TWI837932B - Programs and Game Devices - Google Patents

Programs and Game Devices Download PDF

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TWI837932B
TWI837932B TW111142578A TW111142578A TWI837932B TW I837932 B TWI837932 B TW I837932B TW 111142578 A TW111142578 A TW 111142578A TW 111142578 A TW111142578 A TW 111142578A TW I837932 B TWI837932 B TW I837932B
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game
player
condition
provision
providing
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TW111142578A
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TW202330072A (en
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福岡麗南
赤井雅俊
黒田理人
伊藤亜以子
衣川航平
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日商萬代股份有限公司
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Abstract

本發明之課題在於將玩家適當地引導至重複之遊戲競技中。 本發明之程式係使可提供遊戲之競技體驗之電腦執行以下處理者:提供處理,其對玩家提供遊戲要素;及控制處理,其根據於遊戲之競技體驗之提供中達成之提供條件,控制於提供處理中提供之遊戲要素;且上述程式如下控制提供處理:提供條件包含提供第1遊戲要素之第1條件、與提供不同於第1遊戲要素之第2遊戲要素之第2條件;控制處理於向玩家提供遊戲之競技體驗中達成第1條件及第2條件之情形時,於該競技體驗之提供中,向該玩家提供第1遊戲要素;於向該玩家提供下次以後之競技體驗時,向該玩家提供第2遊戲要素。 The subject of the present invention is to properly guide players to repeated game competitions. The program of the present invention is to enable a computer that can provide a game competition experience to execute the following processing: provision processing, which provides game elements to players; and control processing, which controls the game elements provided in the provision processing according to the provision conditions achieved in the provision of the game competition experience; and the above program controls the provision processing as follows: the provision conditions include a first condition of providing the first game element and a second condition of providing the second game element different from the first game element; the control processing provides the first game element to the player in the provision of the competition experience when the first condition and the second condition are achieved; and provides the second game element to the player when the next competition experience is provided to the player.

Description

程式及遊戲裝置Programs and gaming devices

本發明關於一種程式及遊戲裝置,尤其關於一種包含向玩家提供遊戲要素之電子遊戲。The present invention relates to a program and a game device, and more particularly to an electronic game including providing game elements to players.

有根據遊戲之結果向玩家提供遊戲內容(遊戲要素)之電子遊戲(專利文獻1)。此種遊戲要素之提供,於將玩家引導至重複之遊戲競技之觀點上較有效,藉由電子遊戲設置複數種提供條件,使趣味性增大。 [先前技術文獻] [專利文獻] There is an electronic game that provides game content (game elements) to players based on the results of the game (Patent Document 1). The provision of such game elements is more effective in guiding players to repeated game competitions, and by setting multiple provision conditions in the electronic game, the fun is increased. [Prior Technical Document] [Patent Document]

[專利文獻1]日本專利特開2014-057830號公報[Patent Document 1] Japanese Patent Publication No. 2014-057830

[發明所欲解決之問題][The problem the invention is trying to solve]

然而,為了於所謂街機框體般之業務用遊戲裝置中引導玩家進行重複之遊戲競技,即進行重複之遊戲裝置之利用,較佳為可於下次以後之遊戲裝置之利用時使用向玩家提供之遊戲要素。另一方面,於如上述般設置複數種提供條件之態樣中,於1次遊戲裝置之利用中達成複數個提供條件之情形時,將玩家引導至重複之遊戲裝置之利用之機會減少。However, in order to guide players to repeatedly play games in a business-use game device such as an arcade frame, that is, to repeatedly use the game device, it is preferable that the game elements provided to the player can be used when the game device is used next or later. On the other hand, in the case where multiple provision conditions are set as described above, if multiple provision conditions are met in one use of the game device, the chance of guiding the player to repeatedly use the game device decreases.

本發明之目的在於提供一種將玩家適當地引導至重複之遊戲競技中之程式及遊戲裝置。 [解決問題之技術手段] The purpose of the present invention is to provide a program and a gaming device that can appropriately guide players to repeated gaming competitions. [Technical means for solving the problem]

本發明之程式係使可提供遊戲之競技體驗之電腦執行以下處理者:提供處理,其對玩家提供遊戲要素;及控制處理,其根據於遊戲之競技體驗之提供中達成之提供條件,控制於提供處理中提供之遊戲要素;且上述程式如下控制提供處理:提供條件包含提供第1遊戲要素之第1條件、與提供不同於第1遊戲要素之第2遊戲要素之第2條件;控制處理於向玩家提供遊戲之競技體驗中達成第1條件及第2條件之情形時,於該競技體驗之提供中,向該玩家提供第1遊戲要素;於向該玩家提供下次以後之競技體驗時,向該玩家提供第2遊戲要素。 [發明之效果] The program of the present invention is to enable a computer that can provide a competitive experience of a game to execute the following processing: provision processing, which provides game elements to players; and control processing, which controls the game elements provided in the provision processing according to the provision conditions achieved in the provision of the competitive experience of the game; and the above-mentioned program controls the provision processing as follows: the provision conditions include a first condition of providing the first game element and a second condition of providing a second game element different from the first game element; when the first condition and the second condition are achieved in the provision of the competitive experience of the game to the player, the control processing provides the first game element to the player in the provision of the competitive experience; when the next competitive experience is provided to the player, the second game element is provided to the player. [Effect of the invention]

根據本發明,可將玩家適當地引導至重複之遊戲競技中。According to the present invention, players can be appropriately guided into repeated game competitions.

[實施形態] 以下,參照附加圖式詳細說明實施形態。另,以下實施形態並非限定申請專利範圍之發明者,又實施形態所說明之特徵之組合並非全部為發明所必需者。實施形態所說明之複數個特徵中之兩個以上之特徵可任意組合。又,對同一或同樣之構成標註同一參照序號,並省略重複之說明。 [Implementation] Below, the implementation is described in detail with reference to the attached drawings. In addition, the following implementation does not limit the scope of the invention to be applied for, and the combination of features described in the implementation is not necessarily required for the invention. Two or more of the multiple features described in the implementation can be combined arbitrarily. In addition, the same reference number is marked for the same or similar components, and repeated descriptions are omitted.

以下說明之一實施形態,說明對作為遊戲裝置一例之、於向玩家提供遊戲之競技體驗時可提供遊戲要素之遊戲裝置應用本發明之例。但,本發明可應用於可提供遊戲要素之任意機器。The following describes an embodiment in which the present invention is applied to a gaming device that can provide game elements when providing a competitive experience of a game to a player. However, the present invention can be applied to any machine that can provide game elements.

〈遊戲系統之構成〉 圖1係顯示本實施形態之遊戲系統之系統構成之圖。如圖示,遊戲系統構成為藉由經由網路300,使伺服器200與1個以上之遊戲裝置100之各者可通信。 <Configuration of the game system> Figure 1 is a diagram showing the system configuration of the game system of this embodiment. As shown in the figure, the game system is configured so that the server 200 and each of more than one game device 100 can communicate via a network 300.

於本實施形態中,藉由此種系統構成,構成為經由伺服器200及網路300,可實現利用複數個遊戲裝置100之玩家間之對戰遊戲。又,於遊戲裝置100中提供競技體驗之遊戲並不限定於玩家間之對戰遊戲,亦可包含構成為1人用之遊戲。In this embodiment, by such a system configuration, a battle game between players using a plurality of game devices 100 can be realized via the server 200 and the network 300. In addition, the game providing a competitive experience in the game device 100 is not limited to a battle game between players, and can also include a game configured for one person.

本實施形態之遊戲裝置100具有如圖示之外觀。遊戲裝置100構成為於處於可利用之狀態下可檢測價款之支付,於檢測到價款之支付之情形時,向利用者(玩家)提供包含至少1個遊戲要素之提供之、遊戲之競技體驗之服務。價款之支付例如根據向未圖示之投入口投入特定額之硬幣而檢測出。The game device 100 of this embodiment has an appearance as shown in the figure. The game device 100 is configured to detect payment of a price when in a usable state, and when payment of a price is detected, a service of providing a competitive experience of a game including providing at least one game element is provided to the user (player). Payment of a price is detected, for example, by inserting a specific amount of coins into an input port (not shown).

又於遊戲裝置100之外觀設置有載置部130,該載置部130包含用於識別玩家之玩家卡,可載置特定卡。細節將後述,玩家藉由於利用遊戲裝置100時將玩家卡載置於載置部130,可於反映玩家之進行狀況之狀態下進行遊戲競技。玩家之進行狀況於伺服器200中管理,於利用遊戲裝置100時識別玩家之情形時,即於識別為哪位玩家之狀態下提供遊戲之競技體驗之情形時,更新對各玩家管理之資訊。A loading unit 130 is also provided on the exterior of the game device 100. The loading unit 130 includes a player card for identifying a player, and a specific card can be loaded. The details will be described later. When using the game device 100, the player can load the player card on the loading unit 130 to play the game in a state that reflects the player's progress. The player's progress is managed in the server 200. When the player's status is identified when the game device 100 is used, that is, when the status of the player is identified to provide the game competition experience, the information managed for each player is updated.

〈遊戲裝置之功能構成〉 圖2係顯示本實施形態之遊戲裝置100之功能構成之方塊圖。 <Functional structure of the gaming device> Figure 2 is a block diagram showing the functional structure of the gaming device 100 of this embodiment.

控制部101例如為CPU(Central Processing Unit:中央處理單元),控制遊戲裝置100所具有之各功能區塊之動作。具體而言,控制部101例如讀出記憶於記憶裝置102之各功能區塊相關之動作程式,於記憶體103展開並執行,藉此實現各功能區塊之動作。The control unit 101 is, for example, a CPU (Central Processing Unit), and controls the operation of each functional block of the game device 100. Specifically, the control unit 101 reads an operation program related to each functional block stored in the memory device 102, expands and executes it in the memory 103, thereby realizing the operation of each functional block.

記憶裝置102為例如非揮發性記憶體或HDD(Hard Disk Drive:硬碟)等可永久保持資料之裝置。記憶裝置102除記憶遊戲裝置100所具有之各功能區塊相關之動作程式外,亦記憶於各功能區塊之動作中必要之參數之資訊、或於遊戲裝置100所執行之遊戲中使用之各種圖形資料等。記憶體103為例如揮發性記憶體等之暫時之資料記憶所使用之記憶裝置。記憶體103不僅用作各區塊之動作程式之展開區域,亦用作暫時記憶於各區塊之動作中輸出之資料等之儲存區域。The memory device 102 is a device that can permanently store data, such as a non-volatile memory or a HDD (Hard Disk Drive). In addition to storing the action programs related to each functional block of the game device 100, the memory device 102 also stores information on parameters necessary for the action of each functional block, or various graphic data used in the game executed by the game device 100. The memory 103 is a memory device used for temporary data storage, such as a volatile memory. The memory 103 is not only used as an expansion area for the action programs of each block, but also used as a storage area for temporarily storing data output in the action of each block.

支付檢測部104檢測於遊戲裝置100中進行價款之支付。價款之支付例如可藉由於遊戲裝置100所具有之投入口投入特定金額之硬幣或相當之遊戲幣、或檢測基於與特定電子貨幣相關之晶片進行之通信之結算處理之完成等判斷。本實施形態之遊戲裝置100說明的是基於服務提供開始相關之價款之支付,開始提供包含遊戲之競技體驗之提供之服務。The payment detection unit 104 detects the payment of the price in the game device 100. The payment of the price can be determined, for example, by inserting a specific amount of coins or equivalent game coins into the slot of the game device 100, or detecting the completion of the settlement process based on the communication with the chip related to the specific electronic currency. The game device 100 of this embodiment describes the start of the provision of services including the provision of a competitive experience of the game based on the payment of the price related to the start of the service provision.

取得部105係本實施形態之遊戲裝置100所具備之自卡取得資訊相關之介面。具體而言,取得部105具備讀取器,該讀取器構成為可取得附加於載置部130所載置之卡之資訊。於遊戲裝置100可利用(取得部105可取得資訊)之卡,包含用於識別與上述遊戲裝置100之利用有關之玩家之資訊之玩家卡。於本實施形態之遊戲裝置100中,構成為保存玩家之遊戲之進行狀況,於下次利用時,可實現自保存之進行狀況重啟。因此,玩家卡至少附加有可唯一特定玩家之識別資訊(玩家ID:玩家之識別資訊)。玩家藉由將玩家卡載置於載置部130並使取得部105取得該資訊,可於反映過去之利用相關之進行狀況之狀態下接受服務提供。此處,進行狀況包含例如經驗值、等級、排名等與遊戲有關之玩家之評價值、或功能釋放狀況、遊戲要素之提供狀況等對玩家階段性地提供之趣味要素般、伴隨重複利用遊戲裝置100而增大、擴張之趣味要素之資訊。又,進行狀況亦包含於下次以後之遊戲競技中可使用之遊戲要素(項目或技術)等、暫時向玩家提供之趣味要素之資訊。The acquisition unit 105 is an interface related to obtaining information from a card, which is provided in the game device 100 of the present embodiment. Specifically, the acquisition unit 105 has a reader, which is configured to obtain information attached to a card loaded on the loading unit 130. The cards that can be used in the game device 100 (the acquisition unit 105 can obtain information) include player cards for identifying information of players related to the use of the above-mentioned game device 100. In the game device 100 of the present embodiment, it is configured to save the progress of the player's game, and the self-saved progress can be restarted when it is used next time. Therefore, the player card is at least attached with identification information that can uniquely identify the player (player ID: player's identification information). By placing the player card on the loading unit 130 and having the acquisition unit 105 acquire the information, the player can receive service provision in a state reflecting the progress status related to past use. Here, the progress status includes information on the player's evaluation value related to the game, such as experience value, level, ranking, or the status of function release, the status of provision of game elements, and other fun elements that are provided to the player in stages and increase and expand with repeated use of the game device 100. In addition, the progress status also includes information on fun elements that are temporarily provided to the player, such as game elements (items or skills) that can be used in the next game competition.

另,雖於本實施形態中對藉由自玩家卡取得資訊而識別玩家進行說明,但玩家之識別方法並不限定於此。例如,取得部105可藉由自玩家卡以外之物品取得資訊而進行,亦可替代為經由其他裝置之玩家之辨識處理。In addition, although the present embodiment describes the method of identifying a player by obtaining information from a player card, the method of identifying a player is not limited thereto. For example, the acquisition unit 105 may obtain information from an item other than a player card, or may replace the player identification process with another device.

提供控制部106對於遊戲裝置100之利用,控制向玩家提供遊戲要素。於本實施形態之遊戲裝置100提供之遊戲要素,作為直接反映於遊戲之進行狀況之無體物進行說明。提供控制部106以於每1次利用遊戲裝置100時向玩家提供1種遊戲要素之方式進行提供控制。由提供控制部106提供之遊戲要素存在複數種,各種資訊管理於後述之提供要素DB(Data Base:資料庫)107。The provision control unit 106 controls the provision of game elements to the player in response to the use of the game device 100. The game elements provided by the game device 100 in this embodiment are described as intangible objects that directly reflect the progress of the game. The provision control unit 106 performs provision control in a manner that provides one type of game element to the player each time the game device 100 is used. There are multiple types of game elements provided by the provision control unit 106, and various information is managed in the provision element DB (Data Base) 107 described later.

提供要素DB107為對可向玩家提供之複數種遊戲要素之各者相關之資訊(要素資訊)進行管理之資料庫。對1個遊戲要素進行管理之要素資訊例如如圖6(a)所示,與唯一特定該遊戲要素之要素ID601相關聯,包含顯示該遊戲要素之價值之稀有度602、及記述有於使用該遊戲要素時產生之效果之產生效果資訊603。The provided element DB 107 is a database that manages information (element information) related to each of the multiple game elements that can be provided to the player. The element information managed for one game element is associated with an element ID 601 that uniquely identifies the game element, as shown in FIG. 6( a ), and includes a rarity 602 that shows the value of the game element, and effect information 603 that describes the effect produced when the game element is used.

細節將後述,於本實施形態之遊戲系統中,於利用遊戲裝置100中滿足特定條件之情形時,對利用之玩家提供於提供要素DB107管理要素資訊之遊戲要素之任一者。根據滿足之條件不同地規定提供哪一個遊戲要素。於本實施形態中設定有2種條件,構成為對各個條件之達成提供不同稀有度602之遊戲要素。遊戲要素之各者構成為可於遊戲裝置100中提供競技體驗之遊戲中使用,於該使用時產生之效果記述於產生效果資訊603。此處,於使用時產生之效果根據稀有度602而不同,設定為稀有度越高,即稀有價值越高,其效果之有用性越高。即,構成為稀有度越高,遊戲要素於遊戲中之使用價值越高。The details will be described later. In the game system of this embodiment, when a specific condition is met in the use of the game device 100, any one of the game elements whose element information is managed in the provided element DB 107 is provided to the player using it. Which game element is provided is specified differently according to the conditions met. In this embodiment, two conditions are set, and a game element of different rarity 602 is provided for the achievement of each condition. Each of the game elements is configured to be usable in a game that provides a competitive experience in the game device 100, and the effect generated when it is used is recorded in the generated effect information 603. Here, the effect generated when used is different according to the rarity 602, and it is set that the higher the rarity, that is, the higher the rarity value, the higher the usefulness of the effect. That is, the higher the rarity, the higher the use value of the game element in the game.

提示控制部108控制於遊戲裝置100中經由提示部120向玩家提示各種資訊。實現資訊提示之提示部120於本實施形態中,作為進行圖像(遊戲畫面、選單畫面等)顯示之例如液晶顯示器等可進行視覺資訊提示之顯示裝置而進行說明。然而,資訊提示之機構並不限定於此,當然可替代或追加。提示部120例如亦可包含進行聽覺資訊提示之揚聲器等。The prompt control unit 108 controls the game device 100 to prompt various information to the player via the prompt unit 120. In this embodiment, the prompt unit 120 for realizing information prompt is explained as a display device such as a liquid crystal display that displays images (game screen, menu screen, etc.) and can provide visual information prompts. However, the mechanism of information prompting is not limited to this, and of course it can be replaced or added. The prompt unit 120 can also include a speaker for auditory information prompts, for example.

於提示部120為顯示裝置之態樣中,提示控制部108例如包含GPU(Graphics Processing Unit:圖形處理單元)等之描繪裝置,進行產生顯示於提示部120之畫面之特定描繪處理。具體而言,提示控制部108於遊戲裝置100之啟動中(服務提供中或待機狀態中),基於由控制部101進行之處理或命令,對必要之描繪用物件(圖形資料)執行必要之運算處理,進行畫面之描繪。產生之畫面輸出至提示部120,藉由顯示於特定顯示區域中而提示給玩家。In the embodiment where the prompt unit 120 is a display device, the prompt control unit 108 includes a drawing device such as a GPU (Graphics Processing Unit) and performs a specific drawing process to generate a screen displayed on the prompt unit 120. Specifically, the prompt control unit 108 performs necessary calculations on necessary drawing objects (graphic data) based on the processing or command performed by the control unit 101 during the activation of the game device 100 (during service provision or standby mode) to draw the screen. The generated screen is output to the prompt unit 120 and displayed in a specific display area to be presented to the player.

操作輸入部109例如為決定輸入用之操作構件或各種感測器等之、遊戲裝置100所具有之使用者介面。當操作輸入部109檢測到進行對操作構件之操作輸入時,將與該操作輸入對應之控制信號輸出至控制部101。另,於提示部120構成為可檢測於顯示畫面上進行之觸控輸入之態樣中,操作輸入部109可包含觸控輸入檢測感測器等。The operation input unit 109 is, for example, an operation member or various sensors for determining input, and is a user interface of the game device 100. When the operation input unit 109 detects that an operation input is performed on the operation member, a control signal corresponding to the operation input is output to the control unit 101. In addition, in an embodiment in which the prompt unit 120 is configured to detect a touch input performed on the display screen, the operation input unit 109 may include a touch input detection sensor, etc.

通信部110為與遊戲裝置100所具有之外部裝置之通信介面。通信部110可經由網路300(無論有線、無線)與外部裝置連接,並可進行資料之收發,該網路300可為將網際網路等之通信網或機器間連接之電纜。通信部110例如將作為發送對象輸入之資訊轉換為特定形式之資料,經由網路300發送至伺服器200等之外部裝置。又,通信部110例如於經由網路300自外部裝置接收資訊時,對該資訊進行解碼,並儲存於記憶體103。於本實施形態中,遊戲裝置100至少於提供反映玩家之進行狀況之服務時,經由通信部110進行資訊之收發。The communication unit 110 is a communication interface with an external device possessed by the game device 100. The communication unit 110 can be connected to the external device via a network 300 (whether wired or wireless) and can send and receive data. The network 300 can be a communication network such as the Internet or a cable connecting machines. The communication unit 110, for example, converts information input as a transmission object into data in a specific form and sends it to an external device such as a server 200 via the network 300. In addition, when the communication unit 110 receives information from an external device via the network 300, for example, it decodes the information and stores it in the memory 103. In this embodiment, the game device 100 sends and receives information via the communication unit 110 at least when providing a service that reflects the progress of the player.

〈伺服器之構成〉 其次,使用圖3之方塊圖,對本實施形態之伺服器200之功能構成進行說明。另,於伺服器200之功能構成之說明中,為了與遊戲裝置100之構成嚴格區分,對實現與遊戲裝置100所具有之構成同樣之功能之構成,附加「伺服器」之接頭詞而顯示。 <Server Configuration> Next, the functional configuration of the server 200 of this embodiment is described using the block diagram of FIG. 3. In addition, in the description of the functional configuration of the server 200, in order to strictly distinguish it from the configuration of the game device 100, the configuration that realizes the same function as the configuration of the game device 100 is displayed with the prefix "server".

伺服器控制部201例如為CPU,控制伺服器200所具有之各功能區塊之動作。具體而言,伺服器控制部201例如讀出記錄於伺服器記憶裝置202之各功能區塊相關之動作程式,於伺服器記憶體203展開並執行,藉此控制各功能區塊之動作。The server control unit 201 is, for example, a CPU, and controls the operation of each functional block of the server 200. Specifically, the server control unit 201 reads the operation program related to each functional block recorded in the server memory device 202, expands and executes it in the server memory 203, thereby controlling the operation of each functional block.

伺服器記憶裝置202為例如非揮發性記憶體或HDD等可永久保持資料之記錄裝置。伺服器記憶裝置202除記錄伺服器200所具有之各功能區塊相關之動作程式外,亦記錄於各功能區塊之動作中必要之參數等之資訊。伺服器記憶體203為例如揮發性記憶體等之暫時之資料記憶所使用之記憶裝置。伺服器記憶體203不僅用作各功能區塊相關之動作程式之展開區域,亦用作暫時記憶於各功能區塊之動作中輸出之資料等之儲存區域。The server memory device 202 is a recording device such as a non-volatile memory or HDD that can permanently store data. In addition to recording the action programs related to each functional block of the server 200, the server memory device 202 also records information such as parameters necessary for the action of each functional block. The server memory 203 is a storage device such as a volatile memory used for temporary data storage. The server memory 203 is not only used as an expansion area for the action programs related to each functional block, but also used as a storage area for temporarily storing data output in the action of each functional block.

玩家DB204為資料庫,其對於本實施形態之遊戲系統之遊戲裝置100中提供競技體驗之遊戲,管理關於各利用者(玩家)之各種資訊(玩家資訊)。玩家資訊於遊戲裝置100中進行自玩家卡取得資訊而提供遊戲之競技體驗之情形時參照,可根據所提供之該競技體驗依次變更。The player DB 204 is a database that manages various information (player information) about each user (player) for the game that provides a competitive experience in the game device 100 of the game system of this embodiment. The player information is referenced when the game device 100 obtains information from the player card to provide a competitive experience of the game, and can be sequentially changed according to the competitive experience provided.

玩家資訊例如如圖6(b)所示,可與唯一特定玩家之玩家ID611相關聯,包含含有關於該玩家之顯示名、出生年月日、網路虛擬形象構成等之玩家個別設定之設定資訊612、顯示該玩家之遊戲之進行狀況之進行狀況資訊613、顯示該玩家可使用之遊戲要素之可使用要素資訊614、及顯示賦予該玩家之積分之累積數之積分累積數615。1個玩家相關之玩家資訊可於使用該玩家之玩家卡初次利用遊戲裝置100時登錄。另,設定資訊612所包含之資訊於該利用時於遊戲裝置100中輸入,發送至伺服器200並儲存即可。For example, as shown in FIG. 6( b ), the player information may be associated with a player ID 611 of a uniquely specified player, and may include setting information 612 of the player's individual settings including the display name, date of birth, and network avatar configuration of the player, progress information 613 showing the progress of the game of the player, usable element information 614 showing the game elements that the player can use, and accumulated points 615 showing the accumulated points given to the player. The player information related to a player may be registered when the game device 100 is used for the first time using the player card of the player. In addition, the information included in the setting information 612 may be input into the game device 100 during the use, and sent to the server 200 and stored.

伺服器通信部205為與伺服器200所具有之外部裝置之通信介面。伺服器通信部205可經由網路300(無論有線、無線)與外部裝置連接,並可進行資料之收發,該網路300可為將網際網路等之通信網或機器間連接之電纜。伺服器通信部205例如將作為發送對象輸入之資訊轉換為特定形式之資料,經由網路300發送至遊戲裝置100等之外部裝置。又,伺服器通信部205例如於經由網路300自外部裝置接收資訊時,對該資訊進行解碼,並儲存於伺服器記憶體203。The server communication unit 205 is a communication interface with an external device of the server 200. The server communication unit 205 can be connected to the external device via the network 300 (whether wired or wireless) and can send and receive data. The network 300 can be a communication network such as the Internet or a cable connecting machines. The server communication unit 205, for example, converts information input as a transmission object into data in a specific format and sends it to an external device such as the game device 100 via the network 300. In addition, when the server communication unit 205 receives information from an external device via the network 300, for example, it decodes the information and stores it in the server memory 203.

〈遊戲要素提供之概要〉 以下,於本實施形態之遊戲裝置100中,關於對玩家之利用中達成特定條件而進行之遊戲要素之提供,說明其概要。 <Overview of Game Element Provision> The following is an overview of the provision of game elements to players in the game device 100 of this embodiment when specific conditions are met during use.

於本實施形態之遊戲裝置100中,對於於玩家之利用中達成特定條件,提供於該玩家之下次以後之利用時可使用之遊戲要素。所提供之遊戲要素作為於使用之情形時產生有利於遊戲進行之效果之要素等之、增進玩家之趣味體驗之要素,藉此可將玩家適當地引導至下次以後之遊戲裝置100之利用。即,為了使用提供之遊戲要素,玩家有必要再次利用遊戲裝置100,因此藉由構成為提供對玩家有用之遊戲要素,可促進玩家積極地再次利用。In the game device 100 of this embodiment, when a player achieves a specific condition in the use, a game element that can be used by the player in the next use is provided. The provided game element is an element that produces an effect that is beneficial to the progress of the game when used, and an element that enhances the player's fun experience, thereby appropriately guiding the player to use the game device 100 next time or later. That is, in order to use the provided game element, the player must use the game device 100 again, so by providing the game element that is useful to the player, the player can be encouraged to use it again actively.

另,於本實施形態之遊戲裝置100中向玩家提供競技體驗之遊戲,說明的是於與利用經由網路300及伺服器200連接之其他遊戲裝置100之其他玩家、或藉由執行特定思考程式等而實現之虛擬玩家(NPC:Non Player Character)之間進行之對戰遊戲。In addition, the game that provides the player with a competitive experience in the game device 100 of this embodiment is described as a battle game played between other players using other game devices 100 connected via the network 300 and the server 200, or virtual players (NPC: Non Player Character) realized by executing a specific thinking program.

於本實施形態之遊戲裝置100中,作為特定條件確定有第1條件與第2條件之2種條件,藉由各條件之達成,向玩家提供於提供要素DB107管理要素資訊之遊戲要素中之任一者。更詳細而言,以達成第1條件提供第1遊戲要素、達成第2條件提供第2遊戲要素之方式進行提供控制。此處,第1遊戲要素與第2遊戲要素係例如於使用時使對戰遊戲之進行有利之遊戲要素等同一類別之遊戲要素,但於對戰遊戲中之使用價值(於使用之情形時產生之效果之有用性)不同,要素資訊之稀有度602分別自不同之遊戲要素中選擇。於本實施形態中,例如以第1遊戲要素為「普通」之稀有度,第2遊戲要素為「稀有」之稀有度而區分等,對第2遊戲要素分配使用價值較第1遊戲要素高之遊戲要素。In the game device 100 of this embodiment, two conditions, namely the first condition and the second condition, are determined as specific conditions. By achieving each condition, any one of the game elements whose element information is managed in the provided element DB 107 is provided to the player. More specifically, the provision control is performed in such a manner that the first game element is provided when the first condition is achieved, and the second game element is provided when the second condition is achieved. Here, the first game element and the second game element are game elements of the same category, such as game elements that are advantageous in the progress of a battle game when used, but the use values (the usefulness of the effects produced when used) in the battle game are different, and the rarity 602 of the element information is selected from different game elements. In this embodiment, for example, the first game element is classified as "common" and the second game element is classified as "rare", and the second game element is assigned a game element with a higher use value than the first game element.

另一方面,若可容易地入手使用價值高之遊戲要素(第2遊戲要素),則可能減少對戰遊戲之趣味性,因此於玩家之遊戲裝置100之利用中,以使第2條件之達成頻率較第1條件之達成頻率少之方式,進行各條件之設定。該條件之設定例如可由達成條件之前所需之競技體驗之提供次數,即於達成條件之前玩家應利用遊戲裝置100之次數而規定,構成為較第1條件之達成,第2條件之達成必須提供更多之競技體驗即可。On the other hand, if the high-value game elements (second game elements) can be easily obtained, the fun of the battle game may be reduced. Therefore, in the use of the game device 100 by the player, each condition is set in such a way that the frequency of achieving the second condition is less than the frequency of achieving the first condition. The setting of the condition can be determined, for example, by the number of times the competitive experience required before achieving the condition, that is, the number of times the player should use the game device 100 before achieving the condition, so that the achievement of the second condition must provide more competitive experience than the achievement of the first condition.

因此,於本實施形態中,將第1條件確定為於實施之對戰遊戲中戰勝對戰對手之情形時達成,將第2條件確定為於達成遊戲之通關條件之情形時,即於對戰遊戲中勝利之情形時於賦予玩家之積分之累積數為特定數以上之情形時達成。且,第2條件達成相關之第2遊戲要素之提供,以所賦予之積分之消耗為條件而進行。此處,積分係按每一玩家賦予、蓄積並判斷是否達成第2條件之要素,將於已識別玩家之狀態下利用遊戲裝置100作為要件賦予。Therefore, in this embodiment, the first condition is determined to be achieved when the opponent is defeated in the implemented fighting game, and the second condition is determined to be achieved when the clearance condition of the game is achieved, that is, when the accumulated number of points given to the player is greater than a specific number when the fighting game is won. In addition, the provision of the second game element related to the achievement of the second condition is carried out on the condition that the points given are consumed. Here, the points are given and accumulated for each player to determine whether the second condition is achieved, and are given as a condition using the game device 100 in the state where the player has been identified.

即,因其為基於賦予玩家之積分之累積數而判斷是否達成第2條件、或管理對玩家提供之遊戲要素而於下次以後之利用時設為可使用之構成,故遊戲裝置100中之遊戲要素之提供,作為只於已識別玩家之狀態下提供競技體驗之情形時進行而說明。換言之,此種遊戲要素之提供相關之各種條件是否達成之判斷,以自玩家卡取得資訊為條件而進行。因此,於以下之說明中,以玩家使用玩家卡而利用遊戲裝置100為前提進行說明。That is, since it is a structure that determines whether the second condition is met based on the accumulated number of points given to the player, or manages the game elements provided to the player and sets them to be usable when used next time or later, the provision of game elements in the game device 100 is explained as providing a competitive experience only when the player has been identified. In other words, the judgment of whether various conditions related to the provision of such game elements are met is performed on the condition that information is obtained from the player card. Therefore, in the following description, it is explained on the premise that the player uses the game device 100 using the player card.

當達成遊戲要素之提供條件時,向提示部120提示其主旨及可提供之遊戲要素之資訊。提供之遊戲要素例如可藉由自符合達成條件之稀有度之遊戲要素中抽選處理而決定。例如,於達成第1條件時,可向提示部120提供稀有度602為「普通」之遊戲要素、或進行顯示所提供之「普通」之遊戲要素之提示,於達成第2條件時,可提供稀有度602為「稀有」之遊戲要素、或進行顯示所提供之「稀有」之遊戲要素之提示。When the provision conditions of the game elements are met, the purpose and information of the game elements that can be provided are presented to the presentation unit 120. The provided game elements can be determined by, for example, a lottery process from the game elements of the rarity that meets the conditions for the achievement. For example, when the first condition is met, the presentation unit 120 can be presented with a game element of rarity 602 of "common" or a presentation of the provided "common" game element, and when the second condition is met, the presentation unit 120 can be presented with a game element of rarity 602 of "rare" or a presentation of the provided "rare" game element.

然而,第1條件與第2條件可同時達成。即,於向玩家提供1次遊戲之競技體驗中,可達成玩家於對戰遊戲中勝利、與藉由勝利相關之積分之賦予而積分之累積數成為特定數以上。此時,若將第1遊戲要素與第2遊戲要素暫時向玩家提供,則與提供有關且可期待之該玩家之遊戲裝置100之再次利用成為「下次利用之1次」。另一方面,於達成兩條件時,構成為於達成該條件之遊戲之競技體驗之提供中,僅向玩家提供與其中任一條件對應之遊戲要素,於向該玩家提供下次以後之競技體驗時,提供與另一條件對應之遊戲要素,藉此除「下次利用之1次」之外,亦可期待「一次又一次利用之1次」。換言之,於達成兩條件之情形時,構成為將應提供之遊戲要素分為此次與下次之2次遊戲裝置100之利用而提供,藉此可增大玩家利用遊戲裝置100之機會,可期待增加遊戲裝置100之收益機會、進而增加玩家對遊戲內容之關心。However, the first condition and the second condition can be achieved at the same time. That is, in providing a competitive experience of a game to a player once, it can be achieved that the player wins the battle game and the accumulated number of points becomes greater than a specific number through the granting of points related to the victory. At this time, if the first game element and the second game element are temporarily provided to the player, the player's reuse of the game device 100 related to the provision and expected becomes "one time of next use". On the other hand, when both conditions are achieved, in providing the competitive experience of the game that achieves the conditions, only the game elements corresponding to one of the conditions are provided to the player, and when the competitive experience is provided to the player next time and thereafter, the game elements corresponding to the other condition are provided, so that in addition to "one time of next use", "one time of repeated use" can also be expected. In other words, when both conditions are met, the game elements to be provided are divided into two times, this time and the next time the game device 100 is used, thereby increasing the opportunity for players to use the game device 100, and it is expected that the profit opportunities of the game device 100 will be increased, thereby increasing the player's interest in the game content.

於本實施形態之遊戲裝置100中,為了適當地促進此種遊戲裝置100之再次利用,於向玩家提供遊戲之競技體驗中達成第1條件及第2條件之情形時,以如下方式進行控制:於該遊戲之競技體驗之提供中,向玩家提供第1遊戲要素,於向該玩家提供下次以後之遊戲之競技體驗時,向玩家提供剩餘之第2遊戲要素。又,向提示部120提示通知該提供態樣之通知,即顯示於此次遊戲之競技體驗之提供中提供第1遊戲要素、於下次以後之遊戲之競技體驗之提供時可提供第2遊戲要素之通知。藉由如此,可使玩家掌握達成複數個條件、與可於下次以後之遊戲裝置100之利用時取得使用價值更高之遊戲要素。In the game device 100 of this embodiment, in order to appropriately promote the reuse of such a game device 100, when the first condition and the second condition are met in providing the game competitive experience to the player, control is performed in the following manner: when providing the competitive experience of the game, the first game element is provided to the player, and when providing the competitive experience of the next game or later to the player, the remaining second game element is provided to the player. In addition, a notification of the provision mode is prompted to the prompt unit 120, that is, a notification is displayed that the first game element is provided in the provision of the competitive experience of the current game, and the second game element can be provided when the competitive experience of the next game or later is provided. In this way, the player can understand that multiple conditions have been met and that the game element with higher use value can be obtained when the game device 100 is used next time or later.

〈服務提供處理〉 於具有此種構成之本實施形態之遊戲裝置100中,對與已識別玩家之狀態下之服務提供有關而執行之服務提供處理,使用圖4之流程圖說明具體之處理。與該流程圖對應之處理,可由控制部101例如藉由讀出記憶於記憶裝置102之對應之處理程式,於記憶體103展開並執行而實現。 <Service provision processing> In the game device 100 of this embodiment having such a structure, the service provision processing performed in relation to the service provision in the state where the player has been identified is described in detail using the flowchart of FIG. 4. The processing corresponding to the flowchart can be realized by the control unit 101, for example, by reading the corresponding processing program stored in the memory device 102, expanding it in the memory 103, and executing it.

另,本服務提供處理說明的是例如以檢測利用相關之價款之支付、且藉由自玩家卡取得資訊而自伺服器200取得玩家(對象玩家)相關之玩家資訊(對象玩家資訊)為條件開始。自伺服器200取得之對象玩家資訊儲存於記憶體103,於此次服務提供期間中保持。又,遊戲裝置100之服務提供例如可包含受理對象玩家利用之模式選擇之部分、與向對象玩家提供與該模式選擇對應之對戰遊戲之競技體驗之部分而構成。因本發明限定於設定有第1條件及第2條件之模式,故以下為了容易理解發明,省略與前者之模式選擇相關之部分對應之處理之說明。即,使用圖4說明之下述處理均為與向對象玩家提供對戰遊戲之競技體驗之部分對應之處理。In addition, the service provision processing described herein is started, for example, with the detection of payment of a price related to the use, and by obtaining information from a player card to obtain player information (target player information) related to the player (target player) from the server 200 as a condition. The target player information obtained from the server 200 is stored in the memory 103 and maintained during this service provision period. Furthermore, the service provision of the game device 100 may include, for example, a portion for accepting a target player's selection of a mode to be used, and a portion for providing the target player with a competitive game experience corresponding to the mode selection. Since the present invention is limited to a mode having the first condition and the second condition, the following description of the processing corresponding to the portion related to the former mode selection is omitted for ease of understanding of the invention. That is, the following processing described using FIG. 4 is processing corresponding to a portion of providing the target player with a competitive game experience.

於S401中,控制部101判斷是否存在對對象玩家保留提供之遊戲要素(第2遊戲要素)。細節將後述,於本實施形態之遊戲裝置100中,於對戰遊戲之競技體驗之提供中達成第1條件及第2條件雙方之情形時,保留該競技體驗之提供中(與達成第2條件有關)之第2遊戲要素之提供,顯示其主旨之資訊(提供保留中資訊)包含於對象玩家資訊之進行狀況資訊613,且管理於伺服器200之玩家DB204。因此,控制部101根據基於自玩家卡取得資訊而自伺服器200取得之對象玩家資訊之進行狀況資訊613中是否包含提供保留中資訊,進行本步驟之判斷。控制部101於判斷為存在保留提供之遊戲要素之情形時,將處理移至S402,於判斷為不存在之情形時,將處理移至S403。In S401, the control unit 101 determines whether there is a game element (second game element) that is reserved for the target player. The details will be described later. In the game device 100 of this embodiment, when both the first condition and the second condition are met in the provision of the competitive experience of the battle game, the provision of the second game element in the provision of the competitive experience (related to the achievement of the second condition) is reserved, and information indicating the purpose (provision reservation information) is included in the progress status information 613 of the target player information and is managed in the player DB 204 of the server 200. Therefore, the control unit 101 makes the determination in this step based on whether the provision reservation information is included in the progress status information 613 of the target player information obtained from the server 200 based on the information obtained from the player card. When the control unit 101 determines that the provided game element is reserved, the process moves to S402, and when it determines that the provided game element is not reserved, the process moves to S403.

於S402中,控制部101執行進行第2遊戲要素之提供控制之第2遊戲要素提供處理。In S402, the control unit 101 executes a second game element provision process for controlling provision of the second game element.

〈第2遊戲要素提供處理〉 以下,對於本步驟中執行之第2遊戲要素提供處理,參照圖5之流程圖說明細節。 〈Second Game Element Provision Process〉 Below, the second game element provision process executed in this step is described in detail with reference to the flowchart in FIG5.

於S501中,提示控制部108於控制部101之控制下,使提示部120提示通知,該通知顯示可由第2遊戲要素之提供中確定為必要之特定數(必要積分數)之積分之消耗而提供第2遊戲要素。藉由本提示,控制部101轉移至可受理第2遊戲要素之提供請求之狀態。In S501, the prompt control unit 108, under the control of the control unit 101, causes the prompt unit 120 to prompt a notification indicating that the second game element can be provided by consuming a specific number of points (necessary points) determined to be necessary for providing the second game element. With this prompt, the control unit 101 shifts to a state where a request for providing the second game element can be accepted.

於S502中,控制部101判斷於既定之受理期間是否進行第2遊戲要素之提供請求相關之操作輸入。控制部101於判斷為於既定之受理期間進行第2遊戲要素之提供請求相關之操作輸入之情形時,將處理移至S503,於判斷為未進行提供請求相關之操作輸入之情形時,完成本第2遊戲要素提供處理。In S502, the control unit 101 determines whether the operation input related to the provision request of the second game element is performed during the predetermined acceptance period. If the control unit 101 determines that the operation input related to the provision request of the second game element is performed during the predetermined acceptance period, the process moves to S503. If the control unit 101 determines that the operation input related to the provision request is not performed, the second game element provision process is completed.

於S503中,控制部101進行自賦予對象玩家之積分之累積數消耗必要積分數之積分之處理。具體而言,控制部101藉由將儲存於記憶體103之對象玩家資訊之積分累積數615之值,變更為減去必要積分數後之值,而實現必要積分數之積分之消耗。In S503, the control unit 101 consumes the required points from the accumulated points given to the target player. Specifically, the control unit 101 consumes the required points by changing the value of the accumulated points 615 of the target player information stored in the memory 103 to a value obtained by subtracting the required points.

於S504中,提供控制部106於控制部101之控制下,向對象玩家提供第2遊戲要素。具體而言,提供控制部106首先決定提供之第2遊戲要素。提供之第2遊戲要素之決定例如藉由執行自成為對象之第2遊戲要素中選擇1個遊戲要素之抽選處理等實現即可。且,提供控制部106作為於此次競技體驗之提供時確定提供之遊戲要素之資訊(提供確定資訊),將決定之第2遊戲要素之要素ID儲存於記憶體103。又,此時,提示控制部108於控制部101之控制下,使提示部120提示顯示確定提供之第2遊戲要素之通知。In S504, the provision control unit 106 provides the second game element to the target player under the control of the control unit 101. Specifically, the provision control unit 106 first determines the second game element to be provided. The determination of the second game element to be provided can be achieved, for example, by executing a lottery process of selecting one game element from the second game elements that become the target. In addition, the provision control unit 106 stores the element ID of the determined second game element in the memory 103 as information (provided confirmation information) for determining the game element to be provided when providing this competitive experience. In addition, at this time, the prompt control unit 108, under the control of the control unit 101, causes the prompt unit 120 to prompt and display a notification of the second game element to be determined to be provided.

於S505中,控制部101自儲存於記憶體103之對象玩家資訊之進行狀況資訊613刪除提供保留中資訊,完成本第2遊戲要素提供處理。In S505, the control unit 101 deletes the information being provided from the progress information 613 of the target player information stored in the memory 103, and completes the second game element providing process.

如此,當第2遊戲要素提供處理之執行完成時,控制部101將服務提供處理移至S403。In this way, when the execution of the second game element providing process is completed, the control unit 101 moves the service providing process to S403.

於S403中,控制部101執行對戰遊戲相關之處理。該處理包含對戰對手之決定、使用於對戰遊戲之遊戲要素之選擇、選擇之遊戲要素相關之效果之發動、及基於由玩家進行之操作輸入之對戰遊戲之進行內容之決定處理,實現用於決定對戰遊戲之勝敗之遊戲。In S403, the control unit 101 executes processing related to the fighting game. The processing includes determining the opponent, selecting the game elements used in the fighting game, activating the effects related to the selected game elements, and determining the progress of the fighting game based on the operation input by the player, thereby realizing a game for determining the winner of the fighting game.

於S404中,控制部101判斷是否滿足對戰遊戲之結束條件。於本實施形態中,為了容易理解發明,說明的是對戰遊戲之結束條件為確定該對戰遊戲之勝敗。控制部101於判斷為滿足對戰遊戲之結束條件之情形時,將處理移至S405,於判斷為未滿足之情形時,重複本步驟之處理。In S404, the control unit 101 determines whether the end condition of the battle game is satisfied. In this embodiment, in order to facilitate the understanding of the invention, it is described that the end condition of the battle game is to determine the victory or defeat of the battle game. When the control unit 101 determines that the end condition of the battle game is satisfied, the processing moves to S405. When it is determined that the end condition of the battle game is not satisfied, the processing of this step is repeated.

於S405中,控制部101判斷是否滿足第1條件,即於實施之對戰遊戲中對象玩家是否勝利。控制部101於判斷為滿足第1條件之情形時,將處理移至S406,於判斷為未滿足之情形時,將處理移至S413。In S405, the control unit 101 determines whether the first condition is satisfied, that is, whether the target player wins in the implemented battle game. If the control unit 101 determines that the first condition is satisfied, the process moves to S406, and if it is determined that the first condition is not satisfied, the process moves to S413.

於S406中,提示控制部108於控制部101之控制下,使提示部120提示顯示滿足第1遊戲要素之提供條件之通知。In S406, the prompt control unit 108, under the control of the control unit 101, causes the prompt unit 120 to prompt and display a notification that the provision condition of the first game element is satisfied.

於S407中,控制部101賦予相對於對象玩家之規定數(賦予積分數)之積分。具體而言,控制部101藉由將儲存於記憶體103之對象玩家資訊之積分累積數615之值,變更為加上賦予積分數後之值,而實現積分之賦予。於本實施形態之遊戲裝置100中,賦予積分數不依賴於對戰遊戲之內容等而恒定,以於對戰遊戲中玩家勝利為條件賦予固定數之積分。In S407, the control unit 101 gives a predetermined number of points (the number of points given) to the target player. Specifically, the control unit 101 gives points by changing the value of the accumulated number of points 615 of the target player information stored in the memory 103 to a value after adding the number of points given. In the game device 100 of this embodiment, the number of points given is constant regardless of the content of the battle game, and a fixed number of points is given on the condition that the player wins the battle game.

於S408中,控制部101判斷是否滿足第2條件,即由S407之積分之賦予而賦予對象玩家之積分之累積數是否超過第2遊戲要素之提供相關之必要積分數。控制部101於判斷為滿足第2條件之情形時,將處理移至S409,於判斷為未滿足之情形時,將處理移至S412。In S408, the control unit 101 determines whether the second condition is satisfied, that is, whether the accumulated number of points given to the target player by the points given in S407 exceeds the number of points required for providing the second game element. If the control unit 101 determines that the second condition is satisfied, the process moves to S409, and if it is determined that the second condition is not satisfied, the process moves to S412.

於S409中,提示控制部108於控制部101之控制下,使提示部120提示顯示滿足第2遊戲要素之提供條件之通知。In S409, the prompt control unit 108, under the control of the control unit 101, causes the prompt unit 120 to prompt and display a notification that the provision condition of the second game element is satisfied.

於S410中,提示控制部108於控制部101之控制下,使提示部120提示顯示提供之遊戲要素之通知。具體而言,提示控制部108使提示部120提示於此次對戰遊戲之競技體驗之提供中提供第1遊戲要素、及於下次以後之遊戲之競技體驗之提供時可提供第2遊戲要素之通知。In S410, the prompt control unit 108 causes the prompt unit 120 to prompt and display a notification of the provided game element under the control of the control unit 101. Specifically, the prompt control unit 108 causes the prompt unit 120 to prompt and display a notification that the first game element is provided in the provision of the competitive experience of the current battle game, and that the second game element can be provided when the competitive experience of the next game is provided.

於S411中,控制部101向儲存於記憶體103之對象玩家資訊之進行狀況資訊613追加提供保留中資訊。此時,於對象玩家資訊之進行狀況資訊613中已包含提供保留中資訊之情形時,控制部101可不追加新的進行狀況資訊613。In S411, the control unit 101 adds the holding information to the progress information 613 of the target player information stored in the memory 103. At this time, if the progress information 613 of the target player information already includes the holding information, the control unit 101 may not add new progress information 613.

於S412中,提供控制部106於控制部101之控制下,向對象玩家提供第1遊戲要素。具體而言,提供控制部106首先決定提供之第1遊戲要素。提供之第1遊戲要素之決定例如藉由執行自成為對象之第1遊戲要素中選擇1個遊戲要素之抽選處理等而實現即可。且,提供控制部106作為提供確定資訊,將決定之第1遊戲要素之要素ID儲存於記憶體103。即,於本步驟之處理中,不依賴於是否達成第2條件,僅進行關於達成第1條件之第1遊戲要素之提供。又,此時,提示控制部108於控制部101之控制下,使提示部120提示顯示確定提供之第1遊戲要素之通知。In S412, the provision control unit 106 provides the first game element to the target player under the control of the control unit 101. Specifically, the provision control unit 106 first determines the first game element to be provided. The determination of the first game element to be provided can be achieved, for example, by executing a lottery process of selecting one game element from the first game elements that become the target. In addition, the provision control unit 106 stores the element ID of the determined first game element in the memory 103 as provision confirmation information. That is, in the processing of this step, it does not depend on whether the second condition is met, and only the provision of the first game element that meets the first condition is performed. In addition, at this time, the prompt control unit 108, under the control of the control unit 101, causes the prompt unit 120 to prompt and display a notification of the first game element that is determined to be provided.

於S413中,控制部101執行服務提供之結束相關之各種處理,完成本服務提供處理。此處,於各種處理中,包含如下之處理,即,藉由於儲存於記憶體103之利用玩家資訊之可使用要素資訊614,追加作為提供確定資訊而儲存之要素ID,而確定向對象玩家提供遊戲要素。藉由該處理,若有於第2遊戲要素提供處理之S504中提供之第2遊戲要素、及於服務提供處理之S412中提供之第1遊戲要素中之至少任一者,則該資訊反映於對象玩家資訊,並確定提供。又,於各種處理中包含如下之處理,即,將儲存於記憶體103之、對此次競技體驗之提供內容進行反映之狀態之對象玩家資訊傳送至通信部110,與玩家資訊之更新請求一起發送至伺服器200。藉由該處理,將此次對戰遊戲之競技體驗之提供內容、及對所提供之遊戲要素之資訊進行反映之對象玩家資訊儲存於玩家DB204。In S413, the control unit 101 executes various processes related to the end of the service provision, and completes the service provision process. Here, the various processes include the following process, that is, by adding the element ID stored as the provision confirmation information to the available element information 614 of the player information stored in the memory 103, the game element is confirmed to be provided to the target player. Through this process, if there is at least one of the second game element provided in S504 of the second game element provision process and the first game element provided in S412 of the service provision process, the information is reflected in the target player information, and the provision is confirmed. In addition, the various processes include the following process, that is, the target player information reflecting the content of the competitive experience provided this time stored in the memory 103 is transmitted to the communication unit 110, and sent together with the player information update request to the server 200. Through this process, the target player information reflecting the content of the competitive experience provided in this battle game and the information of the provided game elements is stored in the player DB 204.

如以上所說明,根據本實施形態之遊戲裝置,藉由於滿足遊戲要素之提供條件之情形時控制其提供,可適當地將玩家引導至重複之遊戲競技中。As described above, according to the game device of this embodiment, by controlling the provision of game elements when the provision conditions of the game elements are met, the player can be appropriately guided into repeated game competitions.

[變化例1] 於上述實施形態中,雖對管理以玩家單位賦予之積分之態樣進行了說明,但本發明之實施並不限定於此。例如亦可於構成為對各玩家設置有複數個使用角色、可使其中任一者於對戰遊戲登場之態樣中,管理以使用角色單位賦予之積分,所提供之遊戲要素之效果按每一該使用角色產生。 [Variation 1] In the above implementation form, although the management of points granted by player units is described, the implementation of the present invention is not limited to this. For example, in a configuration where each player is provided with multiple user characters and any of them can appear in a battle game, the points granted by user character units can be managed, and the effects of the game elements provided are generated for each user character.

更詳細而言,控制部101亦可於對戰遊戲中玩家勝利之情形時進行之積分賦予時,受理對哪個使用角色賦予積分之選擇相關之操作輸入,對選擇之使用角色賦予積分。於該態樣中,玩家資訊例如如圖6(c)所示,可包含對與玩家建立對應之使用角色之各者顯示之使用角色資訊621。於使用角色資訊621中,對各使用角色,與唯一特定該使用角色之角色ID631相關聯,管理顯示對該使用角色賦予之積分之累積數之積分累積數632。因此,控制部101於滿足積分之賦予條件之情形時,將使用角色資訊621中選擇之使用角色相關之積分累積數632,變更為加上賦予積分數之值。且,基於每一使用角色之積分累積數,判斷是否達成第2條件。另,成為積分之賦予對象之使用角色亦可決定為作為於勝利之對戰遊戲中登場選擇之使用角色。In more detail, the control unit 101 may also accept an operation input related to the selection of which user character to give points to when the points are given when the player wins in the battle game, and give points to the selected user character. In this embodiment, the player information may include user character information 621 displayed for each user character corresponding to the player, as shown in FIG. 6( c ). In the user character information 621, each user character is associated with a character ID 631 that uniquely identifies the user character, and a point accumulation number 632 that displays the accumulated number of points given to the user character is managed. Therefore, when the conditions for granting points are met, the control unit 101 changes the accumulated points 632 associated with the user character selected in the user character information 621 to a value obtained by adding the number of points to be granted. Furthermore, based on the accumulated points of each user character, it is determined whether the second condition is met. In addition, the user character to whom points are granted may also be determined as the user character selected to appear in the winning battle game.

藉由如此,可使玩家所期望之使用角色發動效果,可使提供之遊戲之競技體驗更適合。By doing so, the player can use the character to activate the effect expected by the player, and the competitive experience of the game provided can be made more suitable.

[變化例2] 於上述實施形態中,雖說明的是於對戰遊戲之勝利時賦予之賦予積分數不依賴於對戰遊戲之內容而恆定,但本發明之實施並不限定於此。對戰遊戲根據對戰對手之匹配狀況,於對戰之玩家之間例如產生玩家之遊戲競技技術(技能)之差、或使用之角色之能力之差,因此可能成為對一方玩家有利之進行。或,即使根據對作為對戰對手之虛擬角色設定之攻略難易度,同樣亦可能產生缺乏平衡之進行。對於此種對戰遊戲,將賦予積分設為固定也會導致缺乏玩家間之公平性。因此,於本變化例中,賦予積分數非恒定,而根據玩家間之技能或基礎參數等之差異而不同。 [Variation 2] In the above-mentioned implementation form, although it is explained that the number of points awarded when winning the battle game is constant and does not depend on the content of the battle game, the implementation of the present invention is not limited to this. The battle game may produce differences in game skills (skills) or abilities of characters used between the players according to the matching status of the opponents, so that the progress may be advantageous to one player. Or, even if it is based on the difficulty of the strategy set for the virtual character as the opponent, it may also produce unbalanced progress. For such a battle game, setting the points to be fixed will also lead to a lack of fairness between players. Therefore, in this variation, the points awarded are not constant, but vary according to differences in skills or basic parameters between players.

更詳細而言,伺服器控制部201取得關於進行之對戰遊戲之對戰結果之資訊,導出對參加該對戰遊戲之玩家之各者反映對戰結果之評價值,作為玩家資訊進行管理。玩家資訊例如如圖6(d)所示,亦可進而包含玩家相關之評價值641。此處,評價值641例如可為可有利地進行對戰遊戲之程度越高之玩家,即技能越高、或可使用之角色之能力越高之玩家導出越高之值。或,評價值641可為攻略難易度設定得越高之虛擬角色導出越高之值。且,各遊戲裝置100於執行對戰遊戲時取得對戰對手之評價值之資訊,控制部101於該對戰遊戲中玩家勝利之情形時,基於玩家與對戰對手之評價值之差決定賦予積分數,進行積分之賦予。此時,賦予積分數控制為與玩家戰勝評價值低於該玩家之對戰對手之情況相比,戰勝評價值高於該玩家之對戰對手之情形時更多。因此,玩家越戰勝較自己高等級之對戰對手,第2條件之達成可能性越高,結果,容易入手第2遊戲要素。In more detail, the server control unit 201 obtains information about the battle results of the ongoing battle game, derives an evaluation value reflecting the battle results for each player participating in the battle game, and manages it as player information. The player information, for example, as shown in FIG. 6( d ), may further include an evaluation value 641 related to the player. Here, the evaluation value 641 may, for example, derive a higher value for a player who is more likely to play the battle game favorably, that is, a player who has higher skills or a player who has higher abilities of the characters that can be used. Alternatively, the evaluation value 641 may derive a higher value for a virtual character whose difficulty level is set higher. Furthermore, each game device 100 obtains information on the evaluation value of the opponent when executing the battle game, and the control unit 101 determines the number of points to be awarded based on the difference in the evaluation values between the player and the opponent when the player wins the battle game, and awards the points. At this time, the number of points awarded is controlled so that the player wins more points when defeating an opponent with a higher evaluation value than the opponent with a lower evaluation value than the opponent with a higher evaluation value. Therefore, the more the player defeats the opponent with a higher level than himself, the higher the possibility of achieving the second condition, and as a result, it is easier to obtain the second game element.

藉由如此,就提供遊戲要素之觀點,可實現保證玩家間之公平性之遊戲要素之提供。By doing so, from the perspective of providing game elements, it is possible to provide game elements that ensure fairness among players.

[變化例3] 於上述之實施形態及變化例中,雖說明的是第1條件藉由對戰遊戲之勝利而達成,但本發明之實施並不限定於此。例如,亦可構成為第1條件僅於戰勝評價值較玩家高閾值以上之對戰對手之情形時判斷為達成。 [Variation 3] In the above implementation and variation, although it is described that the first condition is achieved by winning the battle game, the implementation of the present invention is not limited to this. For example, the first condition can also be determined to be achieved only when the player wins the battle opponent whose evaluation value is higher than the player's threshold.

[變化例4] 於上述之實施形態及變化例中,雖主要以存在對戰對手之對戰遊戲為例進行說明,但本發明之實施並不限定於此。例如,作為遊戲之宣傳活動,於安裝與特定頭目(Boss)角色對戰般之固定內容之對戰遊戲之態樣中,第1條件亦可僅於該固定內容之對戰遊戲之初次勝利時達成。 [Variation 4] In the above implementation forms and variations, although the description is mainly based on a battle game with a battle opponent, the implementation of the present invention is not limited to this. For example, as a promotional activity for the game, in the form of a battle game with fixed content such as a battle with a specific boss character, the first condition can also be achieved only when the first victory of the battle game with fixed content is achieved.

[變化例5] 於上述實施形態中,雖對於達成第1條件時賦予積分,第2條件之是否達成根據該積分賦予之狀況而變化之態樣,即於達成第2條件時必須達成第1條件之態樣進行了說明,但本發明之實施並不限定於此。例如,積分之賦予條件與第1條件可不同,亦可單獨達成第2條件。即,雖根據對戰遊戲之勝敗有賦予量之差也可,但亦可不依賴於勝敗而進行積分之賦予。 [變化例6] 於上述實施形態中,雖說明了於遊戲裝置100中提供競技體驗之遊戲為對戰遊戲,以於對戰遊戲中玩家勝利為條件對該玩家賦予積分之態樣,但本發明之實施並不限定於此。於遊戲裝置100中提供競技體驗之遊戲並不限定於對戰遊戲,可為任意種類之遊戲。於該情形時,於遊戲中設定特定通關條件,控制部101亦可控制為將該通關條件之達成作為條件,除處理為達成第1條件外,亦向玩家賦予積分。 [Variation 5] In the above-mentioned implementation form, points are awarded when the first condition is achieved, and whether the second condition is achieved varies depending on the situation of awarding points, that is, the first condition must be achieved when the second condition is achieved, but the implementation of the present invention is not limited to this. For example, the conditions for awarding points may be different from the first condition, or the second condition may be achieved alone. In other words, although there may be a difference in the amount of award depending on the victory or defeat of the battle game, points may be awarded independently of the victory or defeat. [Variation 6] In the above-mentioned implementation form, although it is described that the game providing competitive experience in the game device 100 is a battle game, and points are awarded to the player on the condition that the player wins the battle game, the implementation of the present invention is not limited to this. The game providing competitive experience in the game device 100 is not limited to a battle game, and can be any type of game. In this case, a specific clearance condition is set in the game, and the control unit 101 can also control the game to take the achievement of the clearance condition as a condition, and in addition to processing it as achieving the first condition, it also awards points to the player.

[變化例7] 於上述實施形態及變化例中,雖說明的是於伺服器200中管理向玩家提供之遊戲要素之資訊、顯示可提供第2遊戲要素之資訊(提供保留中資訊)、及賦予之積分之累積數之資訊,於玩家利用遊戲裝置100時,該等資訊由該遊戲裝置100取得,但本發明之實施並不限定於此。該等資訊亦可儲存並管理於例如玩家卡等之玩家使用之記憶媒體。於該情形時,控制部101經由取得部105自玩家卡等取得玩家資訊,執行各種處理即可。 [Variation 7] In the above-mentioned implementation form and variation, although it is described that the information of the game elements provided to the player, the information of the second game element that can be provided (information of the provision being reserved), and the information of the accumulated number of points given are managed in the server 200, and when the player uses the game device 100, the information is obtained by the game device 100, but the implementation of the present invention is not limited to this. The information can also be stored and managed in a storage medium used by the player, such as a player card. In this case, the control unit 101 obtains the player information from the player card through the acquisition unit 105 and executes various processes.

[其他實施形態] 發明並不限制於上述實施形態,於發明主旨之範圍內,可進行各種變化、變更。 [Other implementation forms] The invention is not limited to the above-mentioned implementation forms, and various changes and modifications can be made within the scope of the invention.

100:遊戲裝置 101:控制部 102:記憶裝置 103:記憶體 104:支付檢測部 105:取得部 106:提供控制部 107:提供要素DB 108:提示控制部 109:操作輸入部 110:通信部 120:提示部 130:載置部 200:伺服器 201:伺服器控制部 202:伺服器記憶裝置 203:伺服器記憶體 204:玩家DB 205:伺服器通信部 300:網路 601:要素ID 602:稀有度 603:產生效果資訊 604:提供時圖像 611:玩家ID 612:設定資訊 613:進行狀況資訊 614:可使用要素資訊 615:積分累積數 621:使用角色資訊 631:角色ID 632:積分累積數 641:評價值 S401~S413:步驟 S501~S505:步驟 100: Game device 101: Control unit 102: Memory device 103: Memory 104: Payment detection unit 105: Acquisition unit 106: Provision control unit 107: Provision element DB 108: Prompt control unit 109: Operation input unit 110: Communication unit 120: Prompt unit 130: Loading unit 200: Server 201: Server control unit 202: Server memory device 203: Server memory 204: Player DB 205: Server communication unit 300: Network 601: Element ID 602: Rarity 603: Effect information 604: Provisioning image 611: Player ID 612: Setting information 613: Progress information 614: Usable element information 615: Accumulated points 621: Used role information 631: Role ID 632: Accumulated points 641: Evaluation value S401~S413: Steps S501~S505: Steps

圖1係例示本發明之實施形態及變化例之遊戲系統之系統構成之圖。 圖2係例示本發明之實施形態及變化例之遊戲裝置100之功能構成之方塊圖。 圖3係例示本發明之實施形態及變化例之伺服器200之功能構成之方塊圖。 圖4係例示由本發明之實施形態及變化例之遊戲裝置100執行之服務提供處理之流程圖。 圖5係例示由本發明之實施形態及變化例之遊戲裝置100執行之第2遊戲要素提供處理之流程圖。 圖6(a)~(d)係例示於本發明之實施形態及變化例之遊戲系統使用之各種資訊之資料構成之圖。 FIG. 1 is a diagram illustrating the system configuration of the game system of the embodiment and variation of the present invention. FIG. 2 is a block diagram illustrating the functional configuration of the game device 100 of the embodiment and variation of the present invention. FIG. 3 is a block diagram illustrating the functional configuration of the server 200 of the embodiment and variation of the present invention. FIG. 4 is a flow chart illustrating the service provision processing executed by the game device 100 of the embodiment and variation of the present invention. FIG. 5 is a flow chart illustrating the second game element provision processing executed by the game device 100 of the embodiment and variation of the present invention. FIG. 6 (a) to (d) are diagrams illustrating the data configuration of various information used in the game system of the embodiment and variation of the present invention.

S401~S413:步驟 S401~S413: Steps

Claims (14)

一種程式,其為使可提供遊戲之競技體驗之電腦執行以下處理者:提供處理,其對玩家提供遊戲要素;及控制處理,其根據於上述遊戲之競技體驗之提供中達成之提供條件,控制於上述提供處理中提供之遊戲要素;且上述程式如下控制上述提供處理:上述提供條件包含提供第1遊戲要素之第1條件、與提供不同於上述第1遊戲要素之第2遊戲要素之第2條件;上述控制處理於向玩家提供上述遊戲之競技體驗中達成上述第1條件及上述第2條件之情形時,於該遊戲之競技體驗之提供中,向該玩家提供上述第1遊戲要素;於向該玩家提供下次以後之上述遊戲之競技體驗時,向該玩家提供上述第2遊戲要素;且上述遊戲係設置有通關條件之遊戲;上述程式於向玩家提供之上述遊戲之競技體驗中達成通關條件之情形時,使上述電腦進一步執行對該玩家賦予積分之賦予處理;且上述第2條件於對玩家賦予之上述積分之累積數為特定數以上之情形時達成。 A program that enables a computer that can provide a competitive experience of a game to execute the following processing: a provision processing that provides game elements to a player; and a control processing that controls the game elements provided in the provision processing according to provision conditions achieved in the provision of the competitive experience of the game; and the program controls the provision processing as follows: the provision conditions include a first condition for providing a first game element and a second condition for providing a second game element different from the first game element; the control processing achieves the first condition in providing the competitive experience of the game to the player When the conditions and the second condition are met, the first game element is provided to the player during the competitive experience of the game; when the competitive experience of the game is provided to the player next time or later, the second game element is provided to the player; and the game is a game with clearance conditions; when the clearance conditions are met in the competitive experience of the game provided to the player, the computer is further executed to assign points to the player; and the second condition is met when the accumulated number of points assigned to the player is greater than a specific number. 如請求項1之程式,其構成為上述第2條件之達成頻率較上述第1條件之達成頻率少。 For example, the procedure in claim 1 is such that the frequency of achieving the above-mentioned second condition is less than the frequency of achieving the above-mentioned first condition. 如請求項1或2之程式,其構成為上述第2條件之達成所需之上述遊戲之競技體驗之提供次數,較上述第1條件之達成所需之上述遊戲之競技體驗之提供次數多。 If the program of claim 1 or 2 provides more competitive experience of the game than the number of competitive experience of the game required to achieve the above condition 2 than the number of competitive experience of the game required to achieve the above condition 1. 如請求項1或2之程式,其中上述第2遊戲要素係於上述遊戲中之使用價值較上述第1遊戲要素高之遊戲要素。 A program as claimed in claim 1 or 2, wherein the second game element is a game element having a higher usage value in the game than the first game element. 如請求項4之程式,其中上述第1遊戲要素與上述第2遊戲要素係可使用於上述遊戲之同一類別之遊戲要素。 As in the program of claim 4, wherein the first game element and the second game element are game elements of the same category that can be used in the above game. 如請求項1之程式,其中上述遊戲係藉由戰勝對戰對手而達成通關條件之對戰遊戲;上述程式使上述電腦進一步執行按每一玩家導出與上述對戰遊戲之對戰結果對應之評價值之處理;且上述賦予處理於向玩家提供上述對戰遊戲之競技體驗時,根據該玩家與對戰對手之評價值之差,使上述積分之賦予量不同。 The program of claim 1, wherein the game is a battle game in which the player can achieve the clearance condition by defeating the opponent; the program causes the computer to further execute a process of deriving a rating value corresponding to the battle result of the battle game for each player; and the granting process, when providing the player with the competitive experience of the battle game, makes the amount of the points granted different according to the difference between the rating value of the player and the opponent. 如請求項6之程式,其中上述賦予處理與戰勝評價值低於玩家之對戰對手時之上述積分之賦予量相比,戰勝評價值高於該玩家之對戰對手時之上述積分之賦予量更多。 As in the program of claim 6, the above-mentioned granting process is performed such that the amount of the above-mentioned points granted when the victory rating value is higher than that of the player's opponent is greater than the amount of the above-mentioned points granted when the victory rating value is lower than that of the player's opponent. 如請求項6之程式,其中上述第1條件於戰勝對戰對手之情形時達成。 The program of claim 6, wherein the above-mentioned condition 1 is achieved when the opponent is defeated. 如請求項6之程式,其中上述第1條件於戰勝評價值較玩家高閾值以上之對戰對手之情形時達成。 For example, in the program of claim 6, the above-mentioned condition 1 is achieved when the player defeats an opponent whose evaluation value is higher than the player's higher threshold. 如請求項1之程式,其中上述控制處理以對玩家賦予之上述積分之消耗為條件,以向該玩家提供上述第2遊戲要素之方式控制上述提供處理。 As in the program of claim 1, the control process controls the provision process in a manner of providing the second game element to the player, subject to the consumption of the points given to the player. 如請求項10之程式,其中使上述電腦進一步執行自與玩家建立對應之複數個角色中,受理使用於上述遊戲之角色之選擇之選擇處理;上述賦予處理對於上述選擇處理中選擇之角色賦予上述積分;上述程式使上述電腦進一步執行對上述複數個角色之各者管理賦予之上述積分之處理;且上述第2條件按每一上述複數個角色判斷有無達成。 The program of claim 10, wherein the computer is further caused to execute a selection process of accepting a selection of a character to be used in the game from among a plurality of characters corresponding to the player; the granting process grants the points to the character selected in the selection process; the program causes the computer to further execute a process of managing the points granted to each of the plurality of characters; and the second condition is determined for each of the plurality of characters whether it is met. 如請求項1或2之程式,其中使上述電腦進一步執行提示已達成遊戲要素之提供條件之提示處理;且上述提示處理於向玩家提供上述遊戲之競技體驗中達成上述第1條件或上述第2條件之情形時,提示可提供之遊戲要素。 A program as claimed in claim 1 or 2, wherein the computer further executes a prompting process for prompting that the provision conditions of the game elements have been met; and the prompting process prompts the game elements that can be provided when the first condition or the second condition is met in providing the player with the competitive experience of the game. 如請求項12之程式,其中上述提示處理於向玩家提供上述遊戲之競技體驗中達成上述第1條件及上述第2條件之情形時,提示於該遊戲之競技 體驗之提供中提供上述第1遊戲要素、及可於向該玩家提供下次以後之上述遊戲之競技體驗時提供上述第2遊戲要素。 As in the program of claim 12, wherein the prompt processing, when the first condition and the second condition are met in providing the competitive experience of the game to the player, prompts to provide the first game element in providing the competitive experience of the game, and can provide the second game element when providing the competitive experience of the game to the player next time. 一種遊戲裝置,其為可提供遊戲之競技體驗者,具備:提供機構,其對玩家提供遊戲要素;及控制機構,其根據於上述遊戲之競技體驗之提供中達成之提供條件,控制由上述提供機構提供之遊戲要素;且上述遊戲裝置如下控制上述提供機構:上述提供條件包含提供第1遊戲要素之第1條件、與提供不同於上述第1遊戲要素之第2遊戲要素之第2條件;上述控制機構於向玩家提供上述遊戲之競技體驗中達成上述第1條件及上述第2條件之情形時,於該遊戲之競技體驗之提供中,向該玩家提供上述第1遊戲要素;於向該玩家提供下次以後之上述遊戲之競技體驗時,向該玩家提供上述第2遊戲要素;且上述遊戲係設置有通關條件之遊戲;上述遊戲裝置於向玩家提供之上述遊戲之競技體驗中達成通關條件之情形時,執行對該玩家賦予積分之賦予處理;且上述第2條件於對玩家賦予之上述積分之累積數為特定數以上之情形時達成。 A gaming device that can provide a gaming competitive experience comprises: a providing mechanism that provides gaming elements to a player; and a controlling mechanism that controls the gaming elements provided by the providing mechanism according to a providing condition achieved in the provision of the gaming competitive experience; and the gaming device controls the providing mechanism as follows: the providing condition includes a first condition for providing a first gaming element and a second condition for providing a second gaming element different from the first gaming element; the controlling mechanism achieves the first condition in providing the gaming competitive experience to the player; In the case of the first condition and the second condition, the first game element is provided to the player during the provision of the competitive experience of the game; the second game element is provided to the player when the competitive experience of the game is provided to the player next time or later; and the game is a game with clearance conditions; the game device performs the process of granting points to the player when the clearance conditions are met in the competitive experience of the game provided to the player; and the second condition is met when the accumulated number of points granted to the player is greater than a specific number.
TW111142578A 2022-01-21 2022-11-08 Programs and Game Devices TWI837932B (en)

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