JP2014068725A - Game apparatus, game system using the same, storage medium used therefor, and control method - Google Patents

Game apparatus, game system using the same, storage medium used therefor, and control method Download PDF

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JP2014068725A
JP2014068725A JP2012215752A JP2012215752A JP2014068725A JP 2014068725 A JP2014068725 A JP 2014068725A JP 2012215752 A JP2012215752 A JP 2012215752A JP 2012215752 A JP2012215752 A JP 2012215752A JP 2014068725 A JP2014068725 A JP 2014068725A
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game
mode
card
doubles
parameter group
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JP6069618B2 (en
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Yukiko Kaneda
有希子 金田
Masanori Nagata
正規 永田
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Konami Digital Entertainment Co Ltd
株式会社コナミデジタルエンタテインメント
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Abstract

PROBLEM TO BE SOLVED: To provide a game apparatus capable of increasing variation of game development.SOLUTION: A user terminal 4 functioned as a game apparatus that provides a tennis type card game including a singles mode and a doubles mode having mutually different game conditions offers development to the singles mode on the basis of parameters for singles necessary for providing the singles mode, and offers development to the doubles mode on the basis of parameters for doubles necessary for providing the doubles mode. At least a part of the parameters for the singles includes parameters dedicated to the singles mode that are not used for offering the development to the singles mode, and at least a part of parameters for the doubles includes parameters dedicated to the doubles mode that are not used for offering the development to the doubles mode.

Description

  The present invention relates to a game device that provides a predetermined game.

  As one of the predetermined games provided by the game device, there is a card game that uses a game card that defines a character in the game. As an example of such a card game, a horse racing type card game using a game card in which a horse character is defined is known (for example, see Patent Document 1).

Japanese Patent No. 4510862

  In a card game like patent document 1, the character defined by the game card is utilized for game development. As an example, in the horse racing card game of Patent Document 1, a development that the game card is strengthened through the training of horse characters is given. In addition, there is also provided a development in which the character of the strengthened game card runs in a race and wins or loses are determined. However, since the same parameter is used in both the breeding and the race, game development is limited.

  Therefore, an object of the present invention is to provide a game device or the like that can increase variations in game development.

  The game apparatus of the present invention is a game apparatus (4) that provides a game including a first mode and a second mode with different game conditions, and is based on a first parameter group necessary for providing the first mode. The second mode for applying the expansion to the second mode based on the first mode expansion providing means (30) for applying the expansion to the first mode and the second parameter group necessary for providing the second mode. Development provision means (30), wherein at least a part of the first parameter group includes a parameter dedicated to the first mode that is not used by the second mode development provision means. At least a part includes parameters dedicated to the second mode that are not used by the first mode development provision unit.

  According to the game device of the present invention, the game includes the first mode and the second mode having different game conditions. Further, the first mode is developed based on the first parameter group, and the second mode is developed based on the second parameter group. Furthermore, at least a part of the first parameter group includes a parameter dedicated to the first mode, and at least a part of the second parameter group includes a parameter dedicated to the second mode. Therefore, the first mode is given a development specific to the first mode based on the parameters dedicated to the first mode, and the second mode is given a development specific to the second mode based on the parameters dedicated to the second mode. Can do. Thereby, the variation of game development can be increased as a whole game. Further, the difference in the game conditions between the first mode and the second mode can be expanded by using the parameters dedicated to the first mode and the parameters dedicated to the second mode. That is, the difference in content between the first mode and the second mode can be enlarged. As a result, it is possible to increase variations in game development.

  In one aspect of the game apparatus of the present invention, a card game using a game card (GC) defined by the first parameter group and the second parameter group may be provided as the game. In this case, a card game that can increase variations in game development can be realized.

  In one aspect of the game device of the present invention, as the game, a battle-type game is provided in which a game card is used to determine victory or defeat between players, and the number of use of the game card is adopted as the game condition, The first mode is a mode in which each player uses one game card to determine victory or defeat between the one game cards, and the second mode is a mode in which each player uses a set of game cards to each other. Modes for deciding between winning and losing game cards may be employed. In this case, a first mode and a second mode with different numbers of used game cards are provided. Therefore, for example, a parameter for which the number of game cards used is a condition can be adopted as a parameter dedicated to the second mode. In this case, by satisfying the condition of the number of used sheets, development that is not given in the first mode can be generated in the second mode. Thereby, since the difference between the first mode and the second mode can be expanded, variations in game development can be increased.

  In the aspect in which the battle type card game of the present invention is provided, as the card game, there is provided a tennis type card game that realizes a tennis game using the game card. The singles mode for realizing a singles match of tennis using the one game card is the second mode, and the pair of game cards (D1) is formed by the two game cards (GC1, GC2) of each player. A doubles mode that realizes a doubles match of tennis using the set of game cards may be employed. In tennis, players who are good at singles matches are not always good at doubles matches. Similarly, the reverse is also possible. Therefore, for example, there are players who are good at cooperative play and exhibit strength only by doubles. In this case, since it is possible to give a development specific to singles matches or doubles matches of a tennis game, such characteristics of the tennis player can be reproduced. Thereby, the sense of reality of the tennis game can be improved.

  The game system of the present invention is connected to the game device described above via a network (3) and provides a predetermined service to the game device, and the game device is executed by the game device. And an application storage means (11) for storing the application (23) for realizing the above, and parameter information (24) corresponding to the first parameter group and the second parameter group as application data referred to when the application is executed Parameter information storage means (11) for storing.

  According to the game system of the present invention, for example, it is possible to cause a game device to use an application and application data for realizing a game capable of increasing variations in game development via a network. Or the application and application data for implement | achieving the game which can increase the variation of game development can be delivered to a game device via a network.

  The server apparatus may provide any service as the predetermined service. For example, in one aspect of the game system of the present invention, the server device provides a distribution service that distributes the application and the application data to the game device via the network as one of the predetermined services. Also good.

  The storage medium of the present invention includes the application (23) that realizes the game by being executed by the above-described game device, and the first parameter group and the second parameter as application data that are referred to when the application is executed. Parameter information (24) corresponding to the group is stored. According to the storage medium of the present invention, it is possible to provide the game device with an application and application data for realizing a game that can increase variations in game development by being read by the game device.

  According to the control method of the present invention, a computer (30) incorporated in a game device (4) that provides a game including a first mode and a second mode with different game conditions is used to provide the first mode necessary for providing the first mode. A first mode development imparting step for imparting development to the first mode based on a parameter group, and a second mode for imparting development to the second mode based on a second parameter group necessary for providing the second mode. A two-mode development and application step, wherein at least a part of the first parameter group includes a parameter dedicated to the first mode that is not used in the second mode development and provision step. At least part of the parameters includes parameters dedicated to the second mode that are not used in the first mode development imparting step. By executing the control method of the present invention, the game device of the present invention can be realized.

  In addition, in the above description, in order to make an understanding of this invention easy, the reference sign of the accompanying drawing was attached in parenthesis, but this invention is not limited to the form of illustration by it.

  As described above, according to the present invention, it is possible to provide a game device or the like that can increase variations in game development.

The figure which shows the outline | summary of the whole structure of the game system to which the game device which concerns on one form of this invention was applied. The figure which shows the structure of the principal part of the game system of FIG. Explanatory drawing for demonstrating scenario mode. Explanatory drawing for demonstrating the battle | competition method with an episode boss. Explanatory drawing for demonstrating a game function. Explanatory drawing for demonstrating the order organization for a game. Explanatory drawing for demonstrating an example of a double skill. The figure which shows an example of card data. The figure which shows an example of the flowchart of a battle process routine.

  Hereinafter, a game system to which a game device according to one embodiment of the present invention is applied will be described. FIG. 1 is a diagram showing an outline of the overall configuration of a game system to which a game device according to one embodiment of the present invention is applied. As shown in FIG. 1, the game system 1 includes a center server 2 as a server device. In addition, a user terminal 4 as a game device is connected to the center server 2 via the network 3. The center server 2 is not limited to an example configured by a single physical device. For example, one logical center server 2 may be configured by a server group as a plurality of physical devices. Furthermore, the center server 2 may be logically configured using cloud computing.

  The user terminal 4 is a type of network terminal device that functions as a game device by executing game software distributed from the center server 2. As illustrated in FIG. 1, as an example of the user terminal 4, a mobile phone (including a smartphone) 4 b or a personal computer 4 a may be used. In addition, as the user terminal 4, for example, various network terminal devices that can be connected to the network and are used for personal use of the user, such as a portable game machine and a portable tablet terminal device, may be used. Moreover, in this specification, when a user plays a game through the user terminal 4, the user may be particularly referred to as a player.

  As an example, the network 3 is configured to realize network communication using a TCP / IP protocol. Typically, the network 3 is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the center server 2 is connected to the network 3 via the router 5.

  The center server 2 provides various web services to the user of the user terminal 4 via the network 3. As a Web service, for example, a game information service that provides various types of information about a game is provided. In addition, the Web service includes a distribution service that distributes various data or applications to each user terminal 4 (including data updates), a community service that provides a place for information exchange, exchange, and sharing by users, and each user A service such as a service for providing a user ID for identifying the ID is included.

  The game system 1 will be further described with reference to FIG. FIG. 2 is a diagram showing a configuration of a main part of the game system 1 of FIG. As shown in FIG. 2, the center server 2 includes a control unit 10 as a computer and a storage unit 11. The control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor.

  The storage unit 11 is connected to the control unit 10. The storage unit 11 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without power supply. The storage unit 11 stores a server program 15. The server program 15 is a computer program necessary for the center server 2 to provide various services to the user terminal 4. When the control unit 10 reads and executes the server program 15, a Web service management unit 17 is provided inside the control unit 10. The web service management unit 17 executes processing necessary for providing the above-described web service. The Web service management unit 17 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 10, but these are not shown.

  The storage unit 11 stores various data that can be referred to as the server program 15 is executed. Such various data includes, for example, ID management data 22. The ID management data 22 is data in which correspondence relationships between various IDs used in the game system 1 are described. For example, the ID management data 22 describes a user ID and information for specifying various users in association with each other.

  Further, the storage unit 11 stores a game application 23 and application data for the game application 23. The game application 23 is game software to be distributed to the user terminal 4 as one of Web services. The user terminal 4 provides a game corresponding to the game application 23 by executing the game application 23. As an example, the game application 23 is configured to provide a card game. The application data is various data to be referred to when the game application 23 is executed. Such application data includes, for example, card data 24. The card data 24 is data necessary for realizing a card game. Details of the card data 24 will be described later. In the example of FIG. 2, only one game application 23 is illustrated, but actually, a plurality of game applications corresponding to various games may be prepared.

  On the other hand, the user terminal 4 includes a control unit 30 and a storage unit 31. The control unit 30 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined. The storage unit 31 is connected to the user terminal 4. The storage unit 31 is configured by, for example, a hard disk, a flash SSD (Solid State Drive), or the like so that the storage can be held even when power is not supplied. The storage unit 31 stores software executed by the control unit 30. As such software, for example, the storage unit 31 stores an operation system 32 (hereinafter sometimes abbreviated as OS). The OS 32 provides basic functions of the user terminal 4 by being executed by the control unit 30.

  Further, the storage unit 31 stores various applications operating on the OS 32 and data for various applications. When various applications operate on the OS 32, the user terminal 4 provides functions corresponding to the various applications. The storage unit 31 stores a game application 23 as an example of such various applications, and card data 24 as one of application data for the game application 23. As an example, the game application 23 is distributed from the center server 2 through the Web service and stored in the storage unit 31. Details of the card data 24 will be described later.

  Next, an example of a card game provided by the game application 23 will be described. The user terminal 4 provides a tennis card game in which tennis is realized as a card game in accordance with the operation of the game application 23. The tennis card game is played through a game card corresponding to the character of the tennis player owned by each player. More specifically, the tennis card game includes a game function in which each player plays against each other through a game card and a training function for changing the strength in the game. The match function includes a singles battle mode as a first mode (hereinafter sometimes referred to as a singles mode) and a doubles battle mode as a second mode (hereinafter sometimes referred to as a doubles mode). On the other hand, the training function includes a scenario mode for changing the strength of the player and a strengthening / awakening mode for changing the strength of the card. The tennis card game may be provided free of charge through free distribution of the game application 23, for example. Alternatively, after the game application 23 is distributed free of charge, a predetermined range of the tennis card game may be played in exchange for consumption of a predetermined price. Furthermore, the game application 23 may be distributed for a fee.

  The tennis card game is further described with reference to FIGS. First, player parameters are given to the player. The player parameter affects the strength of each player in the game function. Specifically, for example, parameters such as level, experience value, physical strength, and organization power are used as player parameters. The organization power is used to determine attack power and defense power in the game function. The higher the organization power, the higher attack power and defense power can be obtained in the game function. Physical strength is the value consumed to advance the scenario mode. In other words, the more physical strength, the more advantageous the scenario mode progress. The experience value is a value given as the scenario mode progresses. That is, the scenario mode increases as the scenario progresses. Also, the level increases when the experience value exceeds a threshold value. Therefore, the level increases as the scenario progresses. The physical strength and the knitting strength are values that increase as the level increases. Therefore, the scenario mode can be advanced as the level increases, and the attack power and defense power of the game function can be increased.

  On the other hand, the game card is defined by card parameters as a first parameter group and a second parameter group. The card parameters include, for example, parameters such as level, experience value, attack power, defense power, cost, personal skill as a parameter for the first mode, and doubles skill as a parameter for the second mode. Specifically, the level increases when the experience value exceeds a threshold value. Also, as the level increases, the attack power and defense power also increase. Experience points increase through enhanced and awakening modes. The attack power and the defense power respectively correspond to the attack power and the defense power at the time of the battle (game in the game function or game in the scenario mode). Cost means the cost required to use the card. More specifically, the cost corresponds to the knitting power of the player parameter, and a value corresponding to the cost is consumed from the knitting power with use. Also, the cost is usually unique to each card. The personal skill means a technique that can be activated during a match in singles mode. On the other hand, the doubles skill means a technique that can be activated during a battle in the doubles mode. For example, the attack power or defense power in the singles mode increases with the activation of the personal skill, and the attack power or defense power in the doubles mode increases with the activation of the double skill. In addition, personal skills are dedicated to singles mode and are not activated in doubles mode. On the other hand, the doubles skill is dedicated to the doubles mode and is not activated in the singles mode. That is, dedicated skills corresponding to each mode are prepared for the singles mode and the doubles mode.

  With reference to FIG. 3, the scenario mode will be described first. FIG. 3 is an explanatory diagram for explaining the scenario mode. As shown in FIG. 3, the scenario mode has a three-layer structure in the order of scenario, episode, and chapter. Specifically, one episode is composed of a series of chapters, and one scenario is composed of a series of episodes. There are a plurality of such scenarios in the scenario mode. Also, at the end of a series of chapters, an episode boss appears and one episode ends when a battle with the boss is won.

  FIG. 4 is an explanatory diagram for explaining a battle method with an episode boss. As shown in FIG. 4, in the battle mode with the episode boss, a court image CI corresponding to a tennis court is displayed on the game screen GS as a game field. The player selects one game card to be used for the battle with the episode boss from among the game cards owned by the player as the leader card. A boss is arranged on the back side of the court image CI, and a game card (leader card) selected by the player is arranged on the front side. The player can also select a cheering card from among the game cards owned by the player. As an example, up to two support cards can be selected. The support card is arranged outside the court image CI and gives a bonus to the leader card. As the bonus, for example, an increase in attack power and defense power is used. Then, by comparing the total value of the attack power and defense power of the leader card with the total value of the attack power and defense power of the episode boss, a battle result is obtained. When the leader card wins the episode boss, the next episode is released.

  Next, the game function will be described with reference to FIG. FIG. 5 is an explanatory diagram for explaining the game function. As shown in FIG. 5, the court image CI is displayed on the game screen GS even in the game function. Then, the game card GC of the opponent is arranged on the side used by the episode boss of the court image CI, that is, the back side, and the own game card GC is arranged on the front side. More specifically, first, each player organizes an order for each game card GC used in the game. The game includes three singles modes and two doubles modes. Accordingly, each player organizes three game cards GC for singles mode battles and two sets (four total) of game cards GC for doubles mode battles as a game order. And each player determines the order which uses each game card GC. In this way, each player determines the order of each game card GC used for the game. Each player can also select one game card GC as a support card. A predetermined bonus can be given by the support card as in the scenario mode. When the order of each player is determined, winning or losing is determined by the attack power and defense power of each game card GC in each match.

  With reference to FIG. 6, the organization of the order for a game is further demonstrated. FIG. 6 is an explanatory diagram for explaining order organization for a game. As shown in FIG. 6, each player organizes two orders, a defense order and an attack order. Then, for example, the self-attack order and the opponent's defense order are compared with each other during self-attack, and the self-defense order and the opponent's attack order are compared with each other during self-defense. Thus, the mutual attack order and defense order are used as comparison targets. Further, the knitting power of the player parameter is used for knitting the attack order and the defense order. More specifically, when an attack is performed by an attack order, the total cost corresponding to each game card GC selected as the attack order is consumed from the organization power. Therefore, it is not possible to organize an attack order in which the total cost of each game card GC exceeds the present organization ability. On the other hand, even if it defends with a defense order, organization power is not consumed. For this reason, a defense order can be formed in the range which the sum total of the cost of each game card GC does not exceed the maximum value of organization power. In this way, each player organizes a defense order and an attack order with each other.

  Also, during a singles mode match, personal skills may be activated, and the attack power of each game card GC may change. As an example, personal skills are classified into attack skills and defense skills. The attack skill causes, for example, an effect of increasing the attack power of a part or all of the game card GC of the player, or an effect of decreasing the defense power of a part or all of the opponent game card GC. Similarly, the defense skill causes, for example, an effect of increasing the defense power of a part or all of its own game card GC, or an effect of decreasing the attack power of a part or all of the opponent game card GC.

  On the other hand, during a doubles mode match, the doubles skill is activated, and the attack power of each game card GC may change as in the case where the individual skill is activated. Doubles skills are not related to individual skills. FIG. 7 is an explanatory diagram for explaining an example of a double skill. FIG. 7 shows some of the card parameters of the game card GC1 of the character “A” and the game card GC2 of the character “B”. In the example of FIG. 7, a set of game cards D1 is formed by these two game cards GC1 and GC2. In the doubles mode, a battle is executed in units of such a set of game cards D1. That is, unlike the singles mode, in the doubles mode, two game cards GC are used for one battle. Thus, in the singles mode and the doubles mode, the game condition of the number of used game cards GC is different from each other.

  As shown in FIG. 7, the game card GC2 of the character “B” has a doubles skill “synchronized with A”. The condition for activating the doubles skill “synchronize with A” is that the character “B” and the character “A” form a doubles (form a set of game cards D1). In the example of FIG. 7, the order of the character “B” is organized so as to form doubles with the character “A”. In this case, for example, the doubles of the character “B” and the character “A” exhibit an attack power or a defense power that is greater than the sum of the attack power or defense power of these characters. Also, neither the character “B” nor the character “A” possesses personal skills. As described above, the doubles skill is activated only in the doubles mode battle, and improves the battle condition. Also, doubles skills do not necessarily depend on the presence or type of individual skills. The doubles skill may be set on the condition that there is a specific individual skill depending on the content. Also, the conditions for activating doubles skills are not limited to the formation of doubles with a specific game card GC. Depending on the content of the doubles skill, various optimum activation conditions may be adopted.

  In addition, various benefits may be given to the development of a game or the like according to each characteristic defined by card parameters. As one form of such privilege provision, for example, a combination of a plurality of game cards GC (hereinafter may be referred to as a combo) may be used. Moreover, the commonality of card parameters may be used as a condition for this combo. That is, for example, when gender, affiliation organization, or other predetermined attributes are used as card parameters, a predetermined number of game cards GC with common gender, affiliation organization, or attributes are combined. A combo may be activated.

  On the other hand, in the strengthening / wakening mode, the game card GC is strengthened, that is, the card parameters are strengthened. Specifically, by synthesizing two game cards GC having different characters and the like, one game card GC with enhanced card parameters can be generated (enhancement mode). On the other hand, by combining two game cards GC of the same character, one game card GC with an increased level or the like can be generated (awakening mode). In this way, each parameter of the game card GC can be strengthened. A tennis card game including such a game function and a training function is provided through the game application 23.

  Next, details of the card data 24 will be described. The card data 24 is data in which card parameters for each character are defined. FIG. 8 is a diagram illustrating an example of the card data 24. As shown in FIG. 8, the card data 24 includes information on each parameter (parameter information) corresponding to card parameters such as character ID, name, level, experience value, attack power, defense power, cost, personal skill, and doubles skill. It is included. The card data 24 is a set of records described so that these pieces of information are associated with each other.

  The character ID is a unique ID for each character for specifying each character. The name is information indicating the name of each character. The level, experience value, attack power, defense power, cost, personal skill, and doubles skill are information corresponding to each of the card parameters described above. By describing these pieces of information in association with the character ID, each character is defined by the card data 24.

  Next, the battle process executed in the game function will be described. The battle process is executed to obtain a battle result in each battle of the singles mode and doubles mode of the match function. The battle process is executed by the control unit 30 of the user terminal 4 as an example. The control unit 30 executes various well-known processes necessary for realizing basic functions such as provision of various services related to the Web service, but detailed description thereof is omitted.

  FIG. 9 is a diagram illustrating an example of a flowchart of a battle processing routine. For example, the control unit 30 executes the routine of FIG. 9 every time a battle start instruction is issued in the game function. As an example, the battle start is instructed every time a predetermined operation for starting the battle is executed by the player. Therefore, as an example, the routine of FIG. 9 is executed every time a predetermined operation for starting a battle is executed.

  When the routine of FIG. 9 is started, the control unit 30 first determines the battle mode in step S11. More specifically, the control unit 30 determines a corresponding battle mode from the singles mode and the doubles mode. In subsequent step S12, the control unit 30 determines whether or not the battle mode is the singles mode based on the determination result in step S11. If the determination result is affirmative, that is, if the battle mode is the singles mode, the control unit 30 proceeds to step S13. On the other hand, when this determination result is a negative result, that is, when the battle mode is the doubles mode, the control unit 30 proceeds to step S14.

  In step S <b> 13, the control unit 30 acquires from the card data 24 the singles parameters to be used in the singles mode of both the attacking side and the defending side among the card parameters. The parameters for singles include parameters dedicated to singles mode and dual-purpose parameters used in both singles mode and doubles mode. More specifically, for example, the control unit 30 acquires parameters such as attack power and defense power as combined parameters, and individual skills as parameters dedicated to the singles mode, and proceeds to step S15. On the other hand, in step S <b> 14, the control unit 30 acquires from the card data 24 the doubles parameters used in the doubles mode of both the attacking side and the defending side among the card parameters. Doubles parameters include doubles mode-dedicated parameters and dual-purpose parameters as well as singles parameters. Then, the control unit 30 acquires, for example, parameters such as attack power and defense power as dual-purpose parameters, and doubles skills as parameters dedicated to the doubles mode, and proceeds to step S15.

  In step S15, the control unit 30 calculates a battle result based on each parameter acquired in step S13 or step S14. More specifically, the attack side attack power parameter and the defense side defense power parameter are compared, and the battle result is calculated based on the magnitude relationship. At this time, if the battle mode is the singles mode, it is determined whether or not the condition for activating the individual skill is satisfied. If the personal skill activation condition is satisfied, the battle result is calculated based on the attack power after the effect caused by the personal skill activation is reflected. Similarly, when the battle mode is the doubles mode, it is determined whether or not the doubles skill activation condition is satisfied. Then, when the doubles skill activation condition is satisfied, the battle result is calculated based on the attack power after the effect caused by the doubles skill activation is reflected.

  In subsequent step S16, the control unit 30 reflects the battle result calculated in step S15 on the game screen GS. Specifically, for example, the control unit 30 reflects the game result on the game screen GS by reducing the attacking organization power. Further, when winning or losing is determined, the control unit 30 displays the result on the game screen GS. As an example, the control unit 30 ends the current routine reflecting the game result in this way. Thus, in the case of singles mode, the match result is calculated based on the parameters for singles mode including parameters dedicated to singles mode, and in the case of doubles mode, based on the parameters for doubles mode including parameters dedicated to doubles mode. The battle result is calculated. And even if those results are reflected on the game screen GS and the same game card GC is used, game development is given so as to include development specific to the singles mode and development specific to the doubles mode.

  As described above, according to this embodiment, a singles mode and a doubles mode having different game conditions such as the number of game cards GC used are provided during the game. Further, the card parameters defining the game card GC include parameters dedicated to singles mode and parameters dedicated to doubles mode. Therefore, the same game card GC can be made to function as a game card having completely different characteristics between the singles mode and the doubles mode. In an actual tennis game, power cannot be demonstrated with singles, but there are also players who demonstrate more than their ability with doubles. That is, using the parameters dedicated to the singles mode and the parameters dedicated to the doubles mode, the player characteristics that change according to the game conditions can be reflected in the game development. Therefore, even when the same game card GC is used, the game development can be made different according to the battle mode, so that variations of the game development can be increased. In addition, since the player's characteristics can be reproduced according to the battle mode, the sense of reality of the game can be improved. By these, the interest property of a game can be improved.

  In the above embodiment, the control unit 30 of the user terminal 4 functions as the first mode development provision unit and the second mode development provision unit of the present invention by executing the routine of FIG. The storage unit 11 of the center server 2 functions as an application storage unit and a parameter information storage unit of the present invention by storing the game application 23 and the card data 24.

  This invention is not limited to the above-mentioned form, It can implement with a suitable form. In the above-described embodiment, a tennis card game is adopted as a game provided by the user terminal 4. However, the game provided by the user terminal 4 is not limited to such a form. As long as a plurality of modes with different game conditions are included, for example, various card games such as a horse racing type, a baseball type, and a soccer type may be adopted as the game of the user terminal 4. Moreover, it is not limited to a card game. For example, various games such as an action game, a role playing game, and a simulation game may be adopted as the game of the user terminal 4.

  Moreover, in the above-mentioned form, the user terminal 4 is employ | adopted as a game device. However, the game device is not limited to such a form. For example, an appropriate form such as a business game machine, a home-use game machine, or a portable game machine may be employed as the game device.

1 Game system 2 Center server (server device)
3 Network 4 User terminal (game device)
11 Storage unit (application storage means, parameter information storage means)
23 Game application (application)
24 Card data (application data)
30 control unit (computer, first mode development provision means, second mode development provision means)
GC game card

Claims (8)

  1. A game device for providing a game including a first mode and a second mode having different game conditions,
    First mode expansion providing means for applying expansion to the first mode based on a first parameter group necessary for providing the first mode;
    Based on a second parameter group necessary for providing the second mode, a second mode expansion providing means for applying expansion to the second mode;
    With
    At least a part of the first parameter group includes a parameter dedicated to the first mode that is not used by the second mode expansion imparting unit,
    The game apparatus, wherein at least a part of the second parameter group includes a parameter dedicated to the second mode that is not used by the first mode development provision unit.
  2.   The game device according to claim 1, wherein a card game using a game card defined by the first parameter group and the second parameter group is provided as the game.
  3. As the game, there is provided a battle-type game in which the game card is used to decide between the players,
    The number of use of the game card is adopted as the game condition, and the mode in which each player uses one game card to win or lose between the one game cards is used as the first mode. The game device according to claim 2, wherein a mode is adopted in which a player uses a set of game cards to win or lose between the set of game cards.
  4. As the card game, there is provided a tennis-type card game that realizes a tennis game using the game card,
    In the first mode, a singles mode for realizing a single match of tennis using the one game card of each player is used, and in the second mode, the set of game cards is formed by two game cards of each player. The game device according to claim 3, wherein a doubles mode for realizing a doubles match of tennis using the set of game cards is employed.
  5. A server device connected to the game device according to any one of claims 1 to 4 via a network and providing a predetermined service to the game device;
    Application storage means for storing an application for realizing the game by being executed by the game device;
    Parameter information storage means for storing parameter information corresponding to the first parameter group and the second parameter group as application data referred to when the application is executed;
    A game system comprising:
  6.   The game system according to claim 5, wherein the server device provides a distribution service that distributes the application and the application data to the game device via the network as one of the predetermined services.
  7.   An application for realizing the game by being executed by the game device according to any one of claims 1 to 4, and the first parameter group and the second as application data to be referred to when the application is executed. A storage medium storing parameter information corresponding to a parameter group.
  8. In a computer incorporated in a game device that provides a game including a first mode and a second mode with different game conditions,
    Based on a first parameter group necessary for providing the first mode, a first mode development imparting step for imparting development to the first mode;
    Based on a second parameter group necessary for providing the second mode, a second mode expansion imparting step of imparting expansion to the second mode;
    And execute
    At least a part of the first parameter group includes parameters dedicated to the first mode that are not used in the second mode development imparting step,
    The control method, wherein at least part of the second parameter group includes a parameter dedicated to the second mode that is not used in the first mode development imparting step.
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