WO2015088023A1 - Game system, and control method and computer program employed therein - Google Patents

Game system, and control method and computer program employed therein Download PDF

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Publication number
WO2015088023A1
WO2015088023A1 PCT/JP2014/083037 JP2014083037W WO2015088023A1 WO 2015088023 A1 WO2015088023 A1 WO 2015088023A1 JP 2014083037 W JP2014083037 W JP 2014083037W WO 2015088023 A1 WO2015088023 A1 WO 2015088023A1
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WIPO (PCT)
Prior art keywords
image
information
game
character
item
Prior art date
Application number
PCT/JP2014/083037
Other languages
French (fr)
Japanese (ja)
Inventor
英利 御子柴
Original Assignee
株式会社コナミデジタルエンタテインメント
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.)
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Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to CN201480058924.5A priority Critical patent/CN106068147B/en
Publication of WO2015088023A1 publication Critical patent/WO2015088023A1/en

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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
    • A63F13/50Controlling 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
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • 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
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5255Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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

Definitions

  • the present invention relates to a game system that provides a game played through a play medium.
  • a character image (play medium image) that changes according to a game result may be used for such a character card.
  • a character card may be generated by printing an image corresponding to a play medium image that has changed according to a game result.
  • the same play medium image is used. Therefore, there is still room for improving the uniqueness of the image displayed on the character card.
  • an object of the present invention is to provide a game system or the like that can generate an image information recording medium for specifying a highly unique play medium image.
  • the game system of the present invention is a game system that provides a game played through a play medium, and generates setting information that changes image setting information corresponding to the play medium based on a user's selection. And image information providing the image specifying information so that an image information recording medium for recording the image specifying information for specifying the image setting information is generated based on the generation result of the setting information generating unit Providing means.
  • the control method of the present invention is a setting for generating image setting information for changing a play medium image corresponding to the play medium based on a user's selection in a computer incorporated in a game system that provides a game played through the play medium.
  • the image specifying information is provided so that an image information recording medium for recording the image specifying information for specifying the image setting information is generated based on the information generating procedure and the generation result of the setting information generating procedure. And an image information providing procedure.
  • the computer program for a game system is a computer program incorporated in a game system that provides a game played through a play medium, and a user selects image setting information that changes a play medium image corresponding to the play medium.
  • the setting information generating means for generating the image information, and the image information recording medium for recording the image specifying information for specifying the image setting information is generated based on the generation result of the setting information generating means. It is configured to function as image information providing means for providing image specifying information.
  • the figure which shows an example of the content of a character card typically.
  • the figure which shows an example of an equipment setting screen typically.
  • the figure which shows an example of virtual three-dimensional space typically.
  • the figure which shows an example of the content of a card image typically.
  • FIG. 1 is a diagram showing an outline of the overall configuration of a game system according to an embodiment of the present invention.
  • the game system 1 includes a center server 2 as a server device and a plurality of game machines GM.
  • the game machine GM is connected to the center server 2 via the network 3.
  • the game machine GM is a commercial (commercial) game machine that allows a user to play a game within a range according to the price in exchange for consumption of a predetermined price.
  • the game machine GM provides a card game in exchange for consumption of a predetermined price.
  • An appropriate number of game machines GM are installed in a commercial facility such as the store 4.
  • the center server 2 is not limited to an example configured by a single physical device.
  • one logical center server 2 may be configured by a server group as a plurality of physical devices.
  • the center server 2 may be logically configured using cloud computing.
  • the game machine GM may function as the center server 2.
  • the user terminal 5 is connected to the center server 2 via the network 3.
  • the user terminal 5 is a type of network terminal device that exhibits various functions by executing software distributed from the center server 2.
  • a mobile phone including a smartphone
  • various network terminal devices that can be connected to the network and are used for personal use of the user, such as a personal computer, a portable game machine, and a portable tablet terminal device, are used. Good.
  • the network 3 is configured to realize network communication using the TCP / IP protocol.
  • the network 3 is configured by combining the Internet as a WAN and an intranet as a LAN.
  • the center server 2 and the game machine GM are connected to the network 3 via the router 3a, and the user terminal 5 is connected to the network 3 via the access point 3b.
  • the network 3 is not limited to a form using the TCP / IP protocol.
  • various forms using a wired line for communication or a wireless line may be used.
  • the communication between the user terminal 5 and the game machine GM or the like conforms to a predetermined standard so as to include various information such as a two-dimensional code without using a communication line (including wired and wireless), for example. It may be realized using code generated in this way. Specifically, for example, transmission / reception of information is performed between the user terminal 5 and the game machine GM or the like through provision or reading of a two-dimensional code generated so as to include necessary information. May be. Therefore, the term “network (or communication line)” includes a form of transmitting and receiving information without using a line, such as a communication method using such a code.
  • the center server 2 provides various game machine services to the game machine GM or its user.
  • a service for receiving user identification information from the game machine GM and authenticating the user may be provided as the game machine service.
  • a service may be provided in which the play data of the authenticated user is received from the game machine GM and stored, or the play data to be stored is provided to the game machine GM.
  • the game machine service distributes and updates the game machine GM program or data via the network 3, and matches users when a plurality of users play a common game via the network 3.
  • a matching service or the like may be included.
  • the center server 2 provides various Web services to the user of the user terminal 5 via the network 3.
  • the web service includes, for example, a game information service that provides various types of information related to a game provided by the game machine GM.
  • the Web service also includes a distribution service that distributes various data or software to each user terminal 5 (including data update).
  • the Web service includes other services such as a community service that provides a place for information exchange, exchange, and sharing by users, and a service that provides a user ID for identifying each user.
  • FIG. 2 is a diagram illustrating a configuration of a main part of the control system of the game system 1.
  • the center server 2 includes a control unit 10 and a storage unit 11.
  • the control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor. Note that an input device such as a keyboard and an output device such as a monitor can be connected to the control unit 10, but these are not shown.
  • the storage unit 11 is connected to the control unit 10.
  • the storage unit 11 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without power supply.
  • the storage unit 11 stores server data 14 and a server program 15.
  • the server program 15 is a computer program necessary for the center server 2 to provide various services to the game machine GM and the user terminal 5.
  • a game machine service management unit 16 and a web service management unit 17 are provided inside the control unit 10.
  • the game machine service management unit 16 executes a process for providing the game machine service described above.
  • the web service management unit 17 executes processing necessary to provide the above-described web service.
  • the game machine service management unit 16 and the web service management unit 17 are logical devices realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 10, but these are not shown.
  • the server data 14 is data that can be referred to as the server program 15 is executed.
  • Such various data includes, for example, the above-described play data or ID management data.
  • the play data is data in which information related to past play results of each user is described.
  • the play data is used, for example, to take over the previous play results (past results) from the next time onward or to take over the settings specific to each user.
  • the ID management data is data for managing various IDs such as user IDs.
  • the game machine GM is provided with a control unit 30 as a computer, a storage unit 31, a code reader 7, and a printer 32.
  • the storage unit 31, the code reader 7 and the printer 32 are all connected to the control unit 30.
  • the control unit 30 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
  • the control unit 30 can be connected to various input devices or output devices such as a control panel, a monitor, a speaker, a coin authentication device, or a card reading device, as well as other known game machines. Illustration is omitted.
  • the code reader 7 is a known device for reading a two-dimensional code.
  • the code reader 7 is used, for example, for reading the game card 8. More specifically, the code reader 7 reads a two-dimensional code printed on the game card 8 and outputs a signal corresponding to the read result to the control unit 30.
  • the printer 32 is a known printing apparatus for printing images, symbols (including a two-dimensional code), characters, and the like on a predetermined recording medium. The printer 32 generates the game card 8 by printing an image, a symbol, a character, or the like on a card-like paper medium (recording medium) based on an output signal from the control unit 30.
  • the storage unit 31 is configured by, for example, a magnetic recording medium, an optical recording medium, a flash SSD (Solid State Drive), or the like so that the storage can be held without power supply.
  • a game program 34 is stored in the storage unit 31.
  • the game program 34 is a computer program necessary for the game machine GM to provide a card game.
  • a game providing unit 37 is provided inside the control unit 30.
  • the game providing unit 37 executes various processes necessary for providing a card game.
  • the game providing unit 37 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 30, but these are not shown.
  • the storage unit 31 further stores various data that can be referred to as the game program 34 is executed.
  • Such various types of data include, for example, image data, ID management data, and image data 36 as print data.
  • image data is data for displaying various images necessary for the game (including the generation of the game card 8).
  • image data 36 is data necessary for the printer 32 to generate (print) the game card 8.
  • the various data may include sound effect data for reproducing various sounds such as music, the above-described play data, etc., but these are not shown.
  • FIG. 3 is an explanatory diagram for explaining an example of the game card 8 generated by the game machine GM.
  • the game card 8 generated by the game machine GM includes a recording card SC as an item recording medium and a character card KC as an image information recording medium. These cards are generated as different cards, and the types are different.
  • the character card KC is a card corresponding to a character as a play medium used in a card game provided by the game machine GM. Character information related to the character is recorded on the character card KC. Specifically, the character information includes, for example, parameter information and user ID information.
  • Parameter is information that defines the character used in the card game.
  • the character card KC functions as a card that defines a character used in a card game via parameter information.
  • the user ID is information for identifying each user. Therefore, the user ID is used to identify each user.
  • the character card KC is used for recording and reproducing each character via the character information.
  • the character information may include information of a card ID for identifying each card when each game card 8 (or information recorded therein) is managed individually. And card ID may be used for specification of the cards 8 for games, such as each character card KC, for example.
  • the recording card SC is mainly used for identification of each user and recording of items acquired by the character in the card game.
  • the character card KC is used directly for playing (progressing) the game, whereas the recording card SC is used for assisting play.
  • Recording information is recorded on the recording card SC.
  • the recording information includes, for example, user ID information, decoration information, and item ID information. Note that the recording information may include the above-described card ID information in addition to the character information, for example.
  • the user ID is as described above.
  • the user ID is given along with provision of individual information depending on each user.
  • the individual information includes, for example, personal information such as name, sex, date of birth, and age.
  • the individual information is provided from the user through an operation on the control panel CP of the game machine GM, for example. All or a part of the individual information is displayed on the recording card SC. Note that the recording information may include all or part of the individual information as at least a part thereof.
  • the decoration information is information for improving the identification (uniqueness) of each recording card SC.
  • a key image that changes according to the content of each individual information is displayed on the recording card SC.
  • the display content of the recording card SC changes depending on the individual information.
  • the recording card SC is highly unique because it includes decoration information such as a key image.
  • Item ID is information for specifying an item acquired by the character in the game.
  • the character reproduced by the character card KC acquires various items through game play. Some of these items are used by characters.
  • curd SC records the item which a character cannot use as an example. The item and use of the item will be described in more detail in the description of the card game described later.
  • the information of item ID contained in the information for recording functions as acquisition item information of this invention.
  • FIG. 4 is a diagram schematically showing an example of the contents of the character card KC.
  • a composite image CI as a medium image is printed on the character card KC.
  • the composite image CI includes a name information area NA, a basic information area BA, an image area IA, and a feature information area FA.
  • NA, BA, IA, and FA information on each item that functions as a parameter that defines a character in the card game is displayed. That is, the parameter includes a plurality of items, and the composite image CI includes information corresponding to each item.
  • a name item (“Sanosus”) indicating the name of the character (which may be arbitrarily set by the player), and a name item (“Sanosasu”) indicating the name of the player who owns the card And a skill rank item (“fashionable butler”) indicating the skill level of the player.
  • a skill rank item indicating the skill level of the player.
  • BA the actual broken line is not displayed
  • information on basic items such as magic power (“ magic 75 ") is displayed.
  • a character image MG is displayed as a character image item.
  • the character image MG corresponds to a character image reproduced during the game by the character card KC.
  • a character image MG or a composite image CI (the display of a two-dimensional code CG described later may not be included) itself is displayed as a character of the play medium.
  • the image area IA is further provided with a special technique area TA.
  • a special action item for example, a special action item indicating a special technique that the character can use in the game (the influence on the opponent is greater than a command described later). “EX Lightning”) is displayed.
  • the equipment item is information indicating equipment (items) that the character is currently equipped with (equipped with).
  • the equipment item also affects the character image MG. Specifically, an image of a character equipped with an item corresponding to each item of the equipment item is displayed as a character image MG in the image area IA. Therefore, even for the same character, the character image MG changes according to the item being equipped.
  • the command item is information indicating a command (attack method) as an option that the character can execute in the game.
  • a command attack method
  • the card game a plurality of types of commands that are directly used to advance the game are prepared, and usable commands among these commands are displayed as command items in the feature information area FA.
  • Each command is associated with each item, and the command displayed in the command item changes depending on the item being equipped.
  • the equipment item As an example of the equipment item, six equipment such as “Lily Rapier” and “Princess Puff Sleeve” are displayed vertically. In this case, it is shown that the character of the character image MG is equipped with these six items. Specifically, for example, as a character image MG, an image of a character equipped with a weapon item I1 corresponding to the equipment item “Lily Rapier” is displayed.
  • the characters of the character image MG are “princess puff sleeve” (clothing item I2), “black shorts” (skirt item I3), “silver boot” (shoe item I4), “demerara headband” (decoration item I5a). , And “Princess Necklace” (decoration item I5b).
  • These items displayed in the feature information area FA function as setting items of the present invention.
  • information on equipment items such as “Lily Rapier” that specifies weapon items that are equipped, etc. (or information for specifying these included in the two-dimensional code CG described later) is the present invention. Functions as item identification information.
  • five commands such as “smile”, “Kougenki”, and “Shock of the heart” are displayed vertically as an example of command items.
  • These are examples of commands that the character of the character image MG can use in the card game, corresponding to the item being equipped, among a plurality of commands prepared in the card game.
  • these commands are selectively used in the game according to a predetermined condition as an attack method option.
  • the composite image CI includes a code information area CA.
  • a two-dimensional code CG as a code generated according to a predetermined standard so as to include character information is displayed. That is, the character card KC records character information via the two-dimensional code CG.
  • the composite image CI is configured to display a two-dimensional code CG including such character information.
  • the character card KC provides character information such as information on each parameter item to the game machine GM through the two-dimensional code CG. Therefore, the two-dimensional code CG is information on each item displayed in the name information area NA, basic information area BA, image area IA, and feature information area FA, that is, parameter information (information for specifying parameter information). Included). Further, the two-dimensional code CG also includes information on the above-described user ID.
  • these areas NA, BA, CA, IA, and FA are configured as variable areas. That is, information (or images) to be displayed in these areas NA, BA, CA, IA, and FA changes according to the game result.
  • these areas NA, BA, CA, IA, and FA do not change. Therefore, as an example, these areas NA, BA, CA, IA, and FA are fixedly defined by the basic format FI. More specifically, for example, the boundary lines that delimit these areas NA, BA, CA, IA, and FA are defined by the basic format FI as a fixed part.
  • the composite image CI is configured by combining the parameter information and the basic format FI image so that the parameter information is arranged in the variable areas of the areas NA, BA, CA, IA, and FA. ing. The same applies to the recording card SC.
  • a composite image in which a basic format for a recording card prepared in advance and information to be displayed on the recording card SC are combined is printed on each card.
  • the composite image includes a two-dimensional code, and the two-dimensional code is configured to include recording information.
  • the two-dimensional code CG may include parameter item information that is not displayed in the composite image CI. That is, for example, some items of parameters defining the character may not be displayed in the composite image CI. Therefore, for example, the two-dimensional code CG may include information other than information on each item of parameters displayed on the composite image CI.
  • the composite image CI may include parameter item information that is not included in the two-dimensional code CG. In this case, for example, parameter items not included in the two-dimensional code CG may not be used in the game.
  • the parameters may include items or information that are not used in the game. In this way, the information item displayed in the composite image CI and the information item included in the two-dimensional code CG do not have to match.
  • the relationship between the information included in the two-dimensional code of the recording card SC and the information displayed on the composite image is the same.
  • the card game is a type of game in which a character defined by a character card KC prepared by a user is reproduced during the game and used as a play medium.
  • a battle is executed through the character reproduced by the character card KC.
  • the battle includes a battle with a battle-to-hand character prepared in the game and a battle with another user's character.
  • a battle may be executed by multiple characters.
  • a plurality of character cards KC may be used for character reproduction.
  • the character grows through these battles. That is, the breeding of characters reproduced by the character card KC is also provided as a game element. After the game is played, a character that has grown through the play is further generated as a character card KC. Therefore, characters in the game are continuously nurtured through the character card KC. Further, since the character card KC is generated based on the game result, it is highly unique.
  • the opponent character includes a normal opponent character and a special opponent character (sometimes referred to as a boss character).
  • the normal opponent character is an opponent character whose number of appearances is not limited.
  • the boss character is an opponent character that is different from the normal opponent character. More specifically, the boss character is an opponent character whose number of appearances is limited, such as only one at a time. As an example, a battle with a boss character is used as an event.
  • FIG. 5 is an explanatory diagram for explaining the flow of the game.
  • the game includes four stages as an example.
  • a game is started with consumption of a predetermined value and various start operations.
  • stage 1 is first provided.
  • various types of play information possessed by the player are provided to the game machine GM.
  • the game machine GM acquires a user ID or a user name as play information in stage 1. If it is the first time, the setting of the user name may be executed.
  • the play information may include item information.
  • the recording card SC is used. That is, in stage 1, for example, the user ID recorded by the recording card SC is provided to the game machine GM as the playing information through the recording card SC.
  • the setting of the play environment for playing the game is executed.
  • a battle type single battle, team battle, etc.
  • a game field for battle may be selected.
  • reading of the character card KC (reproduction into the game) or various character settings may be executed.
  • Such various character settings include, for example, selection of a character to be used and setting of its name. The character selection may be executed by a combination of parts constituting the character such as a hairstyle, eyes, nose, mouth, etc., or by selecting one from a plurality of candidates set in advance. Also good.
  • stage 2 when other items can be purchased (realized by consuming virtual currency in the game), in stage 2, the item is purchased, or the item is attached or detached (equipment or unequipment). ) Etc. may be executed. Moreover, attachment / detachment of an item may be performed similarly to the below-mentioned equipment setting, for example.
  • the above card game is actually played. That is, a battle, training, etc. are actually performed.
  • the battle is executed through a command set for each character.
  • any one of the commands corresponding to the command item of the character card KC is determined according to the result of the sub game in the card game.
  • an attack corresponding to the determined command is executed based on each piece of information of the basic item, and a win / loss is determined.
  • a sub game for example, a music game that executes a predetermined operation in accordance with a music rhythm, a puzzle game, or the like may be used.
  • the character card KC is generated according to the play result of the stage 3.
  • various generation settings for generating the character card KC are executed.
  • the setting for generation includes an item combination that combines a plurality of items to generate a new item or a character combination that combines a plurality of characters to generate a new character.
  • the generation setting includes image setting for setting the character image MG corresponding to the character.
  • the character image MG changes according to the item to be equipped.
  • a large number of items are prepared in the game. And they may be acquired through game play. That is, a new item may be acquired through game play. As a result, it may be desired to change the equipment before play after play.
  • the generation setting includes an equipment setting for executing equipment equipment or equipment release acquired in the game. Moreover, in this equipment setting, when information on items owned from the recording card SC is acquired in stage 1, these items may also be used as equipment candidates.
  • the image setting will be further described later.
  • a character card KC is newly generated separately from the character card KC used for playing the game, and the game ends.
  • the game is executed in such a flow.
  • FIG. 6 is an explanatory diagram for explaining the relationship between the used character card KC and the generated character card KC.
  • the character card KC (hereinafter sometimes referred to as the initial character card KC1) uses character information (hereinafter sometimes referred to as initial character information) to reproduce the character in the game. Provide to game machine GM. This provision is performed via the two-dimensional code CG as described above.
  • the character information includes parameter information and user ID information (or information for specifying them).
  • the parameter information includes image setting information.
  • the image setting information is information generated as a result of the above-described image setting. More specifically, the image setting information is information for specifying a character image changed according to the user's image setting, that is, a character image MG corresponding to the image setting. Therefore, the initial character card KC1 provides the game machine GM with the information included in the initial character information via the two-dimensional code CG. Further, since the parameter information recorded on the character card KC includes the image setting information, the image setting information also functions as the image specifying information of the present invention.
  • the game machine GM uses the initial character information for the game. Specifically, the game machine GM, for example, reproduces a character corresponding to the initial parameter in the game based on information of a parameter (hereinafter sometimes referred to as an initial parameter) included in the initial character information.
  • the initial character information is used for the game.
  • the initial parameters include image setting information (hereinafter sometimes referred to as initial image setting information)
  • the image of the character corresponding to the image setting is reproduced in the game by this reproduction.
  • an image of a character equipped with an attached / detached item through image settings is reproduced in the game.
  • the character image changed according to the user's setting at the time of the previous card generation is reproduced in the game via the character card KC.
  • the game machine GM gives a change to the initial parameter through playing the card game, and generates a parameter after the change (hereinafter, sometimes referred to as a post-play parameter).
  • the initial parameter including the initial image setting information
  • the game machine GM newly generates a character card KC (hereinafter sometimes referred to as a post-play character card KC2) based on the post-play parameters. That is, a post-play character card KC2 different from the initial character card KC1 is generated according to the game result and the setting result.
  • the post-play character card KC2 records character information (hereinafter also referred to as post-play character information) via the composite image CI including the two-dimensional code CG, similarly to the initial character card KC1.
  • the post-play character information includes post-play parameter information instead of the initial parameters. That is, the post-play character information includes post-play image setting information for specifying the character image MG corresponding to the post-play character after changing according to the above-described image settings.
  • the post-play character information includes user ID information and the like, similar to the initial character information.
  • the post-play character information includes the same user ID information as the initial character information as the user ID. Note that, for example, when a predetermined change condition is satisfied, such as transfer between users, the user ID information may be changed from the user ID information of the initial character information in the post-play character information.
  • the character is reproduced with the use of the initial character card KC1, and the content of the initial character information changes in accordance with the play result using the character and the setting for generation.
  • the initial character information includes initial image setting information before image setting
  • the post-play character information includes post-play image setting information after image setting.
  • a new post-play character card KC2 corresponding to the post-play character after changing through the play result or generation setting is generated, and the post-play character is reproduced in the game through the character card KC2 at the next and subsequent play. Is done.
  • the used character card KC and the newly generated character card KC have such a relationship as an example.
  • the post-play image setting information functions as the post-change image setting information and post-change image specifying information of the present invention
  • the post-play character card KC2 functions as the post-change image information recording medium of the present invention.
  • the image setting includes the equipment setting. Then, the equipment item that the character equips is selected through the equipment setting, and the equipment item is set to the character based on the selection result.
  • FIG. 7 is a diagram schematically illustrating an example of an equipment setting screen for executing equipment setting. As shown in FIG. 7, the equipment setting screen 50 includes a composite image CI to be displayed on the character card KC, an equipment candidate field 51, an equipment information field 52, an OK button 53, and an NG button 54.
  • the composite image CI is as described above.
  • the composite image CI is reproduced based on character information such as parameter information (including image setting information).
  • character information such as parameter information (including image setting information).
  • an area such as the name information area NA is reproduced based on parameter information.
  • the character image MG in the image area IA or the equipment item and command item in the feature information area FA are reproduced based on the image setting information. That is, the composite image CI before the equipment change is displayed according to the setting contents up to the previous time such as image settings.
  • a selection frame 55 is displayed in the feature information area FA of the composite image CI so as to move on each item. The selection frame 55 moves up and down on each item according to the operation of the player.
  • the equipment candidate column 51 items of equipment candidates that the character of the character image MG can equip are displayed. More specifically, in the equipment candidate column 51, items of the same type as the type of the item currently selected by the selection frame 55 are extracted from all the equipment candidate items and displayed. Therefore, each item displayed in the equipment candidate column 51 changes as the selection frame 55 moves. In addition, in the equipment candidate column 51, when the recording card SC is used, items recorded on the recording card SC are also displayed as equipment candidates. Furthermore, a determination frame 56 is displayed in the equipment candidate column 51 so as to move on each item in the equipment candidate column 51. The determination frame 56 moves up and down on each item in accordance with the player's operation.
  • the OK button 53 is a button for mounting an item on which the determination frame 56 is arranged.
  • the OK button 53 the item specified in the determination frame 56 is reflected in the composite image CI. More specifically, the designated item of the selection frame 55 is changed to the designated item of the determination frame 56, and the character image MG changes to an image equipped with the item.
  • the NG button 54 is used to cancel the change caused by the OK button 53. Specifically, when the NG button 54 is used, the item and character image MG that have been changed by the designation of the OK button 53 are returned to the item and character image MG before the change.
  • the determination frame 56 is disposed on the “snow queen”. That is, “Snow Queen Wand” is designated as an item to be equipped among a plurality of equipment candidates. As a result, detailed information of “Snow Queen Wand” is displayed in the equipment information column 52. Specifically, as detailed information of “Snow Queen Wand”, information corresponding to basic items of characters such as “HP” (physical strength), “MP” (command consumption), “attribute”, “skill 1” to “skill 1” to “skill 1” Information on skill 3 "is displayed.
  • the detailed information of each item affects the basic items and command items of the character. For example, information corresponding to the basic item of the detailed information is added to the basic item of the character. That is, the sum of the information corresponding to the basic item of each item being equipped is used as the basic item of the character.
  • “skill 1” to “skill 3” affect the command. More specifically, each command displayed in the feature information area FA is determined according to the total value of the values of “skill 1” to “skill 3” of each item being equipped. That is, each item is associated with at least one command. And the command according to the item currently equipped is set.
  • each command of the command item changes according to the item to be equipped as described above.
  • items and commands may be associated one-on-one. That is, instead of displaying “skill 1” to “skill 3”, one command that can be used with the equipment may be displayed.
  • FIG. 7 shows a case where the item of the weapon (sword mark) type to be equipped is changed from “Lily Rapier” to “Snow Queen Wand” in the character of the character card KC of the example of FIG. . That is, a case where the OK button 53 is pressed while the determination frame 56 specifies “Snow Queen Wand” is shown. As a result, the item designated by the selection frame 55 is changed from “Lily Rapier” to “Snow Queen Wand”. Further, as the equipment item changes, the image of the weapon item I1 equipped by the character of the character image MG changes from the “Lily Rapier” image to the “Snow Queen Wand” image. In addition, the command item “Shock of the heart!” (Third from the top in the example of FIG. 4) has also changed to “ice!”. As an example, equipment setting is executed through such equipment setting screen 50.
  • the equipped item can be returned to the recording card SC without limitation, the equipment is released and returned to the recording card SC, and the character card KC before the equipment release is used while providing the equipment as a candidate for equipment.
  • the equipment of the character that should have been released will be revived.
  • the number of equipment items and the number of command items do not need to match. That is, the number of items that can be equipped and the number of commands that can be executed may be different.
  • a stereoscopic image may be used as the character image MG.
  • Such an image is drawn using a virtual three-dimensional space. More specifically, a three-dimensional image of a character is drawn based on a result of photographing a character (subject) located in a virtual three-dimensional space logically constructed on a memory with a virtual camera.
  • a stereoscopic image of a character is used, not only the stereoscopic image of the character but also a card image including a virtual three-dimensional space background is displayed in the image area IA of the composite image CI.
  • the card image is set according to the character posture (state) in the virtual three-dimensional space, the constructed virtual three-dimensional space (background), the position of the virtual camera, the angle of view, and the shooting direction. Therefore, when a card image is displayed in the image area IA, the image settings include settings such as these postures.
  • FIG. 8 is a diagram schematically illustrating an example of the virtual three-dimensional space GW logically constructed on the memory.
  • a character object 60 as a subject and a background object 61 as a background are arranged in the virtual three-dimensional space GW.
  • a virtual camera 62 as a virtual camera is set in the virtual three-dimensional space GW.
  • the character object 60 is an object indicating a character to be reproduced on the character card KC.
  • the character object 60 may be arranged in various postures such as squatting and flying in the virtual three-dimensional space GW.
  • the background object 61 is an object that forms the background of the character object 60.
  • the positions of the character object 60, the background object 61, and the virtual camera 62 in the virtual three-dimensional space GW are defined by three-dimensional coordinates according to a three-axis orthogonal coordinate system (world coordinates) of the XYZ axes. Further, the shooting range of the virtual camera 62 is set based on the shooting position, the angle of view, and the shooting direction. Further, the virtual camera 62 is set with a field of view for projecting a space within the shooting range at a predetermined position in the shooting direction.
  • a shrub object 61 a and a high tree object 61 b are sequentially arranged behind the character object 60. Further, an upright posture is adopted as the posture of the character object 60. That is, the character object 60 indicating the state in which the character is standing upright in the virtual three-dimensional space GW is arranged.
  • the virtual camera 62 is arranged on the front side of the character object 60 so as to photograph the character object 60 from the front.
  • the shooting range SR is set so as to include the character object 60, the shrub object 61a, and the Takagi object 61b in this order.
  • a visual field surface SH is set at a predetermined position away from the virtual camera 62 by a certain distance.
  • Each object in the shooting range SR, that is, the character object 60, the shrub object 61a, and the tall tree object 61b is projected onto the field plane SH.
  • a card image is drawn based on the projection result. This drawing is executed according to a processing procedure of a so-called three-dimensional computer graphic technique.
  • FIG. 9 is a diagram schematically showing an example of the contents of a card image.
  • the card image 65 in FIG. 9 corresponds to the projection result of the field plane SH in FIG.
  • the card image 65 includes a three-dimensional character image MGa and a three-dimensional background image HG.
  • the three-dimensional character image MGa is an image in which the character object 60 projected on the visual field surface SH is drawn as a two-dimensional image.
  • the three-dimensional background image HG is an image in which the background object 61 projected on the field plane SH is drawn as a two-dimensional image. Therefore, the three-dimensional character image MGa shows a character in an upright posture.
  • a stereoscopic background image HG corresponding to the shrub object 61a and the high tree object 61b is sequentially arranged.
  • a card image 65 is displayed in the image area IA of the composite image CI instead of the character image MG.
  • the character image MG or the card image 65 functions as the play medium image of the present invention.
  • FIG. 10 is an explanatory diagram for describing a shooting position, a field angle, and a shooting direction of the virtual camera 62.
  • the initial broken line camera 62s in FIG. 10 indicates the position of the virtual camera 62 in FIG.
  • the position of the virtual camera 62 is changed from the position in front of the character object 60 in FIG.
  • the position of the virtual camera 62 may be set by the user at any position in the virtual three-dimensional space GW such as the front side, the side surface side, the upper side, the lower side, and the rear side of the character object 60, for example. Then, according to the position of the virtual camera 62, the content of the object projected on the visual field surface SH, that is, the content of the drawn card image 65 changes.
  • the shooting direction SD of the virtual camera 62 at the same position may be arbitrarily set by the user.
  • a lower broken line camera 62a and an upper broken line camera 62b indicate the virtual cameras 62 when the shooting direction SD is different.
  • the shooting direction SDa of the lower broken line camera 62a faces downward
  • the shooting direction SDb of the upper broken line camera 62b faces more upward.
  • the contents of the drawn card image 65 also change in response to a change in the shooting direction SD.
  • the broken line angle of view SAa indicates an angle of view narrower than the angle of view SA.
  • the ranges of the character object 60 and the background object 61 included in the shooting range SR are different. Specifically, for example, in the case of the angle of view SA, the entire character object 60 and the tree object 61b are included in the shooting range SR, while in the case of the broken line angle of view SAa, the head of the character object 60 and Only a part of the Takagi object 61b is included in the shooting range SR.
  • Such a field angle SA may be arbitrarily set by the user.
  • the virtual three-dimensional space GW is set, and the card image 65 is drawn based on the imaging result of the virtual three-dimensional space GW. Then, the card image 65 is displayed in the image area IA. Further, the contents of the card image 65 change according to the posture (state) of the character object 60 in the virtual three-dimensional space GW, the position of the background object 61, the virtual camera 62, the angle of view SA, and the shooting direction SD. Therefore, when the card image 65 is used, the image setting is not only the equipment setting, but the posture (state) of the character object 60, the background object 61, and the position of the virtual camera 62 in the virtual three-dimensional space GW. , Field angle SA, and shooting direction SD are included.
  • the posture (state) of the character object 60, the background object 61, the position of the virtual camera 62, the angle of view SA, and the shooting direction SD are set through the screens corresponding to FIGS. Also good. Further, these settings may be executed by selecting from a plurality of options.
  • FIG. 11 is a diagram showing an example of the contents of the image setting information when the card image 65 is displayed in the image area IA.
  • the image setting information includes, for example, information on items, character states (postures), backgrounds, camera positions, angles of view, and shooting directions.
  • the item information is information on equipment items that the character is equipped with.
  • information indicating an item ID corresponding to the equipment item may be used.
  • information indicating a plurality of equipment items may be included as item information.
  • the equipment item which a character should equip with the information of an item is specified.
  • the character state information is information corresponding to the character posture described above. For example, information corresponding to various postures such as standing, jumping (flying), squatting, etc. is used as the character state information. Then, the posture that the character should take in the virtual three-dimensional space GW is specified by the information on the character state. Further, the character state information may include more specific states of each part of the character such as facial expressions, for example. For example, in a system that reproduces motion data, such a character state may be specified by the number of motion data and the number of motion data frames corresponding to the state.
  • the background information is information indicating the background included in the shooting range SR.
  • a background where the tree object 61b and the like are arranged is used as the background object 61.
  • Such a background may be set arbitrarily.
  • a background in which a background object 61 indicating a mountain, a sea, or the like is arranged may be used as the background included in the shooting range SR.
  • the background information is information indicating such a background. Therefore, for example, a specific background object 61 to be included in the shooting range SR is specified by the background information.
  • the information on the camera position, the angle of view, and the shooting direction is information indicating the position, angle of view SA, and shooting direction SD of the virtual camera 62 described above. Therefore, the position of the virtual camera 62, the angle of view SA, and the shooting direction SD in the virtual three-dimensional space GW are specified by these pieces of information, and as a result, the shooting range SR is specified.
  • image setting is realized through such information setting. Note that such setting may be executed through selection of a preset number for designating some presets (setting candidates), for example.
  • the character image MG information on the character state, background, camera position, angle of view, and shooting direction may be omitted. That is, the image setting information may not include such information.
  • intermediate data a conversion matrix as an example
  • intermediate data or the like data for specifying the position of the camera or the like may function as the image specifying information of the present invention.
  • the reproduction process is a process for reproducing the character corresponding to the character card KC in the game.
  • the card issuing process is a process for issuing a new character card KC or recording card SC reflecting the game result and the setting result.
  • these processes are realized by the control unit 30 of the game machine GM through the routine of FIG.
  • the routine of FIG.12 and FIG.13 is performed through the game provision part 37 of the control unit 30, as an example.
  • the control unit 30 of the game machine GM and the control unit 10 of the center server 2 execute various kinds of well-known processes alone or in cooperation with each other in addition to these processes. However, detailed description thereof will be omitted.
  • FIG. 12 is a diagram showing an example of a flowchart of a reproduction processing routine for realizing the reproduction processing.
  • the routine shown in FIG. 12 is executed each time the character card KC is read by the code reader 7 as an example.
  • the game providing unit 37 first acquires character information recorded on the character card KC in step S11. Specifically, based on a signal output from the code reader 7, character information included in the two-dimensional code CG of the character card KC is acquired.
  • the game providing unit 37 generates reproduction data for reproducing the character defined by the character card KC during the game, based on the character information acquired in step S11.
  • the reproduction data includes, for example, image data corresponding to the image in the image area IA acquired based on the character information. That is, image data for displaying the character image MG or the card image 65 is included. More specifically, in the case of a character image MG, this image data is realized by acquiring image data of a corresponding character from existing image data. On the other hand, in the case of the card image 65, this image data is generated by reconstructing the virtual three-dimensional space GW based on the image setting information and drawing the card image 65 based on the photographing result. Further, the reproduction data includes information on other parameters included in the character information acquired in step S11. Therefore, the equipment items and command items of the feature information area FA are also reproduced by the reproduction data. The same applies to information such as the name information area NA.
  • the game providing unit 37 outputs the reproduction data generated in step S12 to a predetermined storage area, and ends the current routine.
  • a predetermined storage area for example, an internal storage device of the control unit 30 or a storage unit 31 may be used that stores at least temporarily various data usable in the game.
  • the reproduction data is stored in a predetermined storage area, and is appropriately used depending on the situation such as game development. As a result, a character having characteristics and the like defined by the character card KC is reproduced during the game with an image similar to the display of the character card KC.
  • FIG. 13 is a diagram showing an example of a flowchart of a card issuance processing routine for realizing card issuance processing.
  • the routine shown in FIG. 13 is executed each time a predetermined operation for printing the character card KC or the recording card SC is executed after the end of the game such as a battle (stage 4), for example.
  • the game providing unit 37 first acquires character information or recording information in step S21. Specifically, in step S31, the game providing unit 37 displays character information when using the character card KC used for playing the game or information for recording when using the recording card SC used for playing the game. get.
  • step S22 the game providing unit 37 acquires a game result.
  • step S ⁇ b> 23 the game providing unit 37 acquires a setting result (including image setting) for the generation setting.
  • step S24 the game providing unit 37 uses the game result acquired in step S22 and the setting result acquired in step S23 to use the character information after use reflecting the game result and the setting result or for recording after use. Generate information.
  • step S24 the game providing unit 37 generates image setting information corresponding to the contents of the image setting as post-play image setting information based on the setting result acquired in step S23.
  • post-play parameter information after reflecting changes such as level-up is generated based on the game result acquired in step S22.
  • post-play character information including post-play parameter information is generated as character information after use.
  • the game providing unit 37 generates post-use recording information for the recording information as well. For example, when a new item is acquired as a result of playing the game, recording information after use is generated so as to include the newly acquired item. On the other hand, as described above, the item being equipped is not recorded on the recording card SC. For this reason, when the equipment item is changed in the image setting or the like, the recording information for recording and specifying other than the equipment item is generated as the recording information after use. In addition, when changes occur in the individual information or the like, these changes are also reflected in the recording information after use. As an example, the game providing unit 37 generates character information after use or recording information after use in this manner in step S24.
  • the game providing unit 37 includes the composite image CI (including the display of the character image such as the two-dimensional code CG and the card image 65) including the character information after use generated in step S24 or after use.
  • Image data 36 for expressing a composite image including recording information is generated. Accordingly, the game result and the setting result are reflected in the composite image CI and the like. That is, for example, when the card image 65 is used and the posture of the character object 60, the background, the position of the virtual camera 62, or the like is changed, the card image 65 reflecting these changes is included in the composite image CI. . The same applies when there is a change in the equipment item.
  • the character information after use or the information for recording after use is recorded in the composite image CI or the like. That is, image data 36 for expressing such a composite image CI and the like is generated in step S25.
  • the game providing unit 37 prints the composite image CI or the like on the recording medium based on the image data 36 generated in step S25, and newly generates the character card KC or the recording card SC.
  • the image data 36 is output (provided) to the printer 32. That is, the game providing unit 37 prints the image data 36 to the printer so that a new character card KC that records the post-play character information in which the game result and the setting result are reflected is generated via the composite image CI, for example. 32.
  • the game providing unit 37 may generate a new recording card SC for recording post-use recording information for identifying items other than the equipped items among the acquired items via the composite image.
  • Image data 36 is provided to the printer 32. As a result, for example, post-change character information including post-play parameter information is recorded on the character card KC via the composite image CI. And the game provision part 37 complete
  • a new character card KC or recording card SC reflecting the game result and setting result is generated separately from the character card KC or recording card SC used for play.
  • post-play parameter information (including post-play image setting information) is also included in the two-dimensional code CG in the composite image CI. That is, a new character card KC in which post-play parameter information (including post-play image setting information) is recorded is generated via the two-dimensional code CG so as to be provided to the game machine GM again. Similarly, recording information reflecting the latest equipment status is recorded, and a new recording card SC that can provide the information is generated after the next time.
  • the character image MG displayed in the image area IA of the character card KC changes depending on the equipment item.
  • an equipment item is arbitrarily set by a user's selection. Therefore, a highly unique image that changes according to the user's settings can be used for the character card KC. Thereby, the uniqueness of the character card KC can be improved.
  • the composite image CI printed on the character card KC also displays a two-dimensional code CG including image setting information for specifying such a highly unique character image MG and the like. Therefore, the character image MG or the like arbitrarily set by the user in the game can be reproduced again through the two-dimensional code CG. That is, it is possible to generate a character card KC for specifying such a highly unique character image MG.
  • the equipment item is displayed in the composite image CI. Therefore, it can be easily recognized by the user through the displayed equipment item as to what item is equipped to reach the character image MG or the like displayed on the character card KC. Further, by associating the selection of the equipment item with the command, it is possible to associate the equipment item with the progress of the game. Thereby, the interest property of selection of the item to equip can be improved.
  • control unit 30 of the game machine GM executes the routine shown in FIG. 13 through the game providing unit 37, whereby the setting information generating unit, the image information providing unit, the acquired item information generating unit, and the item information providing according to the present invention. It functions as a means, change information generation means, and data generation means. Further, the control unit 30 of the game machine GM functions as the image information acquisition unit and the image reproduction unit of the present invention by executing the routine of FIG. 12 through the game providing unit 37.
  • the character information includes image setting information
  • the image setting information is recorded on the character card KC. That is, when each character card KC includes image setting information, image setting information corresponding to the character image MG or the like of each character card KC is specified.
  • the present invention is not limited to such a form.
  • image setting information is not recorded on the character card KC, and image specifying information for specifying the image setting information may be recorded. In such a case, for example, the image setting information may be stored in the center server 2.
  • the center server 2 may provide image setting information to the game machine GM as a game machine service based on the image specifying information acquired by the game machine GM.
  • the image specifying information for example, the above card ID may be used.
  • various kinds of unique information associated with the image setting information such as a serial number may be used.
  • no background is displayed on the character image MG.
  • a character image MG including a background may be displayed in the image area IA.
  • a character image including such a background may function as a play medium image.
  • an image prepared by the user may be used as the background.
  • the card image 65 is configured to use the background object 61 of the virtual three-dimensional space GW as a background.
  • the present invention is not limited to such a form.
  • an image prepared by the user may be used as the background image of the card image 65.
  • a two-dimensional code CG or the like is printed on the game card 8 such as the character card KC as a code including character information or the like.
  • the present invention is not limited to such a form.
  • a barcode may be used as such a code.
  • the game card 8 may use various codes including various information by being generated according to a predetermined standard.
  • the present invention is not limited to a form in which various types of information are recorded on the recording medium as codes.
  • an optical storage medium such as DVDROM or CDROM, or a nonvolatile semiconductor memory such as EEPROM may be used as the recording medium.
  • Such a storage medium includes, for example, an IC card.
  • image data for expressing the composite image itself may be recorded on these media.
  • a composite image is printed and necessary data (for example, image data 36) may be recorded in a memory such as an IC chip. That is, necessary information such as character information may be recorded in a plurality of modes in a superimposed manner on the recording medium.
  • data such as the image data 36 may be provided to the storage medium by infrared communication or the like.
  • one recording medium may function as both the character card KC and the recording card SC. That is, the physically same recording medium may be shared as the character card KC and the recording card SC.
  • each game machine GM provides a card game in which a character card KC or the like whose contents change according to the game result is generated.
  • the game provided by each game machine GM is not limited to such a form.
  • the game machine GM may provide a card game in which the character of the character card does not grow.
  • Each game machine GM may provide various games such as an action game, a role playing game, a simulation game, and a shooting game.
  • the game machine GM is not limited to a commercial game machine.
  • the game machine GM for example, an appropriate form such as a home-use game machine or a portable game machine may be adopted.
  • the control unit 30 and the storage unit 31 are provided in the game machine GM.
  • the game machine of the present invention is not limited to such a form.
  • the control unit 30 and the storage unit 31 may be logically provided on the network using cloud computing. That is, the game machine GM may be configured as a terminal that displays and provides the processing result of the control unit 30 through the network 3.
  • the game system of the present invention may be realized by a single game machine without the center server 2.
  • the game system of the present invention is a game system (1) that provides a game played through a play medium, and the user selects image setting information that changes a play medium image (MG, 65) corresponding to the play medium.
  • Image information providing means (30) for providing the image specifying information so as to generate an information recording medium (KC).
  • an image information recording medium for recording image specifying information for specifying image setting information is generated. That is, it is possible to generate an image information recording medium that can specify the image setting information via the image specifying information.
  • the image setting information is information for changing the play medium image corresponding to the play medium. Further, the image setting information is generated based on user settings. Accordingly, the play medium image changes based on the user's arbitrary setting via the image setting information. For this reason, the uniqueness of a play medium image is high. That is, the image specifying information functions as information for specifying a highly unique play medium image. Therefore, it is possible to generate an image information recording medium for specifying a highly unique play medium image by generating an image information recording medium for recording image specifying information.
  • the play medium image is based on a photographing result obtained by photographing a subject (60) in the virtual three-dimensional space with a virtual camera (62) in the virtual three-dimensional space (GW).
  • a rendered virtual three-dimensional image (65) is used, and the image setting information includes the background of the subject in the virtual three-dimensional space, the state of the subject, the shooting position of the virtual camera, the angle of view (SA), And at least one of the shooting direction (SD) may be included.
  • SA angle of view
  • SD shooting direction
  • an image with higher reality can be used as a play medium image.
  • the uniqueness of the play medium image can be improved.
  • the game includes a plurality of items (I1 to I5b, etc.) acquired by the play medium according to a play result, and the play medium image includes the plurality of items.
  • the image setting information is configured to change based on setting items (I1 to I5b) set based on the user's selection, and the image setting information includes item specifying information (for example, a character card KC) for specifying the setting item. (Item ID to be recorded) may be included.
  • a setting item is used as the image setting information. That is, a play medium image changes with setting items. As a result, the user can easily recognize the image setting information through the setting item.
  • generates the acquisition item information (for example, item ID recorded on the recording card
  • the aspect further provided with a provision means (30) may be employ
  • the setting item may be arbitrarily set.
  • the play medium image may be limited in the number of items set as the setting item.
  • the item recording medium is generated separately from the image information recording medium, and the acquired item information generating unit is configured to set the set item according to the acquired item information among a plurality of items acquired by the play medium.
  • the acquired item information may be generated so that an item other than is specified.
  • the game includes a plurality of options (for example, commands) for progressing the game, and each item is associated with at least one of the plurality of options.
  • options according to the setting item may be set.
  • the options set for the play medium also change according to the change of the play medium image. That is, the change in the play medium image can be associated with the option set for the play medium. Thereby, the interest property of the change of a play medium image can be improved.
  • the image information acquisition means (30) for acquiring the image setting information specified by the image specifying information via the image specifying information of the image information recording medium, and the image An aspect may further be adopted that further includes image reproduction means (30) for reproducing the play medium image in the game based on the image setting information acquired by the information acquisition means.
  • image reproduction means (30) for reproducing the play medium image in the game based on the image setting information acquired by the information acquisition means.
  • a play medium image that changes according to the image setting information can be reproduced in the game via the image information recording medium.
  • change information generating means for generating post-change image setting information (for example, post-play image setting information) in which a change is applied to the image setting information in accordance with the play result of the game (30), and the image information providing unit records post-change image specifying information for specifying the post-change image setting information based on a generation result of the change information generating unit.
  • a mode of providing the post-change image specifying information as the image specifying information may be employed so that a medium (for example, a post-play character card KC2) is generated as the image information recording medium. In this case, the uniqueness of the play medium image can be further improved.
  • a post-change image information recording medium is generated.
  • a printer (32) that prints a media image (CI) including the play media image, and print data ( 36), and a card-like paper medium is used as the image information recording medium, and the medium image conforms to a predetermined standard so as to include the image specifying information.
  • a code (CG) generated in conformity with the code information is configured to display the code, and the image information providing unit is configured to display the code including the image specifying information and the medium image for displaying the play medium image.
  • An aspect may be adopted in which the print data is provided to the printer so that the image specifying information is recorded on the image information recording medium through printing.
  • an image information recording medium on which a highly unique play medium image is displayed can be generated through the medium image.
  • the uniqueness of the image information recording medium can be improved.
  • the interest of a game that provides such an image information recording medium can be improved.
  • the image specifying information may be used in any way.
  • the image specifying information is configured to specify the image setting information by including the image setting information, and the image setting information is stored in the image information recording medium. It may be recorded.
  • a game machine GM
  • the server device provides the image setting information corresponding to the image specifying information to the game machine as the service for the game machine. A mode may be adopted.
  • image setting information for changing a play medium image (MG, 65) corresponding to the play medium is transmitted to a computer (30) incorporated in a game system that provides a game played through the play medium.
  • An image information recording medium (KC) for recording image specifying information for specifying the image setting information is generated based on a setting information generation procedure that is generated based on the selection of the setting information and a generation result of the setting information generation procedure.
  • the image information providing procedure for providing the image specifying information is executed.
  • the computer program for the game system of the present invention is a computer program (30) incorporated in a game system (1) that provides a game played through a play medium, and a play medium image (MG, 65) corresponding to the play medium.
  • the setting information generating means for generating image setting information for changing the setting information based on the user's selection, and the image for recording the image specifying information for specifying the image setting information based on the generation result of the setting information generating means It is configured to function as image information providing means for providing the image specifying information so that an information recording medium is generated.
  • Game system 2 Center server (server device) 3 network 30 control unit (computer, setting information generation means, image information provision means, acquisition item information generation means, item information provision means, image information acquisition means, image reproduction means, change information generation means, data generation means) 32 Printer 36 Image data (print data) 60 Character object (subject) 62 Virtual Camera (Virtual Camera) 65 card images (play media images, virtual 3D images) GM game machine KC character card (image information recording medium) KC2 character card after play (image information recording medium after change) SC recording card (item recording medium) CG two-dimensional code (code) CI composite image (media image) MG character image (play media image) GW Virtual 3D space

Abstract

Provided is a game system that can create an image information recording medium for specifying highly unique play medium images. The game system (1) provides a game played via a character. The game system (1) creates image setting information for changing a character image (MG) corresponding to the character on the basis of selection by a user, and provides image-specifying information thereof on the basis of the creation results so that a character card (KC) for recording the image setting information is created.

Description

ゲームシステム、それに用いられる制御方法及びコンピュータプログラムGAME SYSTEM, CONTROL METHOD AND COMPUTER PROGRAM USED FOR THE SAME
 本発明は、プレイ媒体を通じてプレイされるゲームを提供するゲームシステム等に関する。 The present invention relates to a game system that provides a game played through a play medium.
 プレイ媒体を通じてプレイされるゲームを提供するゲームシステムが存在する。このようなゲームシステムであって、キャラクタカードを介してキャラクタを定義する情報を取得し、その情報に基づいてそのキャラクタカードに対応するキャラクタをプレイ媒体としてゲーム内に再現するゲームシステムが知られている(例えば、特許文献1参照)。 There are game systems that provide games played through play media. There is a known game system that obtains information defining a character via a character card and reproduces the character corresponding to the character card in the game as a play medium based on the information. (For example, refer to Patent Document 1).
特開2009-160117号公報JP 2009-160117 A
 特許文献1のようなゲーム機では、キャラクタカードには、予めキャラクタの画像が印刷されている。したがって、キャラクタの画像のユニーク性が低い。一方、このようなキャラクタカードに、ゲーム結果に応じて変化するキャラクタの画像(プレイ媒体画像)が使用される場合がある。具体的には、ゲーム結果に応じて変化したプレイ媒体画像に対応する画像を印刷することにより、キャラクタカードが生成される場合もある。しかし、このような場合でも仮にゲーム結果が同じであれば、同じプレイ媒体画像が使用される。したがって、依然として、キャラクタカードに表示される画像のユニーク性を向上させる余地がある。 In a game machine such as Patent Document 1, an image of a character is printed on a character card in advance. Therefore, the uniqueness of the character image is low. On the other hand, a character image (play medium image) that changes according to a game result may be used for such a character card. Specifically, a character card may be generated by printing an image corresponding to a play medium image that has changed according to a game result. However, even in such a case, if the game result is the same, the same play medium image is used. Therefore, there is still room for improving the uniqueness of the image displayed on the character card.
 そこで、本発明は、ユニーク性の高いプレイ媒体画像を特定するための画像情報記録媒体を生成することができるゲームシステム等を提供することを目的とする。 Therefore, an object of the present invention is to provide a game system or the like that can generate an image information recording medium for specifying a highly unique play medium image.
 本発明のゲームシステムは、プレイ媒体を通じてプレイされるゲームを提供するゲームシステムであって、前記プレイ媒体に対応するプレイ媒体画像を変化させる画像設定情報をユーザの選択に基づいて生成する設定情報生成手段と、前記設定情報生成手段の生成結果に基づいて、前記画像設定情報を特定するための画像特定情報を記録する画像情報記録媒体が生成されるように、前記画像特定情報を提供する画像情報提供手段と、を備えている。 The game system of the present invention is a game system that provides a game played through a play medium, and generates setting information that changes image setting information corresponding to the play medium based on a user's selection. And image information providing the image specifying information so that an image information recording medium for recording the image specifying information for specifying the image setting information is generated based on the generation result of the setting information generating unit Providing means.
 本発明の制御方法は、プレイ媒体を通じてプレイされるゲームを提供するゲームシステムに組み込まれるコンピュータに、前記プレイ媒体に対応するプレイ媒体画像を変化させる画像設定情報をユーザの選択に基づいて生成する設定情報生成手順と、前記設定情報生成手順の生成結果に基づいて、前記画像設定情報を特定するための画像特定情報を記録する画像情報記録媒体が生成されるように、前記画像特定情報を提供する画像情報提供手順と、を実行させるものである。 The control method of the present invention is a setting for generating image setting information for changing a play medium image corresponding to the play medium based on a user's selection in a computer incorporated in a game system that provides a game played through the play medium. The image specifying information is provided so that an image information recording medium for recording the image specifying information for specifying the image setting information is generated based on the information generating procedure and the generation result of the setting information generating procedure. And an image information providing procedure.
 また、本発明のゲームシステム用のコンピュータプログラムは、プレイ媒体を通じてプレイされるゲームを提供するゲームシステムに組み込まれるコンピュータを、前記プレイ媒体に対応するプレイ媒体画像を変化させる画像設定情報をユーザの選択に基づいて生成する設定情報生成手段、及び前記設定情報生成手段の生成結果に基づいて、前記画像設定情報を特定するための画像特定情報を記録する画像情報記録媒体が生成されるように、前記画像特定情報を提供する画像情報提供手段として機能させるように構成されたものである。 The computer program for a game system according to the present invention is a computer program incorporated in a game system that provides a game played through a play medium, and a user selects image setting information that changes a play medium image corresponding to the play medium. The setting information generating means for generating the image information, and the image information recording medium for recording the image specifying information for specifying the image setting information is generated based on the generation result of the setting information generating means. It is configured to function as image information providing means for providing image specifying information.
本発明の一形態に係るゲームシステムの全体構成の概要を示す図。The figure which shows the outline | summary of the whole structure of the game system which concerns on one form of this invention. ゲームシステムの制御系の要部の構成を示す図。The figure which shows the structure of the principal part of the control system of a game system. ゲーム機が生成するゲーム用カードの一例を説明するための説明図。Explanatory drawing for demonstrating an example of the card for games which a game machine generates. キャラクタカードの内容の一例を模式的に示す図。The figure which shows an example of the content of a character card typically. ゲームの流れを説明するための説明図。Explanatory drawing for demonstrating the flow of a game. 使用されたキャラクタカードと生成されるキャラクタカードとの関係を説明するための説明図。Explanatory drawing for demonstrating the relationship between the used character card and the character card produced | generated. 装備設定画面の一例を模式的に示す図。The figure which shows an example of an equipment setting screen typically. 仮想3次元空間の一例を模式的に示す図。The figure which shows an example of virtual three-dimensional space typically. カード画像の内容の一例を模式的に示す図。The figure which shows an example of the content of a card image typically. 仮想カメラの撮影位置、画角、及び撮影方向を説明するための説明図。Explanatory drawing for demonstrating the imaging position of a virtual camera, an angle of view, and an imaging direction. 画像設定情報の内容の一例を示す図。The figure which shows an example of the content of image setting information. 再現処理ルーチンのフローチャートの一例を示す図。The figure which shows an example of the flowchart of a reproduction process routine. カード発行処理ルーチンのフローチャートの一例を示す図。The figure which shows an example of the flowchart of a card | curd issuing process routine.
 以下、本発明の一形態に係るゲームシステムについて説明する。図1は、本発明の一形態に係るゲームシステムの全体構成の概要を示す図である。図1に示すように、ゲームシステム1は、サーバ装置としてのセンターサーバ2及び複数のゲーム機GMを含んでいる。ゲーム機GMは、ネットワーク3を介してセンターサーバ2に接続されている。ゲーム機GMは、所定の対価の消費と引き換えに、その対価に応じた範囲でユーザにゲームをプレイさせる業務用(商業用)のゲーム機である。一例として、ゲーム機GMは、所定の対価の消費と引き換えにカードゲームを提供する。ゲーム機GMは、店舗4等の商業施設に適当な台数ずつ設置される。センターサーバ2は、一台の物理的装置によって構成されている例に限らない。例えば、複数の物理的装置としてのサーバ群によって一台の論理的なセンターサーバ2が構成されてもよい。また、クラウドコンピューティングを利用して論理的にセンターサーバ2が構成されてもよい。さらに、ゲーム機GMがセンターサーバ2として機能してもよい。 Hereinafter, a game system according to an embodiment of the present invention will be described. FIG. 1 is a diagram showing an outline of the overall configuration of a game system according to an embodiment of the present invention. As shown in FIG. 1, the game system 1 includes a center server 2 as a server device and a plurality of game machines GM. The game machine GM is connected to the center server 2 via the network 3. The game machine GM is a commercial (commercial) game machine that allows a user to play a game within a range according to the price in exchange for consumption of a predetermined price. As an example, the game machine GM provides a card game in exchange for consumption of a predetermined price. An appropriate number of game machines GM are installed in a commercial facility such as the store 4. The center server 2 is not limited to an example configured by a single physical device. For example, one logical center server 2 may be configured by a server group as a plurality of physical devices. Further, the center server 2 may be logically configured using cloud computing. Furthermore, the game machine GM may function as the center server 2.
 また、センターサーバ2には、ネットワーク3を介して、ユーザ端末5が接続される。ユーザ端末5は、センターサーバ2から配信されるソフトウェアを実行することにより、各種の機能を発揮するネットワーク端末装置の一種である。図1の例では、ユーザ端末5の一例として、携帯電話(スマートフォンを含む)が利用されている。また、ユーザ端末5として、例えば、その他にもパーソナルコンピュータ、携帯型ゲーム機、携帯型タブレット端末装置といった、ネットワーク接続が可能でかつユーザの個人用途に供される各種のネットワーク端末装置が利用されてよい。 Also, the user terminal 5 is connected to the center server 2 via the network 3. The user terminal 5 is a type of network terminal device that exhibits various functions by executing software distributed from the center server 2. In the example of FIG. 1, a mobile phone (including a smartphone) is used as an example of the user terminal 5. In addition, as the user terminal 5, for example, various network terminal devices that can be connected to the network and are used for personal use of the user, such as a personal computer, a portable game machine, and a portable tablet terminal device, are used. Good.
 ネットワーク3は、一例として、TCP/IPプロトコルを利用してネットワーク通信を実現するように構成される。典型的には、WANとしてのインターネットと、LANとしてのイントラネットと、を組み合わせてネットワーク3が構成される。図1の例では、センターサーバ2及びゲーム機GMはルータ3aを介して、ユーザ端末5はアクセスポイント3bを介して、それぞれネットワーク3に接続されている。 As an example, the network 3 is configured to realize network communication using the TCP / IP protocol. Typically, the network 3 is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the center server 2 and the game machine GM are connected to the network 3 via the router 3a, and the user terminal 5 is connected to the network 3 via the access point 3b.
 なお、ネットワーク3は、TCP/IPプロトコルを利用する形態に限定されない。ネットワーク3として、通信用の有線回線、或いは無線回線(赤外線通信、近距離無線通信等を含む)等を利用する各種の形態が利用されてよい。或いは、ユーザ端末5とゲーム機GM等との通信は、例えば、通信用の回線(有線及び無線を含む)を利用せずに、二次元コード等、各種情報を含むように所定の規格に準拠して生成されるコードを利用して実現されてよい。具体的には、例えば、ユーザ端末5とゲーム機GM等との間では、必要な情報を含むように生成された二次元コードの提供或いは読み取りを通じて、二次元コードを介して情報の送受信が実行されてよい。したがって、ネットワーク(或いは通信回線)の用語は、このようなコードを利用する通信方法等、回線を利用せずに情報の送受信をする形態を含んでいる。 Note that the network 3 is not limited to a form using the TCP / IP protocol. As the network 3, various forms using a wired line for communication or a wireless line (including infrared communication, short-range wireless communication, etc.) may be used. Alternatively, the communication between the user terminal 5 and the game machine GM or the like conforms to a predetermined standard so as to include various information such as a two-dimensional code without using a communication line (including wired and wireless), for example. It may be realized using code generated in this way. Specifically, for example, transmission / reception of information is performed between the user terminal 5 and the game machine GM or the like through provision or reading of a two-dimensional code generated so as to include necessary information. May be. Therefore, the term “network (or communication line)” includes a form of transmitting and receiving information without using a line, such as a communication method using such a code.
 センターサーバ2は、ゲーム機GM又はそのユーザに対して各種のゲーム機用サービスを提供する。ゲーム機用サービスとして、例えば、ゲーム機GMからユーザの識別情報を受け取って、そのユーザを認証するサービスが提供されてよい。また、認証したユーザのプレイデータをゲーム機GMから受け取って保存し、或いは保存するプレイデータをゲーム機GMに提供するサービスが提供されてもよい。さらに、ゲーム機用サービスには、ネットワーク3を介してゲーム機GMのプログラム或いはデータを配信し、更新するサービス、ネットワーク3を介して複数のユーザが共通のゲームをプレイする際にユーザ同士をマッチングするマッチングサービス等が含まれていてもよい。 The center server 2 provides various game machine services to the game machine GM or its user. For example, a service for receiving user identification information from the game machine GM and authenticating the user may be provided as the game machine service. Further, a service may be provided in which the play data of the authenticated user is received from the game machine GM and stored, or the play data to be stored is provided to the game machine GM. Furthermore, the game machine service distributes and updates the game machine GM program or data via the network 3, and matches users when a plurality of users play a common game via the network 3. A matching service or the like may be included.
 また、センターサーバ2は、ネットワーク3を介してユーザ端末5のユーザに各種のWebサービスを提供する。Webサービスには、例えば、ゲーム機GMが提供するゲームに関する各種の情報を提供するゲーム用情報サービスが含まれる。また、Webサービスには、各ユーザ端末5に各種データ或いはソフトウェアを配信(データ等のアップデートを含む)する配信サービスも含まれる。さらに、Webサービスには、その他にもユーザによる情報発信、交換、共有といった交流の場を提供するコミュニティサービス、各ユーザを識別するためのユーザIDを付与するサービス等のサービスが含まれる。 Further, the center server 2 provides various Web services to the user of the user terminal 5 via the network 3. The web service includes, for example, a game information service that provides various types of information related to a game provided by the game machine GM. The Web service also includes a distribution service that distributes various data or software to each user terminal 5 (including data update). Further, the Web service includes other services such as a community service that provides a place for information exchange, exchange, and sharing by users, and a service that provides a user ID for identifying each user.
 次に、カードゲームを実現するためのゲームシステム1の制御系の要部について説明する。図2は、ゲームシステム1の制御系の要部の構成を示す図である。図2に示すように、センターサーバ2は、制御ユニット10と、記憶ユニット11と、を備えている。制御ユニット10は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置(一例としてROM及びRAM)等の各種周辺装置とを組み合わせたコンピュータユニットとして構成されている。なお、制御ユニット10には、キーボード等の入力装置、モニタ等の出力装置等が接続され得るが、それらの図示は省略した。 Next, the main part of the control system of the game system 1 for realizing the card game will be described. FIG. 2 is a diagram illustrating a configuration of a main part of the control system of the game system 1. As shown in FIG. 2, the center server 2 includes a control unit 10 and a storage unit 11. The control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor. Note that an input device such as a keyboard and an output device such as a monitor can be connected to the control unit 10, but these are not shown.
 記憶ユニット11は、制御ユニット10に接続されている。記憶ユニット11は、電源の供給がなくても記憶を保持可能なように、例えば、磁気テープ等の大容量記憶媒体により構成されている。記憶ユニット11には、サーバ用データ14及びサーバ用プログラム15が記憶されている。サーバ用プログラム15は、センターサーバ2がゲーム機GM及びユーザ端末5に各種のサービスを提供するために必要なコンピュータプログラムである。制御ユニット10がサーバ用プログラム15を読み取って実行することにより、制御ユニット10の内部には、ゲーム機サービス管理部16及びWebサービス管理部17が設けられる。 The storage unit 11 is connected to the control unit 10. The storage unit 11 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without power supply. The storage unit 11 stores server data 14 and a server program 15. The server program 15 is a computer program necessary for the center server 2 to provide various services to the game machine GM and the user terminal 5. When the control unit 10 reads and executes the server program 15, a game machine service management unit 16 and a web service management unit 17 are provided inside the control unit 10.
 ゲーム機サービス管理部16は、上述のゲーム機用サービスを提供するための処理を実行する。一方、Webサービス管理部17は、上述のWebサービスを提供するために必要な処理を実行する。ゲーム機サービス管理部16及びWebサービス管理部17は、コンピュータハードウェアとコンピュータプログラムとの組み合わせにより実現される論理的装置である。なお、制御ユニット10の内部には、その他にも各種の論理的装置が設けられ得るが、それらの図示は省略した。 The game machine service management unit 16 executes a process for providing the game machine service described above. On the other hand, the web service management unit 17 executes processing necessary to provide the above-described web service. The game machine service management unit 16 and the web service management unit 17 are logical devices realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 10, but these are not shown.
 サーバ用データ14は、サーバ用プログラム15の実行に伴って参照され得るデータである。このような各種データには、例えば、上述のプレイデータ、或いはID管理データが含まれる。プレイデータは、各ユーザの過去のプレイ実績に関する情報が記述されたデータである。そして、プレイデータは、例えば、前回までのプレイ結果(過去の実績)を次回以降に引き継ぐため、或いは各ユーザに固有の設定内容を引き継ぐために使用される。ID管理データは、ユーザID等の各種IDを管理するためのデータである。 The server data 14 is data that can be referred to as the server program 15 is executed. Such various data includes, for example, the above-described play data or ID management data. The play data is data in which information related to past play results of each user is described. The play data is used, for example, to take over the previous play results (past results) from the next time onward or to take over the settings specific to each user. The ID management data is data for managing various IDs such as user IDs.
 一方、ゲーム機GMには、コンピュータとしての制御ユニット30と、記憶ユニット31と、コードリーダ7と、プリンタ32と、が設けられている。記憶ユニット31、コードリーダ7及びプリンタ32は、いずれも制御ユニット30に接続されている。制御ユニット30は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置(一例としてROM及びRAM)等の各種周辺装置とを組み合わせたコンピュータユニットとして構成されている。なお、制御ユニット30には、その他にも公知のゲーム機と同様に、コントロールパネル、モニタ、スピーカ、コイン認証装置或いはカード読み取り装置等の各種の入力装置或いは出力装置が接続され得るが、それらの図示は省略した。 On the other hand, the game machine GM is provided with a control unit 30 as a computer, a storage unit 31, a code reader 7, and a printer 32. The storage unit 31, the code reader 7 and the printer 32 are all connected to the control unit 30. The control unit 30 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined. The control unit 30 can be connected to various input devices or output devices such as a control panel, a monitor, a speaker, a coin authentication device, or a card reading device, as well as other known game machines. Illustration is omitted.
 コードリーダ7は、二次元コードを読み取るための周知の装置である。コードリーダ7は、例えば、ゲーム用カード8の読み取りに使用される。より具体的には、コードリーダ7は、ゲーム用カード8に印刷された二次元コードを読み取って、その読み取り結果に応じた信号を制御ユニット30に出力する。プリンタ32は、画像や記号(二次元コード含む)、文字等を所定の記録媒体に印刷するための周知の印刷装置である。プリンタ32は、制御ユニット30からの出力信号に基づいてカード状の紙媒体(被記録媒体)に、画像や記号、文字等を印刷することにより、ゲーム用カード8を生成する。 The code reader 7 is a known device for reading a two-dimensional code. The code reader 7 is used, for example, for reading the game card 8. More specifically, the code reader 7 reads a two-dimensional code printed on the game card 8 and outputs a signal corresponding to the read result to the control unit 30. The printer 32 is a known printing apparatus for printing images, symbols (including a two-dimensional code), characters, and the like on a predetermined recording medium. The printer 32 generates the game card 8 by printing an image, a symbol, a character, or the like on a card-like paper medium (recording medium) based on an output signal from the control unit 30.
 記憶ユニット31は、電源の供給がなくても記憶を保持可能なように、例えば、磁気記録媒体や光記録媒体、フラッシュSSD(Solid State Drive)などにより構成されている。記憶ユニット31には、ゲームプログラム34が記憶されている。ゲームプログラム34は、ゲーム機GMがカードゲームを提供するために必要なコンピュータプログラムである。ゲームプログラム34の実行に伴って、制御ユニット30の内部には、ゲーム提供部37が設けられる。ゲーム提供部37は、カードゲームを提供するために必要な各種処理を実行する。ゲーム提供部37は、コンピュータハードウェアとコンピュータプログラムとの組み合わせにより実現される論理的装置である。なお、制御ユニット30の内部には、その他にも各種の論理的装置が設けられ得るが、それらの図示は省略した。 The storage unit 31 is configured by, for example, a magnetic recording medium, an optical recording medium, a flash SSD (Solid State Drive), or the like so that the storage can be held without power supply. A game program 34 is stored in the storage unit 31. The game program 34 is a computer program necessary for the game machine GM to provide a card game. Along with the execution of the game program 34, a game providing unit 37 is provided inside the control unit 30. The game providing unit 37 executes various processes necessary for providing a card game. The game providing unit 37 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 30, but these are not shown.
 記憶ユニット31には、ゲームプログラム34の実行に伴って参照され得る各種データが更に記憶されている。このような各種データには、例えば、画像データ、ID管理データ、及び印刷データとしてのイメージデータ36が含まれる。ID管理データは、一例として、必要な部分が含まれるように、少なくとも一部がセンターサーバ2から提供される。画像データは、ゲーム(ゲーム用カード8の生成を含む)に必要な各種画像を表示するためのデータである。イメージデータ36は、プリンタ32がゲーム用カード8を生成(印刷)するために必要なデータである。なお、各種データは、その他にも楽曲等、各種の音声を再生するための効果音データ、上述のプレイデータ等を含み得るが、それらの図示は省略した。 The storage unit 31 further stores various data that can be referred to as the game program 34 is executed. Such various types of data include, for example, image data, ID management data, and image data 36 as print data. As an example, at least a part of the ID management data is provided from the center server 2 so that a necessary part is included. The image data is data for displaying various images necessary for the game (including the generation of the game card 8). The image data 36 is data necessary for the printer 32 to generate (print) the game card 8. In addition, the various data may include sound effect data for reproducing various sounds such as music, the above-described play data, etc., but these are not shown.
 次に、ゲーム機GMによって生成されるゲーム用カード8について説明する。図3は、ゲーム機GMが生成するゲーム用カード8の一例を説明するための説明図である。図3に示すように、ゲーム機GMが生成するゲーム用カード8は、アイテム記録媒体としての記録カードSC、及び画像情報記録媒体としてのキャラクタカードKCを含んでいる。そして、これらのカードは、互いに別のカードとして生成され、種類が異なっている。 Next, the game card 8 generated by the game machine GM will be described. FIG. 3 is an explanatory diagram for explaining an example of the game card 8 generated by the game machine GM. As shown in FIG. 3, the game card 8 generated by the game machine GM includes a recording card SC as an item recording medium and a character card KC as an image information recording medium. These cards are generated as different cards, and the types are different.
 キャラクタカードKCは、ゲーム機GMが提供するカードゲーム内で使用されるプレイ媒体としてのキャラクタに対応するカードである。キャラクタカードKCには、そのキャラクタに関連するキャラクタ情報が記録されている。具体的には、キャラクタ情報は、例えば、パラメータの情報、及びユーザIDの情報等を含んでいる。 The character card KC is a card corresponding to a character as a play medium used in a card game provided by the game machine GM. Character information related to the character is recorded on the character card KC. Specifically, the character information includes, for example, parameter information and user ID information.
 パラメータは、カードゲーム内で使用されるキャラクタを定義する情報である。一例として、キャラクタカードKCは、パラメータの情報を介して、カードゲームで使用されるキャラクタを定義するカードとして機能する。ユーザIDは、各ユーザを識別するための情報である。したがって、ユーザIDは、各ユーザの特定に使用される。このようにキャラクタカードKCは、キャラクタ情報を介して、各キャラクタの記録及び再現に使用される。さらに、キャラクタ情報は、各ゲーム用カード8(或いはそこに記録される情報)が個別に管理される場合には、各カードを識別するためのカードIDの情報を含んでいてもよい。そして、カードIDは、例えば、各キャラクタカードKC等のゲーム用カード8の特定に使用されてよい。 Parameter is information that defines the character used in the card game. As an example, the character card KC functions as a card that defines a character used in a card game via parameter information. The user ID is information for identifying each user. Therefore, the user ID is used to identify each user. Thus, the character card KC is used for recording and reproducing each character via the character information. Further, the character information may include information of a card ID for identifying each card when each game card 8 (or information recorded therein) is managed individually. And card ID may be used for specification of the cards 8 for games, such as each character card KC, for example.
 一方、記録カードSCは、主として各ユーザの特定及びカードゲーム内でキャラクタが取得したアイテムの記録に使用される。キャラクタカードKCがゲームをプレイする(進行させる)ために直接的に使用されるのに対し、記録カードSCはプレイの補助のために使用される。記録カードSCには、記録用情報が記録されている。記録用情報は、例えば、ユーザIDの情報、装飾情報及びアイテムIDの情報を含んでいる。なお、記録用情報は、例えば、キャラクタ情報等と同様に、その他にも上述のカードIDの情報を含んでいてよい。 On the other hand, the recording card SC is mainly used for identification of each user and recording of items acquired by the character in the card game. The character card KC is used directly for playing (progressing) the game, whereas the recording card SC is used for assisting play. Recording information is recorded on the recording card SC. The recording information includes, for example, user ID information, decoration information, and item ID information. Note that the recording information may include the above-described card ID information in addition to the character information, for example.
 ユーザIDは、上述の通りである。ユーザIDは、個々のユーザに依存する個別情報の提供に伴って付与される。個別情報には、例えば、名前、性別、生年月日、年齢等の個人情報が含まれる。個別情報は、例えば、ゲーム機GMのコントロールパネルCPへの操作を通じて、ユーザから提供される。記録カードSCには、個別情報の全部または一部が表示される。なお、記録用情報は、少なくともその一部として個別情報の全部または一部を含んでいてもよい。 User ID is as described above. The user ID is given along with provision of individual information depending on each user. The individual information includes, for example, personal information such as name, sex, date of birth, and age. The individual information is provided from the user through an operation on the control panel CP of the game machine GM, for example. All or a part of the individual information is displayed on the recording card SC. Note that the recording information may include all or part of the individual information as at least a part thereof.
 装飾情報は、各記録カードSCの識別性(ユニーク性)を向上させるための情報である。装飾情報の一例として、記録カードSCには、各個別情報の内容に応じて変化する鍵画像が表示される。結果として、記録カードSCは、各個別情報に応じて表示内容が変化する。記録カードSCは、このような鍵画像等の装飾情報を含んでいるためユニーク性が高い。 The decoration information is information for improving the identification (uniqueness) of each recording card SC. As an example of the decoration information, a key image that changes according to the content of each individual information is displayed on the recording card SC. As a result, the display content of the recording card SC changes depending on the individual information. The recording card SC is highly unique because it includes decoration information such as a key image.
 アイテムIDは、ゲーム内でキャラクタが取得したアイテムを特定するための情報である。キャラクタカードKCによって再現されたキャラクタは、ゲームのプレイを通じて、各種のアイテムを取得する。これらのアイテムの一部は、キャラクタによって使用される。そして、記録カードSCは、一例として、キャラクタが使用しきれないアイテムを記録する。アイテム及びアイテムの使用に関しては、後述のカードゲームの説明において更に詳述する。また、記録用情報に含まれるアイテムIDの情報が本発明の取得アイテム情報として機能する。 Item ID is information for specifying an item acquired by the character in the game. The character reproduced by the character card KC acquires various items through game play. Some of these items are used by characters. And the recording card | curd SC records the item which a character cannot use as an example. The item and use of the item will be described in more detail in the description of the card game described later. Moreover, the information of item ID contained in the information for recording functions as acquisition item information of this invention.
 次に、ゲーム用カード8の一例として、キャラクタカードKCの詳細を説明する。図4は、キャラクタカードKCの内容の一例を模式的に示す図である。図4に示すように、キャラクタカードKCには、媒体画像としての合成画像CIが印刷される。合成画像CIは、名称情報領域NA、基礎情報領域BA、画像領域IA、及び特徴情報領域FAを含んでいる。これらの領域NA、BA、IA、FAには、カードゲーム内のキャラクタを定義するパラメータとして機能する各項目の情報が表示される。つまり、パラメータは複数の項目を含み、合成画像CIは各項目に対応する情報を含んでいる。 Next, the details of the character card KC will be described as an example of the game card 8. FIG. 4 is a diagram schematically showing an example of the contents of the character card KC. As shown in FIG. 4, a composite image CI as a medium image is printed on the character card KC. The composite image CI includes a name information area NA, a basic information area BA, an image area IA, and a feature information area FA. In these areas NA, BA, IA, and FA, information on each item that functions as a parameter that defines a character in the card game is displayed. That is, the parameter includes a plurality of items, and the composite image CI includes information corresponding to each item.
 名称情報領域NAには、例えば、キャラクタの名称(プレイヤによって任意に設定されてよい)を示す名称項目(“サノサス”)、カードを所有するプレイヤの名前を示す名前項目(“さのさす”)、及びプレイヤの熟練度を示す熟練ランク項目(“オシャレバトラー”)が表示される。基礎情報領域BA(実際には破線は表示されない)には、例えば、キャラクタのレベル(“LV5”)、体力(“H255”)、コマンド消費力(“M123”)、攻撃力(“(剣マーク)32”)、魔力(“魔75”)等の基礎項目の情報が表示される。 In the name information area NA, for example, a name item (“Sanosus”) indicating the name of the character (which may be arbitrarily set by the player), and a name item (“Sanosasu”) indicating the name of the player who owns the card And a skill rank item ("fashionable butler") indicating the skill level of the player. In the basic information area BA (the actual broken line is not displayed), for example, the character level (“LV5”), physical strength (“H255”), command consumption power (“M123”), attack power (“(sword mark ) 32 "), information on basic items such as magic power (" magic 75 ") is displayed.
 画像領域IAには、キャラクタの画像項目として、キャラクタ画像MGが表示される。キャラクタ画像MGは、キャラクタカードKCによってゲーム中に再現されるキャラクタの画像に対応している。ゲーム内には、プレイ媒体のキャラクタとしてキャラクタ画像MG若しくは合成画像CI(後述の二次元コードCGの表示は含まれていなくてもよい)自体が表示される。また、画像領域IAには、必殺技領域TAが更に設けられている。必殺技領域TA(実際には破線は表示されない)には、例えば、キャラクタがゲーム中で使用可能な必殺技(一例として後述のコマンドよりも対戦相手に与える影響が大きい)を示す必殺技項目(“EX 稲妻”)が表示される。 In the image area IA, a character image MG is displayed as a character image item. The character image MG corresponds to a character image reproduced during the game by the character card KC. In the game, a character image MG or a composite image CI (the display of a two-dimensional code CG described later may not be included) itself is displayed as a character of the play medium. The image area IA is further provided with a special technique area TA. In the special move area TA (the actual broken line is not displayed), for example, a special action item (for example, a special action item indicating a special technique that the character can use in the game (the influence on the opponent is greater than a command described later). “EX Lightning”) is displayed.
 特徴情報領域FAには、例えば、装備項目及びコマンド項目が表示される。装備項目は、キャラクタが現在装備している(身に付けている)装備(アイテム)を示す情報である。装備項目は、キャラクタ画像MGにも影響を与える。具体的には、画像領域IAには、キャラクタ画像MGとして、装備項目の各アイテムに対応するアイテムを装備しているキャラクタの画像が表示される。したがって、同じキャラクタであっても装備中のアイテムに応じて、キャラクタ画像MGは変化する。 In the feature information area FA, for example, equipment items and command items are displayed. The equipment item is information indicating equipment (items) that the character is currently equipped with (equipped with). The equipment item also affects the character image MG. Specifically, an image of a character equipped with an item corresponding to each item of the equipment item is displayed as a character image MG in the image area IA. Therefore, even for the same character, the character image MG changes according to the item being equipped.
 一方、コマンド項目は、キャラクタがゲーム内で実行可能な選択肢としてのコマンド(攻撃方法)を示す情報である。カードゲーム内には、ゲームを進行させるために直接的に使用される複数種類のコマンドが用意され、それらのコマンドのうち使用可能なコマンドがコマンド項目として特徴情報領域FAに表示される。各コマンドは各アイテムに関連付けられ、装備中のアイテムに応じてコマンド項目に表示されるコマンドも変化する。 On the other hand, the command item is information indicating a command (attack method) as an option that the character can execute in the game. In the card game, a plurality of types of commands that are directly used to advance the game are prepared, and usable commands among these commands are displayed as command items in the feature information area FA. Each command is associated with each item, and the command displayed in the command item changes depending on the item being equipped.
 図4の例では、装備項目の一例として、“リリーレイピア”、“プリンセスパフスリーブ”といった6つの装備が縦に並んで表示されている。この場合、キャラクタ画像MGのキャラクタが、これら6つのアイテムを装備していることを示している。具体的には、例えば、キャラクタ画像MGとして、装備項目の“リリーレイピア”に対応する武器アイテムI1を装備したキャラクタの画像が表示されている。 In the example of FIG. 4, as an example of the equipment item, six equipment such as “Lily Rapier” and “Princess Puff Sleeve” are displayed vertically. In this case, it is shown that the character of the character image MG is equipped with these six items. Specifically, for example, as a character image MG, an image of a character equipped with a weapon item I1 corresponding to the equipment item “Lily Rapier” is displayed.
 同様に、キャラクタ画像MGのキャラクタは、“プリンセスパフスリーブ”(服アイテムI2)、“ブラックショートパンツ”(スカートアイテムI3)、“シルバーブーツ”(靴アイテムI4)、“デメララカチューシャ”(装飾アイテムI5a)、及び“プリンセスネックレス”(装飾アイテムI5b)に対応する各アイテムを装備している。特徴情報領域FAに表示されるこれらのアイテムが本発明の設定アイテムとして機能する。また、パラメータの情報のうち、装備中の武器アイテム等を特定する“リリーレイピア”等の装備項目の情報(或いは後述の二次元コードCGに含まれるこれらを特定するための情報)が本発明のアイテム特定情報として機能する。 Similarly, the characters of the character image MG are “princess puff sleeve” (clothing item I2), “black shorts” (skirt item I3), “silver boot” (shoe item I4), “demerara headband” (decoration item I5a). , And “Princess Necklace” (decoration item I5b). These items displayed in the feature information area FA function as setting items of the present invention. Further, of the parameter information, information on equipment items such as “Lily Rapier” that specifies weapon items that are equipped, etc. (or information for specifying these included in the two-dimensional code CG described later) is the present invention. Functions as item identification information.
 また、図4の例では、コマンド項目の一例として、“ほほえんでいる”、“こうげき”、“会心の一撃”といった5つのコマンドが縦に並んで表示されている。これらは、カードゲーム内に用意された複数のコマンドのうち、装備中のアイテムに対応して、キャラクタ画像MGのキャラクタがカードゲーム内で使用可能なコマンドの一例である。また、これらのコマンドは、攻撃方法の選択肢として、所定の条件に応じてゲーム内で選択的に使用される。 In the example of FIG. 4, five commands such as “smile”, “Kougenki”, and “Shock of the heart” are displayed vertically as an example of command items. These are examples of commands that the character of the character image MG can use in the card game, corresponding to the item being equipped, among a plurality of commands prepared in the card game. In addition, these commands are selectively used in the game according to a predetermined condition as an attack method option.
 さらに、合成画像CIは、コード情報領域CAを含んでいる。コード情報領域CAには、キャラクタ情報を含むように所定の規格に準拠して生成されるコードとしての二次元コードCGが表示される。つまり、キャラクタカードKCは、二次元コードCGを介してキャラクタ情報を記録している。そして、合成画像CIは、このようなキャラクタ情報を含む二次元コードCGを表示するように構成されている。また、キャラクタカードKCは、この二次元コードCGを通じて、ゲーム機GMに、パラメータの各項目の情報等、キャラクタ情報を提供する。したがって、二次元コードCGは、名称情報領域NA、基礎情報領域BA、画像領域IA、及び特徴情報領域FAに表示される各項目の情報、つまりパラメータの情報(パラメータの情報を特定するための情報を含む)を含んでいる。さらに、二次元コードCGは、上述のユーザIDの情報も含んでいる。 Furthermore, the composite image CI includes a code information area CA. In the code information area CA, a two-dimensional code CG as a code generated according to a predetermined standard so as to include character information is displayed. That is, the character card KC records character information via the two-dimensional code CG. The composite image CI is configured to display a two-dimensional code CG including such character information. Further, the character card KC provides character information such as information on each parameter item to the game machine GM through the two-dimensional code CG. Therefore, the two-dimensional code CG is information on each item displayed in the name information area NA, basic information area BA, image area IA, and feature information area FA, that is, parameter information (information for specifying parameter information). Included). Further, the two-dimensional code CG also includes information on the above-described user ID.
 また、後述するように、ゲーム結果に応じて、キャラクタを定義するためのパラメータの内容は変化する。そして、その変化した後の変化後のパラメータの内容に基づいてキャラクタカードKCは生成される。このため、これらの領域NA、BA、CA、IA、FAは、可変領域として構成されている。つまり、これらの領域NA、BA、CA、IA、FAに表示されるべき情報(或いは画像)は、ゲーム結果に応じて変化する。 Also, as will be described later, the contents of the parameters for defining the character change according to the game result. And the character card KC is produced | generated based on the content of the parameter after the change after the change. For this reason, these areas NA, BA, CA, IA, and FA are configured as variable areas. That is, information (or images) to be displayed in these areas NA, BA, CA, IA, and FA changes according to the game result.
 一方、これらの領域NA、BA、CA、IA、FAの位置や範囲は変化しない。このため、一例として、これらの領域NA、BA、CA、IA、FAは、基本フォーマットFIにより固定的に定義される。より具体的には、例えば、これらの領域NA、BA、CA、IA、FAを互いに区切る境界線は、固定的部分として基本フォーマットFIにより定義される。そして、合成画像CIは、パラメータの情報が各領域NA、BA、CA、IA、FAの可変領域に配置されるように、パラメータの情報と基本フォーマットFIの画像とが合成されることにより構成されている。記録カードSCについても同様である。つまり、一例として、記録カードSCには、予め用意された記録カード用の基本フォーマットと記録カードSCに表示さえるべき情報とが合成された合成画像が各カードに印刷される。そして、その合成画像は二次元コードを含み、その二次元コードは記録用情報を含むように構成されている。 On the other hand, the positions and ranges of these areas NA, BA, CA, IA, and FA do not change. Therefore, as an example, these areas NA, BA, CA, IA, and FA are fixedly defined by the basic format FI. More specifically, for example, the boundary lines that delimit these areas NA, BA, CA, IA, and FA are defined by the basic format FI as a fixed part. The composite image CI is configured by combining the parameter information and the basic format FI image so that the parameter information is arranged in the variable areas of the areas NA, BA, CA, IA, and FA. ing. The same applies to the recording card SC. That is, as an example, on the recording card SC, a composite image in which a basic format for a recording card prepared in advance and information to be displayed on the recording card SC are combined is printed on each card. The composite image includes a two-dimensional code, and the two-dimensional code is configured to include recording information.
 なお、二次元コードCGは、合成画像CIに表示されないパラメータの項目の情報を含んでいてもよい。つまり、例えば、キャラクタを定義するパラメータの一部の項目は合成画像CIに表示されていなくてもよい。したがって、例えば、二次元コードCGは、合成画像CIに表示されるパラメータの各項目の情報以外の情報を含んでいてもよい。同様に、例えば、合成画像CIが二次元コードCGに含まれないパラメータの項目の情報を含んでいてもよい。この場合、例えば、二次元コードCGに含まれないパラメータの項目は、ゲームで使用されなくてもよい。したがって、例えば、パラメータは、ゲームで使用されない項目或いは情報を含んでいてもよい。このように、合成画像CIに表示される情報の項目と二次元コードCGに含まれる情報の項目とは一致していなくてもよい。記録カードSCの二次元コードに含まれる情報と合成画像に表示される情報との関係も同様である。 Note that the two-dimensional code CG may include parameter item information that is not displayed in the composite image CI. That is, for example, some items of parameters defining the character may not be displayed in the composite image CI. Therefore, for example, the two-dimensional code CG may include information other than information on each item of parameters displayed on the composite image CI. Similarly, for example, the composite image CI may include parameter item information that is not included in the two-dimensional code CG. In this case, for example, parameter items not included in the two-dimensional code CG may not be used in the game. Thus, for example, the parameters may include items or information that are not used in the game. In this way, the information item displayed in the composite image CI and the information item included in the two-dimensional code CG do not have to match. The relationship between the information included in the two-dimensional code of the recording card SC and the information displayed on the composite image is the same.
 次に、ゲーム機GMが提供するカードゲームについて説明する。カードゲームは、ユーザが用意したキャラクタカードKCによって定義されるキャラクタをゲーム中に再現して、それをプレイ媒体として使用するタイプのゲームである。ゲーム内では、キャラクタカードKCによって再現されたキャラクタを通じてバトルが実行される。バトルには、ゲーム内に用意された対戦対手キャラクタとの対戦及び他のユーザのキャラクタとの対戦が含まれる。 Next, a card game provided by the game machine GM will be described. The card game is a type of game in which a character defined by a character card KC prepared by a user is reproduced during the game and used as a play medium. In the game, a battle is executed through the character reproduced by the character card KC. The battle includes a battle with a battle-to-hand character prepared in the game and a battle with another user's character.
 バトルは、複数のキャラクタによって実行される場合もある。このような場合、複数のキャラクタカードKCがキャラクタの再現に使用されてよい。さらに、それらのバトルを通じてキャラクタが成長する。つまり、キャラクタカードKCによって再現されたキャラクタの育成もゲーム要素として提供される。そして、ゲームのプレイ後には、プレイを通じて成長したキャラクタが更にキャラクタカードKCとして生成される。したがって、キャラクタカードKCを通じて継続的にゲーム中のキャラクタが育成される。また、キャラクタカードKCは、ゲーム結果に基づいて生成されるので、ユニーク性が高い。 * A battle may be executed by multiple characters. In such a case, a plurality of character cards KC may be used for character reproduction. Furthermore, the character grows through these battles. That is, the breeding of characters reproduced by the character card KC is also provided as a game element. After the game is played, a character that has grown through the play is further generated as a character card KC. Therefore, characters in the game are continuously nurtured through the character card KC. Further, since the character card KC is generated based on the game result, it is highly unique.
 また、カードゲームには、各種イベントも用意されている。キャラクタは、イベントによっても成長する。より具体的には、対戦相手キャラクタは、通常対戦相手キャラクタ及び特別対戦相手キャラクタ(ボスキャラクタと呼ぶことがある)を含んでいる。通常対戦相手キャラクタは、出現数が限定されていない対戦相手キャラクタである。一方、ボスキャラクタは、通常対戦相手キャラクタとは異なる対戦相手キャラクタである。より具体的には、ボスキャラクタは、少なくとも一時期において一体のみ等、出現数が限定されている対戦相手キャラクタである。そして、一例として、ボスキャラクタとの対戦がイベントとして利用される。 In addition, various events are also prepared for the card game. Characters also grow with events. More specifically, the opponent character includes a normal opponent character and a special opponent character (sometimes referred to as a boss character). The normal opponent character is an opponent character whose number of appearances is not limited. On the other hand, the boss character is an opponent character that is different from the normal opponent character. More specifically, the boss character is an opponent character whose number of appearances is limited, such as only one at a time. As an example, a battle with a boss character is used as an event.
 図5を参照して、ゲームの流れについて説明する。図5は、ゲームの流れを説明するための説明図である。図5に示すように、ゲームは、一例として、4つのステージを含んでいる。一例として、所定の対価の消費及び各種開始操作に伴ってゲームが開始される。そして、ゲームが開始されると、まずステージ1が提供される。ステージ1では、プレイヤが有する各種のプレイ用情報がゲーム機GMに提供される。例えば、ゲーム機GMは、ステージ1で、プレイ用情報として、ユーザID或いはユーザの名前を取得する。初回であればユーザの名前の設定が実行されてもよい。また、プレイ用情報は、アイテムの情報を含んでいてもよい。そして、この取得には、一例として、記録カードSCが使用される。つまり、ステージ1では、例えば、記録カードSCを通じて、記録カードSCが記録するユーザID等がプレイ用情報として、ゲーム機GMに提供される。 The flow of the game will be described with reference to FIG. FIG. 5 is an explanatory diagram for explaining the flow of the game. As shown in FIG. 5, the game includes four stages as an example. As an example, a game is started with consumption of a predetermined value and various start operations. When the game is started, stage 1 is first provided. In stage 1, various types of play information possessed by the player are provided to the game machine GM. For example, the game machine GM acquires a user ID or a user name as play information in stage 1. If it is the first time, the setting of the user name may be executed. The play information may include item information. For this acquisition, as an example, the recording card SC is used. That is, in stage 1, for example, the user ID recorded by the recording card SC is provided to the game machine GM as the playing information through the recording card SC.
 続くステージ2では、ゲームをプレイするためのプレイ環境の設定が実行される。例えば、プレイ環境として、対戦形式(単独対戦、チーム対戦等)の選択、或いは対戦用のゲームフィールドの選択が実行されてよい。また、プレイ環境として、キャラクタカードKCの読み込み(ゲーム内への再現)、或いはキャラクタの各種設定が実行されてもよい。このようなキャラクタの各種設定は、例えば、使用するキャラクタの選択及びその名称の設定を含んでいる。また、キャラクタの選択は、髪型、目、鼻、口等、キャラクタを構成する部分の組み合わせによって実行されてもよいし、予め全体が設定された複数の候補から一体を選択することによって実行されてもよい。さらに、例えば、その他にもアイテムの購入(ゲーム内の仮想通貨を消費することによって実現される)が可能な場合には、ステージ2において、アイテムの購入、或いはアイテムの着脱(装備、或いは装備解除)等が実行されてもよい。また、アイテムの着脱は、例えば、後述の装備設定と同様に実行されてよい。 In the subsequent stage 2, the setting of the play environment for playing the game is executed. For example, as a play environment, a battle type (single battle, team battle, etc.) or a game field for battle may be selected. Further, as a play environment, reading of the character card KC (reproduction into the game) or various character settings may be executed. Such various character settings include, for example, selection of a character to be used and setting of its name. The character selection may be executed by a combination of parts constituting the character such as a hairstyle, eyes, nose, mouth, etc., or by selecting one from a plurality of candidates set in advance. Also good. In addition, for example, when other items can be purchased (realized by consuming virtual currency in the game), in stage 2, the item is purchased, or the item is attached or detached (equipment or unequipment). ) Etc. may be executed. Moreover, attachment / detachment of an item may be performed similarly to the below-mentioned equipment setting, for example.
 次のステージ3では、上述のカードゲームが実際にプレイされる。つまり、バトルや育成等が実際に実行される。一例として、バトルは、各キャラクタに設定されたコマンドを通じて実行される。具体的には、例えば、キャラクタカードKCのコマンド項目に対応する各コマンドのいずれか一つがカードゲーム内のサブゲームの結果に応じて決定される。そして、その決定されたコマンドに対応する攻撃が基礎項目の各情報を基に実行され、勝敗が判断される。また、サブゲームとして、例えば、音楽のリズムに合わせて所定の操作を実行する音楽ゲーム、或いはパズルゲーム等が利用されてもよい。 In the next stage 3, the above card game is actually played. That is, a battle, training, etc. are actually performed. As an example, the battle is executed through a command set for each character. Specifically, for example, any one of the commands corresponding to the command item of the character card KC is determined according to the result of the sub game in the card game. Then, an attack corresponding to the determined command is executed based on each piece of information of the basic item, and a win / loss is determined. Further, as a sub game, for example, a music game that executes a predetermined operation in accordance with a music rhythm, a puzzle game, or the like may be used.
 続くステージ4では、ステージ3のプレイ結果に応じて、キャラクタカードKCが生成される。この際、キャラクタカードKCを生成するための各種の生成用設定が実行される。例えば、生成用設定には、複数のアイテムを合体させて新たなアイテムを生成するアイテ合成或いは複数のキャラクタを合成させて新たなキャラクタを生成するキャラクタ合成が含まれる。さらに、生成用設定は、キャラクタに対応するキャラクタ画像MGを設定するための画像設定も含んでいる。上述のように、装備するアイテムに応じてキャラクタ画像MGが変化する。また、ゲーム内には多数のアイテムが用意されている。そして、ゲームのプレイを通じて、それらが取得される場合がある。つまり、ゲームのプレイを通じて、新しいアイテムを取得する場合がある。結果として、プレイ後にはプレイ前の装備の変更が望まれる場合がある。したがって、画像設定の一例として、生成用設定は、ゲーム内で取得したアイテムの装備或いは装備解除を実行する装備設定を含でいる。また、この装備設定では、ステージ1で記録カードSCから所有するアイテムの情報を取得している場合には、それらのアイテムも装備候補として使用されてよい。画像設定については、更に後述する。 In the subsequent stage 4, the character card KC is generated according to the play result of the stage 3. At this time, various generation settings for generating the character card KC are executed. For example, the setting for generation includes an item combination that combines a plurality of items to generate a new item or a character combination that combines a plurality of characters to generate a new character. Further, the generation setting includes image setting for setting the character image MG corresponding to the character. As described above, the character image MG changes according to the item to be equipped. In addition, a large number of items are prepared in the game. And they may be acquired through game play. That is, a new item may be acquired through game play. As a result, it may be desired to change the equipment before play after play. Therefore, as an example of the image setting, the generation setting includes an equipment setting for executing equipment equipment or equipment release acquired in the game. Moreover, in this equipment setting, when information on items owned from the recording card SC is acquired in stage 1, these items may also be used as equipment candidates. The image setting will be further described later.
 生成用設定が終了した後、ゲームのプレイに使用されたキャラクタカードKCとは別に新たにキャラクタカードKCが生成され、ゲームが終了する。一例として、ゲームは、このような流れで実行される。 After the generation setting is completed, a character card KC is newly generated separately from the character card KC used for playing the game, and the game ends. As an example, the game is executed in such a flow.
 図6を参照して、使用されたキャラクタカードKC及び新たに生成されるキャラクタカードKCについて更に説明する。図6は、使用されたキャラクタカードKCと生成されるキャラクタカードKCとの関係を説明するための説明図である。図6に示すように、キャラクタカードKC(以下、当初キャラクタカードKC1と呼ぶことがある)は、ゲーム内にキャラクタを再現するために、キャラクタ情報(以下、当初キャラクタ情報と呼ぶことがある)をゲーム機GMに提供する。この提供は、上述のように、二次元コードCGを介して行われる。また、キャラクタ情報は、上述のように、パラメータの情報、及びユーザIDの情報(或いはこれらを特定するための情報)を含んでいる。 Referring to FIG. 6, the used character card KC and the newly generated character card KC will be further described. FIG. 6 is an explanatory diagram for explaining the relationship between the used character card KC and the generated character card KC. As shown in FIG. 6, the character card KC (hereinafter sometimes referred to as the initial character card KC1) uses character information (hereinafter sometimes referred to as initial character information) to reproduce the character in the game. Provide to game machine GM. This provision is performed via the two-dimensional code CG as described above. In addition, as described above, the character information includes parameter information and user ID information (or information for specifying them).
 さらに、パラメータの情報は、画像設定情報を含んでいる。画像設定情報は、上述の画像設定の結果として、生成される情報である。より具体的には、画像設定情報は、ユーザの画像設定に応じて変化したキャラクタの画像、つまり画像設定に対応するキャラクタ画像MGを特定するための情報である。したがって、当初キャラクタカードKC1は、二次元コードCGを介して、当初キャラクタ情報が含むこれらの情報をゲーム機GMに提供する。また、キャラクタカードKCに記録されるパラメータの情報が画像設定情報を含むことにより、この場合、画像設定情報が本発明の画像特定情報としても機能する。 Furthermore, the parameter information includes image setting information. The image setting information is information generated as a result of the above-described image setting. More specifically, the image setting information is information for specifying a character image changed according to the user's image setting, that is, a character image MG corresponding to the image setting. Therefore, the initial character card KC1 provides the game machine GM with the information included in the initial character information via the two-dimensional code CG. Further, since the parameter information recorded on the character card KC includes the image setting information, the image setting information also functions as the image specifying information of the present invention.
 そして、ゲーム機GMは、その当初キャラクタ情報をゲームに使用する。具体的には、ゲーム機GMは、例えば、当初キャラクタ情報に含まれるパラメータ(以下、当初パラメータと呼ぶことがある)の情報に基づいて、この当初パラメータに対応するキャラクタをゲーム内に再現することにより当初キャラクタ情報をゲームに使用する。また、当初パラメータは、画像設定情報(以下、当初画像設定情報と呼ぶことがある)を含んでいるので、この再現により画像設定に対応するキャラクタの画像がゲーム内に再現される。具体的には、例えば、画像設定を通じて着脱したアイテムを装備するキャラクタの画像がゲーム内に再現される。これにより、前回のカード生成時にユーザの設定に応じて変化したキャラクタの画像がキャラクタカードKCを介してゲーム内に再現される。 And the game machine GM uses the initial character information for the game. Specifically, the game machine GM, for example, reproduces a character corresponding to the initial parameter in the game based on information of a parameter (hereinafter sometimes referred to as an initial parameter) included in the initial character information. The initial character information is used for the game. In addition, since the initial parameters include image setting information (hereinafter sometimes referred to as initial image setting information), the image of the character corresponding to the image setting is reproduced in the game by this reproduction. Specifically, for example, an image of a character equipped with an attached / detached item through image settings is reproduced in the game. Thereby, the character image changed according to the user's setting at the time of the previous card generation is reproduced in the game via the character card KC.
 また、ゲーム機GMは、例えば、カードゲームのプレイを通じて当初パラメータに変化を付与し、変化した後のパラメータ(以下、プレイ後パラメータと呼ぶことがある)を生成する。或いは、上述のように、画像設定等によっても当初パラメータ(当初画像設定情報を含む)に変化が付与される。そして、ゲーム機GMは、プレイ後パラメータに基づいて、新たにキャラクタカードKC(以下、プレイ後キャラクタカードKC2と呼ぶことがある)を生成する。つまり、ゲームの結果及び設定結果に応じて、当初キャラクタカードKC1とは別のプレイ後キャラクタカードKC2が生成される。 Further, the game machine GM, for example, gives a change to the initial parameter through playing the card game, and generates a parameter after the change (hereinafter, sometimes referred to as a post-play parameter). Alternatively, as described above, the initial parameter (including the initial image setting information) is also changed by the image setting or the like. Then, the game machine GM newly generates a character card KC (hereinafter sometimes referred to as a post-play character card KC2) based on the post-play parameters. That is, a post-play character card KC2 different from the initial character card KC1 is generated according to the game result and the setting result.
 プレイ後キャラクタカードKC2は、当初キャラクタカードKC1と同様に、二次元コードCGを含む合成画像CIを介して、キャラクタ情報(以下、プレイ後キャラクタ情報と呼ぶことがある)を記録している。プレイ後キャラクタ情報は、当初パラメータに代えて、プレイ後パラメータの情報を含んでいる。つまり、プレイ後キャラクタ情報は、上述の画像設定に応じて変化した後のプレイ後キャラクタに対応するキャラクタ画像MGを特定するためのプレイ後画像設定情報を含んでいる。 The post-play character card KC2 records character information (hereinafter also referred to as post-play character information) via the composite image CI including the two-dimensional code CG, similarly to the initial character card KC1. The post-play character information includes post-play parameter information instead of the initial parameters. That is, the post-play character information includes post-play image setting information for specifying the character image MG corresponding to the post-play character after changing according to the above-described image settings.
 また、プレイ後キャラクタ情報は、当初キャラクタ情報と同様に、ユーザIDの情報等も含んでいる。例えば、プレイ後キャラクタ情報は、ユーザIDとして、当初キャラクタ情報と同じユーザIDの情報を含んでいる。なお、例えば、ユーザ間で譲渡が実行される等、所定の変更条件を満たす場合には、プレイ後キャラクタ情報においてユーザIDの情報が当初キャラクタ情報のユーザIDの情報から変更されてもよい。 Also, the post-play character information includes user ID information and the like, similar to the initial character information. For example, the post-play character information includes the same user ID information as the initial character information as the user ID. Note that, for example, when a predetermined change condition is satisfied, such as transfer between users, the user ID information may be changed from the user ID information of the initial character information in the post-play character information.
 このように、当初キャラクタカードKC1の使用に伴ってキャラクタが再現され、そのキャラクタを使用したプレイ結果及び生成用設定に応じて当初キャラクタ情報の内容が変化する。例えば、当初キャラクタ情報は画像設定前の当初画像設定情報を、プレイ後キャラクタ情報は画像設定後のプレイ後画像設定情報を、それぞれ含んでいる。そして、プレイ結果或いは生成用設定を通じて変化した後のプレイ後キャラクタに対応する新たなプレイ後キャラクタカードKC2が生成され、次回以降のプレイの際にそのキャラクタカードKC2を通じてゲーム内にプレイ後キャラクタが再現される。使用されたキャラクタカードKC及び新たに生成されるキャラクタカードKCは、一例として、このような関係を有している。また、プレイ後画像設定情報が本発明の変化後画像設定情報及び変化後画像特定情報として、プレイ後キャラクタカードKC2が本発明の変化後画像情報記録媒体として、それぞれ機能する。 Thus, the character is reproduced with the use of the initial character card KC1, and the content of the initial character information changes in accordance with the play result using the character and the setting for generation. For example, the initial character information includes initial image setting information before image setting, and the post-play character information includes post-play image setting information after image setting. Then, a new post-play character card KC2 corresponding to the post-play character after changing through the play result or generation setting is generated, and the post-play character is reproduced in the game through the character card KC2 at the next and subsequent play. Is done. The used character card KC and the newly generated character card KC have such a relationship as an example. The post-play image setting information functions as the post-change image setting information and post-change image specifying information of the present invention, and the post-play character card KC2 functions as the post-change image information recording medium of the present invention.
 次に、画像設定について更に説明する。上述のように、画像設定は、装備設定を含んでいる。そして、装備設定を通じてキャラクタが装備する装備アイテムが選択され、その選択結果に基づいて装備アイテムがキャラクタに設定される。図7は、装備設定を実行するための装備設定画面の一例を模式的に示す図である。図7に示すように、装備設定画面50は、キャラクタカードKCに表示されるべき合成画像CI、装備候補欄51、装備情報欄52、OKボタン53、及びNGボタン54を含んでいる。 Next, the image setting will be further described. As described above, the image setting includes the equipment setting. Then, the equipment item that the character equips is selected through the equipment setting, and the equipment item is set to the character based on the selection result. FIG. 7 is a diagram schematically illustrating an example of an equipment setting screen for executing equipment setting. As shown in FIG. 7, the equipment setting screen 50 includes a composite image CI to be displayed on the character card KC, an equipment candidate field 51, an equipment information field 52, an OK button 53, and an NG button 54.
 合成画像CIは、上述の通りである。合成画像CIは、パラメータの情報(画像設定情報を含む)等のキャラクタ情報に基づいて再現される。例えば、名称情報領域NA等の領域がパラメータの情報に基づいて再現される。また、より具体的には、画像領域IAのキャラクタ画像MG、或いは特徴情報領域FAの装備項目及びコマンド項目は、画像設定情報に基づいて再現される。つまり、画像設定等、前回までの設定内容に応じて装備変更前の合成画像CIが表示される。また、合成画像CIの特徴情報領域FAには、各アイテム上を移動するように選択用フレーム55が表示される。選択用フレーム55は、プレイヤの操作に応じて各アイテム上を上下に移動する。 The composite image CI is as described above. The composite image CI is reproduced based on character information such as parameter information (including image setting information). For example, an area such as the name information area NA is reproduced based on parameter information. More specifically, the character image MG in the image area IA or the equipment item and command item in the feature information area FA are reproduced based on the image setting information. That is, the composite image CI before the equipment change is displayed according to the setting contents up to the previous time such as image settings. A selection frame 55 is displayed in the feature information area FA of the composite image CI so as to move on each item. The selection frame 55 moves up and down on each item according to the operation of the player.
 装備候補欄51には、キャラクタ画像MGのキャラクタが装備し得る装備候補のアイテムが表示される。より具体的には、装備候補欄51には、選択用フレーム55によって選択中のアイテムの種類と同じ種類のアイテムが、装備候補の全アイテムから抽出されて、表示される。したがって、装備候補欄51に表示される各アイテムは、選択用フレーム55の移動に伴って変化する。また、装備候補欄51には、記録カードSCが使用されている場合には、記録カードSCに記録されているアイテムも装備候補として表示される。さらに、装備候補欄51には、装備候補欄51の各アイテム上を移動するように決定用フレーム56が表示される。決定用フレーム56は、プレイヤの操作に応じて各アイテム上を上下に移動する。 In the equipment candidate column 51, items of equipment candidates that the character of the character image MG can equip are displayed. More specifically, in the equipment candidate column 51, items of the same type as the type of the item currently selected by the selection frame 55 are extracted from all the equipment candidate items and displayed. Therefore, each item displayed in the equipment candidate column 51 changes as the selection frame 55 moves. In addition, in the equipment candidate column 51, when the recording card SC is used, items recorded on the recording card SC are also displayed as equipment candidates. Furthermore, a determination frame 56 is displayed in the equipment candidate column 51 so as to move on each item in the equipment candidate column 51. The determination frame 56 moves up and down on each item in accordance with the player's operation.
 装備情報欄52には、決定用フレーム56が配置されているアイテムの詳細情報が表示される。また、OKボタン53は、決定用フレーム56が配置されているアイテムを装備するためのボタンである。OKボタン53が使用されることにより、決定用フレーム56で指定されているアイテムが合成画像CIに反映される。より具体的には、選択用フレーム55の指定アイテムが決定用フレーム56の指定アイテムに変更され、そのアイテムを装備している画像にキャラクタ画像MGが変化する。一方、NGボタン54は、OKボタン53によって生じた変更を取り消すために使用される。具体的には、NGボタン54が使用されることにより、OKボタン53の指定によって変化したアイテム及びキャラクタ画像MGが変化前のアイテム及びキャラクタ画像MGに戻る。 In the equipment information column 52, detailed information of the item in which the determination frame 56 is arranged is displayed. The OK button 53 is a button for mounting an item on which the determination frame 56 is arranged. By using the OK button 53, the item specified in the determination frame 56 is reflected in the composite image CI. More specifically, the designated item of the selection frame 55 is changed to the designated item of the determination frame 56, and the character image MG changes to an image equipped with the item. On the other hand, the NG button 54 is used to cancel the change caused by the OK button 53. Specifically, when the NG button 54 is used, the item and character image MG that have been changed by the designation of the OK button 53 are returned to the item and character image MG before the change.
 図7の例では、決定用フレーム56は、“スノークイーンワンド”の上に配置されている。つまり、複数の装備候補のうち装備対象のアイテムとして“スノークイーンワンド”が指定されている。結果として、装備情報欄52には、“スノークイーンワンド”の詳細情報が表示されている。具体的には、“スノークイーンワンド”の詳細情報として、“HP”(体力)、“MP”(コマンド消費量)といったキャラクタの基礎項目に対応する情報及び“属性”、“スキル1”~“スキル3”の情報が表示されている。 In the example of FIG. 7, the determination frame 56 is disposed on the “snow queen”. That is, “Snow Queen Wand” is designated as an item to be equipped among a plurality of equipment candidates. As a result, detailed information of “Snow Queen Wand” is displayed in the equipment information column 52. Specifically, as detailed information of “Snow Queen Wand”, information corresponding to basic items of characters such as “HP” (physical strength), “MP” (command consumption), “attribute”, “skill 1” to “skill 1” to “skill 1” Information on skill 3 "is displayed.
 各アイテムの詳細情報は、キャラクタの基礎項目及びコマンド項目に影響する。例えば、詳細情報の基礎項目に対応する情報は、キャラクタの基礎項目に加算される。つまり、装備中の各アイテムの基礎項目に対応する情報の合計がキャラクタの基礎項目として使用される。“属性”、及び“スキル1”~“スキル3”についても同様である。例えば、“スキル1”~“スキル3”は、コマンドに影響する。より具体的には、装備中の各アイテムの“スキル1”~“スキル3”の値の合計値に応じて、特徴情報領域FAに表示される各コマンドが決定される。つまり、各アイテムは、少なくとも一つのコマンドと関連付けられている。そして、装備中のアイテムに応じたコマンドが設定される。結果として、コマンド項目の各コマンドは、上述のように、装備するアイテムに応じて変化する。なお、アイテムとコマンドとは1対1で関連付けられていてもよい。つまり、“スキル1”~“スキル3”の表示に代えて、装備に伴って使用可能になる一つのコマンドが表示されていてもよい。 The detailed information of each item affects the basic items and command items of the character. For example, information corresponding to the basic item of the detailed information is added to the basic item of the character. That is, the sum of the information corresponding to the basic item of each item being equipped is used as the basic item of the character. The same applies to “attribute” and “skill 1” to “skill 3”. For example, “skill 1” to “skill 3” affect the command. More specifically, each command displayed in the feature information area FA is determined according to the total value of the values of “skill 1” to “skill 3” of each item being equipped. That is, each item is associated with at least one command. And the command according to the item currently equipped is set. As a result, each command of the command item changes according to the item to be equipped as described above. Note that items and commands may be associated one-on-one. That is, instead of displaying “skill 1” to “skill 3”, one command that can be used with the equipment may be displayed.
 また、図7の例は、図4の例のキャラクタカードKCのキャラクタにおいて、装備する武器(ソードマーク)の種類のアイテムが“リリーレイピア”から“スノークイーンワンド”に変化した場合を示している。つまり、決定用フレーム56が“スノークイーンワンド”を指定している状態でOKボタン53が押された場合を示している。結果として、選択用フレーム55によって指定されているアイテムが“リリーレイピア”から“スノークイーンワンド”に変化している。また、装備アイテムの変化に伴って、キャラクタ画像MGのキャラクタが装備する武器アイテムI1の画像が“リリーレイピア”の画像から“スノークイーンワンド”の画像に変化している。さらに、コマンド項目の“会心の一撃!”(図4の例の上から3番目)も“アイス!!”に変化している。一例として、このような装備設定画面50を通じて装備設定が実行される。 Further, the example of FIG. 7 shows a case where the item of the weapon (sword mark) type to be equipped is changed from “Lily Rapier” to “Snow Queen Wand” in the character of the character card KC of the example of FIG. . That is, a case where the OK button 53 is pressed while the determination frame 56 specifies “Snow Queen Wand” is shown. As a result, the item designated by the selection frame 55 is changed from “Lily Rapier” to “Snow Queen Wand”. Further, as the equipment item changes, the image of the weapon item I1 equipped by the character of the character image MG changes from the “Lily Rapier” image to the “Snow Queen Wand” image. In addition, the command item “Shock of the heart!” (Third from the top in the example of FIG. 4) has also changed to “ice!”. As an example, equipment setting is executed through such equipment setting screen 50.
 なお、図7の例では、キャラクタが装備できるアイテム数に制限(6つ)が設けられている。このような場合、装備可能なアイテム数として、任意の数が利用されてよい。或いは、装備可能数に制限は設けられていなくてもよい。また、装備可能なアイテム数に制限がある場合には、取得したアイテムのうち装備していないアイテム、つまり装備アイテム以外のアイテムの情報は記録カードSCに記録されてよい。つまり、キャラクタカードKCには、装備しているアイテムの情報のみが記録されてよい。さらに、装備したアイテムの記録カードSCへの記録は、制限されてもよい。例えば、一度装備したアイテムは、それ以降記録カードSCへの記録ができなくてもよい。例えば、装備したアイテムを無制限に記録カードSCに戻せる場合には、装備を解除して記録カードSCに戻し、他のキャラクタに装備候補として提供しつつ、装備解除前の過去のキャラクタカードKCを利用して装備を解除したはずのキャラクタの装備が復活されてしまう。装備したアイテムの記録カードSCへの記録を制限することにより、このようなアイテムの復活を抑制することができる。また、装備項目の数とコマンド項目の数とは一致していなくてよい。つまり、装備可能なアイテム数と実行可能なコマンド数とは相違していてもよい。 In the example of FIG. 7, there is a limit (six) on the number of items that a character can equip. In such a case, an arbitrary number may be used as the number of items that can be equipped. Alternatively, there is no limitation on the number of equipment that can be equipped. When the number of items that can be equipped is limited, information on items that are not equipped among the acquired items, that is, items other than the equipped items, may be recorded on the recording card SC. That is, only the information of the equipped item may be recorded on the character card KC. Furthermore, the recording of the equipped item on the recording card SC may be limited. For example, once an item is equipped, it may not be possible to record to the recording card SC thereafter. For example, if the equipped item can be returned to the recording card SC without limitation, the equipment is released and returned to the recording card SC, and the character card KC before the equipment release is used while providing the equipment as a candidate for equipment. As a result, the equipment of the character that should have been released will be revived. By restricting the recording of the equipped items to the recording card SC, such item revival can be suppressed. Also, the number of equipment items and the number of command items do not need to match. That is, the number of items that can be equipped and the number of commands that can be executed may be different.
 また、キャラクタ画像MGとして、立体的画像が利用される場合がある。このような画像は、仮想3次元空間を利用して描画される。より具体的には、メモリ上に論理的に構築された仮想3次元空間に位置するキャラクタ(被写体)を仮想的カメラで撮影した撮影結果に基づいてキャラクタの立体的画像が描画される。また、キャラクタの立体的画像が利用される場合には、合成画像CIの画像領域IAには、キャラクタの立体的画像だけでなく、仮想3次元空間の背景を含むカード画像が表示される。そして、カード画像は、仮想3次元空間内におけるキャラクタの姿勢(状態)、構築された仮想3次元空間(背景)、仮想的カメラの位置、画角、及び撮影方向によって設定される。したがって、画像領域IAにカード画像が表示される場合には、画像設定は、これらの姿勢等の設定を含んでいる。 Also, a stereoscopic image may be used as the character image MG. Such an image is drawn using a virtual three-dimensional space. More specifically, a three-dimensional image of a character is drawn based on a result of photographing a character (subject) located in a virtual three-dimensional space logically constructed on a memory with a virtual camera. When a stereoscopic image of a character is used, not only the stereoscopic image of the character but also a card image including a virtual three-dimensional space background is displayed in the image area IA of the composite image CI. The card image is set according to the character posture (state) in the virtual three-dimensional space, the constructed virtual three-dimensional space (background), the position of the virtual camera, the angle of view, and the shooting direction. Therefore, when a card image is displayed in the image area IA, the image settings include settings such as these postures.
 図8~図11を参照して、仮想3次元画像としてのカード画像が利用される場合の画像設定について説明する。図8は、メモリ上に論理的に構築される仮想3次元空間GWの一例を模式的に示す図である。図8に示すように、仮想3次元空間GWには、被写体としてのキャラクタオブジェクト60及び背景としての背景オブジェクト61が配置される。また、仮想3次元空間GWには、仮想的カメラとしての仮想カメラ62が設定される。 Referring to FIG. 8 to FIG. 11, image setting when a card image as a virtual three-dimensional image is used will be described. FIG. 8 is a diagram schematically illustrating an example of the virtual three-dimensional space GW logically constructed on the memory. As shown in FIG. 8, a character object 60 as a subject and a background object 61 as a background are arranged in the virtual three-dimensional space GW. A virtual camera 62 as a virtual camera is set in the virtual three-dimensional space GW.
 キャラクタオブジェクト60は、キャラクタカードKCで再現されるべきキャラクタを示すオブジェクトである。キャラクタオブジェクト60は、仮想3次元空間GW内で、しゃがむ、飛ぶ等の各種の姿勢で配置されてよい。一方、背景オブジェクト61は、キャラクタオブジェクト60の背景を形成するオブジェクトである。 The character object 60 is an object indicating a character to be reproduced on the character card KC. The character object 60 may be arranged in various postures such as squatting and flying in the virtual three-dimensional space GW. On the other hand, the background object 61 is an object that forms the background of the character object 60.
 仮想3次元空間GWにおけるキャラクタオブジェクト60、背景オブジェクト61及び仮想カメラ62の位置は、X-Y-Z軸の3軸直交座標系(ワールド座標)に従って3次元座標で定義される。また、仮想カメラ62の撮影範囲は、撮影位置、画角、及び撮影方向に基づいて設定される。さらに、仮想カメラ62には、撮影方向の所定の位置に撮影範囲内の空間を投影するための視野面が設定される。 The positions of the character object 60, the background object 61, and the virtual camera 62 in the virtual three-dimensional space GW are defined by three-dimensional coordinates according to a three-axis orthogonal coordinate system (world coordinates) of the XYZ axes. Further, the shooting range of the virtual camera 62 is set based on the shooting position, the angle of view, and the shooting direction. Further, the virtual camera 62 is set with a field of view for projecting a space within the shooting range at a predetermined position in the shooting direction.
 図8の例では、背景オブジェクト61として、低木オブジェクト61a及び高木オブジェクト61bが、キャラクタオブジェクト60の背後に順に配置されている。また、キャラクタオブジェクト60の姿勢として、直立姿勢が採用されている。つまり、キャラクタが仮想3次元空間GW内で直立姿勢を取っている状態を示すキャラクタオブジェクト60が配置されている。 In the example of FIG. 8, as the background object 61, a shrub object 61 a and a high tree object 61 b are sequentially arranged behind the character object 60. Further, an upright posture is adopted as the posture of the character object 60. That is, the character object 60 indicating the state in which the character is standing upright in the virtual three-dimensional space GW is arranged.
 一方、仮想カメラ62は、キャラクタオブジェクト60を正面から撮影するように、キャラクタオブジェクト60の正面側に配置されている。そして、キャラクタオブジェクト60、低木オブジェクト61a及び高木オブジェクト61bを順に含むように撮影範囲SRが設定されている。また、仮想カメラ62から一定距離離れた所定の位置には、視野面SHが設定されている。視野面SHには、撮影範囲SR内の各オブジェクト、つまりキャラクタオブジェクト60、低木オブジェクト61a及び高木オブジェクト61bが投影される。そして、その投影結果に基づいて、カード画像が描画される。この描画は、いわゆる3次元コンピュータグラフィック技術の処理手順に従って実行される。 On the other hand, the virtual camera 62 is arranged on the front side of the character object 60 so as to photograph the character object 60 from the front. The shooting range SR is set so as to include the character object 60, the shrub object 61a, and the Takagi object 61b in this order. In addition, a visual field surface SH is set at a predetermined position away from the virtual camera 62 by a certain distance. Each object in the shooting range SR, that is, the character object 60, the shrub object 61a, and the tall tree object 61b is projected onto the field plane SH. A card image is drawn based on the projection result. This drawing is executed according to a processing procedure of a so-called three-dimensional computer graphic technique.
 図9は、カード画像の内容の一例を模式的に示す図である。また、図9のカード画像65は、図8の視野面SHの投影結果に対応している。図9に示すように、カード画像65は、立体的キャラクタ画像MGa及び立体的背景画像HGを含んでいる。立体的キャラクタ画像MGaは、視野面SHに投影されたキャラクタオブジェクト60を二次元画像として描画した画像である。同様に、立体的背景画像HGは、視野面SHに投影された背景オブジェクト61を二次元画像として描画した画像である。したがって、立体的キャラクタ画像MGaは直立姿勢のキャラクタを示している。また、立体的キャラクタ画像MGaの背後には、低木オブジェクト61a及び高木オブジェクト61bに対応する立体的背景画像HGが順に配置されている。一例として、このようなカード画像65がキャラクタ画像MGに代わって、合成画像CIの画像領域IAに表示される。そして、キャラクタ画像MG或いはカード画像65が本発明のプレイ媒体画像として機能する。 FIG. 9 is a diagram schematically showing an example of the contents of a card image. Also, the card image 65 in FIG. 9 corresponds to the projection result of the field plane SH in FIG. As shown in FIG. 9, the card image 65 includes a three-dimensional character image MGa and a three-dimensional background image HG. The three-dimensional character image MGa is an image in which the character object 60 projected on the visual field surface SH is drawn as a two-dimensional image. Similarly, the three-dimensional background image HG is an image in which the background object 61 projected on the field plane SH is drawn as a two-dimensional image. Therefore, the three-dimensional character image MGa shows a character in an upright posture. Further, behind the stereoscopic character image MGa, a stereoscopic background image HG corresponding to the shrub object 61a and the high tree object 61b is sequentially arranged. As an example, such a card image 65 is displayed in the image area IA of the composite image CI instead of the character image MG. The character image MG or the card image 65 functions as the play medium image of the present invention.
 また、カード画像65の内容は、背景及びキャラクタオブジェクト60の姿勢だけでなく、上述のように仮想カメラ62の位置、画角、及び撮影方向によっても変化する。図10は、仮想カメラ62の撮影位置、画角、及び撮影方向を説明するための説明図である。図10の当初破線カメラ62sは、図9の仮想カメラ62の位置を示している。図10に示すように、この例では、仮想カメラ62の位置は、図9のキャラクタオブジェクト60の正面の位置からキャラクタオブジェクト60を斜め上方から撮影する位置に変化している。このように仮想カメラ62の位置は、例えば、キャラクタオブジェクト60の正面側、側面側、上方側、下方側、後方側といった仮想3次元空間GW内の任意の位置にユーザによって設定されてよい。そして、仮想カメラ62の位置に応じて、視野面SHに投影されるオブジェクトの内容、つまり描画されるカード画像65の内容は変化する。 Further, the contents of the card image 65 change not only with the background and the posture of the character object 60 but also with the position, angle of view, and shooting direction of the virtual camera 62 as described above. FIG. 10 is an explanatory diagram for describing a shooting position, a field angle, and a shooting direction of the virtual camera 62. The initial broken line camera 62s in FIG. 10 indicates the position of the virtual camera 62 in FIG. As shown in FIG. 10, in this example, the position of the virtual camera 62 is changed from the position in front of the character object 60 in FIG. Thus, the position of the virtual camera 62 may be set by the user at any position in the virtual three-dimensional space GW such as the front side, the side surface side, the upper side, the lower side, and the rear side of the character object 60, for example. Then, according to the position of the virtual camera 62, the content of the object projected on the visual field surface SH, that is, the content of the drawn card image 65 changes.
 また、同じ位置において仮想カメラ62の撮影方向SDは、ユーザによって任意に設定されてよい。例えば、下方破線カメラ62a及び上方破線カメラ62bは、撮影方向SDが異なる場合の仮想カメラ62を示している。具体的には、仮想カメラ62の撮影方向SDと比べて、下方破線カメラ62aの撮影方向SDaはより下方を、上方破線カメラ62bの撮影方向SDbはより上方を、それぞれ向いている。そして、撮影方向SDの変化に応じても描画されるカード画像65の内容は変化する。 Also, the shooting direction SD of the virtual camera 62 at the same position may be arbitrarily set by the user. For example, a lower broken line camera 62a and an upper broken line camera 62b indicate the virtual cameras 62 when the shooting direction SD is different. Specifically, as compared with the shooting direction SD of the virtual camera 62, the shooting direction SDa of the lower broken line camera 62a faces downward, and the shooting direction SDb of the upper broken line camera 62b faces more upward. The contents of the drawn card image 65 also change in response to a change in the shooting direction SD.
 同様に、同じ位置、同じ撮影方向SDであっても仮想カメラ62の画角SAに応じて描画されるカード画像65の内容は変化する。破線画角SAaは、画角SAよりも狭い画角を示している。画角SAが設定された場合に比べて、破線画角SAaが設定された場合、撮影範囲SRに含まれるキャラクタオブジェクト60及び背景オブジェクト61の範囲は相違する。具体的には、例えば、画角SAの場合にはキャラクタオブジェクト60及び高木オブジェクト61bの全体が撮影範囲SRに含まれている一方で、破線画角SAaの場合にはキャラクタオブジェクト60の頭部及び高木オブジェクト61bの一部しか撮影範囲SRには含まれていない。撮影範囲SRに含まれる内容が相違するので、視野面SHに投影される内容も相違し、結果としてその視野面SHに基づいて描画されるカード画像65の内容も相違する。そして、このような画角SAもユーザによって任意に設定されてよい。 Similarly, the contents of the card image 65 drawn according to the angle of view SA of the virtual camera 62 change even at the same position and the same shooting direction SD. The broken line angle of view SAa indicates an angle of view narrower than the angle of view SA. Compared to the case where the angle of view SA is set, when the broken line angle of view SAa is set, the ranges of the character object 60 and the background object 61 included in the shooting range SR are different. Specifically, for example, in the case of the angle of view SA, the entire character object 60 and the tree object 61b are included in the shooting range SR, while in the case of the broken line angle of view SAa, the head of the character object 60 and Only a part of the Takagi object 61b is included in the shooting range SR. Since the contents included in the imaging range SR are different, the contents projected onto the field plane SH are also different, and as a result, the contents of the card image 65 drawn based on the field plane SH are also different. Such a field angle SA may be arbitrarily set by the user.
 一例として、上述のように、仮想3次元空間GWが設定され、その仮想3次元空間GWの撮影結果に基づいてカード画像65が描画される。そして、そのカード画像65が画像領域IAに表示される。さらに、カード画像65の内容は、仮想3次元空間GW内におけるキャラクタオブジェクト60の姿勢(状態)、背景オブジェクト61、仮想カメラ62の位置、画角SA、及び撮影方向SDに応じて変化する。したがって、カード画像65が利用される場合には、画像設定は、装備設定だけでなく、これらの仮想3次元空間GW内におけるキャラクタオブジェクト60の姿勢(状態)、背景オブジェクト61、仮想カメラ62の位置、画角SA、及び撮影方向SDの設定を含んでいる。より具体的には、例えば、図8及び図9に対応する画面を通じて、キャラクタオブジェクト60の姿勢(状態)、背景オブジェクト61、仮想カメラ62の位置、画角SA、及び撮影方向SDが設定されてもよい。また、これらの設定は、複数の選択肢から選択することにより実行されてもよい。 As an example, as described above, the virtual three-dimensional space GW is set, and the card image 65 is drawn based on the imaging result of the virtual three-dimensional space GW. Then, the card image 65 is displayed in the image area IA. Further, the contents of the card image 65 change according to the posture (state) of the character object 60 in the virtual three-dimensional space GW, the position of the background object 61, the virtual camera 62, the angle of view SA, and the shooting direction SD. Therefore, when the card image 65 is used, the image setting is not only the equipment setting, but the posture (state) of the character object 60, the background object 61, and the position of the virtual camera 62 in the virtual three-dimensional space GW. , Field angle SA, and shooting direction SD are included. More specifically, for example, the posture (state) of the character object 60, the background object 61, the position of the virtual camera 62, the angle of view SA, and the shooting direction SD are set through the screens corresponding to FIGS. Also good. Further, these settings may be executed by selecting from a plurality of options.
 図11は、カード画像65が画像領域IAに表示される場合の画像設定情報の内容の一例を示す図である。図11に示すように、画像設定情報は、例えば、アイテム、キャラクタの状態(姿勢)、背景、カメラ位置、画角、撮影方向の情報を含んでいる。アイテムの情報は、キャラクタが装備している装備アイテムの情報である。アイテムの情報として、例えば、装備アイテムに対応するアイテムIDを示す情報が利用されてよい。また、アイテムの情報として、複数の装備アイテムを示す情報が含まれていてもよい。そして、アイテムの情報によってキャラクタが装備すべき装備アイテムが特定される。 FIG. 11 is a diagram showing an example of the contents of the image setting information when the card image 65 is displayed in the image area IA. As shown in FIG. 11, the image setting information includes, for example, information on items, character states (postures), backgrounds, camera positions, angles of view, and shooting directions. The item information is information on equipment items that the character is equipped with. As the item information, for example, information indicating an item ID corresponding to the equipment item may be used. Moreover, information indicating a plurality of equipment items may be included as item information. And the equipment item which a character should equip with the information of an item is specified.
 キャラクタの状態の情報は、上述のキャラクタの姿勢に対応する情報である。例えば、キャラクタの状態の情報として、直立、ジャンプ(飛ぶ)、しゃがむ等の各種の姿勢に対応する情報が利用される。そして、キャラクタの状態の情報によってキャラクタが仮想3次元空間GWで取るべき姿勢が特定される。また、キャラクタの状態の情報は、例えば、その他にも顔の表情等、キャラクタの各パーツのより具体的な状態が含まれていてよい。このようなキャラクタの状態は、例えば、モーションデータで再現されるシステムにおいては、その状態に対応するモーションデータ及びモーションデータフレーム数によって特定されてよい。 The character state information is information corresponding to the character posture described above. For example, information corresponding to various postures such as standing, jumping (flying), squatting, etc. is used as the character state information. Then, the posture that the character should take in the virtual three-dimensional space GW is specified by the information on the character state. Further, the character state information may include more specific states of each part of the character such as facial expressions, for example. For example, in a system that reproduces motion data, such a character state may be specified by the number of motion data and the number of motion data frames corresponding to the state.
 背景の情報は、撮影範囲SRに含まれる背景を示す情報である。図8等の例は、背景オブジェクト61として、高木オブジェクト61b等が配置される背景が利用されている。このような背景は、任意に設定されてよい。例えば、撮影範囲SRに含まれる背景として、山や海等を示す背景オブジェクト61が配置された背景が利用されてもよい。そして、背景の情報は、このような背景を示す情報である。したがって、背景の情報によって、例えば、撮影範囲SRに含まれるべき具体的な背景オブジェクト61が特定される。 The background information is information indicating the background included in the shooting range SR. In the example of FIG. 8 and the like, a background where the tree object 61b and the like are arranged is used as the background object 61. Such a background may be set arbitrarily. For example, a background in which a background object 61 indicating a mountain, a sea, or the like is arranged may be used as the background included in the shooting range SR. The background information is information indicating such a background. Therefore, for example, a specific background object 61 to be included in the shooting range SR is specified by the background information.
 カメラ位置、画角、撮影方向の情報は、上述の仮想カメラ62の位置、画角SA、及び撮影方向SDをそれぞれ示す情報である。したがって、これらの情報によって、仮想3次元空間GWにおける仮想カメラ62の位置、画角SA、及び撮影方向SDが特定され、結果として撮影範囲SRが特定される。一例として、カード画像65が利用される場合には、このような情報の設定を通じて、画像設定が実現される。なお、このような設定は、例えば、予めいくつかのプリセット(設定候補)が用意されている場合には、これらを指定するプリセット番号の選択を通じて実行されてよい。また、キャラクタ画像MGが利用される場合には、キャラクタの状態、背景、カメラ位置、画角及び撮影方向の情報は省略されてもよい。つまり、画像設定情報は、これらの情報を含んでいなくてもよい。また、当然ながら設定対象でない情報は省略されてよい。さらに、個別の情報としてカメラの位置、画角及び撮影方向等が含まれていなくてもよく、例えば、中間データ(一例として変換行列)が、これらの情報として利用されてもよい。また、このような場合、中間データ等、カメラの位置等を特定するためのデータ等が本発明の画像特定情報として機能してよい。 The information on the camera position, the angle of view, and the shooting direction is information indicating the position, angle of view SA, and shooting direction SD of the virtual camera 62 described above. Therefore, the position of the virtual camera 62, the angle of view SA, and the shooting direction SD in the virtual three-dimensional space GW are specified by these pieces of information, and as a result, the shooting range SR is specified. As an example, when the card image 65 is used, image setting is realized through such information setting. Note that such setting may be executed through selection of a preset number for designating some presets (setting candidates), for example. When the character image MG is used, information on the character state, background, camera position, angle of view, and shooting direction may be omitted. That is, the image setting information may not include such information. Of course, information that is not a setting target may be omitted. Furthermore, the position of the camera, the angle of view, the shooting direction, and the like may not be included as individual information. For example, intermediate data (a conversion matrix as an example) may be used as such information. In such a case, intermediate data or the like data for specifying the position of the camera or the like may function as the image specifying information of the present invention.
 次に、再現処理、及びカード発行処理について説明する。再現処理は、キャラクタカードKCに対応するキャラクタをゲーム内に再現する処理である。カード発行処理は、ゲーム結果及び設定結果を反映した新たなキャラクタカードKC、或いは記録カードSCを発行する処理である。一例として、これらの処理は、図12或いは図13のルーチンを通じてゲーム機GMの制御ユニット30によって実現される。また、図12及び図13のルーチンは、一例として、制御ユニット30のゲーム提供部37を通じて実行される。なお、ゲーム機GMの制御ユニット30及びセンターサーバ2の制御ユニット10は、これらの処理の他にも各種の周知な処理等を、それぞれ単独で或いは互いに協働して実行する。しかし、それらの詳細な説明は省略する。 Next, the reproduction process and the card issue process will be described. The reproduction process is a process for reproducing the character corresponding to the character card KC in the game. The card issuing process is a process for issuing a new character card KC or recording card SC reflecting the game result and the setting result. As an example, these processes are realized by the control unit 30 of the game machine GM through the routine of FIG. Moreover, the routine of FIG.12 and FIG.13 is performed through the game provision part 37 of the control unit 30, as an example. Note that the control unit 30 of the game machine GM and the control unit 10 of the center server 2 execute various kinds of well-known processes alone or in cooperation with each other in addition to these processes. However, detailed description thereof will be omitted.
 図12は、再現処理を実現する再現処理ルーチンのフローチャートの一例を示す図である。図12のルーチンは、一例として、コードリーダ7によってキャラクタカードKCが読み取られる毎に実行される。図12のルーチンが開始されると、ゲーム提供部37は、まずステップS11にて、キャラクタカードKCに記録されるキャラクタ情報を取得する。具体的には、コードリーダ7から出力される信号に基づいて、キャラクタカードKCの二次元コードCGに含まれるキャラクタ情報を取得する。 FIG. 12 is a diagram showing an example of a flowchart of a reproduction processing routine for realizing the reproduction processing. The routine shown in FIG. 12 is executed each time the character card KC is read by the code reader 7 as an example. When the routine of FIG. 12 is started, the game providing unit 37 first acquires character information recorded on the character card KC in step S11. Specifically, based on a signal output from the code reader 7, character information included in the two-dimensional code CG of the character card KC is acquired.
 次のステップS12において、ゲーム提供部37は、ステップS11で取得したキャラクタ情報に基づいて、ゲーム中にキャラクタカードKCにて定義されるキャラクタを再現するための再現用データを生成する。この再現用データには、例えば、キャラクタ情報に基づいて取得した画像領域IAの画像に対応する画像データが含まれる。つまり、キャラクタ画像MG或いはカード画像65を表示するための画像データが含まれる。より具体的には、この画像データは、キャラクタ画像MGの場合には、既存の画像データ中から対応するキャラクタの画像データを取得することにより実現される。一方、カード画像65の場合には、この画像データは、画像設定情報に基づいて仮想3次元空間GWを再構築し、その撮影結果に基づいてカード画像65を描画することにより生成される。さらに、再現用データは、ステップS11で取得したキャラクタ情報に含まれるその他のパラメータの情報も含んでいる。したがって、再現データによって特徴情報領域FAの装備項目及びコマンド項目も再現される。名称情報領域NA等の情報も同様である。 In the next step S12, the game providing unit 37 generates reproduction data for reproducing the character defined by the character card KC during the game, based on the character information acquired in step S11. The reproduction data includes, for example, image data corresponding to the image in the image area IA acquired based on the character information. That is, image data for displaying the character image MG or the card image 65 is included. More specifically, in the case of a character image MG, this image data is realized by acquiring image data of a corresponding character from existing image data. On the other hand, in the case of the card image 65, this image data is generated by reconstructing the virtual three-dimensional space GW based on the image setting information and drawing the card image 65 based on the photographing result. Further, the reproduction data includes information on other parameters included in the character information acquired in step S11. Therefore, the equipment items and command items of the feature information area FA are also reproduced by the reproduction data. The same applies to information such as the name information area NA.
 次のステップS13において、ゲーム提供部37は、ステップS12で生成した再現用データを所定の記憶領域に出力して、今回のルーチンを終了する。所定の記憶領域として、例えば、制御ユニット30の内部記憶装置或いは記憶ユニット31といったゲームで利用可能な各種データが少なくとも一時的に記憶される領域が利用されてよい。再現用データは、所定の記憶領域に記憶され、ゲームの展開等、状況に応じて適宜に利用される。これにより、キャラクタカードKCにて定義される特性等を有するキャラクタがキャラクタカードKCの表示と同様の画像にてゲーム中に再現される。 In the next step S13, the game providing unit 37 outputs the reproduction data generated in step S12 to a predetermined storage area, and ends the current routine. As the predetermined storage area, for example, an internal storage device of the control unit 30 or a storage unit 31 may be used that stores at least temporarily various data usable in the game. The reproduction data is stored in a predetermined storage area, and is appropriately used depending on the situation such as game development. As a result, a character having characteristics and the like defined by the character card KC is reproduced during the game with an image similar to the display of the character card KC.
 図13は、カード発行処理を実現するカード発行処理ルーチンのフローチャートの一例を示す図である。図13のルーチンは、例えば、バトル等のゲーム終了後(ステージ4)において、キャラクタカードKC或いは記録カードSCの印刷を希望する所定の操作が実行される毎に実行される。図13のルーチンを開始すると、ゲーム提供部37は、まずステップS21において、キャラクタ情報或いは記録用情報を取得する。具体的には、ゲーム提供部37は、ステップS31において、ゲームのプレイに使用されたキャラクタカードKCの使用時のキャラクタ情報或いはゲームのプレイに使用された記録カードSCの使用時の記録用情報を取得する。 FIG. 13 is a diagram showing an example of a flowchart of a card issuance processing routine for realizing card issuance processing. The routine shown in FIG. 13 is executed each time a predetermined operation for printing the character card KC or the recording card SC is executed after the end of the game such as a battle (stage 4), for example. When the routine of FIG. 13 is started, the game providing unit 37 first acquires character information or recording information in step S21. Specifically, in step S31, the game providing unit 37 displays character information when using the character card KC used for playing the game or information for recording when using the recording card SC used for playing the game. get.
 続くステップS22において、ゲーム提供部37は、ゲーム結果を取得する。次のステップS23において、ゲーム提供部37は、生成用設定の設定結果(画像設定を含む)を取得する。続くステップS24において、ゲーム提供部37は、ステップS22で取得したゲーム結果及びステップS23で取得した設定結果に基づいて、ゲームの結果及び設定結果を反映した使用後のキャラクタ情報或いは使用後の記録用情報を生成する。 In subsequent step S22, the game providing unit 37 acquires a game result. In the next step S <b> 23, the game providing unit 37 acquires a setting result (including image setting) for the generation setting. In the following step S24, the game providing unit 37 uses the game result acquired in step S22 and the setting result acquired in step S23 to use the character information after use reflecting the game result and the setting result or for recording after use. Generate information.
 具体的には、ゲーム提供部37は、例えば、ステップS24において、ステップS23で取得した設定結果に基づいて、画像設定の内容に対応する画像設定情報をプレイ後画像設定情報として生成する。同様に、ステップS22で取得したゲーム結果に基づいてレベルアップ等の変更を反映した後のプレイ後パラメータの情報を生成する。そして、このプレイ後パラメータの情報(プレイ後画像設定情報を含む)を含むプレイ後キャラクタ情報を使用後のキャラクタ情報として生成する。 Specifically, for example, in step S24, the game providing unit 37 generates image setting information corresponding to the contents of the image setting as post-play image setting information based on the setting result acquired in step S23. Similarly, post-play parameter information after reflecting changes such as level-up is generated based on the game result acquired in step S22. Then, post-play character information including post-play parameter information (including post-play image setting information) is generated as character information after use.
 ゲーム提供部37は、記録用情報についても同様に使用後の記録用情報を生成する。例えば、ゲームのプレイの結果、新しいアイテムを取得した場合には、新しく取得したアイテムを含むように使用後の記録用情報を生成する。一方、上述のように、記録カードSCには、装備中のアイテムは記録されない。このため、画像設定等において装備アイテムに変更があった場合には、装備アイテム以外を記録し、特定するための記録用情報が使用後の記録用情報として生成される。また、個別情報等に変更が生じた場合には、これらの変更も使用後の記録用情報に反映される。一例として、ゲーム提供部37は、ステップS24において、このように使用後のキャラクタ情報或いは使用後の記録用情報を生成する。 The game providing unit 37 generates post-use recording information for the recording information as well. For example, when a new item is acquired as a result of playing the game, recording information after use is generated so as to include the newly acquired item. On the other hand, as described above, the item being equipped is not recorded on the recording card SC. For this reason, when the equipment item is changed in the image setting or the like, the recording information for recording and specifying other than the equipment item is generated as the recording information after use. In addition, when changes occur in the individual information or the like, these changes are also reflected in the recording information after use. As an example, the game providing unit 37 generates character information after use or recording information after use in this manner in step S24.
 次のステップS25において、ゲーム提供部37は、ステップS24で生成した使用後のキャラクタ情報を含む合成画像CI(二次元コードCG及びカード画像65等のキャラクタの画像の表示を含む)或いは使用後の記録用情報を含む合成画像を表現するためのイメージデータ36を生成する。したがって、合成画像CI等にはゲーム結果及び設定結果が反映されている。つまり、例えば、カード画像65が利用される場合において、キャラクタオブジェクト60の姿勢、背景或いは仮想カメラ62の位置等を変更した場合、これらの変更が反映されたカード画像65が合成画像CIに含まれる。装備アイテムに変更があった場合も同様である。このように、合成画像CI等には使用後のキャラクタ情報或いは使用後の記録用情報が記録されている。つまり、このような合成画像CI等を表現するためのイメージデータ36がステップS25において生成される。 In the next step S25, the game providing unit 37 includes the composite image CI (including the display of the character image such as the two-dimensional code CG and the card image 65) including the character information after use generated in step S24 or after use. Image data 36 for expressing a composite image including recording information is generated. Accordingly, the game result and the setting result are reflected in the composite image CI and the like. That is, for example, when the card image 65 is used and the posture of the character object 60, the background, the position of the virtual camera 62, or the like is changed, the card image 65 reflecting these changes is included in the composite image CI. . The same applies when there is a change in the equipment item. Thus, the character information after use or the information for recording after use is recorded in the composite image CI or the like. That is, image data 36 for expressing such a composite image CI and the like is generated in step S25.
 続くステップS26において、ゲーム提供部37は、ステップS25で生成したイメージデータ36に基づいて合成画像CI等が被記録媒体に印刷され、新たにキャラクタカードKC或いは記録カードSCが生成されるように、イメージデータ36をプリンタ32に出力(提供)する。つまり、ゲーム提供部37は、例えば、合成画像CIを介して、ゲーム結果及び設定結果が反映されたプレイ後キャラクタ情報を記録する新たなキャラクタカードKCが生成されるように、イメージデータ36をプリンタ32に提供する。或いは、ゲーム提供部37は、合成画像を介して、取得したアイテムのうち装備中のアイテム以外を特定するための使用後の記録用情報を記録する新たな記録カードSCが生成されるように、イメージデータ36をプリンタ32に提供する。結果として、例えば、プレイ後パラメータの情報を含む変化後キャラクタ情報が合成画像CIを介してキャラクタカードKCに記録される。そして、ゲーム提供部37は、ステップS35の処理を終えると、今回のルーチンを終了する。 In subsequent step S26, the game providing unit 37 prints the composite image CI or the like on the recording medium based on the image data 36 generated in step S25, and newly generates the character card KC or the recording card SC. The image data 36 is output (provided) to the printer 32. That is, the game providing unit 37 prints the image data 36 to the printer so that a new character card KC that records the post-play character information in which the game result and the setting result are reflected is generated via the composite image CI, for example. 32. Alternatively, the game providing unit 37 may generate a new recording card SC for recording post-use recording information for identifying items other than the equipped items among the acquired items via the composite image. Image data 36 is provided to the printer 32. As a result, for example, post-change character information including post-play parameter information is recorded on the character card KC via the composite image CI. And the game provision part 37 complete | finishes this routine, after finishing the process of step S35.
 図13のルーチンにより、ゲーム結果及び設定結果が反映された新たなキャラクタカードKC或いは記録カードSCが、プレイに使用したキャラクタカードKC或いは記録カードSCとは別に生成される。また、プレイ後パラメータの情報(プレイ後画像設定情報を含む)は、合成画像CI中の二次元コードCGにも含まれている。つまり、二次元コードCGを介して、再度ゲーム機GMに提供可能にプレイ後パラメータの情報(プレイ後画像設定情報を含む)を記録した新しいキャラクタカードKCが生成される。同様に最新の装備状況が反映された記録用情報を記録し、次回以降にその情報を提供可能な新しい記録カードSCが生成される。 13, a new character card KC or recording card SC reflecting the game result and setting result is generated separately from the character card KC or recording card SC used for play. Further, post-play parameter information (including post-play image setting information) is also included in the two-dimensional code CG in the composite image CI. That is, a new character card KC in which post-play parameter information (including post-play image setting information) is recorded is generated via the two-dimensional code CG so as to be provided to the game machine GM again. Similarly, recording information reflecting the latest equipment status is recorded, and a new recording card SC that can provide the information is generated after the next time.
 以上に説明したように、この形態によれば、同じキャラクタであっても装備アイテムに応じてキャラクタカードKCの画像領域IAに表示されるキャラクタ画像MG等が変化する。また、装備アイテムは、ユーザの選択によって任意に設定される。したがって、ユーザの設定に応じて変化するユニーク性の高い画像をキャラクタカードKCに使用することができる。これにより、キャラクタカードKCのユニーク性を向上させることができる。 As described above, according to this embodiment, even for the same character, the character image MG displayed in the image area IA of the character card KC changes depending on the equipment item. Moreover, an equipment item is arbitrarily set by a user's selection. Therefore, a highly unique image that changes according to the user's settings can be used for the character card KC. Thereby, the uniqueness of the character card KC can be improved.
 また、キャラクタカードKCに印刷される合成画像CIには、このようなユニーク性の高いキャラクタ画像MG等を特定するための画像設定情報を含む二次元コードCGも表示されている。したがって、このような二次元コードCGを介して、再度ゲーム内にユーザが任意に設定したキャラクタ画像MG等を再現することができる。つまり、このようなユニーク性の高いキャラクタ画像MG等を特定するためのキャラクタカードKCを生成することができる。 Also, the composite image CI printed on the character card KC also displays a two-dimensional code CG including image setting information for specifying such a highly unique character image MG and the like. Therefore, the character image MG or the like arbitrarily set by the user in the game can be reproduced again through the two-dimensional code CG. That is, it is possible to generate a character card KC for specifying such a highly unique character image MG.
 さらに、装備アイテムは、合成画像CIに表示されている。したがって、どのようなアイテムを装備すればキャラクタカードKCに表示されるキャラクタ画像MG等に到るか、表示の装備アイテムを通じて、ユーザに容易に認識させることができる。また、装備アイテムの選択をコマンドと関連付けることにより、装備アイテムとゲームの進行とを関連付けることができる。これにより、装備するアイテムの選択の興趣性を向上させることができる。 Furthermore, the equipment item is displayed in the composite image CI. Therefore, it can be easily recognized by the user through the displayed equipment item as to what item is equipped to reach the character image MG or the like displayed on the character card KC. Further, by associating the selection of the equipment item with the command, it is possible to associate the equipment item with the progress of the game. Thereby, the interest property of selection of the item to equip can be improved.
 一方、装備していないアイテムは、記録カードSCを通じて、キャラクタカードKCとは別に所持しておくことができる。これにより、キャラクタカードKCに記録する情報を増やすことなく、多数のアイテムを所持することができる。これらにより、ゲームの興趣性を向上させることができる。 On the other hand, items that are not equipped can be held separately from the character card KC through the recording card SC. Thereby, many items can be possessed, without increasing the information recorded on the character card KC. By these, the interest property of a game can be improved.
 以上の形態において、ゲーム機GMの制御ユニット30が、ゲーム提供部37を通じて図13のルーチンを実行することにより本発明の設定情報生成手段、画像情報提供手段、取得アイテム情報生成手段、アイテム情報提供手段、変化情報生成手段及びデータ生成手段として機能する。また、ゲーム機GMの制御ユニット30が、ゲーム提供部37を通じて図12のルーチンを実行することにより本発明の画像情報取得手段及び画像再現手段として機能する。 In the above embodiment, the control unit 30 of the game machine GM executes the routine shown in FIG. 13 through the game providing unit 37, whereby the setting information generating unit, the image information providing unit, the acquired item information generating unit, and the item information providing according to the present invention. It functions as a means, change information generation means, and data generation means. Further, the control unit 30 of the game machine GM functions as the image information acquisition unit and the image reproduction unit of the present invention by executing the routine of FIG. 12 through the game providing unit 37.
 本発明は上述の各形態に限定されず、適宜の形態にて実施することができる。例えば、上述の各形態では、キャラクタ情報は画像設定情報を含み、画像設定情報はキャラクタカードKCに記録されている。つまり、各キャラクタカードKCが画像設定情報を含むことにより、各キャラクタカードKCのキャラクタ画像MG等に対応する画像設定情報が特定されている。しかし、本発明は、このような形態に限定されない。例えば、キャラクタカードKCには、このような画像設定情報は記録されておらず、画像設定情報を特定するための画像特定情報が記録されていてもよい。このような場合、例えば、画像設定情報がセンターサーバ2に保存されていてもよい。そして、ゲーム機GMが取得した画像特定情報に基づいてゲーム機サービスとしてセンターサーバ2がゲーム機GMに画像設定情報を提供してもよい。また、画像特定情報の一例として、例えば、上述のカードIDが利用されてもよい。或いは、その他シリアルナンバー等、画像設定情報と関連付けられる各種のユニークな情報が使用されてよい。 The present invention is not limited to the above-described embodiments, and can be implemented in an appropriate form. For example, in each embodiment described above, the character information includes image setting information, and the image setting information is recorded on the character card KC. That is, when each character card KC includes image setting information, image setting information corresponding to the character image MG or the like of each character card KC is specified. However, the present invention is not limited to such a form. For example, such image setting information is not recorded on the character card KC, and image specifying information for specifying the image setting information may be recorded. In such a case, for example, the image setting information may be stored in the center server 2. Then, the center server 2 may provide image setting information to the game machine GM as a game machine service based on the image specifying information acquired by the game machine GM. Further, as an example of the image specifying information, for example, the above card ID may be used. Alternatively, various kinds of unique information associated with the image setting information such as a serial number may be used.
 上述の形態では、キャラクタ画像MGには背景が表示されていない。しかし、本発明は、このような形態に限定されない。例えば、画像領域IAには、背景を含むキャラクタ画像MGが表示されてもよい。そして、このような背景を含むキャラクタ画像がプレイ媒体画像として機能してもよい。また、この場合、背景として、例えば、ユーザが用意した画像が利用されてもよい。同様に、カード画像65は、仮想3次元空間GWの背景オブジェクト61を背景として利用するように構成されている。しかし、本発明は、このような形態に限定されない。例えば、カード画像65の背景の画像としてもユーザが用意した画像が利用されてよい。 In the above-described form, no background is displayed on the character image MG. However, the present invention is not limited to such a form. For example, a character image MG including a background may be displayed in the image area IA. A character image including such a background may function as a play medium image. In this case, for example, an image prepared by the user may be used as the background. Similarly, the card image 65 is configured to use the background object 61 of the virtual three-dimensional space GW as a background. However, the present invention is not limited to such a form. For example, an image prepared by the user may be used as the background image of the card image 65.
 上述の各形態では、キャラクタカードKC等のゲーム用カード8には、例えば、キャラクタ情報等を含むコードとして、二次元コードCG等が印刷されている。しかし、本発明は、このような形態に限定されない。例えば、このようなコードとして、バーコードが利用されてもよい。即ち、ゲーム用カード8には、所定の規格に準拠して生成されることにより各種の情報を含む各種のコードが利用されてよい。また、各種の情報がコードとして記録媒体に記録される形態にも限定されない。例えば、記録媒体として、DVDROM、CDROM等の光学式記憶媒体、或いはEEPROM等の不揮発性半導体メモリが利用されてもよい。このような記憶媒体は、例えば、ICカードを含む。また、これらの記録媒体が利用される場合、例えば、合成画像が印刷される代わりに、合成画像を表現するためのイメージデータ自体がこれらの媒体に記録されてもよい。或いは、ICカード等が利用される場合において、合成画像が印刷されるとともに、必要なデータ(例えば、イメージデータ36)がICチップ等のメモリにも記録されていてよい。つまり、記録媒体には、キャラクタ情報等の必要な情報が重畳的に複数の態様で記録されていてもよい。また、イメージデータ36等のデータは、赤外線通信等により記憶媒体に提供されてもよい。さらに、一つの記録媒体がキャラクタカードKC及び記録カードSCの両方として機能してもよい。つまり、キャラクタカードKC及び記録カードSCとして、物理的に同じ一つの記録媒体が共用されてもよい。 In each of the above-described forms, for example, a two-dimensional code CG or the like is printed on the game card 8 such as the character card KC as a code including character information or the like. However, the present invention is not limited to such a form. For example, a barcode may be used as such a code. That is, the game card 8 may use various codes including various information by being generated according to a predetermined standard. Further, the present invention is not limited to a form in which various types of information are recorded on the recording medium as codes. For example, an optical storage medium such as DVDROM or CDROM, or a nonvolatile semiconductor memory such as EEPROM may be used as the recording medium. Such a storage medium includes, for example, an IC card. Further, when these recording media are used, for example, instead of printing a composite image, image data for expressing the composite image itself may be recorded on these media. Alternatively, when an IC card or the like is used, a composite image is printed and necessary data (for example, image data 36) may be recorded in a memory such as an IC chip. That is, necessary information such as character information may be recorded in a plurality of modes in a superimposed manner on the recording medium. Further, data such as the image data 36 may be provided to the storage medium by infrared communication or the like. Furthermore, one recording medium may function as both the character card KC and the recording card SC. That is, the physically same recording medium may be shared as the character card KC and the recording card SC.
 上述の各形態では、各ゲーム機GMは、ゲーム結果に応じて内容の変化するキャラクタカードKC等が生成されるカードゲームを提供している。しかし、各ゲーム機GMが提供するゲームは、このような形態に限定されない。例えば、ゲーム機GMは、キャラクタカードのキャラクタが成長しないカードゲームを提供してもよい。また、各ゲーム機GMは、アクションゲーム、ロールプレイングゲーム、シミュレーションゲーム、シューティングゲーム等の各種のゲームを提供してよい。 In each form described above, each game machine GM provides a card game in which a character card KC or the like whose contents change according to the game result is generated. However, the game provided by each game machine GM is not limited to such a form. For example, the game machine GM may provide a card game in which the character of the character card does not grow. Each game machine GM may provide various games such as an action game, a role playing game, a simulation game, and a shooting game.
 同様に、ゲーム機GMは、業務用のゲーム機に限定されない。ゲーム機GMとして、例えば、家庭用の据置型ゲーム機、携帯型のゲーム機等、適宜の形態が採用されてよい。また、上述の形態では、制御ユニット30及び記憶ユニット31がゲーム機GMに設けられている。しかし、本発明のゲーム機は、このような形態に限定されない。例えば、クラウドコンピューティングを利用してネットワーク上に論理的に制御ユニット30及び記憶ユニット31が設けられてもよい。つまり、ゲーム機GMは、ネットワーク3を通じて制御ユニット30処理結果を表示して提供する端末として構成されていてもよい。さらに、本発明のゲームシステムは、センターサーバ2が省略され、一台のゲーム機によって実現されてもよい。 Similarly, the game machine GM is not limited to a commercial game machine. As the game machine GM, for example, an appropriate form such as a home-use game machine or a portable game machine may be adopted. In the above-described embodiment, the control unit 30 and the storage unit 31 are provided in the game machine GM. However, the game machine of the present invention is not limited to such a form. For example, the control unit 30 and the storage unit 31 may be logically provided on the network using cloud computing. That is, the game machine GM may be configured as a terminal that displays and provides the processing result of the control unit 30 through the network 3. Further, the game system of the present invention may be realized by a single game machine without the center server 2.
 以下に、上述の内容から得られる本発明の一例を記載する。なお、以下の説明では本発明の理解を容易にするために添付図面の参照符号を括弧書きにて付記したが、それにより本発明が図示の形態に限定されるものではない。 Hereinafter, an example of the present invention obtained from the above contents will be described. In addition, in the following description, in order to make an understanding of this invention easy, the reference sign of the accompanying drawing was attached in parenthesis, but this invention is not limited to the form of illustration by it.
 本発明のゲームシステムは、プレイ媒体を通じてプレイされるゲームを提供するゲームシステム(1)であって、前記プレイ媒体に対応するプレイ媒体画像(MG、65)を変化させる画像設定情報をユーザの選択に基づいて生成する設定情報生成手段(30)と、前記設定情報生成手段の生成結果に基づいて、前記画像設定情報を特定するための画像特定情報(例えば、画像設定情報自体)を記録する画像情報記録媒体(KC)が生成されるように、前記画像特定情報を提供する画像情報提供手段(30)と、を備えている。 The game system of the present invention is a game system (1) that provides a game played through a play medium, and the user selects image setting information that changes a play medium image (MG, 65) corresponding to the play medium. An image for recording setting information generating means (30) to be generated based on the image and image specifying information (for example, image setting information itself) for specifying the image setting information based on the generation result of the setting information generating means Image information providing means (30) for providing the image specifying information so as to generate an information recording medium (KC).
 本発明によれば、画像設定情報を特定するための画像特定情報を記録する画像情報記録媒体が生成される。つまり、画像特定情報を介して画像設定情報を特定可能な画像情報記録媒体を生成することができる。画像設定情報は、プレイ媒体に対応するプレイ媒体画像を変化させる情報である。また、画像設定情報は、ユーザの設定に基づいて生成される。したがって、プレイ媒体画像は、画像設定情報を介して、ユーザの任意の設定に基づいて変化する。このため、プレイ媒体画像のユニーク性は高い。つまり、画像特定情報は、ユニーク性の高いプレイ媒体画像を特定するための情報として機能する。したがって、画像特定情報を記録する画像情報記録媒体を生成することにより、ユニーク性の高いプレイ媒体画像を特定するための画像情報記録媒体を生成することができる。 According to the present invention, an image information recording medium for recording image specifying information for specifying image setting information is generated. That is, it is possible to generate an image information recording medium that can specify the image setting information via the image specifying information. The image setting information is information for changing the play medium image corresponding to the play medium. Further, the image setting information is generated based on user settings. Accordingly, the play medium image changes based on the user's arbitrary setting via the image setting information. For this reason, the uniqueness of a play medium image is high. That is, the image specifying information functions as information for specifying a highly unique play medium image. Therefore, it is possible to generate an image information recording medium for specifying a highly unique play medium image by generating an image information recording medium for recording image specifying information.
 本発明のゲームシステムの一態様において、前記プレイ媒体画像として、仮想3次元空間(GW)において当該仮想3次元空間内の被写体(60)を仮想的カメラ(62)で撮影した撮影結果に基づいて描画される仮想3次元画像(65)が利用され、前記画像設定情報は、前記仮想3次元空間における前記被写体の背景、前記被写体の状態、前記仮想的カメラの撮影位置、画角(SA)、及び撮影方向(SD)の少なくともいずれか一つの情報を含んでいてもよい。この場合、よりリアリティの高い画像をプレイ媒体画像として利用することができる。結果として、プレイ媒体画像のユニーク性を向上させることができる。 In one aspect of the game system of the present invention, the play medium image is based on a photographing result obtained by photographing a subject (60) in the virtual three-dimensional space with a virtual camera (62) in the virtual three-dimensional space (GW). A rendered virtual three-dimensional image (65) is used, and the image setting information includes the background of the subject in the virtual three-dimensional space, the state of the subject, the shooting position of the virtual camera, the angle of view (SA), And at least one of the shooting direction (SD) may be included. In this case, an image with higher reality can be used as a play medium image. As a result, the uniqueness of the play medium image can be improved.
 本発明のゲームシステムの一態様において、前記ゲームには、プレイ結果に応じて前記プレイ媒体が取得する複数のアイテム(I1~I5b等)が用意され、前記プレイ媒体画像は、前記複数のアイテムのうち前記ユーザの選択に基づいて設定される設定アイテム(I1~I5b)に基づいて変化するように構成され、前記画像設定情報は、前記設定アイテムを特定するアイテム特定情報(例えば、キャラクタカードKCに記録されるアイテムID)を含んでいてもよい。この場合、画像設定情報として設定アイテムが利用される。つまり、設定アイテムによってプレイ媒体画像が変化する。結果として、設定アイテムを通じて、画像設定情報をユーザに容易に認識させることができる。 In one aspect of the game system of the present invention, the game includes a plurality of items (I1 to I5b, etc.) acquired by the play medium according to a play result, and the play medium image includes the plurality of items. Of these, the image setting information is configured to change based on setting items (I1 to I5b) set based on the user's selection, and the image setting information includes item specifying information (for example, a character card KC) for specifying the setting item. (Item ID to be recorded) may be included. In this case, a setting item is used as the image setting information. That is, a play medium image changes with setting items. As a result, the user can easily recognize the image setting information through the setting item.
 本発明のゲームに複数のアイテムが用意されている態様として、前記プレイ媒体が取得した各アイテムを特定するための取得アイテム情報(例えば、記録カードSCに記録されるアイテムID)を生成する取得アイテム情報生成手段(30)と、前記取得アイテム情報生成手段の生成結果に基づいて、前記取得アイテム情報を記録するアイテム記録媒体(SC)が生成されるように、前記取得アイテム情報を提供するアイテム情報提供手段(30)と、を更に備える態様が採用されてもよい。この場合、ゲーム内で取得したアイテムをプレイ媒体と別に管理することができる。 The acquisition item which produces | generates the acquisition item information (for example, item ID recorded on the recording card | curd SC) for specifying each item which the said play medium acquired as an aspect with which the game of this invention has prepared several items Item information providing the acquired item information so that an item recording medium (SC) for recording the acquired item information is generated based on the information generation means (30) and the generation result of the acquired item information generating means The aspect further provided with a provision means (30) may be employ | adopted. In this case, the item acquired in the game can be managed separately from the play medium.
 アイテム記録媒体が生成される態様において、設定アイテムは任意に設定されてよい。例えば、本発明のアイテム記録媒体が生成される一態様において、前記プレイ媒体画像には、前記設定アイテムとして設定されるアイテムの数に制限が設けられていてもよい。また、この態様において、前記アイテム記録媒体は、前記画像情報記録媒体とは別に生成され、前記取得アイテム情報生成手段は、前記プレイ媒体が取得した複数のアイテムのうち前記取得アイテム情報によって前記設定アイテム以外のアイテムが特定されるように、前記取得アイテム情報を生成してもよい。 In the aspect in which the item recording medium is generated, the setting item may be arbitrarily set. For example, in an aspect in which the item recording medium of the present invention is generated, the play medium image may be limited in the number of items set as the setting item. Further, in this aspect, the item recording medium is generated separately from the image information recording medium, and the acquired item information generating unit is configured to set the set item according to the acquired item information among a plurality of items acquired by the play medium. The acquired item information may be generated so that an item other than is specified.
 本発明のアイテムが利用される一態様において、前記ゲームには、ゲームを進行させるための複数の選択肢(例えば、コマンド)が用意され、各アイテムは、前記複数の選択肢の少なくとも一つに関連付けられ、前記プレイ媒体には、前記設定アイテムに応じた選択肢が設定されてもよい。この場合、プレイ媒体画像の変化に応じて、プレイ媒体に設定される選択肢も変化する。つまり、プレイ媒体画像の変化とプレイ媒体に設定される選択肢とを関連付けることができる。これにより、プレイ媒体画像の変化の興趣性を向上させることができる。 In an aspect in which the item of the present invention is used, the game includes a plurality of options (for example, commands) for progressing the game, and each item is associated with at least one of the plurality of options. In the play medium, options according to the setting item may be set. In this case, the options set for the play medium also change according to the change of the play medium image. That is, the change in the play medium image can be associated with the option set for the play medium. Thereby, the interest property of the change of a play medium image can be improved.
 本発明のゲームシステムの一態様として、前記画像情報記録媒体の前記画像特定情報を介して、当該画像特定情報によって特定される前記画像設定情報を取得する画像情報取得手段(30)と、前記画像情報取得手段によって取得された前記画像設定情報に基づいて、前記ゲームに前記プレイ媒体画像を再現する画像再現手段(30)と、を更に備える態様が採用されてもよい。この場合、画像情報記録媒体を介して、画像設定情報に応じて変化するプレイ媒体画像をゲーム内に再現することができる。 As one aspect of the game system of the present invention, the image information acquisition means (30) for acquiring the image setting information specified by the image specifying information via the image specifying information of the image information recording medium, and the image An aspect may further be adopted that further includes image reproduction means (30) for reproducing the play medium image in the game based on the image setting information acquired by the information acquisition means. In this case, a play medium image that changes according to the image setting information can be reproduced in the game via the image information recording medium.
 また、本発明のゲームシステムの一態様として、前記ゲームのプレイ結果に応じて前記画像設定情報に変化を付与した変化後画像設定情報(例えば、プレイ後画像設定情報)を生成する変化情報生成手段(30)を更に備え、前記画像情報提供手段は、前記変化情報生成手段の生成結果に基づいて、前記変化後画像設定情報を特定するための変化後画像特定情報を記録する変化後画像情報記録媒体(例えば、プレイ後キャラクタカードKC2)が前記画像情報記録媒体として生成されるように、前記画像特定情報として前記変化後画像特定情報を提供する態様が採用されてもよい。この場合、プレイ媒体画像のユニーク性を更に向上させることができる。 Further, as one aspect of the game system of the present invention, change information generating means for generating post-change image setting information (for example, post-play image setting information) in which a change is applied to the image setting information in accordance with the play result of the game (30), and the image information providing unit records post-change image specifying information for specifying the post-change image setting information based on a generation result of the change information generating unit. A mode of providing the post-change image specifying information as the image specifying information may be employed so that a medium (for example, a post-play character card KC2) is generated as the image information recording medium. In this case, the uniqueness of the play medium image can be further improved.
 本発明の変化後画像情報記録媒体が生成される態様として、前記プレイ媒体画像を含む媒体画像(CI)を印刷するプリンタ(32)と、前記プリンタが前記媒体画像を印刷するための印刷データ(36)を生成するデータ生成手段(30)と、を更に備え、前記画像情報記録媒体として、カード状の紙媒体が利用され、前記媒体画像は、前記画像特定情報を含むように所定の規格に準拠して生成されたコード(CG)を含み、前記コードを表示するように構成され、前記画像情報提供手段は、前記画像特定情報を含む前記コード及び前記プレイ媒体画像を表示する前記媒体画像の印刷を介して前記画像特定情報が前記画像情報記録媒体に記録されるように、前記印刷データを前記プリンタに提供する態様が採用されてもよい。この場合、媒体画像を通じて、ユニーク性の高いプレイ媒体画像が表示された画像情報記録媒体を生成することができる。これにより、画像情報記録媒体のユニーク性を向上させることができる。結果として、このような画像情報記録媒体を提供するゲームの興趣性を向上させることができる。 According to the aspect of the present invention, a post-change image information recording medium is generated. A printer (32) that prints a media image (CI) including the play media image, and print data ( 36), and a card-like paper medium is used as the image information recording medium, and the medium image conforms to a predetermined standard so as to include the image specifying information. A code (CG) generated in conformity with the code information is configured to display the code, and the image information providing unit is configured to display the code including the image specifying information and the medium image for displaying the play medium image. An aspect may be adopted in which the print data is provided to the printer so that the image specifying information is recorded on the image information recording medium through printing. In this case, an image information recording medium on which a highly unique play medium image is displayed can be generated through the medium image. Thereby, the uniqueness of the image information recording medium can be improved. As a result, the interest of a game that provides such an image information recording medium can be improved.
 画像特定情報は、どのように利用されてもよい。例えば、本発明のゲームシステムの一態様において、前記画像特定情報は、前記画像設定情報を含むことにより当該画像設定情報を特定するように構成され、前記画像設定情報は、前記画像情報記録媒体に記録されていてもよい。或いは、本発明のゲームシステムの一態様として、前記ゲームを提供するゲーム機(GM)と、前記ゲーム機にネットワーク(3)を介して接続され、前記ゲーム機にゲーム機用サービスを提供するサーバ装置(2)と、を備え、前記画像設定情報は、前記サーバ装置に保存され、前記サーバ装置は、前記ゲーム機用サービスとして前記画像特定情報に対応する前記画像設定情報を前記ゲーム機に提供する態様が採用されてもよい。 The image specifying information may be used in any way. For example, in one aspect of the game system of the present invention, the image specifying information is configured to specify the image setting information by including the image setting information, and the image setting information is stored in the image information recording medium. It may be recorded. Alternatively, as one aspect of the game system of the present invention, a game machine (GM) that provides the game and a server that is connected to the game machine via a network (3) and provides a service for the game machine to the game machine And the image setting information is stored in the server device, and the server device provides the image setting information corresponding to the image specifying information to the game machine as the service for the game machine. A mode may be adopted.
 本発明の制御方法は、プレイ媒体を通じてプレイされるゲームを提供するゲームシステムに組み込まれるコンピュータ(30)に、前記プレイ媒体に対応するプレイ媒体画像(MG、65)を変化させる画像設定情報をユーザの選択に基づいて生成する設定情報生成手順と、前記設定情報生成手順の生成結果に基づいて、前記画像設定情報を特定するための画像特定情報を記録する画像情報記録媒体(KC)が生成されるように、前記画像特定情報を提供する画像情報提供手順と、を実行させるものである。 According to the control method of the present invention, image setting information for changing a play medium image (MG, 65) corresponding to the play medium is transmitted to a computer (30) incorporated in a game system that provides a game played through the play medium. An image information recording medium (KC) for recording image specifying information for specifying the image setting information is generated based on a setting information generation procedure that is generated based on the selection of the setting information and a generation result of the setting information generation procedure. As described above, the image information providing procedure for providing the image specifying information is executed.
 また、本発明のゲームシステム用のコンピュータプログラムは、プレイ媒体を通じてプレイされるゲームを提供するゲームシステム(1)に組み込まれるコンピュータ(30)を、前記プレイ媒体に対応するプレイ媒体画像(MG、65)を変化させる画像設定情報をユーザの選択に基づいて生成する設定情報生成手段、及び前記設定情報生成手段の生成結果に基づいて、前記画像設定情報を特定するための画像特定情報を記録する画像情報記録媒体が生成されるように、前記画像特定情報を提供する画像情報提供手段として機能させるように構成されたものである。本発明の制御方法若しくはコンピュータプログラムが実行されることにより、本発明のゲームシステムを実現することができる。 The computer program for the game system of the present invention is a computer program (30) incorporated in a game system (1) that provides a game played through a play medium, and a play medium image (MG, 65) corresponding to the play medium. The setting information generating means for generating image setting information for changing the setting information based on the user's selection, and the image for recording the image specifying information for specifying the image setting information based on the generation result of the setting information generating means It is configured to function as image information providing means for providing the image specifying information so that an information recording medium is generated. By executing the control method or the computer program of the present invention, the game system of the present invention can be realized.
 1 ゲームシステム
 2 センターサーバ(サーバ装置)
 3 ネットワーク
 30 制御ユニット(コンピュータ、設定情報生成手段、画像情報提供手段、取得アイテム情報生成手段、アイテム情報提供手段、画像情報取得手段、画像再現手段、変化情報生成手段、データ生成手段)
 32 プリンタ
 36 イメージデータ(印刷データ)
 60 キャラクタオブジェクト(被写体)
 62 仮想カメラ(仮想的カメラ)
 65 カード画像(プレイ媒体画像、仮想3次元画像)
 GM ゲーム機
 KC キャラクタカード(画像情報記録媒体)
 KC2 プレイ後キャラクタカード(変化後画像情報記録媒体)
 SC 記録カード(アイテム記録媒体)
 CG 二次元コード(コード)
 CI 合成画像(媒体画像)
 MG キャラクタ画像(プレイ媒体画像)
 GW 仮想3次元空間
1 Game system 2 Center server (server device)
3 network 30 control unit (computer, setting information generation means, image information provision means, acquisition item information generation means, item information provision means, image information acquisition means, image reproduction means, change information generation means, data generation means)
32 Printer 36 Image data (print data)
60 Character object (subject)
62 Virtual Camera (Virtual Camera)
65 card images (play media images, virtual 3D images)
GM game machine KC character card (image information recording medium)
KC2 character card after play (image information recording medium after change)
SC recording card (item recording medium)
CG two-dimensional code (code)
CI composite image (media image)
MG character image (play media image)
GW Virtual 3D space

Claims (14)

  1.  プレイ媒体を通じてプレイされるゲームを提供するゲームシステムであって、
     前記プレイ媒体に対応するプレイ媒体画像を変化させる画像設定情報をユーザの選択に基づいて生成する設定情報生成手段と、
     前記設定情報生成手段の生成結果に基づいて、前記画像設定情報を特定するための画像特定情報を記録する画像情報記録媒体が生成されるように、前記画像特定情報を提供する画像情報提供手段と、
    を備える、ゲームシステム。
    A game system for providing a game played through a play medium,
    Setting information generating means for generating image setting information for changing a play medium image corresponding to the play medium based on a user's selection;
    Image information providing means for providing the image specifying information so that an image information recording medium for recording image specifying information for specifying the image setting information is generated based on a generation result of the setting information generating means; ,
    A game system comprising:
  2.  前記プレイ媒体画像として、仮想3次元空間において当該仮想3次元空間内の被写体を仮想的カメラで撮影した撮影結果に基づいて描画される仮想3次元画像が利用され、
     前記画像設定情報は、前記仮想3次元空間における前記被写体の背景、前記被写体の状態、前記仮想的カメラの撮影位置、画角、及び撮影方向の少なくともいずれか一つの情報を含んでいる、請求項1のゲームシステム。
    As the play medium image, a virtual three-dimensional image drawn based on a result of photographing a subject in the virtual three-dimensional space with a virtual camera in the virtual three-dimensional space is used,
    The image setting information includes at least one of information on a background of the subject in the virtual three-dimensional space, a state of the subject, a shooting position, a field angle, and a shooting direction of the virtual camera. 1 game system.
  3.  前記ゲームには、プレイ結果に応じて前記プレイ媒体が取得する複数のアイテムが用意され、
     前記プレイ媒体画像は、前記複数のアイテムのうち前記ユーザの選択に基づいて設定される設定アイテムに基づいて変化するように構成され、
     前記画像設定情報は、前記設定アイテムを特定するアイテム特定情報を含んでいる、請求項1又は2のゲームシステム。
    In the game, a plurality of items that the play medium acquires according to a play result is prepared,
    The play medium image is configured to change based on a setting item set based on the user's selection among the plurality of items,
    The game system according to claim 1, wherein the image setting information includes item specifying information for specifying the setting item.
  4.  前記プレイ媒体が取得した各アイテムを特定するための取得アイテム情報を生成する取得アイテム情報生成手段と、
     前記取得アイテム情報生成手段の生成結果に基づいて、前記取得アイテム情報を記録するアイテム記録媒体が生成されるように、前記取得アイテム情報を提供するアイテム情報提供手段と、
    を更に備えている、請求項3のゲームシステム。
    Acquired item information generating means for generating acquired item information for specifying each item acquired by the play medium;
    Item information providing means for providing the acquired item information so that an item recording medium for recording the acquired item information is generated based on a generation result of the acquired item information generating means;
    The game system according to claim 3, further comprising:
  5.  前記プレイ媒体画像には、前記設定アイテムとして設定されるアイテムの数に制限が設けられている、請求項4のゲームシステム。 The game system according to claim 4, wherein the play medium image is limited in the number of items set as the setting item.
  6.  前記アイテム記録媒体は、前記画像情報記録媒体とは別に生成され、
     前記取得アイテム情報生成手段は、前記プレイ媒体が取得した複数のアイテムのうち前記取得アイテム情報によって前記設定アイテム以外のアイテムが特定されるように、前記取得アイテム情報を生成する、請求項5のゲームシステム。
    The item recording medium is generated separately from the image information recording medium,
    The game according to claim 5, wherein the acquired item information generation unit generates the acquired item information so that an item other than the setting item is specified by the acquired item information among a plurality of items acquired by the play medium. system.
  7.  前記ゲームには、ゲームを進行させるための複数の選択肢が用意され、
     各アイテムは、前記複数の選択肢の少なくとも一つに関連付けられ、
     前記プレイ媒体には、前記設定アイテムに応じた選択肢が設定される、請求項3~6のいずれか一項のゲームシステム。
    The game has a plurality of options for making the game progress,
    Each item is associated with at least one of the plurality of options,
    The game system according to any one of claims 3 to 6, wherein an option corresponding to the setting item is set in the play medium.
  8.  前記画像情報記録媒体の前記画像特定情報を介して、当該画像特定情報によって特定される前記画像設定情報を取得する画像情報取得手段と、
     前記画像情報取得手段によって取得された前記画像設定情報に基づいて、前記ゲームに前記プレイ媒体画像を再現する画像再現手段と、
    を更に備える、請求項1~7のいずれか一項のゲームシステム。
    Image information acquisition means for acquiring the image setting information specified by the image specifying information via the image specifying information of the image information recording medium;
    Image reproduction means for reproducing the play medium image in the game based on the image setting information acquired by the image information acquisition means;
    The game system according to any one of claims 1 to 7, further comprising:
  9.  前記ゲームのプレイ結果に応じて前記画像設定情報に変化を付与した変化後画像設定情報を生成する変化情報生成手段を更に備え、
     前記画像情報提供手段は、前記変化情報生成手段の生成結果に基づいて、前記変化後画像設定情報を特定するための変化後画像特定情報を記録する変化後画像情報記録媒体が前記画像情報記録媒体として生成されるように、前記画像特定情報として前記変化後画像特定情報を提供する、請求項1~8のいずれか一項のゲームシステム。
    Further comprising change information generating means for generating post-change image setting information in which a change is applied to the image setting information in accordance with a play result of the game;
    The post-change image information recording medium for recording post-change image specifying information for specifying the post-change image setting information based on a generation result of the change information generation unit is the image information recording medium. The game system according to any one of claims 1 to 8, wherein the post-change image specifying information is provided as the image specifying information so as to be generated.
  10.  前記プレイ媒体画像を含む媒体画像を印刷するプリンタと、
     前記プリンタが前記媒体画像を印刷するための印刷データを生成するデータ生成手段と、
    を更に備え、
     前記画像情報記録媒体として、カード状の紙媒体が利用され、
     前記媒体画像は、前記画像特定情報を含むように所定の規格に準拠して生成されたコードを含み、前記コードを表示するように構成され、
     前記画像情報提供手段は、前記画像特定情報を含む前記コード及び前記プレイ媒体画像を表示する前記媒体画像の印刷を介して前記画像特定情報が前記画像情報記録媒体に記録されるように、前記印刷データを前記プリンタに提供する、請求項1~9のいずれか一項のゲームシステム。
    A printer for printing a media image including the play media image;
    Data generation means for generating print data for the printer to print the medium image;
    Further comprising
    A card-like paper medium is used as the image information recording medium,
    The medium image includes a code generated based on a predetermined standard so as to include the image specifying information, and is configured to display the code.
    The image information providing means is configured to record the image specifying information on the image information recording medium through printing the medium image displaying the code including the image specifying information and the play medium image. The game system according to any one of claims 1 to 9, wherein data is provided to the printer.
  11.  前記画像特定情報は、前記画像設定情報を含むことにより当該画像設定情報を特定するように構成され、
     前記画像設定情報は、前記画像情報記録媒体に記録されている、請求項1~10のいずれか一項のゲームシステム。
    The image specifying information is configured to specify the image setting information by including the image setting information,
    The game system according to any one of claims 1 to 10, wherein the image setting information is recorded on the image information recording medium.
  12.  前記ゲームを提供するゲーム機と、
     前記ゲーム機にネットワークを介して接続され、前記ゲーム機にゲーム機用サービスを提供するサーバ装置と、
    を備え、
     前記画像設定情報は、前記サーバ装置に保存され、
     前記サーバ装置は、前記ゲーム機用サービスとして前記画像特定情報に対応する前記画像設定情報を前記ゲーム機に提供する、請求項1~10のいずれか一項のゲームシステム。
    A game machine providing the game;
    A server device connected to the game machine via a network and providing a game machine service to the game machine;
    With
    The image setting information is stored in the server device,
    The game system according to any one of claims 1 to 10, wherein the server device provides the game machine with the image setting information corresponding to the image specifying information as the game machine service.
  13.  プレイ媒体を通じてプレイされるゲームを提供するゲームシステムに組み込まれるコンピュータに、
     前記プレイ媒体に対応するプレイ媒体画像を変化させる画像設定情報をユーザの選択に基づいて生成する設定情報生成手順と、
     前記設定情報生成手順の生成結果に基づいて、前記画像設定情報を特定するための画像特定情報を記録する画像情報記録媒体が生成されるように、前記画像特定情報を提供する画像情報提供手順と、
    を実行させる、制御方法。
    In a computer incorporated in a game system that provides a game played through a play medium,
    A setting information generation procedure for generating image setting information for changing a play medium image corresponding to the play medium based on a user's selection;
    An image information providing procedure for providing the image specifying information so that an image information recording medium for recording the image specifying information for specifying the image setting information is generated based on a generation result of the setting information generating procedure; ,
    Control method
  14.  プレイ媒体を通じてプレイされるゲームを提供するゲームシステムに組み込まれるコンピュータを、
     前記プレイ媒体に対応するプレイ媒体画像を変化させる画像設定情報をユーザの選択に基づいて生成する設定情報生成手段、及び前記設定情報生成手段の生成結果に基づいて、前記画像設定情報を特定するための画像特定情報を記録する画像情報記録媒体が生成されるように、前記画像特定情報を提供する画像情報提供手段として機能させるように構成されたゲームシステム用のコンピュータプログラム。
    A computer incorporated in a game system that provides a game played through a play medium,
    In order to identify the image setting information based on the setting information generating means for generating image setting information for changing the play medium image corresponding to the play medium based on the selection of the user, and the generation result of the setting information generating means A computer program for a game system configured to function as image information providing means for providing the image specifying information so that an image information recording medium for recording the image specifying information is generated.
PCT/JP2014/083037 2013-12-13 2014-12-12 Game system, and control method and computer program employed therein WO2015088023A1 (en)

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