TWI755146B - Game devices, game programs and game systems - Google Patents

Game devices, game programs and game systems Download PDF

Info

Publication number
TWI755146B
TWI755146B TW109139316A TW109139316A TWI755146B TW I755146 B TWI755146 B TW I755146B TW 109139316 A TW109139316 A TW 109139316A TW 109139316 A TW109139316 A TW 109139316A TW I755146 B TWI755146 B TW I755146B
Authority
TW
Taiwan
Prior art keywords
game
character
movement operation
attack
joint
Prior art date
Application number
TW109139316A
Other languages
Chinese (zh)
Other versions
TW202122140A (en
Inventor
岩倉史明
福岡麗南
格和真理
鈴木禄之
伊藤亜以子
Original Assignee
日商萬代股份有限公司
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 日商萬代股份有限公司 filed Critical 日商萬代股份有限公司
Publication of TW202122140A publication Critical patent/TW202122140A/en
Application granted granted Critical
Publication of TWI755146B publication Critical patent/TWI755146B/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

本發明提供一種提高了趣味性之遊戲之遊戲體驗。 The present invention provides a gaming experience that enhances the fun of the game.

本發明之遊戲裝置具備:載置部,其構成為能夠載置物品;檢測器件,其檢測載置部上所載置之1個以上物品之移動操作;及控制器件,其基於由檢測器件檢測出之物品之移動操作來控制遊戲之運行;控制器件以由檢測器件檢測出之複數個物品之移動操作被歸為同一類之移動操作為條件,而變更遊戲之運行形態。 The game apparatus of the present invention includes: a placing part configured to be able to place an article; a detection device that detects a movement operation of one or more articles placed on the placing part; and a control device based on the detection by the detection device The operation of the game is controlled by the movement operation of the items that are output; the control device changes the operation form of the game on the condition that the movement operations of a plurality of items detected by the detection device are classified as the same type of movement operation.

Description

遊戲裝置、遊戲程式及遊戲系統 Game devices, game programs and game systems

本發明係關於一種遊戲裝置、程式及遊戲系統,尤其係關於一種藉由在操作盤面操作現實物品而運行之電子遊戲。 The present invention relates to a game device, a program and a game system, and more particularly, to an electronic game operated by manipulating real objects on an operating panel.

有一種卡遊戲裝置,其係藉由在盤面上配置角色(選手)所對應之卡而開始,且藉由將卡之配置變更反映至角色狀態(位置或陣型等)來運行遊戲(專利文獻1)。 There is a card game device that starts by arranging cards corresponding to characters (players) on a board, and executes the game by reflecting the changes in the arrangement of the cards to character states (positions, formations, etc.) (Patent Document 1). ).

[背景技術文獻] [Background Art Document] [專利文獻] [Patent Literature]

[專利文獻1]日本專利特開2006-081951號公報 [Patent Document 1] Japanese Patent Laid-Open No. 2006-081951

而在如專利文獻1之卡遊戲裝置中,會定期檢測盤面上之卡配置,對配置產生差異之卡角色之各者進行控制,使之產生與移動相應的行動。另一方面,基於卡移動產生之各行動被控制為僅會在符合之角色中產生,因此所能提供之趣味性有限。 On the other hand, in the card game device such as Patent Document 1, the card arrangement on the board is regularly detected, and each of the card characters whose arrangement is different is controlled to generate an action corresponding to the movement. On the other hand, actions based on card movement are controlled to occur only in matching characters, so the interest that can be provided is limited.

本發明之目的在於提供一種遊戲裝置、程式及遊戲系統,能提供提高了趣味性之遊戲之遊戲體驗。 An object of the present invention is to provide a game device, a program, and a game system, which can provide a game experience that improves the fun of the game.

本發明之遊戲裝置具備:載置部,其構成為能夠載置物品;檢測器件,其檢測載置部上所載置之1個以上物品之移動操作;及控制器件,其基於由檢測器件檢測出之物品之移動操作,來控制遊戲之運行;且控制器件以由檢測器件檢測出之複數個物品之移動操作被歸為同一類之移動操作為條件,而變更遊戲之運行形態。 The game apparatus of the present invention includes: a placing part configured to be able to place an article; a detection device that detects a movement operation of one or more articles placed on the placing part; and a control device based on the detection by the detection device The operation of the game is controlled by the moving operation of the items that are taken out; and the control device changes the operation form of the game on the condition that the moving operations of a plurality of items detected by the detection device are classified as the same type of moving operation.

藉由此種構成,根據本發明,能夠提供一種提高了趣味性之遊戲的遊戲體驗。 With such a configuration, according to the present invention, it is possible to provide a game experience of a game with improved fun.

100:遊戲裝置 100: Game Device

101:控制部 101: Control Department

102:記錄媒體 102: Recording Media

103:記憶體 103: Memory

104:支付檢測部 104: Payment Inspection Department

105:卡辨識部 105: Card Identification Department

106:角色DB 106: Character DB

107:提示控制部 107: Prompt Control Department

108:提供控制部 108: Provide control department

109:操作輸入部 109: Operation input part

110:通信部 110: Department of Communications

120:第1顯示部 120: Display part 1

130:第2顯示部 130: Second Display Section

131:載置面板 131: Placing panel

140:提供部 140:Provide Ministry

141:取出口 141: take out port

150:端部 150: End

160:端部 160: End

300:遊戲畫面 300: Game Screen

301:攻擊區域 301: Attack Area

302:待機區域 302: Standby area

311,312,313:遊戲卡 311, 312, 313: Game Cards

321,322,323:玩家角色 321, 322, 323: Player Characters

501:能量槽 501: Energy Slot

502:能量槽 502: Energy Slot

601:遊戲卡 601: Game Card

602:遊戲卡 602: Game Card

603:框 603: Box

604:框 604: Box

1001:角色ID 1001: Character ID

1002:角色名 1002:Character name

1003:參數 1003: Parameters

1004:顯示用資訊 1004: Display information

1011:體力 1011: Physical Strength

1012:攻擊力 1012: Attack Power

1013:防禦力 1013: Defense

1014:行動要件資訊 1014: Action Requirement Information

1015:技能ID 1015: Skill ID

1016:技能資訊 1016: Skill Information

1021:卡ID 1021: Card ID

1022:角色ID 1022: Character ID

1023:角色名 1023:Character name

1024:參數 1024: Parameters

1025:顯示用資訊 1025: Display information

1026:檢測資訊 1026: Detection information

1031:體力 1031: Physical

1032:攻擊力 1032: Attack Power

1033:防禦力 1033: Defense

1034:行動要件資訊 1034: Action Requirement Information

1035:技能ID 1035:Skill ID

1036:技能資訊 1036: Skill Information

S701~S706:步驟 S701~S706: Steps

S801~S809:步驟 S801~S809: Steps

S901~S911:步驟 S901~S911: Steps

圖1係例示本發明之實施方式及變化例之遊戲裝置100之功能構成之方塊圖。 FIG. 1 is a block diagram illustrating a functional configuration of a game device 100 according to an embodiment and a modification of the present invention.

圖2係例示本發明之實施方式及變化例之遊戲裝置100之外觀之圖。 FIG. 2 is a diagram illustrating the appearance of the game device 100 according to the embodiment and the modification of the present invention.

圖3(a)~(c)係用以說明利用本發明之實施方式及變化例之遊戲裝置100提供遊戲體驗之對戰遊戲之圖。 FIGS. 3( a ) to ( c ) are diagrams for explaining a battle game in which a game experience is provided by using the game device 100 of the embodiment and the modification of the present invention.

圖4係用以說明利用本發明之實施方式及變化例之遊戲裝置100提供遊戲體驗之對戰遊戲之另一圖。 FIG. 4 is another diagram for explaining a battle game in which a game experience is provided using the game device 100 according to the embodiment and the modification of the present invention.

圖5係用以說明利用本發明之實施方式及變化例之遊戲裝置100提供遊戲體驗之對戰遊戲之又一圖。 FIG. 5 is another diagram for explaining a battle game in which a game experience is provided by the game device 100 according to the embodiment and the modification of the present invention.

圖6(a)、(b)係用以說明利用本發明之實施方式之遊戲裝置100提供遊戲體驗之對戰遊戲之聯合攻擊之圖。 FIGS. 6( a ) and ( b ) are diagrams for explaining a joint attack of a battle game in which a game experience is provided by using the game device 100 according to the embodiment of the present invention.

圖7係例示本發明之實施方式之遊戲裝置100所執行之提供處理之流程圖。 FIG. 7 is a flowchart illustrating a provision process performed by the game device 100 according to the embodiment of the present invention.

圖8係例示本發明之實施方式之遊戲裝置100所執行之遊戲處理之流程圖。 FIG. 8 is a flowchart illustrating game processing performed by the game device 100 according to the embodiment of the present invention.

圖9係例示本發明之實施方式之遊戲裝置100所執行之攻擊行動處理之流程圖。 FIG. 9 is a flowchart illustrating an attack action process performed by the game device 100 according to the embodiment of the present invention.

圖10(a)、(b)係例示本發明之實施方式及變化例之各種資訊之資料構成例之圖。 FIGS. 10( a ) and ( b ) are diagrams illustrating examples of data structures of various information according to the embodiments and modifications of the present invention.

[實施方式] [Embodiment]

以下,參照附圖對實施方式進行詳細說明。再者,以下實施方式不限定申請專利範圍之發明,且實施方式中所說明之特徵之組合未必全部為發明所必需。亦可將實施方式中所說明之複數個特徵中之兩個以上之特徵任意組合。又,對同一或同樣之構成附上同一參照編號,並省略重複之說明。 Hereinafter, embodiments will be described in detail with reference to the drawings. Furthermore, the following embodiments do not limit the invention of the claimed scope, and not all combinations of features described in the embodiments are necessary for the invention. It is also possible to arbitrarily combine two or more of the plurality of features described in the embodiments. In addition, the same reference number is attached|subjected to the same or the same structure, and the repeated description is abbreviate|omitted.

以下所說明之一實施方式係對將本發明應用於作為遊戲裝置之一例之能夠使用遊戲卡進行遊戲操作之遊戲裝置之例進行說明。然而,本發明 能夠應用於能檢測物品之移動操作並進行遊戲之運行控制之任意設備。 An embodiment described below will describe an example in which the present invention is applied to a game device capable of performing game operations using a game card, which is an example of a game device. However, the present invention It can be applied to any device that can detect the movement of objects and control the operation of the game.

本實施方式中進行以下說明:遊戲裝置所提供的或者以其他形態流通的、遊戲中所能使用之物品為遊戲卡,該遊戲卡與該遊戲中登場之遊戲要素(角色或道具)建立對應,附有用以特定出該遊戲要素之資訊(物品資訊)。然而,本發明之實施中,只要係構成為在遊戲裝置中使用時能夠檢測其移動操作之物品,則物品不限於遊戲卡。又,物品例如可為具有遊戲要素之外觀之人物模型等造型物。於此情形時,用以特定出遊戲要素之物品資訊可為能夠從藉由貼紙或打印等附於該造型物底面或規定面之圖案、或者該造型物內部之記錄媒體中獲取。又,物品不僅可為人物模型,亦可為玩具或貼紙等任意物品。 In this embodiment, the following description is made: the items provided by the game device or circulated in other forms that can be used in the game are game cards, and the game cards correspond to the game elements (characters or props) that appear in the game, Information (item information) for specifying the game elements is attached. However, in the implementation of the present invention, the article is not limited to the game card as long as it is configured as an article capable of detecting its movement operation when used in a game device. In addition, the article may be, for example, a modeling object such as a character model having the appearance of game elements. In this case, the item information for specifying the game elements may be obtained from a pattern attached to the bottom surface or predetermined surface of the shaped object by stickers or printing, or a recording medium inside the shaped object. In addition, the article may be not only a figure, but also an arbitrary article such as a toy or a sticker.

又,本實施方式中進行以下說明:在遊戲中所能使用之全部遊戲卡上,均以如下形態附有不變之物品資訊,該形態係指藉由應用規定之轉換運算而將物品資訊轉換成一維或多維圖案(代碼),然後形成(印刷)於遊戲卡表面。本實施方式中進行以下說明:在遊戲卡表面形成代碼係藉由使用隱形墨水之印刷來進行,以免有損遊戲卡之美觀。 In addition, in this embodiment, the following description is made: All game cards that can be used in the game are attached with constant item information in the following form, which means that the item information is converted by applying a predetermined conversion operation. One-dimensional or multi-dimensional patterns (codes) are then formed (printed) on the surface of the game card. In this embodiment, the following description is made: the code is formed on the surface of the game card by printing using invisible ink, so as not to damage the beauty of the game card.

然而,本發明之實施不限於此,代碼既能以可見之形態印刷於遊戲卡表面,又能以藉由在遊戲卡之中間層形成與代碼相關之規定之識別圖案而附於遊戲卡上。又,物品資訊亦可構成為可變,於此情形時,物品資訊例如可構成為記錄於遊戲卡中所包含之近距通信(NFC:Near Field Communication)用標籤上,能夠經由規定之讀寫器來獲取並變更資訊。 又,將可變之物品資訊附於遊戲卡上之形態不限於NFC標籤,可為任意形態,例如記錄於IC(Integrated Circuit,積體電路)晶片等記錄媒體中並以資料之形式保存等。 However, the implementation of the present invention is not limited to this, the code can be printed on the surface of the game card in a visible form, and can also be attached to the game card by forming a predetermined identification pattern related to the code in the middle layer of the game card. In addition, the item information may be configured to be variable. In this case, the item information may be recorded, for example, on a near field communication (NFC: Near Field Communication) tag included in the game card, and can be read and written by a predetermined method. to obtain and change information. In addition, the form of attaching variable item information to the game card is not limited to NFC tags, but can be in any form, such as recording in a recording medium such as an IC (Integrated Circuit) chip and saving in the form of data.

又,進行以下說明:在由本實施方式之遊戲裝置提供遊戲體驗之遊戲中,能夠藉由使用遊戲卡而登場之遊戲要素為角色,且遊戲卡上附有對應之角色之圖樣(角色圖像)。然而,本發明之實施不限於此,用以特定出遊戲中登場之遊戲要素之遊戲卡當然不限於構成為能夠特定出遊戲相關之角色,亦可構成為能夠特定出道具或效果等其他遊戲要素。 In addition, the following description will be given: in a game in which a game experience is provided by the game device of the present embodiment, a game element that can appear by using a game card is a character, and a pattern (character image) of the corresponding character is attached to the game card. . However, the implementation of the present invention is not limited to this. Of course, the game card used to specify the game elements appearing in the game is not limited to being configured to be able to specify the characters related to the game, but can also be configured to be able to specify other game elements such as props or effects. .

《遊戲裝置之構成》 "Construction of Game Equipment"

圖1係例示本發明之實施方式之遊戲裝置之功能構成之方塊圖。 FIG. 1 is a block diagram illustrating a functional configuration of a game device according to an embodiment of the present invention.

控制部101例如為CPU(Central Processing Unit,中央處理器),控制遊戲裝置100所具有之各區塊之動作。具體而言,控制部101例如藉由如下方法來控制各區塊之動作:讀出記錄媒體102中所記錄之各區塊之動作程式,在記憶體103中展開並執行。 The control unit 101 is, for example, a CPU (Central Processing Unit, central processing unit), and controls the operation of each block included in the game device 100 . Specifically, the control unit 101 controls the operation of each block by, for example, reading out the operation program of each block recorded in the recording medium 102 , developing and executing it in the memory 103 .

記錄媒體102例如為非揮發性記憶體或HDD(Hard Disk Drive,硬碟驅動器)等能夠永久保存資料之記錄裝置。記錄媒體102除記憶遊戲裝置100所具有之各區塊之動作程式以外,還記憶各區塊動作中所需之參數等資訊、或遊戲中所使用之各種圖形資料。記憶體103例如為揮發性記憶體等用於暫時性資料記憶之記憶裝置。記憶體103不僅被用作各區塊之動作 程式之展開區域,還被用作暫時記憶各區塊動作中所輸出資料等之記憶區域。 The recording medium 102 is, for example, a recording device capable of permanently storing data, such as a non-volatile memory or an HDD (Hard Disk Drive). The recording medium 102 not only memorizes the action program of each block of the game device 100, but also memorizes information such as parameters required for the operation of each block, or various graphic data used in the game. The memory 103 is, for example, a memory device such as a volatile memory, which is used for temporary data memory. The memory 103 is not only used for the actions of each block The expansion area of the program is also used as a memory area for temporarily storing the output data in the operation of each block.

支付檢測部104檢測遊戲裝置100中進行之等價支付。等價支付例如可藉由檢測如下事項等進行判斷,該事項係指在硬幣投入口投入了規定金額之硬幣或與之相當之遊戲幣,或者基於與規定之電子流通代幣相關晶片之通信完結結算處理等。關於本實施方式之遊戲裝置100,進行以下說明:基於等價支付而開始向用戶提供遊戲卡之服務,同時會提供遊戲卡,但等價支付並非必需條件,亦可基於規定之開始指示而開始提供服務。 The payment detection unit 104 detects an equivalent payment made in the game device 100 . Equivalent payment can be determined, for example, by detecting the following events, such as the fact that a predetermined amount of coins or equivalent coins have been inserted into the coin slot, or that it has been completed based on communication with a chip related to a predetermined electronic circulation token. settlement processing, etc. The game device 100 of the present embodiment will be described as follows: the service of providing game cards to the user is started based on the equivalent payment, and the game card is provided at the same time, but the equivalent payment is not a necessary condition, and it can be started based on a predetermined start instruction. Provide services.

卡辨識部105檢測載置面板131上所載置之遊戲卡之物品資訊之獲取、所載置之各遊戲卡之識別、及各遊戲卡之位置、旋轉。 The card recognition unit 105 detects the acquisition of item information of the game cards placed on the placement panel 131 , the identification of each placed game card, and the position and rotation of each game card.

本實施方式之遊戲裝置100例如具有如圖2所示之外觀,在進行遊戲時,玩家從區域200之位置進行各種操作。因此,如圖所示,載置面板131形成了從遊戲時接近玩家之端部150朝向遠離玩家之端部160延伸之平面。本實施方式之遊戲裝置100中,如下所述,載置面板131構成為第2顯示部130之上層,由透光材料構成,以便能夠隔著載置面板131觀看第2顯示部130上所形成之畫面。第2顯示部130之顯示方式可為任意,本實施方式中,為了能夠從遊戲裝置100之內部、即載置面板131及第2顯示部130之更下層進行載置面板131上所載置之遊戲卡之各種檢測,例如在遊戲卡上利用紅外光反射墨水標註隱形代碼,且載置面板131及第2顯示部130全部構成為能夠使紅外光透過即可。於此情形時,載置面板131上所載置之 遊戲卡能夠利用設置於遊戲裝置100內部之紅外線相機(infrared camera),拍攝到附於所載置之遊戲卡上之隱形代碼。 The game device 100 of the present embodiment has, for example, an appearance as shown in FIG. 2 , and during the game, the player performs various operations from the position of the area 200 . Therefore, as shown in the figure, the placement panel 131 forms a plane extending from the end 150 close to the player during the game toward the end 160 away from the player. In the game device 100 of the present embodiment, the placement panel 131 is configured as an upper layer of the second display portion 130 and is made of a light-transmitting material so that the placement panel 131 can be viewed through the placement panel 131 and formed on the second display portion 130 . of the screen. The display method of the second display portion 130 may be arbitrary, but in this embodiment, in order to be able to display the items placed on the placement panel 131 from the inside of the game device 100 , that is, the lower layers of the placement panel 131 and the second display portion 130 . For various detections of game cards, for example, invisible codes are marked on the game cards with infrared light reflecting ink, and the mounting panel 131 and the second display part 130 are all configured to transmit infrared light. In this case, the The game card can use an infrared camera installed inside the game device 100 to capture the invisible code attached to the installed game card.

本實施方式之卡辨識部105藉由如此從利用紅外線相機獲得之圖像提取隱形代碼並將其進行轉換,而獲取來自載置面板131上之卡辨識部105之物品資訊,上述紅外線相機係例如從背面側拍攝第2顯示部130。如上所述,遊戲卡所具有之物品資訊構成為包含不變之識別資訊,該不變之識別資訊用以特定出和與該遊戲卡建立對應之遊戲相關之角色為何者。因此,卡辨識部105當在受理遊戲時使用之遊戲卡之載置之期間中,從拍攝圖像檢測出載置了新的遊戲卡(拍攝圖像中包含分析未完結之隱形代碼)時,對附於該遊戲卡上之隱形代碼進行分析,藉此獲取特定出與該遊戲卡建立對應之角色之角色ID(Identifier,標識)。又,卡辨識部105在提供遊戲體驗期間,基於檢測出拍攝圖像中之隱形代碼之位置導出遊戲卡之載置位置,作為與遊戲相關之處理中所參照之遊戲卡資訊(載置卡資訊)在角色ID中加以管理並例如在記憶體103進行管理。又,隱形代碼可構成為附有預先決定之遊戲卡之方向,進而附有用以識別正面及背面之資訊,卡辨識部105可在分析隱形代碼時,一併檢測遊戲卡之朝向(盤面上之載置方向),並作為載置卡資訊加以管理。 The card recognition unit 105 of the present embodiment acquires the item information from the card recognition unit 105 on the mounting panel 131 by extracting the invisible code from the image obtained by the infrared camera, such as an infrared camera, and converting it. The second display unit 130 is photographed from the back side. As described above, the item information possessed by the game card is constituted to include unchanging identification information, and the unchanging identification information is used to specify which character is related to the game associated with the game card. Therefore, when the card recognition unit 105 detects from the captured image that a new game card is loaded (the captured image contains a hidden code whose analysis has not been completed) while the game card used in accepting the game is being loaded, the The stealth code attached to the game card is analyzed to obtain a character ID (Identifier) that identifies the character corresponding to the game card. In addition, the card recognition unit 105 derives the placement position of the game card based on the position where the invisible code in the captured image is detected while providing the game experience, as the game card information (the placement card information) referred to in the game-related processing. ) is managed in the role ID and managed in the memory 103, for example. In addition, the invisible code can be configured to include a predetermined direction of the game card, and further information for identifying the front and back sides. The card identification unit 105 can also detect the direction of the game card when analyzing the invisible code. loading direction), and manage it as loading card information.

再者,本實施方式中進行以下說明:於載置面板131上載置有遊戲卡之情形時,卡辨識部105進行遊戲卡之物品資訊之獲取或位置等之檢測,但本發明之實施不限於此。即,亦可為如下形態:遊戲時使用之遊戲卡所具有之物品資訊由另行設置之讀取器獲取,以隱形之方式附於遊戲卡上之 圖案不包含與該遊戲卡建立對應之角色之識別資訊,而僅用於特定出已被獲取物品資訊之遊戲卡及檢測該遊戲卡之移動等。 Furthermore, in this embodiment, the following description is made: when a game card is placed on the placement panel 131, the card recognition unit 105 acquires the item information of the game card or detects the position, etc., but the implementation of the present invention is not limited to this. That is, it can also be in the following form: the item information of the game card used in the game is obtained by a separate reader, and is attached to the game card in an invisible way. The pattern does not contain the identification information of the character corresponding to the game card, but is only used to identify the game card for which item information has been acquired and to detect the movement of the game card.

又,本實施方式中進行以下說明:卡辨識部105對載置面板131上所載置之卡檢測位置及方向,以提供良好之遊戲體驗;但根據第2顯示部130中關於遊戲卡進行之顯示之形態、載置面板131或遊戲卡之形狀、隱形代碼之構成方式等,亦可不進行方向檢測。 In addition, in this embodiment, the following description is made: the card recognition unit 105 detects the position and direction of the card placed on the placement panel 131 to provide a good game experience; The form of the display, the shape of the mounting panel 131 or the game card, the structure of the invisible code, etc., may not be subjected to direction detection.

角色DB(Data base,資料庫)106係對預先決定為在遊戲中登場之各角色管理角色資訊之資料庫。例如如圖10(a)所示,對1個角色所管理之角色資訊構成為,與唯一特定出該角色之角色ID1001建立關聯地包含:角色名1002;參數1003,其表示於遊戲之運行控制中所參照之該角色之特性;及顯示用資訊1004,其表示用於將該角色顯示於遊戲畫面之圖像或模型資料等。 The character DB (Data base) 106 is a database for managing character information for each character predetermined to appear in the game. For example, as shown in Fig. 10(a), the character information managed by one character is constituted to be associated with the character ID 1001 that uniquely identifies the character, including: character name 1002; parameter 1003, which represents the operation control of the game The characteristics of the character referred to in ; and the display information 1004, which represents the image or model data, etc., for displaying the character on the game screen.

此處,進行以下說明:為了能夠控制下文所述之遊戲之運行,參數1003除包含關於角色決定之體力1011、攻擊力1012、防禦力1013及描述了用以使該角色產生行動之要件之行動要件資訊1014以外,還包含與下文所述之不同於一般攻擊之特殊攻擊相關的技能ID1015及技能資訊1016,該技能ID1015識別該角色固有之技能,該技能資訊1016描述了與發動該固有技能相關之各種資訊(條件、機率等)。 Here, the following description is made: In order to be able to control the operation of the game described below, the parameter 1003 includes physical strength 1011, attack strength 1012, defense strength 1013 for character determination, and an action that describes the conditions for making the character act. In addition to the requirement information 1014, the skill ID 1015 and skill information 1016 related to the special attack different from the normal attack described below are also included. The skill ID 1015 identifies the inherent skill of the character, and the skill information 1016 describes the skill related to activating the inherent skill. information (conditions, odds, etc.).

提示控制部107例如包含GPU(Graphics Processing Unit,通用圖形 處理單元)等繪圖裝置,本實施方式中,進行第2顯示部130及第1顯示部120上所顯示之畫面之生成及控制。具體而言,提示控制部107在遊戲裝置100之運轉中(遊戲中或待機狀態中),基於由控制部101進行之處理或命令對所需之繪圖用對象物執行適當之運算處理,進行畫面繪製。所生成之畫面被輸出至第2顯示部130及第1顯示部120,並藉由顯示於規定之顯示區域中而提示玩家,上述第2顯示部130及第1顯示部120係與遊戲裝置100處於同一殼體內、或者能夠裝卸地連接於遊戲裝置100外部之顯示裝置。 The presentation control unit 107 includes, for example, a Graphics Processing Unit (GPU) A drawing device such as a processing unit), in this embodiment, performs generation and control of the screens displayed on the second display unit 130 and the first display unit 120 . Specifically, while the game device 100 is in operation (during the game or in the standby state), the presentation control unit 107 executes appropriate arithmetic processing on a desired drawing object based on the processing or command performed by the control unit 101 to display the screen. draw. The generated screen is output to the second display unit 130 and the first display unit 120, and is displayed in a predetermined display area to prompt the player. The second display unit 130 and the first display unit 120 are related to the game device 100. A display device located in the same casing or detachably connected to the outside of the game device 100 .

本實施方式之遊戲裝置100具有顯示遊戲畫面之如圖2所示之2種顯示裝置(第1顯示部120及第2顯示部130),提示控制部107針對各顯示裝置生成遊戲畫面。第2顯示部130所顯示之遊戲畫面存在多種類型以便提供良好之遊戲體驗,其中包括如圖2所示之提示成為載置卡之基準之遊戲場地之圖像(以明示載置遊戲卡之位置或區域之方式構成之二維圖像)之畫面,詳細情況將在下文進行敍述。另一方面,第1顯示部120基本上顯示基於在第2顯示部130之盤面上進行之遊戲卡之移動操作而生成之遊戲畫面,該遊戲畫面例如係與遊戲卡對應之角色、或在俯瞰該角色及在遊戲中登場之其他角色等之視點下繪圖而成之遊戲畫面或各種演出動畫。 The game device 100 of the present embodiment includes two types of display devices (a first display unit 120 and a second display unit 130 ) as shown in FIG. 2 for displaying game screens, and the prompt control unit 107 generates a game screen for each display device. There are various types of game screens displayed by the second display unit 130 in order to provide a good game experience, including the image of the game field as shown in FIG. or a two-dimensional image composed of regions), the details will be described below. On the other hand, the first display unit 120 basically displays a game screen generated based on the movement operation of the game card performed on the surface of the second display unit 130 , and the game screen is, for example, a character corresponding to the game card or an overlook A game screen or various performance animations drawn from the viewpoint of the character and other characters appearing in the game.

又,提示控制部107例如包含共振板(Sound board)或放大器等進行音頻信號之輸出/放大之電路,在生成從未圖示之揚聲器輸出之音頻時進行規定之處理。具體而言,提示控制部107基於例如預先記錄於記錄媒體102中之音頻資料,確定同時進行輸出之音頻資料,將其轉換(D/A(Digital/Analog,數位/類比)轉換)成電音頻信號後,向揚聲器輸出 音頻信號,使揚聲器輸出基於該音頻信號之聲波。 The cue control unit 107 includes, for example, a circuit for outputting/amplifying audio signals, such as a sound board or an amplifier, and performs predetermined processing when generating audio output from a speaker (not shown). Specifically, the prompt control unit 107 determines audio data to be output at the same time based on, for example, audio data pre-recorded in the recording medium 102, and converts (D/A (Digital/Analog, digital/analog) conversion) into electrical audio After the signal, output to the speaker audio signal, so that the speaker outputs sound waves based on the audio signal.

提供控制部108以如下方式控制提供部140之動作:對基於等價支付之1次遊戲,基本提供1張能夠在由遊戲裝置100提供遊戲之遊戲中使用之遊戲卡。遊戲卡可構成為例如在與規定遊戲(對戰遊戲)之提供相關之遊戲序列開始之前提供,且在之後的遊戲序列中使用。提供部140例如為卡分配器,且可為如下構成:具有在鉛直方向上堆積遊戲卡之未圖示之堆卡器,且具有根據由提供控制部108下達之提供命令而提供1張保存在堆卡器最下部之遊戲卡之機構。當提供部140內置於與遊戲裝置100同一殼體內時,所提供之卡可藉由導引至能夠從遊戲裝置100外部接近之取出口141(圖2)來提供給玩家。由本實施方式之遊戲裝置100提供之遊戲卡如上所述構成為在表面具有與固有之物品資訊相關之隱形代碼,因此係預先印刷製造之預製卡,所有卡辨識部105形成為相同形狀且相同大小。 The providing control unit 108 controls the operation of the providing unit 140 so as to basically provide one game card that can be used in the game provided by the game device 100 to one game based on the equivalent payment. The game card may be provided, for example, before the start of a game sequence related to the provision of a predetermined game (combat game), and used in a subsequent game sequence. The supply unit 140 is, for example, a card dispenser, and may be configured to have a card stacker (not shown) that stacks game cards in the vertical direction, and to supply one card and store it in a supply command given by the supply control unit 108. The mechanism of the game card at the bottom of the stacker. When the providing part 140 is built in the same casing as the game device 100, the provided card can be provided to the player by being guided to the take-out port 141 (FIG. 2) accessible from the outside of the game device 100. The game card provided by the game device 100 of the present embodiment is configured to have an invisible code related to the inherent item information on the surface as described above, so it is a pre-printed and manufactured pre-made card, and all the card recognition parts 105 are formed in the same shape and the same size .

再者,進行以下說明:本實施方式之遊戲裝置100提供預先在工廠等進行印刷、發行而成之具有固定設計之預製卡,但所提供之遊戲卡亦可為能夠藉由所謂按需印刷來動態地變更設計的卡。於此情形時,提供部140係對規定之紙媒體進行印刷之印刷裝置,例如只要將代碼印刷於遊戲卡上並輸出即可,上述代碼構成具有根據遊戲之運行而由玩家或者藉由抽籤處理選擇出之角色之角色ID之物品資訊,且藉由利用遊戲卡用轉換方式將上述物品資訊進行轉換而獲得。 Furthermore, the following description is made: the game device 100 of the present embodiment provides prefabricated cards with fixed designs that are pre-printed and distributed in a factory or the like, but the provided game cards may also be capable of being printed by so-called on-demand printing. Cards that change designs dynamically. In this case, the providing unit 140 is a printing device that prints a predetermined paper medium. For example, the code can be printed on the game card and output. The above-mentioned code is configured to be processed by the player or by drawing lots according to the operation of the game. The item information of the character ID of the selected character is obtained by converting the above item information using the game card conversion method.

操作輸入部109例如係決定輸入用操作構件或各種感測器等遊戲裝置 100所具有之用戶介面。操作輸入部109當檢測出已對操作構件進行操作輸入時,將與該操作輸入對應之控制信號輸出至控制部101。本實施方式中,操作輸入部109係檢測對作為物理操作構件設置於遊戲裝置100上之各種用戶介面進行之操作輸入之構件,且設為檢測對象與由卡辨識部105檢測出之遊戲卡移動相關之操作輸入不同,以下設為不同之用戶介面進行說明。再者,操作輸入部109例如可包含檢測在第1顯示部120或第2顯示部130之畫面上進行之觸摸輸入之觸摸輸入檢測感測器等。 The operation input unit 109 is, for example, a game device such as an operation member for decision input or various sensors. 100 has a user interface. The operation input unit 109 outputs a control signal corresponding to the operation input to the control unit 101 when it is detected that an operation input has been made to the operation member. In this embodiment, the operation input unit 109 is a member that detects operation input to various user interfaces provided on the game device 100 as physical operation members, and is set as the detection object and the movement of the game card detected by the card recognition unit 105 The relevant operation input is different, and the following description is given as a different user interface. Furthermore, the operation input unit 109 may include, for example, a touch input detection sensor or the like that detects a touch input performed on the screen of the first display unit 120 or the second display unit 130 .

通信部110係遊戲裝置100所具有之與外部裝置之通信介面。通信部110能夠經由未圖示之網際網路等通信網或纜線等有線或無線通信媒體與外部裝置連接,從而能實現資料之收發。通信部110例如將作為發送對象輸入之資訊轉換成規定形式之資料,經由網路發送給伺服器等外部裝置。又,通信部110例如當經由網路從外部裝置接收到資訊時,將該資訊進行解碼,並記憶於記憶體103中。 The communication unit 110 is a communication interface between the game device 100 and an external device. The communication unit 110 can be connected to an external device via a communication network such as the Internet, which is not shown, or a wired or wireless communication medium such as a cable, thereby enabling data transmission and reception. The communication unit 110 converts, for example, information input as a transmission target into data in a predetermined format, and transmits it to an external device such as a server via a network. Further, when the communication unit 110 receives information from an external device via a network, for example, it decodes the information and stores the information in the memory 103 .

又,本實施方式之遊戲裝置100構成為能夠經由通信部110,從外部裝置接收將與遊戲相關之處理之程式打包後之程式資料。控制部101當藉由通信部110接收到該程式資料及程式之更新要求時,能夠按照更新要求,使用所接收到之程式資料來更新當前記錄媒體102中所記憶之與遊戲相關之處理之程式。再者,與遊戲相關之處理程式之更新處理除藉由上述方法執行以外,例如還在將記錄媒體中所記錄之程式資料插入至遊戲裝置所具有之未圖示光驅等時自動執行,或者還能夠藉由在插入後由管理者執行開始命令而執行。 In addition, the game device 100 of the present embodiment is configured to be able to receive, from the external device via the communication unit 110, program data in which a program for game-related processing is packaged. When the control unit 101 receives the program data and the program update request through the communication unit 110, it can use the received program data to update the game-related processing program currently stored in the recording medium 102 according to the update request. . Furthermore, the update process of the game-related processing program is not only performed by the above-mentioned method, for example, it is also automatically performed when the program data recorded in the recording medium is inserted into the not-shown optical drive of the game device, or it is also performed. Can be executed by executing the start command by the administrator after insertion.

《遊戲運行》 "Game Running"

以下,關於在本實施方式之遊戲裝置100中提供遊戲體驗之遊戲,說明其運行概要。 Hereinafter, the outline of the operation of the game that provides the game experience in the game device 100 of the present embodiment will be described.

本實施方式中進行以下說明:在遊戲裝置100中提供遊戲體驗之遊戲係在玩家團隊與對手團隊之間進行的回合制對戰遊戲,上述玩家團隊包含玩家所使用之角色、即與由玩家載置於載置面板131上之各遊戲卡建立對應之角色(玩家角色),上述對手團隊包含利用規定之方法選擇出之對戰對手之角色(對手角色)。在對戰遊戲中,將對玩家團隊與對手團隊分別關於構成團隊之角色所決定之體力總和設定為團隊體力,在達到預先決定之上限回合數為止之期間內使對手之團隊體力減少至0之團隊、或者在經過上限回合數之回合後殘存之團隊體力較多之團隊成為遊戲之勝利者。 In this embodiment, the following description will be made: the game that provides the game experience in the game device 100 is a turn-based battle game played between a player team and an opponent team. A corresponding character (player character) is established on each game card on the placement panel 131, and the opponent team includes the character (opponent character) of the opponent selected by a predetermined method. In the battle game, the total stamina of the player's team and the opponent's team is determined by the roles that make up the team as the team's stamina, and the opponent's team's stamina is reduced to 0 within the period of reaching the predetermined upper limit number of rounds. , or the team with more stamina remaining after the maximum number of rounds has passed becomes the winner of the game.

1個回合包含作戰階段及行動階段,上述作戰階段係在研究玩家團隊或對手團隊之狀態後在該回合中決定玩家團隊之各角色之行動,上述行動階段係解決在作戰階段中決定之行動,完結與團隊體力增減相關之處理。此處,為了確保給玩家思考之時間,在作戰階段中不運行對戰遊戲,而在解決作戰階段中所決定之行動之行動階段中運行對戰遊戲。 A round consists of a combat phase and an action phase. The above combat phase determines the actions of each character of the player team in that round after studying the state of the player team or the opponent team. The above action phase resolves the actions determined in the combat phase. Completed the processing related to the increase or decrease of team stamina. Here, in order to secure time for the player to think, the battle game is not run in the combat phase, and the battle game is run in the action phase in which the action decided in the combat phase is resolved.

以下,進一步詳細說明針對1個回合所設定之作戰階段及行動階段。 Hereinafter, the combat phase and the action phase set for one round will be described in more detail.

<作戰階段> <Operation Phase>

作戰階段中,為了決定後續行動階段(同一回合)中各玩家角色之行動,在第2顯示部130上顯示如圖3(a)之遊戲畫面300。遊戲畫面300所示的作為本發明之第2區域之攻擊區域301、及作為上述第2區域之待機區域302對應於能夠在與對戰遊戲相關之遊戲內空間(3D空間)中配置玩家角色之區域。本實施方式之對戰遊戲中係根據在作戰階段中將該玩家角色配置於遊戲內之哪個空間,即,將該玩家角色所對應之遊戲卡配置於載置面板131之哪個位置,來決定行動階段中各玩家角色之行動。 In the combat phase, in order to determine the actions of each player character in the subsequent action phase (same round), the second display unit 130 displays a game screen 300 as shown in FIG. 3( a ). The attack area 301 as the second area of the present invention shown on the game screen 300, and the standby area 302 as the second area described above correspond to areas where player characters can be placed in the in-game space (3D space) related to the battle game . In the battle game of this embodiment, the action phase is determined according to which space in the game the player character is placed in the battle phase, that is, where the game card corresponding to the player character is placed on the mounting panel 131 the actions of each player character.

玩家能夠藉由將遊戲卡以至少一部分與顯示於第2顯示部130之攻擊區域301或待機區域302重疊之方式,載置於第2顯示部130之載置面板131上,從而將與該遊戲卡建立對應之玩家角色配置於遊戲內空間。例如如圖3(b)所示,在將遊戲卡311、312及313載置於載置面板131上之情形時,如圖3(c)所示之顯示於第1顯示部120之遊戲畫面320,在與對戰遊戲相關之遊戲內空間中,以維持該相對關係之狀態,配置與各遊戲卡建立對應之玩家角色321、322及323。以下,為了簡單說明,將在與畫面中之任意區域對應之載置面板131上之區域載置遊戲卡之情形說成“在區域中配置與該遊戲卡建立對應之角色”或“在區域中配置該遊戲卡”,但亦可適當改換以上說法。 The player can place the game card on the placing panel 131 of the second display unit 130 in such a manner that at least a part of the game card overlaps with the attack area 301 or the standby area 302 displayed on the second display unit 130 , thereby playing the game with the game. The player characters corresponding to the card establishment are arranged in the in-game space. For example, as shown in FIG. 3( b ), when the game cards 311 , 312 and 313 are placed on the placing panel 131 , the game screen displayed on the first display unit 120 as shown in FIG. 3( c ) 320 , in the in-game space related to the battle game, in order to maintain the relative relationship, place player characters 321 , 322 and 323 corresponding to the game cards. Hereinafter, for the sake of simplicity of explanation, the case where a game card is placed on an area on the placement panel 131 corresponding to an arbitrary area on the screen will be referred to as “a character corresponding to the game card is placed in the area” or “in the area” Configure the game card", but the above statement can also be changed appropriately.

此處,在本實施方式之對戰遊戲中,不管操作對手團隊之主體係在通信連接之其他遊戲裝置100中進行遊戲之其他玩家(對手玩家)或NPC(Non-Player Character,非玩家角色),均對各團隊設定攻擊區域301及待機區域302。而且,與玩家團隊相關之該區域群和與對手團隊相關之 該區域群以如圖4所示使區域內之角色面對面之方式配置。以下,著眼於玩家團隊而說明對戰遊戲之流程,該等說明對於對手團隊亦同樣。 Here, in the battle game of the present embodiment, regardless of other players (opponent players) or NPCs (Non-Player Characters) who operate the main system of the opponent team and play games in other game devices 100 connected by communication, An attack area 301 and a standby area 302 are set for each team. Furthermore, the area group associated with the player's team and the group associated with the opponent's team The area group is arranged so that the characters in the area face each other as shown in FIG. 4 . Hereinafter, the flow of the battle game will be explained focusing on the player team, and the explanation is the same for the opponent team.

在行動階段使與載置面板131上之區域中所載置之遊戲卡相關之玩家角色產生之行動在攻擊區域301與待機區域302中不同,例如前者包括針對對手角色之對戰行動或技能發動,後者包括防禦參數之提昇或下文所述之行動點數蓄積(charge)之效果發動。 In the action phase, the action of the player character related to the game card placed in the area on the placement panel 131 is different in the attack area 301 and the standby area 302. For example, the former includes a battle action or skill activation against the opponent character, The latter includes the activation of the effect of boosting defense parameters or the effect of accumulating action points (charge) as described below.

具體而言,待機區域302係如下區域:不讓配置於該區域之玩家角色在後續行動階段中進行用以減少對手團隊之團隊體力之行動(攻擊行動),而蓄積行動點數之區域。所謂行動點數係指藉由在行動階段中消耗,而使消耗該點數之玩家角色能夠進行攻擊行動之點數。在行動點數為0之狀態下,玩家角色無法進行攻擊行動,因此,玩家必須使與符合之玩家角色相關之遊戲卡移動至待機區域302。又,例如行動點數之初始值、藉由配置於待機區域302而提昇之(蓄積之)點數值、及能夠蓄積之最大值係針對每個角色,根據角色資訊之行動要件資訊1014來決定。 Specifically, the standby area 302 is an area in which action points are accumulated without allowing the player characters placed in the area to perform actions (attack actions) for reducing the team's physical strength of the opponent team in the follow-up action phase. The so-called action points refer to the points that, by consuming in the action phase, the player character who consumes the points can perform an attack action. In a state where the action point is 0, the player character cannot perform an attack action. Therefore, the player must move the game card associated with the corresponding player character to the standby area 302 . Also, for example, the initial value of action points, the value of points raised (accumulated) by being placed in the standby area 302, and the maximum value that can be accumulated are determined for each character based on the action requirement information 1014 of the character information.

另一方面,攻擊區域301係如下區域:讓配置於該區域之玩家角色在後續行動階段中消耗行動點數來進行攻擊行動。如圖3(a)所示,攻擊區域301被分為3個階段之區域。 On the other hand, the attack area 301 is an area in which the player character placed in the area performs an attack action by consuming action points in the follow-up action phase. As shown in FIG. 3( a ), the attack area 301 is divided into three-stage areas.

配置於攻擊區域301之玩家角色越配置於遠離玩家之區域(畫面上方),則進行攻擊行動時之攻擊傷害量越大。即,玩家藉由將玩家角色配 置於攻擊區域301之上方,能夠使該角色進入容易使對手團隊之團隊體力更多地減少之狀態。反之,配置於攻擊區域301之玩家角色越配置於接近玩家之區域(畫面下方),則進行攻擊行動時之攻擊傷害量越小。 The farther the player character placed in the attack area 301 is located in the area away from the player (the upper part of the screen), the greater the amount of attack damage when performing an attack action. That is, by assigning the player character Placing it above the attack area 301 can put the character into a state where it is easy to reduce the team stamina of the opponent team more. Conversely, the more the player character placed in the attack area 301 is placed in the area close to the player (the lower part of the screen), the smaller the amount of attack damage when performing an attack action.

另一方面,當成為對手角色之攻擊對象時,玩家角色以如下方式受到控制:越配置於遠離玩家之區域(畫面上方)則承受傷害量越大,越配置於接近玩家之區域(畫面下方)則承受傷害量越小。 On the other hand, when the opponent character is attacked, the player character is controlled in the following way: the more the player character is placed in the area away from the player (upper screen), the greater the amount of damage it takes, and the closer the player character is placed in the area (below the screen) The less damage you take.

因此,玩家在作戰階段中,對載置面板131上之遊戲卡進行移動操作而變更載置位置,藉此能夠控制後續行動階段中各玩家角色之狀態及行動。 Therefore, in the combat phase, the player moves the game cards on the placement panel 131 to change the placement position, thereby being able to control the states and actions of each player character in the subsequent action phase.

<行動階段>當作戰階段(因確定操作或者時間用盡)結束時,開始同一回合之行動階段。行動階段中成為行動對象之角色係基本上配置於攻擊區域301之玩家團隊之玩家角色與對手團隊之對手角色。行動階段解決基於作戰階段中進行之遊戲卡之移動操作之結果進行之攻擊行動,並提示其詳細情況或演出。 <Operation phase> When the combat phase (due to a certain operation or time runs out) ends, the operation phase of the same round begins. The characters to be acted upon in the action phase are basically the player characters of the player team and the opponent characters of the opponent team placed in the attack area 301 . The action phase resolves the attack action based on the result of the movement operation of the game card in the combat phase, and prompts its details or performance.

首先,當行動階段開始時,決定由玩家團隊與對手團隊之哪一個進行攻擊行動(先攻團隊/後攻團隊)。先攻團隊/後攻團隊之決定例如可藉由進行如下等規定之運算,算出各團隊之參數總和,並基於總和之大小來進行(總和較大之一方為先攻),上述規定之運算係指:對針對各團隊配置於 攻擊區域301上之各角色決定之攻擊力等參數(值),根據攻擊區域301中之角色之位置,加上與已消耗之行動點數值相應之值。 First, when the action phase begins, it is decided which of the player team and the opponent team will perform the attack action (first attacking team/second attacking team). The decision of the first attacking team/the second attacking team can be performed, for example, by performing the following predetermined operations to calculate the sum of the parameters of each team, and based on the size of the sum (the one with the larger sum is the first attacking team). The above-mentioned predetermined operations refer to: Configured for each team in The attack power and other parameters (values) determined by each character on the attack area 301 are based on the position of the character in the attack area 301, plus a value corresponding to the value of the consumed action points.

先攻團隊/後攻團隊決定後,後攻團隊之角色例如基於攻擊屬性、協同默契度、配置位置等被分組,按各組設定為攻擊對象之候補。再者,一組可僅由1個角色構成。又,以下,對先攻團隊之攻擊行動時之動作進行說明,先攻團隊之攻擊行動結束後,調換攻守後以相同方式進行與後攻團隊之攻擊行動相關之動作。 After the first attacking team/second attacking team is decided, the roles of the second attacking team are divided into groups based on, for example, attack attributes, tacit understanding, placement positions, etc., and each group is set as a candidate for the attack target. Furthermore, a group may consist of only one character. In the following, the actions during the attack action of the first attacking team will be described. After the attack action of the first attacking team is completed, the action related to the attack action of the second attacking team is performed in the same way after switching the attack and defense.

首先,為了解決攻擊行動,例如依序選擇先攻團隊配置於攻擊區域301之1個角色(攻擊角色),對攻擊角色選擇上述已設定之後攻團隊組(被攻擊組)作為攻擊對象。然後,對與該攻擊角色相關之攻擊行動(一般攻擊)成功與否進行判定。 First, in order to solve the attack action, for example, one character (attacking character) whose first attacking team is arranged in the attack area 301 is sequentially selected, and the above-mentioned setted second attacking team (attacked group) is selected as the attack target for the attacking character. Then, it is judged whether the attack action (normal attack) related to the attack character is successful or not.

例如如圖5所示,與1個攻擊角色相關之一般攻擊之成功與否可根據所謂能量槽勝負來決定,所謂能量槽勝負係由對1個攻擊角色與被攻擊組中之1個角色(被攻擊角色)之各者設置之能量槽長度之長短決定。在圖5所示之例中,攻擊角色之能量槽501超過被攻擊角色之能量槽502,於此情形時,判定攻擊角色之一般攻擊成功。此處,關於各能量槽長度,當為由任一玩家操作之角色之能量槽時,可藉由在能量槽長度依序變動期間所進行之停止能量槽之相關操作輸入(物理按鈕操作)來確定。另一方面,當為由NPC操作之角色之能量槽時,能量槽長度乃為可藉由設為在由例如抽籤處理等隨機決定之時間點已進行停止能量槽之相關操作輸入來進行處理而 確定者。 For example, as shown in Figure 5, the success of a general attack related to an attacking character can be determined according to the so-called energy gauge victory or defeat. The length of the energy slot set by each of the attacked characters) is determined. In the example shown in FIG. 5 , the energy gauge 501 of the attacking character exceeds the energy gauge 502 of the attacked character. In this case, it is determined that the normal attack of the attacking character is successful. Here, regarding the length of each energy slot, when it is the energy slot of a character operated by any player, it can be determined by the relevant operation input (physical button operation) of stopping the energy slot during the period of sequential change of the energy slot length. Sure. On the other hand, when it is an energy slot of a character operated by an NPC, the energy slot length can be processed by setting the relevant operation input to stop the energy slot at a time point randomly determined by, for example, a lottery process. determiner.

當一般攻擊被判定為成功時,確定對後攻團隊之攻擊傷害量(體力減少量),在第1顯示部120及/或第2顯示部130上進行表示一般攻擊成功(未進行防禦,被攻擊組被擊中(被攻擊))之演出顯示。另一方面,當一般攻擊被判定為失敗時,另行確定對後攻團隊之攻擊傷害量,進行表示一般攻擊失敗(進行防禦後,被攻擊組被擊中)之演出顯示。此處,為了確保對戰遊戲之趣味性,構成為即便一般攻擊失敗,亦能夠給對手造成傷害,成功與否在該攻擊傷害量之增減上發揮作用(成功時>失敗時)。 When the normal attack is judged to be successful, determine the amount of attack damage (reduction of physical strength) to the back-attacking team, and display it on the first display part 120 and/or the second display part 130 to indicate that the normal attack is successful (no defense is performed, and is The performance display of the attack group being hit (attacked)). On the other hand, when the normal attack is judged to be a failure, the amount of attack damage to the back-attacking team will be determined separately, and a performance display will be performed indicating that the normal attack has failed (after defending, the attacked team is hit). Here, in order to ensure the fun of the battle game, even if the normal attack fails, the opponent can still be damaged, and the success or failure plays a role in the increase or decrease of the attack damage (success > failure).

繼一般攻擊之後,判斷是否進行關於同一攻擊角色所決定之技能之發動。技能例如可為讓該攻擊角色產生追加之攻擊行動(特殊攻擊)之技能,有無發動該技能可藉由抽籤處理來決定。技能發動時,除一般攻擊之演出顯示以外,還會在第1顯示部120及/或第2顯示部130進行攻擊角色使用特殊攻擊追擊被攻擊角色之演出顯示。此處,技能發動之機率、即該抽籤處理之中選機率可針對每種技能決定並記述於技能資訊1016中,還可根據在發動時讓遊戲有利地運行之程度來決定(例如設定成越讓遊戲有利地運行之技能,中選機率越低)。 After the normal attack, it is judged whether to activate the skill determined by the same attacking character. The skill may be, for example, a skill that causes the attacking character to generate additional attack actions (special attack), and whether or not to activate the skill may be determined by a lottery process. When the skill is activated, in addition to the performance display of the normal attack, the first display part 120 and/or the second display part 130 will also display the performance display of the attacking character using a special attack to chase the attacked character. Here, the probability of skill activation, that is, the probability of being selected in the lottery process, may be determined for each skill and described in the skill information 1016, and may also be determined based on the degree to which the game is advantageously run when activated (for example, it is set so that the more Skills that make the game run favorably have a lower chance of winning).

(聯合攻擊) (joint attack)

藉由技能發動產生之特殊攻擊基本由1個攻擊角色進行,但本實施方式之對戰遊戲中,僅對一部分特定之角色分配使其等產生由複數個角色進行之特殊攻擊(以下,為了與其他特殊攻擊加以區分而說成聯合攻擊)之技 能。 The special attack generated by the activation of the skill is basically performed by one attacking character, but in the battle game of this embodiment, only a part of the specific characters are assigned to cause special attacks by a plurality of characters (hereinafter, in order to be compatible with other characters). Special attacks are distinguished and called joint attacks) can.

聯合攻擊係以載置面板131上之遊戲卡之移動操作為條件而發動。更詳細而言,例如如圖6(a)所示,聯合攻擊係藉由在規定之時間(限制時間)內進行移動操作來發動,該移動操作係使與具有該聯合攻擊之技能之攻擊角色相關之遊戲卡601、及與先攻團隊中除攻擊角色外之另一個角色(聯合角色)相關之遊戲卡602移動至各不相同之框603及604所示之區域。本實施方式中,發動聯合攻擊之條件係:在滿足技能之發動條件後,進行如圖6(a)之畫面提示,進而進行載置面板131上之移動操作而成為圖6(b)之狀態。如圖所示,框603及604以配置於攻擊區域301、即第2顯示部130所提示之畫面中遠離玩家之區域之方式進行提示。 The joint attack is activated on the condition that the game card on the placement panel 131 is moved. In more detail, as shown in FIG. 6( a ), for example, the joint attack is initiated by performing a movement operation within a predetermined time (limited time), and the movement operation is performed with an attacking character having the joint attack skill. The related game card 601 and the game card 602 related to another character (joint character) other than the attacking character in the initiative team are moved to the areas shown by the different boxes 603 and 604 . In this embodiment, the conditions for launching a joint attack are: after the conditions for launching the skills are met, a screen prompt as shown in FIG. 6( a ) is performed, and then a moving operation on the placement panel 131 is performed to become the state shown in FIG. 6( b ). . As shown in the figure, the boxes 603 and 604 are displayed so as to be arranged in the attack area 301 , that is, an area away from the player in the screen displayed by the second display unit 130 .

聯合攻擊之攻擊傷害量根據作為對象之2張遊戲卡之移動操作之一致度而增減。此處,本實施方式中,所謂移動操作之一致度係根據移動至框對應區域之操作完結時間點之同時性來評估,且以2張遊戲卡之該時間點越近,則攻擊傷害量越大之方式來控制。換言之,以如下之方式進行控制:將玩家使遊戲卡601移動至框603對應區域之操作完結之時間點和使遊戲卡602移動至框604對應區域之操作完結之時間點加以比較,其等在時間上隔得越近,則攻擊傷害量越大,在時間上隔得越遠,則攻擊傷害量越少。對該攻擊傷害量之增減之說明係在本實施方式中藉由變更在導出攻擊傷害量時使用之公式之係數來實現,但例如亦可藉由變更符合之角色之攻擊力等參數來實現,即,藉由使用變更後之參數進行聯合攻擊之攻擊傷害量之導出來實現。 The amount of attack damage of the joint attack increases or decreases according to the consistency of the movement operations of the two target game cards. Here, in this embodiment, the so-called degree of consistency of the movement operation is evaluated according to the simultaneity of the completion time point of the operation of moving to the corresponding area of the frame, and the closer the time point of the two game cards is, the greater the amount of attack damage. Great way to control. In other words, the control is performed in such a manner as to compare the time point when the player's operation to move the game card 601 to the area corresponding to the frame 603 is completed and the time point when the operation to move the game card 602 to the area corresponding to the frame 604 is completed, etc. The closer the time interval, the greater the attack damage, and the farther apart in time, the less attack damage. The description of the increase or decrease of the attack damage amount is realized by changing the coefficient of the formula used when deriving the attack damage amount in this embodiment, but it can also be realized by changing parameters such as the attack power of the corresponding character. , that is, by deriving the attack damage amount of the joint attack using the changed parameters.

一致度可階段性地評估,只要能夠藉由將上述時間差歸為例如10個階段來進行評估,根據被歸為哪個階段來導出攻擊傷害量即可。被歸為各階段之時間差可為固定時長,分類之時長在各階段中亦可不同,以便容易歸為移動操作完結時間點被視為同時之階段,從而例如提高趣味性。此時,例如如圖6(b)之通知605所示,一致度之評估可換算成百分率之傷害顯示之形態進行通知。再者,在聯合攻擊中,至少其中一張遊戲卡之移動操作未完結時,控制不發動該聯合攻擊。 The degree of coincidence can be evaluated in stages, as long as the above-mentioned time difference can be classified into, for example, 10 stages, and the amount of attack damage can be derived according to which stage is classified. The time difference classified into each stage may be a fixed time length, and the time length of classification may be different in each stage, so that it is easy to be classified as a stage when the movement operation completion time point is regarded as a simultaneous stage, for example, to improve the interest. At this time, for example, as shown in the notification 605 in FIG. 6( b ), the evaluation of the degree of agreement can be converted into a notification in the form of a percentage damage display. Furthermore, in a joint attack, when the movement operation of at least one of the game cards is not completed, the joint attack is controlled not to be launched.

移動操作完結後,發動由攻擊角色與聯合角色參與之聯合攻擊,在第1顯示部120及/或第2顯示部130上進行該角色對被攻擊角色進行特殊攻擊行動之演出顯示。即,聯合攻擊時,與其他技能之特殊攻擊不同,變更為進行複數個角色之攻擊行動之運行形態,能夠造成更大量之傷害,使遊戲之運行為有利之狀態。因此,為了保證遊戲平衡,聯合攻擊之相關技能所對應之角色亦可僅限定為設置成能夠在遊戲中登場之角色中之一部分,且以該技能之發動機率變低之方式或以直至回合數達到規定數量以上才發動之方式進行控制。 After the moving operation is completed, a joint attack involving the attacking character and the joint character is launched, and the first display unit 120 and/or the second display unit 130 displays the character's special attack action on the attacked character. That is, when a joint attack is used, unlike the special attacks of other skills, it is changed to the operation form of the attack action of multiple characters, which can cause a larger amount of damage and make the operation of the game in a favorable state. Therefore, in order to ensure the balance of the game, the characters corresponding to the related skills of the joint attack can also be limited to only a part of the characters that can appear in the game, and in such a way that the engine rate of the skills is reduced or until the number of rounds It is controlled in such a way that it is activated only when the specified number or more is reached.

此處,發動聯合攻擊時之演出顯示係被控制為,不僅傷害顯示會根據攻擊傷害量而不同,演出內容亦會根據攻擊傷害量而不同。 Here, the effect display when launching a joint attack is controlled so that not only the damage display will be different according to the amount of attack damage, but the effect content will also be different according to the amount of attack damage.

再者,本實施方式中針對聯合攻擊進行以下說明:當開始發動時,在第2顯示部130之特定位置提示框603及604並受理移動操作;但為了務 必產生遊戲卡之移動操作,亦可於與對象遊戲卡在載置面板131上之位置不同之位置提示框之方式進行控制,還可先讓對象遊戲卡移動至特定位置後,再在與該位置不同之位置提示框之方式進行控制。 Furthermore, in the present embodiment, the following description is given for the joint attack: when the attack starts, the boxes 603 and 604 are displayed at specific positions of the second display unit 130 and the movement operation is accepted; The moving operation of the game card must be generated, and it can also be controlled by means of a position prompt box that is different from the position of the target game card on the mounting panel 131, and the target game card can be moved to a specific position first, and then Control the way of the position prompt box with different positions.

又,本實施方式中針對聯合攻擊進行之說明係框提示於第2顯示部130中,但只要係提示成為移動操作指標之資訊之框,則其提示方法、提示內容可為任意。 In this embodiment, the description of the joint attack is presented in a frame on the second display unit 130, but the presentation method and presentation content may be arbitrary as long as the frame presents the information that becomes the movement operation indicator.

又,本實施方式中為了簡單說明,針對聯合攻擊進行之說明係將分別配置2張遊戲卡之框提示1次,但本發明之實施不限於此。即,框之提示亦可分為複數次,每次在不同位置配置框來進行提示,例如亦可構成為:當2張遊戲卡向1次所提示之框之移動操作完結時,接著提示下一次之框,要求該2張遊戲卡進一步之移動操作。 In addition, in this embodiment, for the sake of simplicity, the description of the joint attack is to show the boxes of arranging two game cards each once, but the implementation of the present invention is not limited to this. That is, the prompt of the box can also be divided into multiple times, and the boxes are arranged at different positions for prompting each time. A frame that requires further movement of the 2 game cards.

又,本實施方式中進行以下說明:發動聯合攻擊所需之移動操作較佳為使2張遊戲卡同時完結移動至各自對應之框,但本發明之實施不限於此,只要以對複數張遊戲卡進行了歸為同一類之移動操作為條件變更遊戲之運行形態即可。例如,至少在藉由確認到想要成功進行聯合攻擊之玩家之意願而發動聯合攻擊之形態中,發動聯合攻擊所需之移動操作亦可為使遊戲卡朝向與框對應之區域移動之操作。或者,發動聯合攻擊所需之移動操作亦可為使2張遊戲卡以描畫同一軌跡之方式或以描畫對稱軌跡之方式移動之操作,而非使遊戲卡移動至特定區域之操作。於此情形時,只要根據軌跡之相似度/對稱度進行評估,導出攻擊傷害量即可。 In addition, in this embodiment, the following description is made: the movement operation required to launch a joint attack is preferably to complete the movement of two game cards to their corresponding frames at the same time, but the implementation of the present invention is not limited to this, as long as a plurality of game cards are used for It is only necessary to change the running state of the game if the card performs a movement operation that is classified into the same category. For example, at least in the form of launching the joint attack by confirming the will of the player who wants to successfully perform the joint attack, the movement operation required to launch the joint attack may also be an operation to move the game card toward the area corresponding to the frame. Alternatively, the movement operation required to launch a joint attack may be an operation to move the two game cards in a way of drawing the same trajectory or in a way of drawing a symmetrical trajectory, rather than an operation to move the game card to a specific area. In this case, it is only necessary to evaluate the similarity/symmetry of the trajectories to derive the amount of attack damage.

又,與發動聯合攻擊相關之移動操作所需之遊戲卡之數量不限於2張,只要係複數張,便可為任意張數。 In addition, the number of game cards required for the movement operation related to launching a joint attack is not limited to two, and may be any number as long as it is plural.

《提供處理》 "Provide Processing"

針對具有此種構成之本實施方式之遊戲裝置100中,與提供1次遊戲體驗相關地執行之提供處理,使用圖7之流程圖來說明具體處理。與該流程圖對應之處理能夠藉由如下方式來實現:由控制部101讀出例如記錄媒體102中所記憶之對應之處理程式,在記憶體103中展開並執行。再者,進行以下說明:本遊戲處理係例如在遊戲裝置100為待機狀態之期間,由支付檢測部104檢測出已進行等價支付時開始。 In the game device 100 of the present embodiment having such a configuration, specific processing will be described with reference to the flowchart of FIG. 7 for providing processing performed in relation to providing one game experience. The processing corresponding to this flowchart can be realized by, for example, reading out the corresponding processing program stored in the recording medium 102 by the control unit 101 , and developing and executing it in the memory 103 . In addition, the present game processing starts when, for example, while the game device 100 is in the standby state, the payout detection unit 104 detects that an equivalent payout has been made.

S701中,提供控制部108在控制部101之控制下,以針對與開始本提供處理相關之等價支付,提供遊戲卡之方式,控制提供部140。又,在提供該遊戲卡時,控制部101使提示控制部107進行旨在提供遊戲卡之通知。 In S701, under the control of the control unit 101, the offer control unit 108 controls the offer unit 140 so as to offer game cards for the equivalent payment related to the start of the offer process. In addition, when the game card is provided, the control unit 101 causes the presentation control unit 107 to perform a notification to provide the game card.

S702中,控制部101決定在本次遊戲中登場之對手角色。以下,為了簡便起見,進行以下說明:由遊戲裝置100提供之遊戲係玩家角色(玩家團隊)與對手角色(對手團隊)之間進行之對戰遊戲,該玩家角色(玩家團隊)基於各玩家之操作被進行行動控制,該對手角色(對手團隊)作為NPC(Non-Player Character)在遊戲中登場;但亦可為如上所述,將由操作其他遊戲裝置100之其他玩家構成之玩家團隊作為對手團隊而在彼此之間進行之對 戰遊戲。 In S702, the control unit 101 determines the opponent character to appear in the current game. Hereinafter, for the sake of brevity, the following description will be given: the game provided by the game device 100 is a battle game between a player character (player team) and an opponent character (opponent team), and the player character (player team) is based on the The operation is controlled by actions, and the opponent character (opponent team) appears in the game as an NPC (Non-Player Character); however, as described above, a player team composed of other players operating other game devices 100 may be used as the opponent team. against each other battle game.

關於玩家角色及對手角色之各者,預先決定在對戰遊戲中登場之數量,在本步驟中,控制部101決定所需數量之對手角色,將與該對手角色相關之對戰遊戲用資訊追加記憶至記憶體103之對手角色管理表中。對手角色之決定可根據已完結從預先設定之對手角色、或與對手角色建立關聯之任務(quest)等中選擇任一個之操作輸入來進行,亦可根據抽籤處理、或其他記錄媒體中所記錄之玩家之遊戲運行狀況之資訊等,無需操作輸入地進行。 Regarding each of the player character and the opponent character, the number to appear in the battle game is determined in advance. In this step, the control unit 101 determines the required number of opponent characters, and additionally stores the battle game information related to the opponent character into the memory. In the opponent character management table in the memory 103. The decision of the opponent character can be made according to the completed operation input of selecting any one of the preset opponent characters or the quest associated with the opponent character, or it can also be processed according to the lottery process or recorded in other recording media. The information of the player's game operation status, etc., is carried out without operation input.

再者,對手角色管理表中關於1個角色所管理之1份記錄之資訊不包含表示遊戲卡狀態之資訊,除此以外可為與載置卡資訊相同之構成,只要基於所決定之對手角色之角色ID,從角色DB106獲取所需之資訊並記憶即可。 Furthermore, the information about one record managed by one character in the opponent character management table does not include the information indicating the state of the game card, other than that, it can have the same structure as the information on the loaded card, as long as it is based on the determined opponent character. You can obtain the required information from the character DB106 and memorize it.

S703中,控制部101執行使本次遊戲中在對戰遊戲中登場之玩家角色登錄之登錄處理。登錄處理係藉由玩家將與期望作為玩家團隊登場之角色相關之遊戲卡載置於第2顯示部130之載置面板131上來進行。在登錄處理中,卡辨識部105藉由對拍攝載置面板131所得之圖像應用圖像處理,而進行遊戲卡之檢測及對應之物品資訊之獲取,上述圖像處理係對附於遊戲卡上之代碼進行提取、轉換。 In S703, the control unit 101 executes a registration process for registering the player character who appeared in the competition game in the current game. The registration process is performed by the player placing the game card related to the character desired to appear as a player team on the placing panel 131 of the second display unit 130 . In the registration process, the card recognition unit 105 performs image processing on the image obtained by photographing the mounting panel 131 to detect the game card and acquire the corresponding item information. Extract and convert the above code.

卡辨識部105在載置面板131上所載置之遊戲卡有變化(檢測出新的遊 戲卡、及所檢測出之遊戲卡(因被去除而導致)消失)之情形時,進行對應之處理(載置卡資訊之追加/刪除)。例如在檢測出新遊戲卡之情形時,卡辨識部105藉由對附於該卡上之隱形代碼進行分析而獲取與對應之角色相關之角色ID(物品資訊之獲取),並與該卡之檢測座標及旋轉資訊一起輸出至控制部101。然後,控制部101基於該所檢測出之遊戲卡之物品資訊,從提示控制部107獲取符合之角色資訊,藉此構成載置卡資訊,並將該資訊追加記憶至記憶體103之玩家角色管理表中。 The game card placed on the placing panel 131 by the card recognition unit 105 has changed (a new game card has been detected). When the game card and the detected game card disappear (due to being removed), the corresponding processing (addition/deletion of the loading card information) will be performed. For example, when a new game card is detected, the card identification unit 105 obtains a character ID (acquisition of item information) related to the corresponding character by analyzing the invisible code attached to the card, and associates it with the card's ID. The detected coordinates are output to the control unit 101 together with the rotation information. Then, the control unit 101 acquires the corresponding character information from the presentation control unit 107 based on the detected item information of the game card, thereby constructing the loading card information, and additionally stores the information in the player character management of the memory 103 in the table.

此處,例如如圖10(b)所示,載置卡資訊係針對每張遊戲卡,與該遊戲卡之物品資訊中所包含之識別遊戲卡之卡ID1021及識別對應角色之角色ID1022建立關聯地,管理從角色DB106獲取之角色名1023、參數1024、顯示用資訊1025及表示載置面板131上之遊戲卡之狀態(位置、旋轉及移動中之至少任一個)之檢測資訊1026。 Here, for example, as shown in FIG. 10(b), for each game card, the loading card information is associated with the card ID 1021 for identifying the game card and the character ID 1022 for identifying the corresponding character contained in the item information of the game card. On the other hand, it manages the character name 1023 acquired from the character DB 106, the parameter 1024, the display information 1025, and the detection information 1026 indicating the state (at least one of position, rotation, and movement) of the game card placed on the panel 131.

S704中,控制部101判斷玩家角色之登錄是否結束。玩家角色之登錄結束可基於以下情況來判斷:檢測出已完結玩家之登錄結束相關之操作輸入;或上限數(7個)之玩家角色之登錄已結束。控制部101當判斷玩家角色之登錄已結束時,使處理轉移至S705,當判斷登錄尚未結束時,使處理返回S703。此處,在結束登錄時,已登錄之玩家角色之數量不滿規定數量之情形時,亦可以如下方式進行處理:藉由抽籤處理等選擇本次對戰遊戲中之外援角色,將該角色之資訊追加至玩家角色管理表中,使玩家角色成為規定數量。此時,例如在不借助玩家操作而由控制部101對該角色進行行動控制之形態中,玩家角色管理表中對1個外援玩家角色加以管理之1 份記錄之資訊亦可與對手角色之資訊同樣,以從載置卡資訊去除檢測資訊1026之形式構成。又,例如第2顯示部130係構成為能夠檢測觸摸操作之顯示裝置,在與外援玩家角色對應之虛擬遊戲卡(之圖像)以能夠藉由觸摸操作移動之方式被提示之形態中,可為與載置卡資訊相同之構成。 In S704, the control unit 101 determines whether or not the registration of the player character is completed. The completion of the login of the player character can be determined based on the following conditions: it is detected that the operation input related to the completion of the login of the player has been completed; or the login of the upper limit (7) of the player characters has been completed. When the control unit 101 judges that the registration of the player character has been completed, the process proceeds to S705, and when it is judged that the registration has not been completed, the process returns to S703. Here, when the login is completed, when the number of registered player characters is less than the specified number, the following method can also be used: Select the foreign aid character in this battle game by lottery processing, etc., and add the information of the character. To the player character management table, make the player character a predetermined number. In this case, for example, in a form in which the action of the character is controlled by the control unit 101 without the player's operation, one of the player character management tables to manage one foreign player character The information of the copy record can also be constituted in the form of removing the detection information 1026 from the loading card information, similarly to the information of the opponent character. In addition, for example, the second display unit 130 is configured as a display device capable of detecting touch operations, and in a form in which the virtual game card (image) corresponding to the foreign player character is displayed so as to be movable by touch operations, it can be It has the same structure as the loading card information.

S705中,控制部101使已登錄之玩家角色與對手角色登場之對戰遊戲相關之遊戲處理開始。更詳細而言,控制部101參照玩家角色管理表及對手角色管理表,執行基於各角色之參數1024進行運行控制之遊戲序列之處理(遊戲處理)。 In S705, the control unit 101 starts the game processing related to the battle game in which the registered player character and the opponent character appear. More specifically, the control unit 101 refers to the player character management table and the opponent character management table, and executes the processing (game processing) of the game sequence in which the operation is controlled based on the parameters 1024 of each character.

<遊戲處理> <Game Processing>

此處,關於本步驟中進行之遊戲處理,使用圖8之流程圖來說明具體之處理。 Here, regarding the game processing performed in this step, the specific processing will be described using the flowchart of FIG. 8 .

S801中,控制部101使與當前回合相關之作戰階段之處理開始。更詳細而言,控制部101基於卡辨識部105對遊戲卡之檢測結果,判定在作戰階段開始時將各玩家角色配置於攻擊區域301與待機區域302之哪一個。又,控制部101基於遊戲卡之檢測結果之時間變化,判斷是否已進行移動操作,對已進行移動操作之遊戲卡,判定對應之玩家角色配置於攻擊區域301與待機區域302之哪一個。 In S801, the control unit 101 starts the processing of the battle phase related to the current round. More specifically, the control unit 101 determines which of the attack area 301 and the standby area 302 to place each player character at the start of the combat phase based on the detection result of the game card by the card recognition unit 105 . In addition, the control unit 101 determines whether a movement operation has been performed based on the time change of the detection result of the game card, and determines which of the attack area 301 and the standby area 302 the corresponding player character is placed on the game card that has been moved.

再者,控制部101當獲得卡辨識部105對遊戲卡之檢測結果時,更新玩家角色管理表之符合之檢測資訊1026,進行移動操作是否開始之判斷 及移動操作是否完結之判斷。又,基於上述操作,提示控制部107在控制部101之控制下,進行生成反映了檢測結果及移動操作之畫面,並向第1顯示部120及/或第2顯示部130提示之處理。是否已進行遊戲卡之檢測或移動操作之判斷、及伴隨於此之提示控制之內容相同,因此,以下說明中省略說明。 Furthermore, when the control unit 101 obtains the detection result of the game card by the card identification unit 105, the control unit 101 updates the corresponding detection information 1026 in the player character management table, and determines whether the moving operation is started or not. And the judgment of whether the move operation is completed. Furthermore, based on the above-mentioned operations, the presentation control unit 107, under the control of the control unit 101, generates a screen reflecting the detection result and the movement operation, and presents it to the first display unit 120 and/or the second display unit 130. The content of whether the detection of the game card or the movement operation has been performed, and the content of the prompt control accompanying this are the same, so the description will be omitted in the following description.

S802中,控制部101判斷是否滿足作戰階段之結束條件。作戰階段例如可以已進行各玩家角色配置之確定操作,或者經過關於作戰階段預先決定之可操作時間為要件,判斷滿足結束條件。控制部101當判斷滿足作戰階段之結束條件時,使處理轉移至S803,當判斷不滿足結束條件時,重複本步驟之處理。 In S802, the control unit 101 determines whether or not the end condition of the combat phase is satisfied. In the combat phase, for example, an operation to determine the configuration of each player's character may be performed, or it may be determined that the end condition is satisfied after a pre-determined operational time for the combat phase has passed. When the control unit 101 judges that the end condition of the combat phase is satisfied, the process proceeds to S803, and when it judges that the end condition is not satisfied, the process of this step is repeated.

S803中,控制部101使與當前回合相關之行動階段之處理開始。當行動階段開始時,提示控制部107將第1顯示部120及第2顯示部130上顯示之畫面從作戰階段之畫面變更為行動階段之畫面。 In S803, the control unit 101 starts the processing of the action phase related to the current round. When the operation phase starts, the prompt control unit 107 changes the screens displayed on the first display unit 120 and the second display unit 130 from the operation phase screen to the action phase screen.

S804中,控制部101關於與當前回合相關之行動階段,決定將先攻設為玩家團隊及對手團隊之哪一個。 In S804, the control unit 101 decides which of the player team and the opponent team to set the initiative as the action phase related to the current round.

S805中,控制部101執行如下之攻擊行動處理:將先攻團隊設為攻擊方團隊,將後攻團隊設為防禦方團隊,與解決攻擊方團隊之攻擊行動相關。 In S805, the control unit 101 performs the following attack action processing: setting the first attacking team as the attacking team, and setting the second attacking team as the defending team, which is related to solving the attacking action of the attacking team.

<攻擊行動處理> <Attack action processing>

此處,關於本步驟中執行之攻擊行動處理,使用圖9之流程圖來說明詳細情況。 Here, the details of the attack action processing executed in this step will be described with reference to the flowchart of FIG. 9 .

S901中,控制部101將防禦方團隊分組。 In S901, the control unit 101 divides the defense team into groups.

S902中,控制部101將攻擊方團隊之攻擊區域中所配置之角色中的攻擊行動未解決之1個角色設定為攻擊角色。 In S902, the control unit 101 sets, as an attacking character, one character whose attack action has not been resolved among the characters arranged in the attacking area of the attacking team.

S903中,控制部101決定成為攻擊對象之防禦方團隊之組(被攻擊組:防禦方團隊),對攻擊角色與被攻擊組中之1個角色(被攻擊角色)執行與一般攻擊之能量槽勝負相關之處理。控制部101受理與能量槽停止相關之操作輸入,決定與玩家團隊之角色相關之能量槽長度。又,控制部101執行與對手團隊之角色相關之規定處理,決定能量槽長度。然後,控制部101基於已決定之能量槽長度,確定攻擊角色之一般攻擊成功與否。 In S903, the control unit 101 determines the group of the defending team to be attacked (the attacked group: the defending team), and executes the energy tank of the normal attack on the attacking character and one character in the attacked group (the attacked character). The handling of victory and defeat. The control unit 101 accepts an operation input related to the stop of the energy tank, and determines the length of the energy tank related to the character of the player team. In addition, the control unit 101 executes predetermined processing related to the role of the opponent team, and determines the energy slot length. Then, the control unit 101 determines whether the normal attack of the attacking character is successful or not based on the determined energy slot length.

S904中,控制部101基於在S903中執行之能量槽勝負之結果(一般攻擊成功與否),決定一般攻擊對防禦方團隊之攻擊傷害量。然後,控制部101進行從防禦方團隊之團隊體力減去該攻擊傷害量之處理。此時,控制部101以使提示控制部107進行與針對對象組之一般攻擊相關之演出顯示。 In S904, the control unit 101 determines the amount of attack damage to the defending team by the normal attack based on the result of the victory or defeat of the energy bar executed in S903 (whether the normal attack is successful or not). Then, the control unit 101 performs a process of subtracting the attack damage amount from the team physical strength of the defending team. At this time, the control unit 101 causes the presentation control unit 107 to perform a presentation display related to the general attack on the target group.

S905中,控制部101判斷是否使攻擊角色發動技能。是否發動技能係 基於玩家角色管理表或對手角色管理表中針對攻擊角色所管理之參數1024之技能資訊1036來判斷。控制部101當判斷使攻擊角色發動技能時,使處理轉移至S906,當判斷不使攻擊角色發動技能時,使處理轉移至S911。 In S905, the control unit 101 determines whether to activate the skill of the attacking character. Whether to activate the skill system The judgment is based on the skill information 1036 of the parameter 1024 managed by the attacking character in the player character management table or the opponent character management table. The control unit 101 shifts the process to S906 when determining that the attack character is to activate the skill, and proceeds to S911 when determining that the attack character is not to activate the skill.

S906中,控制部101判斷使攻擊角色發動之技能是否為產生聯合攻擊之技能。更詳細而言,控制部101基於角色管理表中針對攻擊角色所管理之技能ID1035是否與產生聯合攻擊之技能之技能ID相符,來進行本步驟之判斷。控制部101在判斷使攻擊角色發動之技能係產生聯合攻擊之技能時,使處理轉移至S907,在判斷並非產生聯合攻擊之技能時,使處理轉移至S910。 In S906, the control unit 101 determines whether or not the skill used by the attacking character is a skill that generates a joint attack. More specifically, the control unit 101 judges this step based on whether the skill ID 1035 managed by the attacking character in the character management table matches the skill ID of the skill that generates the joint attack. The control unit 101 shifts the process to S907 when determining that the skill that activates the attacking character is a skill that generates a joint attack, and shifts the process to S910 when determining that it is not a skill that generates a joint attack.

S907中,控制部101判斷本次遊戲中攻擊角色之聯合攻擊是否已發動。控制部101當判斷攻擊角色之聯合攻擊已發動時,使處理轉移至S911,當判斷攻擊角色之聯合攻擊尚未發動時,使處理轉移至S908。 In S907, the control unit 101 determines whether or not the joint attack of the attacking characters in the current game has been launched. The control unit 101 shifts the process to S911 when determining that the attacking character's joint attack has been launched, and proceeds to S908 when determining that the attacking character's joint attack has not been launched.

S908中,控制部101受理與發動聯合攻擊相關之遊戲卡之移動操作。具體而言,控制部101從配置於攻擊方團隊之攻擊區域之角色中決定參與聯合攻擊之聯合角色,受理攻擊角色與聯合角色建立對應之遊戲卡之移動操作。又,提示控制部107在控制部101之控制下,構成包含表示該等遊戲卡之配置位置之框之畫面,並使第2顯示部130進行提示。控制部101當判斷已受理符合之遊戲卡之移動操作,即判斷2張遊戲卡之移動操作均已完結時,使處理轉移至S909。此時,控制部101將各遊戲卡之移動操作完 結之時間點之資訊記憶於記憶體103中。 In S908, the control unit 101 accepts the movement operation of the game card related to the launch of the joint attack. Specifically, the control unit 101 determines a joint character participating in the joint attack from the characters arranged in the attacking area of the attacking team, and accepts the movement operation of the game card corresponding to the attacking character and the joint character. Further, the presentation control unit 107, under the control of the control unit 101, constitutes a screen including a frame indicating the arrangement positions of the game cards, and causes the second display unit 130 to present the presentation. When the control unit 101 judges that the movement operation of the matching game card has been accepted, that is, when it judges that the movement operation of the two game cards has been completed, the control unit 101 transfers the process to S909. At this time, the control unit 101 completes the moving operation of each game card The information of the time point of the end is stored in the memory 103 .

再者,控制部101當未在限制時間內完結移動操作時,不發動攻擊角色之聯合攻擊而使處理轉移至S911即可。 In addition, when the movement operation is not completed within the time limit, the control unit 101 may shift the process to S911 without launching the joint attack of the attacking characters.

S909中,控制部101基於對2張遊戲卡進行之移動操作之完結時間點,決定聯合攻擊對防禦方團隊之攻擊傷害量。然後,控制部101進行從防禦方團隊之團隊體力減去該攻擊傷害量之處理。此時,控制部101以如下方式進行控制:使提示控制部107進行與針對對象組之聯合攻擊相關之演出顯示。 In S909, the control unit 101 determines the amount of attack damage to the defending team by the joint attack based on the completion time point of the movement operation performed on the two game cards. Then, the control unit 101 performs a process of subtracting the attack damage amount from the team physical strength of the defending team. At this time, the control unit 101 controls so as to cause the presentation control unit 107 to perform an effect display related to the joint attack against the target group.

本實施方式中進行之說明係攻擊方團隊為玩家團隊,且檢測在S908及S909中進行之移動操作來判斷有無聯合攻擊之發動,但當攻擊方團隊係構成為NPC之對手團隊時,可藉由模擬與聯合攻擊相關之移動操作,或者利用抽籤處理決定完結時間點等,來決定攻擊傷害量。 The description in this embodiment is that the attacking team is the player team, and the movement operations performed in S908 and S909 are detected to determine whether a joint attack is launched. However, when the attacking team is the opponent team of the NPC, the The amount of attack damage is determined by simulating the movement operations related to the joint attack, or by using the lottery process to determine the end time.

另一方面,當判斷在S906中使攻擊角色發動之技能並非產生聯合攻擊之技能時,控制部101在S910中,決定並非聯合攻擊之特殊攻擊、即僅由攻擊角色進行之特殊攻擊對防禦方團隊之攻擊傷害量。然後,控制部101進行從防禦方團隊之團隊體力減去該攻擊傷害量之處理。此時,控制部101以如下方式進行控制:使提示控制部107進行與針對對象組之一般攻擊相關之演出顯示。 On the other hand, when it is determined in S906 that the skill used by the attacking character is not a skill that produces a joint attack, the control unit 101 determines in S910 a special attack that is not a joint attack, that is, a special attack performed only by the attacking character against the defender. The amount of attack damage done by the team. Then, the control unit 101 performs a process of subtracting the attack damage amount from the team physical strength of the defending team. At this time, the control unit 101 controls the presentation control unit 107 to perform a presentation display related to the general attack on the target group.

S911中,控制部101判斷攻擊方團隊之角色中是否存在攻擊行動未解決之角色,且防禦方團隊之團隊體力是否為1以上。控制部101當判斷存在攻擊行動未解決之角色,且防禦方團隊之團隊體力為1以上時,使處理返回S902,當判斷不符合該條件時,完結本攻擊行動處理。 In S911, the control unit 101 determines whether there is a character whose attack action is not resolved among the characters of the attacking team, and whether the team physical strength of the defending team is 1 or more. The control unit 101 returns the process to S902 when it is judged that there is a character whose attack action has not been resolved and the team health of the defending team is 1 or more, and ends the attack action process when it judges that the condition is not met.

當以此種方式,藉由攻擊行動處理解決與先攻團隊相關之攻擊行動時,控制部101在遊戲處理之S806中,判斷是否滿足對戰遊戲之結束條件。本步驟中之對戰遊戲之結束條件係根據後攻團隊之團隊體力是否成為0以下來進行判斷。控制部101當判斷滿足對戰遊戲之結束條件時,完結本遊戲處理,當判斷不滿足對戰遊戲之結束條件時,使處理轉移至S807。 When the attack action related to the first attacking team is resolved by the attack action process in this way, the control section 101 determines whether or not the end condition of the competition game is satisfied in S806 of the game process. The end condition of the battle game in this step is determined based on whether or not the team stamina of the attacking team becomes below 0. When the control unit 101 judges that the end condition of the competition game is satisfied, it completes the processing of the present game, and when it judges that the end condition of the competition game is not satisfied, it transfers the process to S807.

S807中,控制部101執行如下之攻擊行動處理:將後攻團隊設為攻擊方團隊,將先攻團隊設為防禦方團隊,與解決攻擊方團隊之攻擊行動相關。 In S807, the control unit 101 executes the following attack action processing: setting the rear attacking team as the attacking team, and setting the first attacking team as the defending team, related to solving the attacking action of the attacking team.

S808中,控制部101對配置於玩家團隊與對手團隊之待機區域之角色,進行與行動點數之蓄積相關之處理。 In S808, the control unit 101 performs processing related to accumulation of action points for the characters placed in the waiting areas of the player team and the opponent team.

S809中,控制部101判斷是否滿足對戰遊戲之結束條件。本步驟中之對戰遊戲之結束條件可基於先攻團隊之團隊體力是否成為0以下,或當前回合是否為最終回合來判斷。控制部101當判斷滿足對戰遊戲之結束條件時,完結本遊戲處理,當判斷不滿足對戰遊戲之結束條件時,使處理返回 S801,進行下一回合相關之處理。 In S809, the control unit 101 determines whether or not the end condition of the competition game is satisfied. The end condition of the battle game in this step can be judged based on whether the team's physical strength of the first attacking team becomes 0 or less, or whether the current round is the final round. The control unit 101 ends the processing of the present game when judging that the end condition of the competitive game is satisfied, and returns the process when judging that the end condition of the competitive game is not satisfied S801, performing the related processing of the next round.

當如此完結遊戲處理時,控制部101在提供處理之S706中,執行與對戰遊戲之結束相關之各種處理,完結本提供處理。該處理例如可包含提示控制部107之遊戲結果之提示、及向待機狀態之轉變處理。 When the game processing is completed in this way, the control unit 101 executes various processing related to the end of the competition game in S706 of the providing processing, and completes the present providing processing. This processing may include, for example, a presentation of the game result of the control unit 107 and a transition processing to a standby state.

如以上所作說明,根據本實施方式之遊戲裝置,將複數個物品之移動操作被歸為同一類之移動操作設為條件,而變更遊戲之運行形態,因此能夠提供提高了趣味性之遊戲之遊戲體驗。 As described above, according to the game device of the present embodiment, the game operation mode of the game can be changed by setting the movement operation of a plurality of items to be classified as the same type, so that it is possible to provide a game with improved fun. experience.

[變化例] [Variation example]

上述實施方式中,說明了前提係對戰遊戲之玩家為1人之形態,但本發明之實施不限於此。對戰遊戲例如亦可為在1台遊戲裝置100中,2名玩家組團(以好友身分)參與之所謂2P(two player,雙人)模式之形態。於此情形時,關於登錄至玩家團隊之遊戲卡,可以如下方式進行控制:管理係由哪一玩家載置或操作之遊戲卡之資訊,聯合攻擊之發動中成為移動操作對象之複數張遊戲卡中包含與兩名玩家相關之遊戲卡。藉此,能夠適宜地改善對複數張遊戲卡之移動操作之同時性之判定等之難易程度,提供趣味性更高之遊戲體驗。 In the above-described embodiment, the premise is that the player of the battle game is one player, but the implementation of the present invention is not limited to this. For example, the battle game may be in the form of a so-called 2P (two player) mode in which two players participate in a group (as friends) in one game device 100 . In this case, the game cards registered to the player's team can be controlled in the following ways: management of information on which game card is mounted or operated by which player, and a plurality of game cards that are the target of the movement operation during the launch of a joint attack Contains game cards associated with two players. Thereby, it is possible to appropriately improve the difficulty of determining the simultaneity of the movement operations of a plurality of game cards, and provide a more interesting game experience.

再者,此種變化形態不限於2名玩家之形態,當然亦可使對戰遊戲構成為使複數名玩家能夠以好友身分參與。於此情形時,關於在聯合攻擊之發動中成為移動操作對象之複數張遊戲卡,只要選擇和作為參與玩家之至 少一部分之複數名玩家建立對應之遊戲卡即可。 Furthermore, such a modified form is not limited to the form of two players, and of course, the battle game may be configured so that a plurality of players can participate as friends. In this case, with regard to the plurality of game cards that are the objects of the movement operation during the launch of the joint attack, only the selected and A small number of players can create corresponding game cards.

又,此種複數名玩家能夠以好友身分參與之形態無須在1台遊戲裝置中實現。即,可為如下形態:該等玩家分別操作以能夠通信連接之方式構成之複數台遊戲裝置,例如在發動聯合攻擊時,於該多台遊戲裝置中同步提示框,受理各遊戲卡之移動操作,對該移動操作判定同時性。於此情形時,無須在1台遊戲裝置之第2顯示部130中提示複數個框。又,在1台遊戲裝置中作為移動指標而提示之框為1個,亦可獲取在其他遊戲裝置中同樣提示之框之位置資訊、及成為向該框移動之對象之遊戲卡之載置狀況,將其等一起進行提示,藉此容易進行複數名玩家之聯合遊戲。 In addition, such a form in which a plurality of players can participate as friends does not need to be realized in one game device. That is, the form may be as follows: the players operate a plurality of game devices configured to be able to communicate with each other, for example, when a joint attack is launched, a prompt box is synchronized in the plurality of game devices, and the movement operation of each game card is accepted. , determine the simultaneity of the movement operation. In this case, it is not necessary to present a plurality of frames on the second display unit 130 of one game device. In addition, if there is only one frame presented as a movement indicator in one game device, it is also possible to acquire the position information of the frame that is similarly presented in other game devices, and the loading status of the game card to be moved to the frame. , etc. are presented together, thereby making it easy to play a joint game of multiple players.

[其他實施方式] [Other Embodiments]

本發明不限於上述實施方式,能夠不脫離本發明之精神及範圍,在發明主旨之範圍內進行各種變化、變更。又,本發明之遊戲裝置亦能夠藉由使1台以上之電腦作為該遊戲裝置發揮功能之程式實現。該程式能夠藉由記錄於電腦所能讀取之記錄媒體中而提供/分配,或者藉由電通信線路而提供/分配。 The present invention is not limited to the above-described embodiments, and various changes and modifications can be made within the scope of the gist of the present invention without departing from the spirit and scope of the present invention. In addition, the game device of the present invention can also be realized by a program for causing one or more computers to function as the game device. The program can be provided/distributed by being recorded in a computer-readable recording medium, or provided/distributed via an electrical communication line.

301:攻擊區域 301: Attack Area

302:待機區域 302: Standby area

601:遊戲卡 601: Game Card

602:遊戲卡 602: Game Card

603:框 603: Box

604:框 604: Box

Claims (14)

一種遊戲裝置,其具備:載置部,其構成為能夠載置角色所對應之物品;檢測器件,其檢測上述載置部上所載置之1個以上物品之移動操作;及控制器件,其基於由上述檢測器件檢測出之物品之移動操作來控制遊戲之運行;上述控制器件以由上述檢測器件檢測出移動操作之複數個物品所對應之角色中包含具有聯合攻擊之技能之角色、及包含具有該聯合攻擊之技能之角色所對應之物品之複數個物品之移動操作係為移動到與現在載置之區域不同之區域之聯合移動操作且係為於同時或近似之時間點進行之聯合移動操作為條件,變更上述遊戲之運行形態。 A game device comprising: a placing portion configured to place an item corresponding to a character; a detection device for detecting a movement operation of one or more items placed on the placing portion; and a control device for The operation of the game is controlled based on the movement operation of the object detected by the detection device; the control device includes a role with the skill of joint attack among the roles corresponding to the plurality of objects whose movement operation is detected by the detection device, and includes The movement operation of multiple items of the item corresponding to the character with the joint attack skill is a joint movement operation to move to an area different from the currently placed area, and it is a joint movement performed at the same or similar time points. Operation is a condition to change the running form of the above game. 如請求項1之遊戲裝置,其中上述控制器件基於上述複數個物品各自之上述聯合移動操作之完結時間點,使上述遊戲之運行形態不同。 The game device according to claim 1, wherein the control device makes the running form of the game different based on the completion time point of the joint movement operation of each of the plurality of items. 如請求項2之遊戲裝置,其中上述控制器件根據上述複數個物品之上述聯合移動操作之完結,變更為讓上述遊戲有利地運行之形態。 The game apparatus of claim 2, wherein the control means is changed to a form that allows the game to be run advantageously in accordance with the completion of the joint movement operation of the plurality of items. 如請求項3之遊戲裝置,其中上述控制器件係上述複數個物品各自之上述聯合移動操作完結時間點之一致度越高,越會變更為讓上述遊戲有利地運行之形態。 The game device of claim 3, wherein the control device is changed to a form that allows the game to run more favorably as the degree of agreement of the completion time points of the joint movement operation of each of the plurality of items is higher. 如請求項4之遊戲裝置,其進而具備通知器件,該通知器件通知上述複數個物品之上述聯合移動操作完結時間點之一致度。 The game device of claim 4, further comprising a notification device that notifies the degree of consistency of the completion time point of the joint movement operation of the plurality of items. 如請求項2至5中任一項之遊戲裝置,其中由上述檢測器件進行檢測之移動操作與物品所對應之角色之上述遊戲中之動作建立對應,對各角色確定上述遊戲之運行控制所參照之參數,上述控制器件根據上述複數個物品之上述聯合移動操作之完結,將與該複數個物品所對應之角色之參數變更為讓上述遊戲有利地運行之形態。 The game device of any one of claims 2 to 5, wherein the movement operation detected by the detection device corresponds to the action in the game of the character corresponding to the item, and the reference for the running control of the game is determined for each character. According to the completion of the joint movement operation of the plurality of items, the control device changes the parameters of the characters corresponding to the plurality of items to a form that allows the game to run favorably. 如請求項1之遊戲裝置,其中上述載置部包含提示器件,該提示器件在載置物品之載置面之下層,以能夠隔著該載置面而視認之方式提示畫面,上述提示器件提示配置有複數個框狀圖像之畫面,上述聯合移動操作係如下操作:上述複數個物品移動後之位置成為與上述提示器件所提示之上述複數個框狀圖像之各者對應之上述載置面上之位置。 The game device of claim 1, wherein the placing portion includes a prompting device, the prompting device is located below the placing surface on which the article is placed, and prompts the screen in a manner that can be visually recognized through the placing surface, and the prompting device prompts On a screen on which a plurality of frame-shaped images are arranged, the joint movement operation is performed as follows: the position of the plurality of objects after the movement becomes the above-mentioned placement corresponding to each of the plurality of frame-shaped images presented by the above-mentioned prompting device position on the face. 如請求項1之遊戲裝置,其中上述載置部包含提示器件,該提示器件在載置物品之載置面之下層,以能夠隔著該載置面而視認之方式提示畫面,上述提示器件提示配置有複數個框狀圖像之畫面,上述聯合移動操作係如下操作:使上述複數個物品朝向與上述提示 器件所提示之上述複數個框狀圖像之各者對應之上述載置面上之位置移動。 The game device of claim 1, wherein the placing portion includes a prompting device, the prompting device is located below the placing surface on which the article is placed, and prompts the screen in a manner that can be visually recognized through the placing surface, and the prompting device prompts On a screen on which a plurality of frame-shaped images are arranged, the above-mentioned joint movement operation is performed as follows: the above-mentioned plurality of objects are oriented and the above-mentioned reminder is performed. The position on the mounting surface corresponding to each of the plurality of frame-shaped images presented by the device moves. 如請求項7或8之遊戲裝置,其中上述載置部以從接近玩家之端部朝向遠離玩家之另一端部延伸之形狀構成,上述提示器件所提示之畫面包含接近玩家之第1區域、及遠離玩家之第2區域,上述複數個框狀圖像配置於上述第2區域。 The game device of claim 7 or 8, wherein the placing portion is formed in a shape extending from an end close to the player toward the other end away from the player, and the screen prompted by the prompting device includes a first area close to the player, and The plurality of frame-shaped images are arranged in the second area away from the player in the second area. 如請求項1至5中任一項之遊戲裝置,其中上述聯合移動操作係源於複數個玩家對上述複數個物品之各者進行之移動操作。 The game device of any one of claims 1 to 5, wherein the joint move operation is derived from a move operation performed by a plurality of players on each of the plurality of items. 如請求項10之遊戲裝置,其中上述聯合移動操作係於複數個上述遊戲裝置中對上述複數個物品之各者進行之移動操作。 The game device of claim 10, wherein said joint movement operation is a movement operation performed on each of said plurality of items in a plurality of said game devices. 如請求項1至5中任一項之遊戲裝置,其進而具備提供物品之提供器件,上述檢測器件檢測由上述提供器件提供並載置於上述載置部之物品。 The game apparatus according to any one of claims 1 to 5, further comprising providing means for providing articles, and the detection means detects the articles provided by the providing means and placed on the placing portion. 一種遊戲程式,其使電腦作為如請求項1至12中任一項之遊戲裝置之各器件發揮功能。 A game program that makes a computer function as each device of the game apparatus of any one of claims 1 to 12. 一種遊戲系統,其包含角色所對應之遊戲用物品、及構成為能夠提 供該遊戲用物品之遊戲裝置,上述遊戲裝置具備:載置部,其構成為能夠載置上述遊戲用物品;檢測器件,其檢測上述載置部上所載置之1個以上之上述遊戲用物品之移動操作;及控制器件,其基於由上述檢測器件檢測出之上述遊戲用物品之移動操作來控制遊戲之運行;上述控制器件以由上述檢測器件檢測出移動操作之複數個物品所對應之角色中包含具有聯合攻擊之技能之角色、及包含具有該聯合攻擊之技能之角色所對應之物品之複數個物品之移動操作係為移動到與現在載置之區域不同之區域之聯合移動操作且係為於同時或近似之時間點進行之聯合移動操作為條件,變更上述遊戲之運行形態。 A game system, which includes game items corresponding to characters, and is configured to be able to play A game device for supplying the game article, the game device includes: a placing part configured to be able to place the game article; and a detection device that detects one or more of the game articles placed on the placing part. Movement operation of an item; and a control device that controls the operation of the game based on the movement operation of the game object detected by the detection device; the control device is based on a plurality of items corresponding to the movement operation detected by the detection device. The movement operation of a character including a character with a joint attack skill and a plurality of items including items corresponding to the character with the joint attack skill is a joint movement operation to move to an area different from the currently placed area and The operation form of the above-mentioned game is changed on the condition that the joint movement operation is carried out at the same or similar time points.
TW109139316A 2019-12-05 2020-11-11 Game devices, game programs and game systems TWI755146B (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2019220495A JP6913733B2 (en) 2019-12-05 2019-12-05 Game equipment, programs and game systems
JP2019-220495 2019-12-05

Publications (2)

Publication Number Publication Date
TW202122140A TW202122140A (en) 2021-06-16
TWI755146B true TWI755146B (en) 2022-02-11

Family

ID=75304132

Family Applications (1)

Application Number Title Priority Date Filing Date
TW109139316A TWI755146B (en) 2019-12-05 2020-11-11 Game devices, game programs and game systems

Country Status (3)

Country Link
JP (2) JP6913733B2 (en)
CN (1) CN112619144A (en)
TW (1) TWI755146B (en)

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP7236579B1 (en) * 2022-03-31 2023-03-09 株式会社バンダイ Program, game device and game system
JP7162974B1 (en) * 2022-03-31 2022-10-31 株式会社バンダイ Program, game device and game system
JP7407409B1 (en) 2023-02-09 2024-01-04 有限会社富士洋行 Landscape goods
JP7492055B1 (en) 2023-03-29 2024-05-28 株式会社バンダイ Program and game device

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TW201713401A (en) * 2015-10-02 2017-04-16 Bandai Co Game device and program
CN109414615A (en) * 2016-08-24 2019-03-01 株式会社万代 Game device, game article and program

Family Cites Families (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5387530B2 (en) * 2001-02-02 2014-01-15 株式会社セガ Card battle game processing method
JP2006130123A (en) * 2004-11-08 2006-05-25 Sega Corp Game apparatus, and game program performed in the same
JP4446867B2 (en) 2004-11-17 2010-04-07 本田技研工業株式会社 Stator insulation structure
JP2007301076A (en) * 2006-05-10 2007-11-22 Aruze Corp Game device
JP5288523B2 (en) * 2006-12-19 2013-09-11 株式会社バンダイナムコゲームス Game device
JP4410262B2 (en) 2007-01-29 2010-02-03 株式会社バンダイナムコゲームス PROGRAM, INFORMATION STORAGE MEDIUM, AND GAME DEVICE
JP6721297B2 (en) * 2015-06-26 2020-07-15 株式会社バンダイナムコエンターテインメント Game device
JP6194091B1 (en) * 2016-11-16 2017-09-06 株式会社バンダイ GAME DEVICE, GAME ARTICLE, AND PROGRAM
JP6517291B2 (en) 2017-09-04 2019-05-22 株式会社バンダイ Game device, program and game system
JP6421871B1 (en) 2017-12-26 2018-11-14 株式会社セガゲームス GAME DEVICE AND GAME PROGRAM
JP6538219B1 (en) * 2018-02-28 2019-07-03 株式会社バンダイ Game device, game system and program
JP6605648B2 (en) * 2018-03-22 2019-11-13 株式会社バンダイ GAME DEVICE AND PROGRAM
JP2018134453A (en) * 2018-04-11 2018-08-30 株式会社バンダイ Game device, article for game, and program

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TW201713401A (en) * 2015-10-02 2017-04-16 Bandai Co Game device and program
CN109414615A (en) * 2016-08-24 2019-03-01 株式会社万代 Game device, game article and program

Also Published As

Publication number Publication date
JP2021164741A (en) 2021-10-14
JP6913733B2 (en) 2021-08-04
JP7431198B2 (en) 2024-02-14
TW202122140A (en) 2021-06-16
CN112619144A (en) 2021-04-09
JP2021087677A (en) 2021-06-10

Similar Documents

Publication Publication Date Title
TWI755146B (en) Game devices, game programs and game systems
CN109414617B (en) Game device, game article, and recording medium
JP6189503B1 (en) GAME DEVICE AND PROGRAM
JP6510226B2 (en) Game device, program and game system
JP5997325B1 (en) GAME DEVICE AND PROGRAM
JP5723047B1 (en) GAME DEVICE AND PROGRAM
JP2017012766A (en) Game device and program
CN110573222B (en) Game device, computer-readable recording medium, and game system
JP6688261B2 (en) Game device and program
KR102116967B1 (en) Game devices, game items and programs
TWI644709B (en) Game device, and game program
CN108472547B (en) Game device and recording medium
JP6746352B2 (en) Game device and program
JP2018134453A (en) Game device, article for game, and program
JP2018020117A (en) Game device and program
JP2018029774A (en) Game device, article for game, and program
JP6681364B2 (en) Game device, game system and program
JP6734433B2 (en) Game device, program and game system
JP6523525B2 (en) Game device, program and game system
JP7235420B1 (en) Program and game device
JP6761825B2 (en) Game equipment, game systems and programs
JP6336938B2 (en) GAME DEVICE, PROGRAM, AND GAME SYSTEM