえば、いわゆるレアキャラクタ)が対戦ゲームに登場する確率を増加させる。第2特典付与部314は、継続特典として、所定のキャラクタが対戦ゲームに登場する確率を減少させてもよい。たとえば、いわゆるコモンキャラクタが対戦ゲームに登場する確率を減少させれば、結果的に、プレイヤにとって未知であり、あるいは稀にしか出会わないキャラクタと対戦する機会が得られやすくなる。 When the first privilege granting unit 312 receives an instruction for additional printing, the first privilege granting unit 312 grants a privilege (hereinafter referred to as "additional printing privilege") for changing the game settings in an advantageous manner to the player. The first privilege granting unit 312 grants the player a ticket for increasing the reward as an additional printing privilege. The details of the ticket will be described later. When the second privilege granting unit 314 receives the instruction to continue the game (instruction to continue), the second privilege granting unit 314 grants a privilege (hereinafter, referred to as "continuation privilege") for changing the game setting in an advantageous manner to the player. Specifically, the second privilege granting unit 314 increases the probability that a predetermined character (for example, a so-called rare character) appears in the battle game as a continuous privilege. The second privilege granting unit 314 may reduce the probability that a predetermined character appears in the battle game as a continuous privilege. For example, reducing the probability that a so-called common character will appear in a competitive game will result in an opportunity to play against a character that is unknown to the player or rarely encountered.
 データ格納部400は、カード情報格納部402、登場確率格納部404およびカード化確率格納部406を含む。
 カード情報格納部402は、カードIDに対応付けて、キャラクタID、キャラクタの属性およびキャラクタの画像を含むキャラクタ情報を格納する。キャラクタの属性は、キャラクタの気性(たとえば、勇気)、体力、攻撃力、成長度(レベル)、防御力、攻撃用ポイントなどのパラメータ、キャラクタに設定された技、職業、種類(動物等)などや強さを定義する情報である。登場確率格納部404は、各キャラクタIDに対応づけて、そのキャラクタが対戦プレイに登場する確率(以下、「登場確率」という。)を記憶する。カード化確率格納部406は、各キャラクタIDに対応づけて、そのキャラクタのカード化確率を記憶する。対戦プレイに際しては、ゲーム制御部302は複数種類のキャラクタから敵として登場すべきキャラクタを選択する。キャラクタには登場確率が設定されており、登場確率の低いキャラクタがいわゆるレアキャラクタである。登場する敵キャラクタ数は、1体でもよいし、2体以上でもよい。
The data storage unit 400 includes a card information storage unit 402, an appearance probability storage unit 404, and a card conversion probability storage unit 406.
The card information storage unit 402 stores character information including a character ID, a character attribute, and a character image in association with the card ID. Character attributes include parameters such as character's temper (for example, courage), physical strength, attack power, growth rate (level), defense power, attack points, skills set for the character, occupation, type (animal, etc.), etc. Information that defines strength and strength. The appearance probability storage unit 404 stores the probability that the character appears in the battle play (hereinafter, referred to as "appearance probability") in association with each character ID. The carding probability storage unit 406 stores the carding probability of the character in association with each character ID. In the battle play, the game control unit 302 selects a character to appear as an enemy from a plurality of types of characters. The appearance probability is set for the character, and the character with the low appearance probability is the so-called rare character. The number of enemy characters that appear may be one or two or more.
 プレイヤは、対戦ゲームにおいて味方となるキャラクタを選択する。味方のキャラクタ数は、1体でもよいし、2体以上でもよい。ゲーム制御部302は、複数種類のキャラクタの中から敵となるキャラクタを選択する。対戦ゲームを終えると、第1カード提供部308は複数の敵キャラクタの一部または全部を選択候補(たとえば、50体)に含む通常抽選を実行する。なお、対戦ゲームにおいて倒した敵キャラクタのカード化確率は増加し、自分の手持ちキャラクタ(ゲームカード)にしやすくなる。プレイヤは、レアキャラクタが対戦相手となるときには、このキャラクタを倒して通常印刷(通常抽選)により手に入れることを期待する。また、通常抽選で目的とするキャラクタを手に入れることができなかったときでも、追加印刷(追加抽選)により再チャレンジの機会が提供される。 The player selects a character to be an ally in the battle game. The number of ally characters may be one or two or more. The game control unit 302 selects an enemy character from a plurality of types of characters. When the battle game is finished, the first card providing unit 308 executes a normal lottery in which some or all of the plurality of enemy characters are included in the selection candidates (for example, 50 characters). In addition, the probability of defeating an enemy character in a battle game will increase, making it easier to make it your own character (game card). When a rare character becomes an opponent, the player expects to defeat this character and obtain it by normal printing (normal lottery). In addition, even when the target character cannot be obtained in the normal lottery, an opportunity for re-challenge is provided by additional printing (additional lottery).
 図4は、アーケードゲーム機における第1の処理過程を示すフローチャートである。
 プレイヤは、まず、プレイヤカードをかざした上でコインを投入することによりコレクタブルカードゲームを開始する。コイン検出部212がコインの投入を検出すると(S10)、プレイヤID検出部214は、近距離無線通信器150にかざされたプレイヤカードからプレイヤIDを検出する(S12)。プレイヤIDを検出できない場合には、プレイヤをゲストとして扱う。選択受付部216は、プレイヤによるモード選択を受け付ける(S14)。プレイヤがカード購入モードを選択した場合に(S14のY)、ゲーム制御部302は、カード購入モード処理を実行する(S16)。カード購入モード処理では、プレイヤの要求に応じて所定枚数(たとえば、9枚)までゲームカードの提供を繰り返す。カード購入モード処理を終えると、画面出力部232がモニタ115へ印刷終了の画面を表示させて(S18)、全体処理を終える。
FIG. 4 is a flowchart showing the first processing process in the arcade game machine.
The player first starts the collectable card game by holding up the player card and inserting coins. When the coin detection unit 212 detects the insertion of a coin (S10), the player ID detection unit 214 detects the player ID from the player card held over the short-range wireless communication device 150 (S12). If the player ID cannot be detected, the player is treated as a guest. The selection reception unit 216 accepts the mode selection by the player (S14). When the player selects the card purchase mode (Y in S14), the game control unit 302 executes the card purchase mode process (S16). In the card purchase mode process, the provision of game cards is repeated up to a predetermined number (for example, 9 cards) in response to a player's request. When the card purchase mode process is completed, the screen output unit 232 displays the print completion screen on the monitor 115 (S18), and the entire process is completed.
 プレイヤがプレイモードを選択した場合には(S14のN)、図5に示したS20の処理へ移る。S20以降の処理は、プレイモード処理に相当する。 When the player selects the play mode (N in S14), the process proceeds to the process of S20 shown in FIG. The processing after S20 corresponds to the play mode processing.
 図5は、アーケードゲーム機における第2の処理過程を示すフローチャートである。
 プレイモードにおいては、プレイヤは2枚のゲームカードをアーケードゲーム機110のカード投出入部120にセットする。カードID検出部218は、カード投出入部120にセットされたゲームカードからカードIDを検出する(S20)。
FIG. 5 is a flowchart showing a second processing process in the arcade game machine.
In the play mode, the player sets two game cards in the card insertion / extraction section 120 of the arcade game machine 110. The card ID detection unit 218 detects the card ID from the game card set in the card insertion / removal unit 120 (S20).
 ゲーム制御部302は、対戦プレイを開始させる前に、対戦プレイに登場させるキャラクタを抽選によって決定する。そのため、ゲーム制御部302は、各キャラクタの登場確率を初期化する(S22)。登場確率の初期値は、固定値であってもよいし、ある程度変動する値であってもよい。登場確率は、キャラクタ毎に異なってもよい。いわゆるレアキャラクタの登場確率は、他のキャラクタの登場確率よりも小さく設定される。各キャラクタの登場確率は、登場確率格納部404に記憶される。登場させるキャラクタを絞り込む場合には、当初から登場させないと決めたキャラクタの登場確率を0としてもよい。 The game control unit 302 determines the characters to appear in the battle play by lottery before starting the battle play. Therefore, the game control unit 302 initializes the appearance probability of each character (S22). The initial value of the appearance probability may be a fixed value or a value that fluctuates to some extent. The appearance probability may be different for each character. The appearance probability of a so-called rare character is set smaller than the appearance probability of other characters. The appearance probability of each character is stored in the appearance probability storage unit 404. When narrowing down the characters to appear, the appearance probability of the characters decided not to appear from the beginning may be set to 0.
 ゲーム制御部302は、各キャラクタの登場確率に従って、対戦プレイに登場させるキャラクタの抽選を行う(S24)。ゲーム制御部302は、当選した複数のキャラクタを敵チームとして対戦プレイを展開する(S26)。プレイヤ側のチーム員は、ゲームカードから検出したカードIDに対応するキャラクタIDによって決まる。そのため、ゲーム制御部302は、カード情報を参照してプレイヤ側のキャラクタIDを特定する。図6は、対戦プレイのスタート画面の例を示す図である。この画面の例では、下側にプレイヤ側のチーム員である2体のキャラクタが表示され、上側にデータ処理部300が登場させる2体のキャラクタが表示される。この後、ゲーム制御部302は、プレイヤの入力操作に応じ、さらにプレイヤ側のキャラクタの属性なども参照して、対戦プレイを展開する。 The game control unit 302 draws a lottery of characters to appear in the battle play according to the appearance probability of each character (S24). The game control unit 302 develops a battle play with a plurality of winning characters as enemy teams (S26). The team members on the player side are determined by the character ID corresponding to the card ID detected from the game card. Therefore, the game control unit 302 identifies the character ID on the player side with reference to the card information. FIG. 6 is a diagram showing an example of a start screen of the battle play. In the example of this screen, two characters who are team members on the player side are displayed on the lower side, and two characters on which the data processing unit 300 appears are displayed on the upper side. After that, the game control unit 302 develops the battle play in response to the input operation of the player and further referring to the attributes of the character on the player side.
 図5の説明に戻る。S26における対戦プレイが終了すると、報酬提供部304は、対戦プレイの内容に応じて報酬(スコア)を判定し、プレイヤに報酬(スコア)を提供する(S28)。たとえば相手側のキャラクタを倒すと報酬は高くなり、プレイヤ側のキャラクタが倒されると報酬は低くなる。画面出力部232は、プレイヤが得られた報酬の値を、モニタ115に表示させる(S28)。なお、報酬はスコアのようにプレイヤのゲームに対する習熟度や達成度を示す指標値に限らず、キャラクタの経験値、キャラクタが利用可能なアイテムなどプレイヤがゲームを有利に進める上で有用なコンテンツであってもよい。 Return to the explanation in Fig. 5. When the battle play in S26 is completed, the reward providing unit 304 determines the reward (score) according to the content of the battle play and provides the player with the reward (score) (S28). For example, if the opponent's character is defeated, the reward will be high, and if the player's character is defeated, the reward will be low. The screen output unit 232 displays the value of the reward obtained by the player on the monitor 115 (S28). In addition, the reward is not limited to the index value indicating the player's proficiency level and achievement level for the game such as the score, but is useful content for the player to advance the game advantageously, such as the character's experience value and the items that the character can use. There may be.
 報酬提供後、ゲームカードを通常印刷する。確率設定部306は、カード化するキャラクタを選ぶ通常抽選のために、各キャラクタのカード化確率を初期化する(S30)。カード化確率の初期値は、固定値であってもよいし、ある程度変動する値であってもよい。カード化確率は、キャラクタ毎に異なってもよい。いわゆるレアキャラクタのカード化確率は、他のキャラクタのカード化確率よりも小さく設定される。各キャラクタのカード化確率は、カード化確率格納部406に記憶される。カード化させるキャラクタを絞り込む場合には、当初からカード化させないと決めたキャラクタのカード化確率を0としてもよい。 After providing the reward, the game card is usually printed. The probability setting unit 306 initializes the card conversion probability of each character for a normal lottery to select a character to be carded (S30). The initial value of the carding probability may be a fixed value or a value that fluctuates to some extent. The carding probability may be different for each character. The carding probability of a so-called rare character is set smaller than the carding probability of other characters. The carding probability of each character is stored in the carding probability storage unit 406. When narrowing down the characters to be converted into cards, the card conversion probability of the characters decided not to be converted into cards from the beginning may be set to 0.
 ゲームに登場した敵キャラクタを倒した場合には(S32のY)、確率設定部306は、倒した敵キャラクタのカード化確率を増加させる(S34)。確率設定部306は、元のカード化確率に所定値を加えてもよいし、元のカード化確率に1より大きい所定値を乗じてもよい。このようにすれば、対戦プレイで倒したキャラクタがカードとして提供される可能性が高まるので、プレイヤの期待が膨らむ。ゲームに登場した敵キャラクタを倒していない場合には、カード化確率は変更されない。 When the enemy character appearing in the game is defeated (Y in S32), the probability setting unit 306 increases the card conversion probability of the defeated enemy character (S34). The probability setting unit 306 may add a predetermined value to the original carding probability, or may multiply the original carding probability by a predetermined value larger than 1. By doing so, the possibility that the character defeated in the battle play will be provided as a card is increased, and the expectations of the player are increased. If you have not defeated the enemy character that appeared in the game, the card conversion probability will not change.
 図7は、アーケードゲーム機における第2の処理過程を示すフローチャートである。
 カード化確率の初期化および調整の後、第1カード提供部308は、カード化確率に従って通常抽選を実行する(S36)。第1カード提供部308は、当選したキャラクタIDに対応するカードIDとキャラクタの画像をカード情報格納部402から取得し、カードIDとキャラクタの画像を含むゲームカードの作成指示を、カード作成装置140へ送る。カード作成装置140は、カード作成指示に含まれるキャラクタの画像をゲームカードの台紙の表面に印刷し、カードIDから変換された図形をゲームカードの台紙の図形面に印刷する(S38)。そして、カード作成装置140は、アーケードゲーム機110の筐体に設けられたカード受け取り口の外へ、印刷されたゲームカード送り出す。このとき、画面出力部232は、カード化するキャラクタの画像および属性を表す画面をモニタ115に表示させる。また、第1カード提供部308はカードIDとキャラクタIDを対応づけてゲームサーバ102に登録する。図8は、カード化するキャラクタの画像および属性を表す画面の例を示す図である。
FIG. 7 is a flowchart showing a second processing process in the arcade game machine.
After initializing and adjusting the carding probability, the first card providing unit 308 executes a normal lottery according to the carding probability (S36). The first card providing unit 308 acquires the card ID and the character image corresponding to the winning character ID from the card information storage unit 402, and gives an instruction to create a game card including the card ID and the character image to the card creating device 140. Send to. The card making device 140 prints the image of the character included in the card making instruction on the surface of the mount of the game card, and prints the figure converted from the card ID on the graphic surface of the mount of the game card (S38). Then, the card making device 140 sends out the printed game card to the outside of the card receiving port provided in the housing of the arcade game machine 110. At this time, the screen output unit 232 causes the monitor 115 to display a screen showing an image and attributes of the character to be converted into a card. Further, the first card providing unit 308 associates the card ID with the character ID and registers them in the game server 102. FIG. 8 is a diagram showing an example of a screen showing an image and attributes of a character to be converted into a card.
 図7の説明に戻る。通常印刷のあと、ゲームカードの追加印刷を指示してもよい(S40)。画面出力部232は、追加印刷指示を受け付ける画面をモニタ115に表示させる。図9は、追加印刷に関する指示を受け付けるための画面の例を示す図である。「かう」のボタン600は、追加印刷をする指示のボタンである。「かわない」のボタン602は、追加印刷をしない指示のボタンである。この例では、プレイヤが対戦ゲームおいて倒した相手側のキャラクタのカード化確率が高まっていることを示すメッセージも表示している。さらに、追加印刷を指示すれば、特典としてチケットが付与されることを知らせるメッセージも表示している。 Return to the explanation in Fig. 7. After normal printing, additional printing of the game card may be instructed (S40). The screen output unit 232 causes the monitor 115 to display a screen for receiving additional print instructions. FIG. 9 is a diagram showing an example of a screen for receiving an instruction regarding additional printing. The "Kau" button 600 is an instruction button for additional printing. The "Do not change" button 602 is an instruction button for not performing additional printing. In this example, a message indicating that the card-making probability of the opponent's character defeated by the player in the battle game is also displayed. In addition, a message is displayed informing that a ticket will be granted as a privilege if additional printing is instructed.
 図7の説明に戻る。第1指示受付部220が、ボタン600の選択によって追加印刷をする指示を受け付けた場合には(S40のY)、コイン検出部212がコイン投入を検出し(S42)、図12のS44の処理へ移る。S44の以降の処理は、追加印刷の処理に相当する。追加印刷の処理については、図12に関連して後述する。図10は、S42において追加印刷のためのコイン投入を促す画面の例を示す図である。この画面には、追加印刷回数の上限に関するメッセージも表示されている。なお、コインが投入されずに「キャンセル」のボタン604が選択された場合には、S40のNOルートと同様に、S54の処理に移る。 Return to the explanation in Fig. 7. When the first instruction receiving unit 220 receives an instruction to perform additional printing by selecting the button 600 (Y in S40), the coin detecting unit 212 detects the coin insertion (S42) and processes S44 in FIG. Move to. The subsequent processing of S44 corresponds to the processing of additional printing. The process of additional printing will be described later in relation to FIG. FIG. 10 is a diagram showing an example of a screen prompting coin insertion for additional printing in S42. A message regarding the maximum number of additional prints is also displayed on this screen. If the "Cancel" button 604 is selected without inserting coins, the process proceeds to S54 in the same manner as the NO route of S40.
 図7の説明戻る。第1指示受付部220が、追加印刷をしない指示を受け付けた場合には、ゲーム継続に関する処理に移る。ゲーム継続を行える回数には上限(たとえば、2回)が定められているものとする。すでに、ゲーム継続回数が上限に達している場合には(S54のY)、画面出力部232がモニタ115へゲームオーバー画面を表示させて(S62)、全体処理を終える。 Return to the explanation of Fig. 7. When the first instruction receiving unit 220 receives an instruction not to perform additional printing, the process proceeds to the process of continuing the game. It is assumed that an upper limit (for example, twice) is set for the number of times the game can be continued. If the number of game continuations has already reached the upper limit (Y in S54), the screen output unit 232 displays the game over screen on the monitor 115 (S62), and the entire process is completed.
 ゲーム継続回数が上限に達していない場合には、プレイヤはゲーム継続に関する指示を行える。そのため、画面出力部232は、ゲーム継続をする指示あるいはゲーム継続をしない指示を受け付ける画面(図示せず)をモニタ115に表示させる。この画面では、ゲーム継続をする指示のボタンとゲーム継続をしない指示のボタンが設けられている。第2指示受付部222が、ゲーム継続をしない指示を受け付けた場合には(S56のN)、画面出力部232がモニタ115へゲームオーバー画面を表示させて(S62)、全体処理を終える。一方、第2指示受付部222が、ゲーム継続をする指示を受け付けた場合には(S56のY)、コイン検出部212がコイン投入を検出して(S58)、S60の処理に移る。 If the number of times the game continues has not reached the upper limit, the player can give instructions regarding the continuation of the game. Therefore, the screen output unit 232 causes the monitor 115 to display a screen (not shown) that accepts an instruction to continue the game or an instruction not to continue the game. On this screen, a button for instructing to continue the game and a button for instructing not to continue the game are provided. When the second instruction receiving unit 222 receives an instruction not to continue the game (N in S56), the screen output unit 232 displays the game over screen on the monitor 115 (S62), and the whole process is completed. On the other hand, when the second instruction receiving unit 222 receives the instruction to continue the game (Y in S56), the coin detecting unit 212 detects the coin insertion (S58) and proceeds to the process of S60.
 S56の処理において、画面出力部232は、ゲーム継続に関する指示を受け付ける画面の代わりに、コイン投入を促す画面を表示してもよい。この場合には、所定時間内にコイン投入を検出すれば、ゲーム継続をする指示が行われたものとみなす。所定時間内にコイン投入を検出しない場合には、ゲーム継続をしない指示を行われたものとみなす。図11は、ゲーム継続のためのコイン投入を促す画面の例を示す図である。この画面は、ゲーム継続を指示すれば、いわゆるレアキャラクタの登場確率が高まることを知らせるメッセージも表示している。 In the process of S56, the screen output unit 232 may display a screen prompting coin insertion instead of the screen for receiving the instruction regarding the continuation of the game. In this case, if the coin insertion is detected within the predetermined time, it is considered that the instruction to continue the game has been given. If the coin insertion is not detected within the specified time, it is considered that the instruction not to continue the game has been given. FIG. 11 is a diagram showing an example of a screen for prompting coin insertion for continuing the game. This screen also displays a message informing that the probability of appearance of so-called rare characters will increase if the game is instructed to continue.
 図7の説明に戻る。S60において、第2特典付与部314は、所定のキャラクタ(たとえば、いわゆるレアキャラクタ)の登場確率を増加させる。この場合第2特典付与部314は、元の登場確率に所定値を加えてもよいし、元の登場確率に1より大きい所定値を乗じてもよい。上述のとおり、第2特典付与部314は、所定のキャラクタ(たとえば、いわゆるコモンキャラクタ)が対戦ゲームに登場する確率を減少させてもよい。この場合第2特典付与部314は、元の登場確率から所定値を減じてもよいし、元の登場確率に1より小さい所定値を乗じてもよい。そして、図5に示したS24の処理へ戻って、上述した処理を繰り返す。レアキャラクタの登場確率を上昇させることにより、プレイヤは次の対戦ゲームにおけるレアキャラクタの出現と捕獲を期待する。いいかえれば、本実施形態における継続特典とは、継続指示によりレアキャラクタの登場確率を向上させることである。 Return to the explanation in Fig. 7. In S60, the second privilege granting unit 314 increases the appearance probability of a predetermined character (for example, a so-called rare character). In this case, the second privilege granting unit 314 may add a predetermined value to the original appearance probability, or may multiply the original appearance probability by a predetermined value larger than 1. As described above, the second privilege granting unit 314 may reduce the probability that a predetermined character (for example, a so-called common character) appears in the battle game. In this case, the second privilege granting unit 314 may subtract a predetermined value from the original appearance probability, or may multiply the original appearance probability by a predetermined value smaller than 1. Then, the process returns to the process of S24 shown in FIG. 5, and the above-mentioned process is repeated. By increasing the appearance probability of rare characters, the player expects the appearance and capture of rare characters in the next battle game. In other words, the continuation privilege in the present embodiment is to improve the appearance probability of the rare character by the continuation instruction.
 図12は、アーケードゲーム機における第3の処理過程を示すフローチャートである。
 図12は、追加印刷に関わる処理過程を示す。追加印刷が指示された場合に(S40のY、S42)、第1特典付与部312は、追加印刷の回数をカウントする(S44)。追加印刷の回数に応じて、S53において付与されるチケットの種類が決定される。
FIG. 12 is a flowchart showing a third processing process in the arcade game machine.
FIG. 12 shows a processing process related to additional printing. When the additional printing is instructed (Y, S42 of S40), the first privilege giving unit 312 counts the number of times of the additional printing (S44). The type of ticket granted in S53 is determined according to the number of additional prints.
 第2カード提供部310は、S36の場合と同様にカード化確率に従って、追加抽選を実行する(S46)。なお、対戦プレイで相手側のキャラクタを倒して、図5に示したS34の処理で、倒した敵キャラクタのカード化確率が高まった場合には、その状態が維持されたまま追加抽選が行われる。したがって、対戦プレイで倒した敵キャラクタがカードとして得られる確率が高い状態で、もう一度追加抽選が行われる。たとえば、プレイヤがカードとして欲しいと思っているキャラクタを対戦プレイで倒した場合には、1回目に印刷されなかったとしても、追加印刷することによってそのキャラクタのゲームカードを得やすくなる。 The second card providing unit 310 executes an additional lottery according to the card conversion probability as in the case of S36 (S46). If the opponent's character is defeated in the battle play and the probability of the defeated enemy character becoming a card increases in the process of S34 shown in FIG. 5, an additional lottery is performed while maintaining that state. .. Therefore, an additional lottery is performed again with a high probability that the enemy character defeated in the battle play will be obtained as a card. For example, if a player defeats a character that he or she wants as a card in a battle play, even if it is not printed the first time, additional printing makes it easier to obtain a game card for that character.
 図7に示したS38の場合と同様に、第2カード提供部310は、当選したキャラクタIDに対応するカードIDとキャラクタの画像をカード情報格納部402から取得し、カードIDとキャラクタの画像を含むカード作成指示を、カード作成装置140へ送る。カード作成装置140は、カード作成指示に含まれるキャラクタの画像をゲームカードの台紙の表面に印刷し、カードIDから変換された図形をゲームカードの台紙の図形面に印刷する(S48)。 Similar to the case of S38 shown in FIG. 7, the second card providing unit 310 acquires the card ID and the character image corresponding to the winning character ID from the card information storage unit 402, and obtains the card ID and the character image. The including card creation instruction is sent to the card creation device 140. The card making device 140 prints the image of the character included in the card making instruction on the surface of the mount of the game card, and prints the figure converted from the card ID on the graphic surface of the mount of the game card (S48).
 追加印刷を行える回数には上限(たとえば、2回)が定められている。すでに、追加印刷回数が上限に達している場合には(S50のY)、第1特典付与部312は、追加印刷の回数に応じてチケットをプレイヤに付与し(S53)、図7に示したS54の処理へ戻る。プレイヤに付与するチケットは、パラメータであって物品ではない。追加印刷が1回の場合は、次回の対戦ゲームの報酬を2倍にする権利に相当する種類のチケットが与えられる。追加印刷が2回の場合には、同じく報酬を3倍にする権利に相当する種類のチケットが与えられる。追加印刷の上限が3以上のときは、同様に追加印刷がN回の場合に、同じく報酬をN+1倍にする権利に相当する種類のチケットが与えられるようにしてもよい。チケットの情報は、プレイヤIDと共にゲームサーバ102に送信され、ゲームサーバ102においてプレイヤIDに対応づけてチケットの情報が記憶される。図5のS28において、報酬提供部304はプレイヤIDに対応するチケットの情報が記憶されているかをゲームサーバ102に問い合わせ、チケットの情報が記憶されているという回答を得た場合には、チケットの種類に応じて報酬を増加させる。チケットを利用すると、ゲームサーバ102に記憶されていたチケットの情報は消去される。なお、チケットには消費期限が設定されており、ゲームサーバ102にチケットの情報が記憶された時点から所定期間(たとえば、10日)が経過すると、チケットは自動的に消滅する。S44の処理において、画面出力部232は、チケットが付与されたことを知らせる画面をモニタ115に表示させる。図13は、次の対戦ゲームで報酬が2倍になる権利に相当するチケットが付与されたことを知らせる画面の例を示す図である。この画面は、チケットの消費期限を知らせるメッセージも表示している。 There is an upper limit (for example, 2 times) for the number of times additional printing can be performed. When the number of additional prints has already reached the upper limit (Y in S50), the first privilege granting unit 312 grants a ticket to the player according to the number of additional prints (S53), as shown in FIG. Return to the process of S54. The ticket given to the player is a parameter, not an article. If there is only one additional print, a ticket of the type equivalent to the right to double the reward of the next match game will be given. If there are two additional prints, a ticket of the type equivalent to the right to triple the reward is also given. When the upper limit of additional printing is 3 or more, similarly, when the additional printing is performed N times, a ticket of the type corresponding to the right to multiply the reward by N + 1 may be given. The ticket information is transmitted to the game server 102 together with the player ID, and the ticket information is stored in the game server 102 in association with the player ID. In S28 of FIG. 5, the reward providing unit 304 inquires the game server 102 whether the ticket information corresponding to the player ID is stored, and when the answer that the ticket information is stored is obtained, the ticket information is stored. Increase the reward according to the type. When the ticket is used, the ticket information stored in the game server 102 is deleted. An expiration date is set for the ticket, and the ticket automatically disappears when a predetermined period (for example, 10 days) elapses from the time when the ticket information is stored in the game server 102. In the process of S44, the screen output unit 232 causes the monitor 115 to display a screen notifying that the ticket has been granted. FIG. 13 is a diagram showing an example of a screen notifying that a ticket corresponding to the right to double the reward has been granted in the next battle game. The screen also displays a message informing you of the ticket expiration date.
 図12の説明に戻る。追加印刷回数が上限に達していない場合には(S50のN)、図7に示したS40の場合と同様に、第1指示受付部220は、ゲームカードの追加印刷に関する指示を受け付ける(S52)。第1指示受付部220が追加印刷をする指示を受け付けた場合には(S52のY)、図7に示したS42の処理に移り、上述の処理を繰り返す。第1指示受付部220が追加印刷をしない指示を受け付けた場合には(S52のN)、上述のとおり第1特典付与部312は、追加印刷の回数に応じてチケットをプレイヤに付与し(S53)、図7に示したS54の処理へ移る。 Return to the explanation of FIG. When the number of additional printings has not reached the upper limit (N in S50), the first instruction receiving unit 220 receives an instruction regarding additional printing of the game card (S52) as in the case of S40 shown in FIG. .. When the first instruction receiving unit 220 receives the instruction for additional printing (Y in S52), the process proceeds to the process of S42 shown in FIG. 7, and the above process is repeated. When the first instruction receiving unit 220 receives an instruction not to perform additional printing (N in S52), as described above, the first privilege giving unit 312 grants a ticket to the player according to the number of additional printings (S53). ), The process proceeds to S54 shown in FIG.
[変形例1]
 ゲームのプレイを開始する前に、ゲームカードを提供するようにしてもよい。ただし、変形例1では、ゲームのプレイで敵キャラクタを倒したことによるカード化確率の変更は行われない。つまり、図5に示したS30の処理で初期値として設定されたカード化確率に従って、カード化キャラクタの抽選が行われる。
[Modification 1]
You may want to provide a game card before you start playing the game. However, in the first modification, the card conversion probability is not changed by defeating the enemy character in the game play. That is, the lottery of the carded characters is performed according to the carded probabilities set as the initial values in the process of S30 shown in FIG.
 具体的には、図5のS20でカードIDを検出した後に、S30の処理に移ってカードの通常印刷および追加印刷を行う。S30の処理でキャラクタのカード化確率を初期化した後、カード化確率の変更に関するS32およびS34の処理は行われない。そのまま図7に示したS36~S53の処理を実行する。そして、S40のNOルートでカードの通常印刷の処理を終えあるいはS53でカードの追加印刷の処理を終えると、S22の処理に移る。ゲームのプレイに関するS22からS28の処理を実行した後、S54の処理に移る。そして、ゲーム継続およびゲーム終了に関するS54~S62の処理を実行する。 Specifically, after detecting the card ID in S20 of FIG. 5, the process proceeds to S30 to perform normal printing and additional printing of the card. After initializing the carding probability of the character in the processing of S30, the processing of S32 and S34 regarding the change of the carding probability is not performed. The processes S36 to S53 shown in FIG. 7 are executed as they are. Then, when the normal printing process of the card is completed in the NO route of S40 or the additional printing process of the card is completed in S53, the process proceeds to S22. After executing the processes S22 to S28 related to the game play, the process proceeds to the process S54. Then, the processes S54 to S62 relating to the continuation of the game and the end of the game are executed.
[変形例2]
 ゲームカードの払い出し方法として、ゲームカードの印刷を行わずに、内部に蓄えているカードを選択して送り出してもよい。内部に蓄えられるゲームカードには、予め表面にキャラクタの画像が印刷されており、図形面にカードIDを示す図形が印刷されている。アーケードゲーム機110は、ゲームカードの種類、つまりキャラクタの種類毎にゲームカード格納部(図示せず)が設けられている。各ゲームカード格納部は、キャラクタIDに対応する。ゲームカード格納部には、キャラクタIDで特定されるキャラクタのゲームカードがセットされている。また、アーケードゲーム機110は、各ゲームカード格納部にセットされているゲームカードをアーケードゲーム機110の筐体に設けられたカード受け取り口の外へ送り出すゲームカード搬送機構(図示せず)を備えている。ゲームカードの種類に応じてゲームカードを選択して送り出すことを選択送り出しという。
[Modification 2]
As a method of paying out the game card, the card stored inside may be selected and sent out without printing the game card. An image of a character is pre-printed on the surface of the game card stored inside, and a graphic indicating a card ID is printed on the graphic surface. The arcade game machine 110 is provided with a game card storage unit (not shown) for each type of game card, that is, for each type of character. Each game card storage unit corresponds to a character ID. A game card of a character specified by a character ID is set in the game card storage unit. Further, the arcade game machine 110 includes a game card transport mechanism (not shown) that sends out the game cards set in each game card storage unit to the outside of the card receiving port provided in the housing of the arcade game machine 110. ing. Selecting and sending out a game card according to the type of game card is called selective sending out.
 図7に示したS38の処理で、第1カード提供部308は、ゲームカード搬送機構を制御して、通常抽選で当選したキャラクタIDに対応するゲームカード格納部にセットされているゲームカードをカード受け取り口の外へ送り出す。このように、通常抽選に応じて行われる選択送り出しを通常選択送り出しという。図12に示したS48の処理で、第2カード提供部310は、ゲームカード搬送機構を制御して、追加抽選で当選したキャラクタIDに対応するゲームカード格納部にセットされているゲームカードをカード受け取り口の外へ送り出す。このように、追加抽選に応じて行われる選択送り出しを追加選択送り出しという。 In the process of S38 shown in FIG. 7, the first card providing unit 308 controls the game card transport mechanism and cards the game card set in the game card storage unit corresponding to the character ID won in the normal lottery. Send it out of the receiving port. In this way, the selective delivery performed in response to the normal lottery is called the normal selective delivery. In the process of S48 shown in FIG. 12, the second card providing unit 310 controls the game card transport mechanism and cards the game card set in the game card storage unit corresponding to the character ID won in the additional lottery. Send it out of the receiving port. The selective sending performed in response to the additional lottery in this way is called an additional selective sending.
 通常印刷および通常選択送り出しは、通常抽選に応じて行われる払い出し(以下、通常払い出しという。)の例である。追加印刷および追加選択送り出しは、追加抽選に応じて行われる払い出し(以下、追加払い出しという。)の例である。 Normal printing and normal selection sending out are examples of payouts (hereinafter referred to as normal payouts) performed according to a normal lottery. The additional printing and the additional selection sending out are examples of the payouts (hereinafter referred to as additional payouts) performed in response to the additional lottery.
 なお、キャラクタの種類毎にゲームカード格納部を設けずに、共通のゲームカード格納部を設けてもよい。この場合には、所定の順番で各キャラクタの種類のゲームカードを重ねてセットし、あるいは無作為の順番で各キャラクタの種類のゲームカードを重ねてセットする。カード化キャラクタの抽選は行われず、セットされた順番にしたがってゲームカードが払い出される。つまり、図7に示したS38の処理で、第1カード提供部308は、ゲームカード搬送機構を制御して、共通のゲームカード格納部にセットされているゲームカードを順次カード受け取り口の外へ送り出させる。同様に図12に示したS48の処理で、第2カード提供部310は、ゲームカード搬送機構を制御して、共通のゲームカード格納部にセットされているゲームカードを順次カード受け取り口の外へ送り出させる。 Note that a common game card storage unit may be provided without providing a game card storage unit for each type of character. In this case, the game cards of each character type are stacked and set in a predetermined order, or the game cards of each character type are stacked and set in a random order. The carded characters are not drawn, and the game cards are paid out in the order in which they are set. That is, in the process of S38 shown in FIG. 7, the first card providing unit 308 controls the game card transport mechanism to sequentially move the game cards set in the common game card storage unit out of the card receiving port. Send it out. Similarly, in the process of S48 shown in FIG. 12, the second card providing unit 310 controls the game card transport mechanism to sequentially move the game cards set in the common game card storage unit out of the card receiving port. Send it out.
[その他の変形例]
 対戦ゲームの結果(たとえば、報酬)が所定基準を満たす場合や相手側のキャラクタを倒した場合に、確率設定部306は、所定のキャラクタ(たとえば、いわゆるレアキャラクタ)のカード化確率を増加させてもよい。この場合には、通常抽選または追加抽選において、対戦ゲームで倒した敵キャラクタだけでなく、それ以外のレアキャラクタの取得に対するプレイヤの期待感を高めることができる。また、確率設定部306は、所定のキャラクタ(たとえば、いわゆるコモンキャラクタ)のカード化確率を減少させてもよい。このようにすれば、ありふれたキャラクタの重複取得を回避しやすくなる。
 なお、レアキャラクタとは、登場確率の低いすべてのプレイヤにとって希少なキャラクタであってもよいし、特定のプレイヤにとって価値のあるキャラクタであってもよい。たとえば、プレイヤP1はあるタイプ、たとえば、10種類の戦士タイプのキャラクタC1~C10のうち9種類キャラクタC1~C9まで揃えているとする。プレイヤP1はキャラクタC10を取得できれば戦士タイプをいわゆる「コンプリート」できるため、プレイヤP1にとってキャラクタC10はレアキャラクタ(希少価値のあるキャラクタ)となる。このようにレアキャラクタは、プレイヤのゲームカード(キャラクタ)の保有状況に基づいて相対的な価値をもつキャラクタであってもよい。
[Other variants]
When the result of the battle game (for example, reward) meets a predetermined criterion or the opponent character is defeated, the probability setting unit 306 increases the card conversion probability of the predetermined character (for example, a so-called rare character). May be good. In this case, in the normal lottery or the additional lottery, it is possible to increase the player's expectation for the acquisition of not only the enemy character defeated in the battle game but also other rare characters. Further, the probability setting unit 306 may reduce the card-making probability of a predetermined character (for example, a so-called common character). In this way, it becomes easy to avoid duplicate acquisition of common characters.
The rare character may be a character that is rare for all players with a low appearance probability, or may be a character that is valuable to a specific player. For example, it is assumed that the player P1 has 9 types of characters C1 to C9 out of 10 types of warrior type characters C1 to C10. If the player P1 can acquire the character C10, the warrior type can be so-called "complete", so that the character C10 becomes a rare character (a character having a rare value) for the player P1. As described above, the rare character may be a character having a relative value based on the possession status of the player's game card (character).
 図7に示したS56の処理で、第2指示受付部222がゲーム継続をする指示を受け付け、さらにS58の処理でコイン検出部212がコイン投入を検出した場合に、確率設定部306が所定のキャラクタ(たとえば、いわゆるレアキャラクタ)のカード化確率を増加させてもよい。あるいは、確率設定部306が所定のキャラクタ(たとえば、いわゆるコモンキャラクタ)のカード化確率を減少させてもよい。このようにすれば、ありふれたキャラクタの重複取得を回避しやすくなる。これらの場合には、次の対戦プレイの後にキャラクタのカード化確率を初期化する処理(S30)は行わないようにする。 When the second instruction receiving unit 222 receives an instruction to continue the game in the process of S56 shown in FIG. 7, and the coin detecting unit 212 detects the coin insertion in the process of S58, the probability setting unit 306 is predetermined. You may increase the carding probability of a character (for example, a so-called rare character). Alternatively, the probability setting unit 306 may reduce the carding probability of a predetermined character (for example, a so-called common character). In this way, it becomes easy to avoid duplicate acquisition of common characters. In these cases, the process (S30) of initializing the card conversion probability of the character is not performed after the next battle play.
 また、同様に図7に示したS56の処理で、第2指示受付部222がゲーム継続をする指示を受け付け、さらにS58の処理でコイン検出部212がコイン投入を検出した場合に、第2特典付与部314は、特典として、次回の対戦プレイで敵キャラクタを倒した場合にその倒した敵キャラクタのカード化確率を高める権利を付与してもよい。そして、次回の対戦プレイが終了した時点において、確率設定部306が、S34の処理において通常よりも敵キャラクタのカード化確率を大きく増やしてもよい。 Similarly, in the process of S56 shown in FIG. 7, when the second instruction receiving unit 222 receives the instruction to continue the game and the coin detecting unit 212 detects the coin insertion in the process of S58, the second privilege As a privilege, the granting unit 314 may grant the right to increase the card conversion probability of the defeated enemy character when the enemy character is defeated in the next battle play. Then, at the time when the next battle play is completed, the probability setting unit 306 may greatly increase the card conversion probability of the enemy character in the processing of S34.
 上述の例では、図12に示したS44の処理で追加印刷回数をカウントし、S53の処理で追加印刷回数に応じてチケットの種類を決定したが、追加印刷に支払った金額に応じてチケットの種類を決定してもよい。その場合には、S44の処理で追加印刷の支払い金額を記憶し、S53の処理で追加印刷の支払い金額の合計に応じてチケットの種類を決定する。ゲームセンターは、プレイ料金やカード購入料金、追加払い出し料金などを独自に設定してもよい。たとえば、100円で2クレジット得られるサービスが行われているゲームセンターの場合、追加印刷を2回行っても支払額は100円である。したがって、この場合100円で1クレジットを得られる通常の運用における1回の追加印刷の場合と同様の特典を付与してもよい。このように、追加印刷の回数ではなく、追加印刷の対価に応じて特典を設定してもよい。 In the above example, the number of additional prints was counted in the process of S44 shown in FIG. 12, and the ticket type was determined according to the number of additional prints in the process of S53. However, the ticket type was determined according to the amount paid for the additional print. The type may be determined. In that case, the payment amount of the additional printing is stored in the process of S44, and the ticket type is determined according to the total payment amount of the additional printing in the process of S53. The game center may set its own play fee, card purchase fee, additional payout fee, and the like. For example, in the case of a game center where a service of obtaining 2 credits for 100 yen is provided, the payment amount is 100 yen even if additional printing is performed twice. Therefore, in this case, the same privilege as in the case of one additional printing in the normal operation in which one credit can be obtained for 100 yen may be given. In this way, the privilege may be set according to the consideration for the additional printing instead of the number of additional printings.
 追加印刷に際し、100円(基本料金)以上の任意の金額をプレイヤは投入できてもよい。この場合には、100円を支払って追加印刷指示したプレイヤよりも500円を支払って追加印刷指示したプレイヤに手厚い特典を付与してもよい。なお、追加印刷の回数は、追加払い出しの回数の例であり、追加印刷の支払い金額は、追加払い出しの支払い金額の例である。 At the time of additional printing, the player may be able to put in any amount of 100 yen (basic charge) or more. In this case, a player who pays 500 yen and gives an additional print instruction may be given a generous privilege as compared with a player who pays 100 yen and gives an additional print instruction. The number of additional prints is an example of the number of additional payouts, and the payment amount of additional prints is an example of the payment amount of additional payouts.
 チケットの付与(図12のS44)に際しては、第1特典付与部312は、ゲームの設定をプレイヤに有利に変更する権利を特典として付与してもよい。たとえば、プレイヤが保持するカードに対応するキャラクタの体力、攻撃力あるいは成長度(レベル)を高めてもよい。 When granting a ticket (S44 in FIG. 12), the first privilege granting unit 312 may grant the right to change the game settings in the player's favor as a privilege. For example, the physical strength, attack power, or growth rate (level) of the character corresponding to the card held by the player may be increased.
 なお、本発明は上記実施形態や変形例に限定されるものではなく、要旨を逸脱しない範囲で構成要素を変形して具体化することができる。上記実施形態や変形例に開示されている複数の構成要素を適宜組み合わせることにより種々の発明を形成してもよい。また、上記実施形態や変形例に示される全構成要素からいくつかの構成要素を削除してもよい。 The present invention is not limited to the above-described embodiment or modification, and the components can be modified and embodied without departing from the gist. Various inventions may be formed by appropriately combining a plurality of components disclosed in the above embodiments and modifications. In addition, some components may be deleted from all the components shown in the above embodiments and modifications.
 本実施形態においては、追加払い出しを指示されたときに、対戦ゲームの設定をプレイヤに対して有利に変化させる特典をプレイヤに付与するので、プレイヤが追加払い出しを行う動機付けができる。プレイヤが追加払い出しを行って、保持するゲームカードの種類を増やせば、たとえばコレクタブルカードゲームの世界観をより味わえるようになる。 In the present embodiment, when the additional payout is instructed, the player is given a privilege to change the setting of the battle game in an advantageous manner to the player, so that the player can be motivated to make the additional payout. If the player makes additional payouts and increases the types of game cards held, for example, the world view of collectable card games can be further enjoyed.
 プレイヤは、ゲームを繰り返しプレイするだけでも通常払い出しにより多数のゲームカードを集めることができる。一般的には、ゲームカードをたくさん保有するプレイヤ(以下、「熟練プレイヤ」とよぶ)は追加払い出しによって新たなゲームカードを手に入れたいという意欲が喚起されづらくなる。一方、熟練プレイヤは、合計スコア(習熟度)を他のプレイヤと競うことに興味が移りやすい。そこで、本実施形態においては、「次回の対戦ゲームにおいて多くのスコア(報酬)を得やすくなる権利」として追加払い出し特典を提供することにより、熟練プレイヤの追加払い出し意欲を喚起している。たとえば、対戦ゲームで敵キャラクタを倒すと300ポイントのスコアを得られるとする。しかし、スコア2倍のチケット(追加払い出し特典)を保有していれば、プレイヤは次回の対戦ゲームで敵キャラクタを倒したときには600ポイントのスコアを得られるため、合計スコアを効率的に増やしやすくなる。また、追加払い出しによってさまざまなゲームカードを提供することにより、自分が持っていなかったゲームカードの魅力を発見する機会を熟練プレイヤに提供できる。たとえば、1000種類のゲームカードを用意しているコレクタブルカードゲームにおいて、300種類のゲームカードを手に入れた熟練プレイヤは更なるゲームカードの収集意欲をもたないかもしれない。このときには熟練プレイヤは残り700種類のゲームカードがもつ魅力に気づきにくくなる。本実施形態によれば、熟練プレイヤに対して追加払い出しの利用を促すことで熟練プレイヤにいっそう多くのゲームカードを提供するため、それによって熟練プレイヤがゲーム本来の魅力をいっそう味わいやすくなる。 The player can collect a large number of game cards by normal payout just by playing the game repeatedly. In general, a player who has a lot of game cards (hereinafter referred to as "skilled player") is less likely to be motivated to obtain a new game card by additional payout. On the other hand, skilled players tend to be interested in competing with other players for the total score (proficiency level). Therefore, in the present embodiment, the motivation for additional payout is motivated by providing the additional payout privilege as "the right to easily obtain a large number of scores (rewards) in the next battle game". For example, suppose that you can get a score of 300 points by defeating an enemy character in a battle game. However, if you have a ticket with double the score (additional payout privilege), the player will get a score of 600 points when defeating the enemy character in the next battle game, so it will be easier to increase the total score efficiently. .. In addition, by providing various game cards with additional payouts, it is possible to provide experienced players with an opportunity to discover the attractiveness of game cards that they did not have. For example, in a collectable card game in which 1000 types of game cards are prepared, a skilled player who has obtained 300 types of game cards may not be motivated to collect more game cards. At this time, it becomes difficult for a skilled player to notice the attractiveness of the remaining 700 types of game cards. According to the present embodiment, by encouraging the skilled player to use the additional payout, the skilled player is provided with more game cards, which makes it easier for the skilled player to enjoy the original charm of the game.
 プレイヤは、通常払い出しおよび追加払い出しに際してはレアキャラクタの取得を期待する。レアキャラクタを取得するためには、レアキャラクタが対戦ゲームに敵として登場し、このレアキャラクタを倒し、レアキャラクタを選択候補として含む通常抽選によりレアキャラクタを引き当てる必要がある。本実施形態によれば、ゲームの継続指示をすることでレアキャラクタの登場確率を高めることができるため、プレイヤのゲーム継続意欲を高めることができる。上述したように登場確率だけでなく、継続特典としてレアキャラクタのカード化確率を高めてもよい。 The player expects to acquire a rare character at the time of normal payout and additional payout. In order to acquire a rare character, it is necessary for the rare character to appear as an enemy in the battle game, defeat this rare character, and draw the rare character by a normal lottery including the rare character as a selection candidate. According to the present embodiment, since the appearance probability of the rare character can be increased by instructing the continuation of the game, the player's motivation to continue the game can be increased. As described above, not only the appearance probability but also the card conversion probability of the rare character may be increased as a continuous privilege.
 また、追加払い出しの回数に応じて特典の内容を決定するので、プレイヤが追加払い出しの指示を繰り返す動機付けとなる。 In addition, since the content of the privilege is determined according to the number of additional payouts, it motivates the player to repeat the instruction for the additional payout.
 また、追加払い出しによる支払い額に応じて特典の内容を決定すれば、費用と特典のバランスを保ちやすい。 Also, if the content of the benefits is decided according to the payment amount due to the additional payment, it is easy to maintain the balance between the cost and the benefits.
 また、特典として、次回のゲームプレイによる報酬を増加させる権利を付与するので、追加払い出しのために行えなくなったプレイで期待された報酬を補填することができる。したがって、プレイ回数を減らして追加払い出しを行うことに対する抵抗感が和らぐ。 Also, as a privilege, the right to increase the reward for the next game play is given, so it is possible to compensate for the reward expected in the play that could not be done due to the additional payout. Therefore, the resistance to reducing the number of plays and making additional payouts is alleviated.
 また、特典として、次回のゲームプレイに際してゲームの設定をプレイヤに有利に変更する権利を付与するので、追加払い出しを行った後のゲームプレイが楽しみになる。したがって、追加払い出しの促進も図られる。 Also, as a privilege, the right to change the game settings in the player's favor will be given at the next game play, so the game play after the additional payout will be enjoyed. Therefore, additional payouts can be promoted.
 追加払い出し特典により提供されるチケットは、継続指示後の対戦ゲームに限って使用可能であってもよい。あるいは、プレイヤが新たに対戦ゲームを実行するときにチケットを利用可能としてもよい。プレイヤは、追加払い出し特典により次回の対戦ゲームを有利にプレイできる。 The ticket provided by the additional payout privilege may be available only for the battle game after the continuation instruction. Alternatively, the ticket may be available when the player newly executes a competitive game. The player can play the next competitive game in an advantageous manner by the additional payout privilege.
 また、対戦ゲームの実行結果に応じて、少なくとも1の種類のキャラクタのカード化確率を高め、通常払い出しに加え、追加払い出しの場合にもそのカード化確率を適用できるようにした。したがって、好条件でカード払い出しを繰り返すことができ、より追加払い出しを行う動機が強まる。 Also, depending on the execution result of the battle game, the card conversion probability of at least one type of character has been increased, and in addition to the normal payout, the card conversion probability can be applied even in the case of additional payout. Therefore, the card payout can be repeated under favorable conditions, and the motivation for making additional payouts is strengthened.
 また、ゲーム継続を指示された場合に、特定のキャラクタのカード化確率を高めれば、次のゲーム終了以降の通常払い出しや追加払い出しで、そのキャラクタのカードを入手できる期待が高まり、カード払い出しの機会が増える。特定のキャラクタのカード化確率を低めれば、次のゲーム終了以降の通常払い出しや追加払い出しで、そのキャラクタ以外のカードを入手できる期待が高まり、カード払い出しの機会が増える。 In addition, if you increase the card conversion probability of a specific character when you are instructed to continue the game, the expectation that you will be able to obtain the card of that character will increase with normal payouts and additional payouts after the end of the next game, and you will have the opportunity to pay out cards. Will increase. If the probability of making a card for a specific character is lowered, the expectation that a card other than that character can be obtained will increase with normal payouts or additional payouts after the end of the next game, and the chances of card payout will increase.
 本実施形態においては、追加払い出し特典および継続特典によりプレイヤのゲームカード収集意欲および対戦ゲームの継続意欲を喚起することを中心として説明した。このほかにも、カード購入モードを利用したときにも上述したような特典をプレイヤに提供してもよい。 In the present embodiment, the explanation is centered on stimulating the player's willingness to collect game cards and the willingness to continue the competitive game by the additional payout privilege and the continuation privilege. In addition to this, the above-mentioned benefits may be provided to the player even when the card purchase mode is used.
 102 ゲームサーバ、106 インターネット、110 アーケードゲーム機、115 モニタ、120 カード投出入部、122 カード読取スキャナ、130 入力装置、140 カード作成装置、150 近距離無線通信器、200 ユーザインターフェース部、210 入力部、212 コイン検出部、214 プレイヤID検出部、216 選択受付部、218 カードID検出部、220 第1指示受付部、222 第2指示受付部、230 出力部、232 画面出力部、300 データ処理部、302 ゲーム制御部、304 報酬提供部、306 確率設定部、308 第1カード提供部、310 第2カード提供部、312 第1特典付与部、314 第2特典付与部、400 データ格納部、402 カード情報格納部、404 登場確率格納部、406 カード化確率格納部、500 通信制御部 102 game server, 106 internet, 110 arcade game machine, 115 monitor, 120 card insertion / extraction unit, 122 card reading scanner, 130 input device, 140 card creation device, 150 short-range wireless communication device, 200 user interface unit, 210 input unit , 212 coin detection unit, 214 player ID detection unit, 216 selection reception unit, 218 card ID detection unit, 220 first instruction reception unit, 222 second instruction reception unit, 230 output unit, 232 screen output unit, 300 data processing unit , 302 Game control unit, 304 Reward providing unit, 306 Probability setting unit, 308 1st card providing unit, 310 2nd card providing unit, 312 1st privilege granting unit, 314 2nd privilege granting unit, 400 Data storage unit, 402 Card information storage unit, 404 appearance probability storage unit, 406 card conversion probability storage unit, 500 communication control unit

Claims (7)

  1.  対価の支払いに応じてゲームと遊技媒体とを提供するゲーム装置において、
     プレイヤにより設定された遊技媒体にしたがって前記ゲームの進行を制御するゲーム制御部と、
     前記ゲームの進行の開始前または終了後に、新たな遊技媒体を提供する第1提供部と、
     前記プレイヤによる追加購入指示にしたがって、追加の遊技媒体を提供する第2提供部と、
     遊技媒体が追加購入されたとき、次回のゲームの設定を前記プレイヤに対して有利に変化させる特典を前記プレイヤに付与する付与部と、を備えることを特徴とするゲーム装置。
    In a game device that provides a game and a game medium in response to payment of consideration
    A game control unit that controls the progress of the game according to the game medium set by the player,
    A first providing unit that provides a new game medium before or after the start or end of the progress of the game.
    A second providing unit that provides an additional game medium according to the additional purchase instruction by the player, and
    A game device including a granting unit that grants the player a privilege of changing the settings of the next game in an advantageous manner to the player when the game medium is additionally purchased.
  2.  前記付与部は、前記追加購入の回数に応じて、前記特典の内容を決定することを特徴とする請求項1に記載のゲーム装置。 The game device according to claim 1, wherein the granting unit determines the content of the privilege according to the number of additional purchases.
  3.  前記付与部は、前記追加購入による支払い額に応じて、前記特典の内容を決定することを特徴とする請求項1に記載のゲーム装置。 The game device according to claim 1, wherein the granting unit determines the content of the privilege according to the payment amount due to the additional purchase.
  4.  前記ゲームの実行結果を判定する判定部と、
     前記ゲームの実行結果に応じて、プレイヤに報酬を提供する報酬提供部と、を更に備え、
     前記付与部は、次回のゲームプレイによる報酬を増加させる権利として前記特典を付与することを特徴とする請求項1から3までのいずれかに記載のゲーム装置。
    A determination unit that determines the execution result of the game,
    A reward providing unit that provides a reward to the player according to the execution result of the game is further provided.
    The game device according to any one of claims 1 to 3, wherein the granting unit grants the privilege as a right to increase a reward for the next game play.
  5.  前記ゲームの実行結果に応じて、複数種類の遊技媒体のうち少なくとも1の種類の遊技媒体の当選確率を設定する確率設定部と、を更に備え、
     前記第1提供部は、前記複数種類の遊技媒体からプレイヤに提供すべき遊技媒体を前記設定された当選確率に基づく抽選により選択し、
     前記第2提供部は、追加購入が指示されたときには、前記設定された当選確率に基づく抽選により追加で提供すべき遊技媒体を選択することを特徴とする請求項4に記載のゲーム装置。
    Further, a probability setting unit for setting a winning probability of at least one type of game medium among a plurality of types of game media according to the execution result of the game is provided.
    The first providing unit selects a game medium to be provided to the player from the plurality of types of game media by a lottery based on the set winning probability.
    The game device according to claim 4, wherein the second providing unit selects a game medium to be additionally provided by a lottery based on the set winning probability when an additional purchase is instructed.
  6.  前記ゲームの終了後にゲームの継続を指示された場合に、前記確率設定部は、特定の種類の遊技媒体の当選確率を変化させることを特徴とする請求項5に記載のゲーム装置。 The game device according to claim 5, wherein the probability setting unit changes the winning probability of a specific type of game medium when the game is instructed to continue after the end of the game.
  7.  対価の支払いに応じてゲームと遊技媒体とを提供するゲーム装置に、
     プレイヤにより設定された遊技媒体にしたがって前記ゲームの進行を制御する機能と、
     前記ゲームの進行の開始前または終了後に、新たな遊技媒体を提供する機能と、
     前記プレイヤによる追加購入指示にしたがって、追加の遊技媒体を提供する機能と、
     遊技媒体が追加購入されたとき、次回のゲームの設定を前記プレイヤに対して有利に変化させる特典を前記プレイヤに付与する機能と、を発揮させることを特徴とするゲームプログラム。
    For game devices that provide games and game media in response to payment of consideration
    A function to control the progress of the game according to the game medium set by the player, and
    A function of providing a new game medium before or after the progress of the game, and
    A function of providing an additional game medium according to the additional purchase instruction by the player, and
    A game program characterized in that when an additional game medium is purchased, a function of giving the player a privilege of changing the setting of the next game in an advantageous manner to the player is exhibited.
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