WO2023189111A1 - Program, game device, and game system - Google Patents

Program, game device, and game system Download PDF

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Publication number
WO2023189111A1
WO2023189111A1 PCT/JP2023/007322 JP2023007322W WO2023189111A1 WO 2023189111 A1 WO2023189111 A1 WO 2023189111A1 JP 2023007322 W JP2023007322 W JP 2023007322W WO 2023189111 A1 WO2023189111 A1 WO 2023189111A1
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WIPO (PCT)
Prior art keywords
area
real
type
information
game
Prior art date
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PCT/JP2023/007322
Other languages
French (fr)
Japanese (ja)
Inventor
亘 樋口
亜以子 伊藤
Original Assignee
株式会社バンダイ
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Publication of WO2023189111A1 publication Critical patent/WO2023189111A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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

Definitions

  • the present invention relates to a program, a game device, and a game system, and more particularly to an electronic game whose display is controlled according to the aspect of a real product.
  • Patent Document 1 There is a game device that displays an image of a character associated with a card placed on a panel of a card reader on a display provided above the panel.
  • An object of the present invention is to provide a program, a game device, and a game system that realize suitable interest presentation to players.
  • One aspect of the present invention is to provide a computer capable of providing a game playing experience that progresses based on the real item placed on the placement surface with an acquisition process of acquiring information about the real item via the placement surface;
  • a presentation process that presents information to a display area including a mounting surface, and controls the presentation process that presents a character image corresponding to the actual item from which information has been obtained, and the progress of the game and the information presentation of the presentation process.
  • a control process is a program that executes a first character image corresponding to the first type of real item in a display area when information is acquired from a first type of real item.
  • the presentation process is controlled to display information on at least the area of the placement surface and information is acquired from a second type of real item
  • a second character image corresponding to the second type of real item is displayed.
  • the presentation process is controlled so as not to present the image on the area of the placement surface in the display area.
  • a block diagram illustrating the hardware configuration of a game device 100 according to an embodiment and a modification of the present invention Diagram for explaining the appearance and each display of the game device 100 according to the embodiment and modification of the present invention
  • Diagram for explaining related images presented for each card according to the embodiment and modification of the present invention
  • Diagram for explaining character images and virtual article images presented for each card according to embodiments and modified examples of the present invention A diagram illustrating an effect of ascending to the sky presented in response to a movement operation of a special card according to an embodiment and a modification of the present invention.
  • An embodiment described below is an example of a game device in which the present invention is applied to a game device that provides a playing experience of a competitive game that progresses based on information acquired from an actual item placed on a placement surface.
  • An example of application will be explained.
  • the present invention is applicable to any device that can provide a playing experience of a game that progresses by acquiring information from real objects.
  • FIG. 1 is a block diagram showing the hardware configuration of a game device 100 according to the present embodiment.
  • the control unit 101 is a processor such as a CPU, and controls the operation of each piece of hardware included in the game device 100 and the implementation of various functions including the function of providing a game play experience. Specifically, the control unit 101 performs the corresponding control by, for example, reading a necessary program stored in the storage device 102, loading it into the memory 103, and executing it.
  • the storage device 102 is a device capable of permanently storing information, such as a nonvolatile memory or an HDD.
  • the storage device 102 stores an operating system for operating the game device 100 and programs related to games that provide a play experience, as well as information on parameters necessary for realizing various controls and various programs related to a game that provides a play experience.
  • the memory 103 is a storage device such as a volatile memory used for temporary data storage. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operations of various hardware and various controls.
  • the GPU 104 is a drawing device that executes various drawing processes related to the generation of game screens and other screens/images that are presented while providing a game play experience.
  • the GPU 104 includes a GPU memory (not shown), expands various graphics data read from the storage device 102, performs predetermined calculations, and generates various images including a screen.
  • the screen or image generated by the GPU 104 is presented to the player by being displayed, for example, on a display device included in the presentation device 110 included in the game device 100.
  • the presentation device 110 is a device provided with an information presentation function included in the game device 100.
  • presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by GPU 104.
  • the means for presenting information in the game device 100 is not limited to those that realize visual information presentation such as display devices and lighting devices, but also audio output devices such as speakers that realize auditory information presentation, It may also include other types of information presentation means, such as a haptic presentation device that realizes tactile information presentation.
  • the information to be presented may be, for example, data read from the storage device 102 or data configured by the control unit 101 at any time.
  • the operation I/F 105 is a user interface that the game device 100 has and accepts operation inputs. When the operation I/F 105 detects that an operation input has been made, the operation I/F 105 outputs a control signal corresponding to the operation input to the control unit 101.
  • the operation I/F 105 includes operation members such as a button for inputting a decision and a button for inputting a selection, various sensors, and the like.
  • the presentation device 110 includes a display device capable of detecting touch input
  • the operation I/F 105 includes a touch input detection sensor provided in the display device.
  • Communication I/F 106 is a communication interface with an external device included in game device 100.
  • Information communication between the communication I/F 106 and an external device may be carried out via a wide area network (WAN) such as the Internet, or may be carried out via a LAN or the like.
  • WAN wide area network
  • the information communication performed by the communication I/F 106 may be performed by wire or wirelessly, and in the latter case, it may include, for example, short-range wireless communication or close-range wireless communication.
  • the payment device 120 is a device that accepts payment for the use of the game device 100.
  • the price is paid, for example, by inserting a predetermined amount of coins or equivalent coins into an unillustrated slot, or by completing a payment process based on communication with a chip related to predetermined electronic money. It can be treated as When the payment device 120 detects that the price has been paid, it outputs a control signal indicating this to the control unit 101.
  • the game device 100 detects payment of a price in a state where it is not being used by any player (standby state)
  • the game device 100 provides a game play experience in that state.
  • the server will switch to a possible state and begin providing services to the player.
  • the reader 130 is a device that acquires information from real objects included in the game device 100.
  • the information acquisition method of the reader 130 may be, for example, a method of reading a code attached to the external appearance of the actual item using an imaging device.
  • the information acquisition method of the reader 130 is, for example, a method of reading information from a predetermined chip built in the real product, or a method of inputting a predetermined switch in the mounting section when the real product is mounted on the game device 100. It is also possible to adopt any information acquisition method, such as a method of monitoring the conduction state of the connection terminal or the like.
  • the information acquired by the reader 130 is transmitted to the control unit 101 and is used, for example, to control the progress of the game and the content of service provision.
  • the providing device 140 is a device that has a function of providing actual items stored in advance.
  • the game device 100 of the present embodiment is configured such that the providing device 140 provides a specified number of real goods under the control of the control unit 101 when a predetermined condition is met, such as when starting to provide a service. Ru.
  • the providing device 140 can provide the actual items stored in the built-in stocker in the order in which they are stored.
  • the providing device 140 can perform a predetermined process on the stored actual article and then provide the actual article.
  • the actual article provided by the providing device 140 may be an article attached with information that can be acquired by the reader 130.
  • the present embodiment will be described on the assumption that these hardware configurations are built into the casing of the game device 100, the implementation of the present invention is not limited to this.
  • at least one of the presentation device 110, the payment device 120, the reader 130, and the providing device 140 is provided outside the casing of the game device 100, and is configured to be usable by being connected to the game device 100. There may be.
  • the game device 100 of this embodiment is configured to be able to provide a playing experience of a competitive game, and the presentation device 110 presents visual information regarding the competitive game.
  • a competitive game may be one in which a single game device 100 is used by a plurality of players and the players are pitted against each other, or a plurality of players each use a different game device 100. In some cases, the players may be pitted against each other. In the latter case, a plurality of game devices 100 connect to a game session provided on a game server (not shown) via a network, thereby sharing information on each other's operation inputs and game progress to establish a competitive game. be able to.
  • the competitive game of this embodiment will be described as a game in which two players compete against each other; however, the implementation of the present invention is not limited to this, and three or more players compete against each other. It will be easily understood that the present invention can also be applied to competitive games.
  • the competitive game may include a game played between a thinking program, an AI, or the like and a player (single-player game play).
  • FIG. 2(a) is a perspective view of the game device 100 of this embodiment.
  • the game device 100 includes, as a presentation device 110 related to visual information presentation, a mounted display 201, a front display 202 adjacent to the mounted display 201, and a front display 202 that is not adjacent to the mounted display 201. It has three types: a front display 202 and an adjacent upper display 203. These displays are configured to work together to present a screen related to the competitive game while the process related to the competitive game is being executed, and the entire display area of each display is used as the display area related to the competitive game. In the following description, when the term "display area (of game device 100)" is simply referred to, it includes the entire display areas of these three types of displays.
  • the display area of the game device 100 includes a screen displayed on the mounted display 201 (first screen), a screen displayed on the front display 202 (second screen), and a screen displayed on the upper display 203. screen (third screen). Information presentation on each display is controlled by the control unit 101.
  • a head 210 indicates the head of a player who uses the game device 100.
  • the display surface of the mounted display 201 is substantially horizontal, the display surface of the front display 202 is tilted backward with respect to the player, and the display surface of the upper display 203 is tilted forward with respect to the player.
  • each display is provided at such an angle, so that the display related to the competitive game can be perceived three-dimensionally.
  • the display surface 201 has a substantially horizontal display surface extending from the front to the back of the player, so that it is possible to stably place a real article thereon. Therefore, in the game device 100 of this embodiment, the mounting display 201 functions as a mounting surface on which real items used in a competitive game are placed.
  • the reader 130 of this embodiment includes an imaging device provided inside the game device 100, and analyzes a captured image obtained by capturing an image of the mounted display 201 from the back side, thereby detecting the actual object mounted thereon. It is configured to be able to recognize the information attached to the actual item and obtain information attached to the actual item.
  • a player places a real object on the placement surface to cause a character associated with the real object to appear in the game. It can be registered as a character, and operations related to the character can be performed by operating the actual item on the placement surface.
  • the battle game progresses by presenting a battle effect in which the characters associated with the participating players fight each other in the space associated with the game, but the first screen associated with the mounted display 201 is basically a display of real objects. It is used to inform the player of the recognition status of the item and to display information necessary for operating the actual item, and is therefore not used to present the battle effect.
  • the battle effect is configured to be presented mainly using the second screen related to the front display 202.
  • the battle effect may be presented using the third screen related to the upper display 203 as well.
  • each player places a real object on the placement surface and causes the reader 130 to read the information attached to the real object.
  • Characters associated with can be registered as operation targets.
  • the real item that can be used in the competitive game is a card, and that identification information that uniquely identifies the character associated with the card is attached.
  • the reader 130 is configured to acquire information attached to a card placed on the placement surface using a placement image captured from the back side of the placement display 201. For this reason, the addition of identification information to a card is achieved by printing a two-dimensional image (hereinafter referred to as a code image) obtained by converting the identification information onto the exterior of the card using invisible ink, for example. It's okay. That is, the reader 130 can identify the position of each card placed on the placement surface by detecting the code image included in the obtained captured image, and can also identify the position of each card placed on the placement surface. The identification information of each card can be obtained by applying a predetermined calculation.
  • the reader 130 also includes a history buffer (not shown) that stores history information (temporal changes) of the placement position of each card, and based on the history information, movement information indicating the movement of each card on the placement surface. It is also possible to obtain In the competitive game according to the present embodiment, the player is configured to be able to perform operational input related to the competitive game by moving the card placed on the placement surface in addition to the operational input to the operation I/F 105. be done. Therefore, the reader 130 acquires movement information related to the movement operation of the card and outputs it to the control unit 101.
  • the movement operation can be used by the player to specify an action to be performed by the character being operated. More specifically, in a situation where the player can accept an action to be performed by the character to be operated, the player can specify the action by moving the card associated with the character on the placement surface.
  • the first screen displayed on the mounted display 201 includes a defense area 302 located in front of the player, and a defense area 302 located in front of the player, as shown in FIG. It is configured to include an attack area 301 located adjacent to the back side, and the player can associate the card placed on the placement surface with the card by moving it to a position corresponding to which area. You can specify the actions you want the character to perform.
  • the attack area 301 is an area in which a character associated with a card placed on the area as a result of a movement operation is designated to perform an attack action.
  • the defense area 302 is an area in which the characters associated with the cards placed on the area are specified to perform recovery/defense actions, rather than attack actions.
  • the reader 130 since the first screen is configured as shown in FIG. 3, the reader 130 outputs different types of movement information to the control unit 101 for the following two types of movement operations.
  • the first operation is to move the placed card from the defense area 302 to the attack area 301, and the reader 130 outputs the first type of movement information on the condition that the movement operation is detected.
  • the second operation is to move the placed card from the attack area 301 to the defense area 302, and the reader 130 outputs the second type of movement information on the condition that the movement operation is detected.
  • a corresponding display is displayed on the first screen for all cards placed on the placement surface to inform that the card is recognized.
  • four cards are placed on the placement surface, and the first screen displays related images 400 arranged at positions corresponding to each card.
  • the position where the related image 400 corresponding to each card is placed is the area where the corresponding card is placed on the placement surface when the first screen is presented on the placement display 201, At least a portion of the related images 400 are set to overlap.
  • the related image 400 is arranged so that its outline surrounds the corresponding card, clearly indicating to the player that the card in question is recognized. .
  • the related image 400 has display control that changes its appearance in accordance with the movement operation in order to let the player know not only that the card is recognized but also how the movement operation performed by the player is recognized. It will be done.
  • the appearance of the related image 400 is switched depending on the detection position by the reader 130 in order to indicate whether the corresponding card is recognized to be included in the attack area 301 or the defense area 302.
  • the competitive game of this embodiment is configured to provide types of cards that can be used, and to vary the manner in which character images are presented depending on the type.
  • the type of card is determined based on the character associated with the card. That is, the control unit 101 identifies the associated character based on the identification information acquired from the card by the reader 130, and identifies which type the card is based on the type of the character.
  • character information information about each character appearing in the battle game
  • DB character database
  • the character information managed for one character includes a character type 502 indicating the type of the character, an attack power of the character, and a character ID 501 that uniquely identifies the character. It includes parameters 503 that are referenced in determining the progress of the competitive game, such as defense power and physical strength. Of these, character type 502 is information referenced to determine the type of card associated with it.
  • characters are classified into different types depending on whether they can perform special attack actions, which will be described later. More specifically, if a character can perform a special attack action, the character is classified as a special type, and if a character cannot perform a special attack action, it is classified as a normal type. Information indicating either is stored. Therefore, the control unit 101 determines whether the type of the card is a special card associated with a special type character or a normal type based on the character type 502 of the character associated with the card placed on the placement surface. Determine which of the normal cards the character is associated with.
  • the character ID 501 of the character information may match the identification information attached to the card associated with the character.
  • the special cards are cards that are provided (issued) in fewer numbers than normal cards, and have a higher rarity. Therefore, the parameters 503 related to special type characters are configured to make the progress of the battle game more advantageous than the parameters 503 related to normal type characters.
  • FIG. 6 shows a display area of the game device 100 viewed from the viewpoint of a player when using the game device 100. That is, the display area shown in FIG. 6 includes differences in how the mounted display 201 and the upper display 203 are viewed in different facing directions (differences in the inclination of the display surfaces) when viewing the front display 202 from the front. It is in a similar manner.
  • one special card 602 and one normal card 604 are placed on the placement surface in order to easily distinguish between the presentation modes of each character image.
  • the special character image 601 that is displayed in response to the special card 602 being placed on the placement surface is displayed centered on the first screen, as illustrated.
  • the display position of the special character image 601 may change depending on the position of the special card 602 on the placement surface, but basically it is controlled so that at least an image of a part of the character image is displayed on the first screen 600. Ru.
  • the image of the part of the special character image 601 that does not fit is controlled to be displayed on the second screen 610. From the perspective of realizing three-dimensional visual presentation, it is effective to display the special character image 601 using both the first screen 600 and the second screen 610 with different inclinations.
  • drawing control is performed on each screen so that the image of the lower body part of the character is displayed on at least the first screen 600, and the image of the character's upper body part is displayed on at least the second screen 610.
  • the normal character image 611 that is displayed in response to the normal card 604 being placed on the placement surface is displayed on the second screen 610, as illustrated.
  • the display position of the normal character image 611 may similarly change depending on the position of the normal card 604 on the placement surface, but it is controlled so that it is displayed only on the second screen 610 and not on the first screen 600.
  • the special character image 601 and the normal character image 611 are controlled so that the former is displayed at least on the first screen 600 related to the placement surface, while the latter is not displayed on the first screen 600. They are different in that they are controlled.
  • the special character image 601 and the normal character image 611 are set to be highly strategic in that the character corresponding to the former can perform special attack actions described later, and by making them more conspicuous in the display area, the player can
  • the former is configured to have a larger display area than the latter in order to lead to a more interesting playing experience.
  • each virtual article image has a card-shaped appearance to indicate that it corresponds to a placed card.
  • the display position of each virtual item image is controlled according to the movement of the corresponding card on the placement surface, and basically it is displayed connected to the character image. .
  • a virtual article image 603 related to the special card 602 and related images 605 related to the special card 602 and the normal card 604 are arranged.
  • the virtual article image 603 and the related image 605 are different in appearance, display position, and display size. More specifically, the related image 605 simply has the appearance of a frame surrounding the corresponding card, whereas the virtual article image 603 has the appearance of a card-shaped object in a space related to a competitive game. They differ in some respects.
  • the related image 605 is placed at a display position that overlaps with the area where the corresponding card is placed, the virtual article image 603 is placed at a display position that does not overlap with the area where the corresponding card is placed. They differ in that they are placed in different positions.
  • the related image 605 is displayed at the same display size as the corresponding card
  • the virtual article image 603 is displayed conspicuously at a larger display size than the corresponding card and related image 605. different.
  • the battle game of this embodiment progresses through overlapping phases, and before the start of each phase, there is a period (action determination period) in which operation inputs related to determining the action to be performed by the character to be operated in that phase are accepted. is provided. By moving the cards placed on the placement surface during the period, the player can specify an action to be performed by the character associated with each card.
  • an instruction to move all cards onto the defense area 302 is first presented on the presentation device 110 at the start of the period so that the character does not specify an action that the player does not intend.
  • the process starts on the condition that all cards are placed on the defense area 302.
  • the player performs a movement operation to move a card from the defense area 302 to the attack area 301, thereby specifying that the character associated with the card take an attack action in the current phase. can.
  • the player wants to change the action of the character who has moved the card onto the attack area 301 from attack action to defense action, the player performs a movement operation to move the card from above the attack area 301 to above the defense area 302. This allows you to specify that a defensive action be taken.
  • the player can specify that the character associated with the card take a defensive action in the current phase.
  • the effect displayed in the display area will be the same as that of the normal card on the second screen.
  • the normal character image corresponding to the specified action is simply moved to the display position corresponding to the action and displayed with a display effect corresponding to the designated action.
  • the attack action of the character corresponding to the normal card is one that is developed near the game field (ground) shown on the second screen in the space related to the competitive game. Therefore, the normal character image corresponding to the movement operation related to the action designation is also displayed within the second screen.
  • the normal character image corresponding to the card is The card is placed at a display position for attack action corresponding to the placement position of the card in , and is included in the second screen with a light emitting effect of a color (for example, red) indicating that an attack action will be taken.
  • a color for example, red
  • the normal character image corresponding to the card is The card is placed at a display position for defensive action corresponding to the position of the card on the screen, and is included in the second screen with a light emitting effect of a color (for example, blue) indicating that a defensive action will be taken.
  • a color for example, blue
  • the attack action performed by the special type character is a special attack action.
  • a special attack action is different from the attack action performed by a normal type character, in which the character moves into the sky and performs a more powerful attack action against the opponent's character from above. Therefore, when an attack action is specified for a special type of character, the effects displayed in the display area include a movement effect in which the character ascends into the sky (an upward movement effect).
  • the effect of ascending into the sky is presented using the third screen.
  • the display position of the special character image related to the character whose attack action is specified is set so that it is displayed from the first screen to the second screen before the action is specified, but after the action is specified, it is displayed on the third screen. The display position is changed.
  • control is also performed to vary the space related to the battle game displayed on the third screen in order to present a larger scale of movement in the ascent to the sky effect.
  • the space near the game field is expanded as shown in Figure 6, in order to show a wider space for a competitive game that also includes normal type characters. It is displayed using a second screen 610 and a third screen 620. That is, the space displayed on the third screen 620 is adjacent to and continuous with the space displayed on the second screen 610.
  • the space displayed on the third screen 620 is switched to a space that is higher than the space displayed on the third screen 620. Therefore, by displaying the special character image on the third screen after switching, it is possible to create the effect that the character has moved to a higher space.
  • FIG. 7 shows an example of display transition of display areas related to the effect of ascending into the sky. Note that in FIG. 7, only one special character image 701 is shown as a character image in the display area in order to facilitate understanding of the invention.
  • the special character image 701 corresponding to the card is As shown in (a), move toward the back of the placement surface to a predetermined position (until the lower end of the special character image 701 reaches a predetermined position in the first screen 700, 710) and then stops. Thereafter, as shown in FIG. 7(b), the space presented on the third screen 720 is switched to the sky, and as shown in FIG. and is moved upward on the first screen 700 and the second screen 710.
  • the virtual article image 702 does not move to another screen and remains on the first screen 700 and is displayed, so that an interesting presentation can be realized as if the character were jumping out from the special card.
  • the special character image 701 is not displayed in the display area for a predetermined period, as shown in FIG. 7(d).
  • the period in which the special character image 701 is not displayed creates a time period in which the character is moving in a space that is not displayed in the display area.
  • the special character image 701 is displayed while sequentially moving upward from the bottom of the third screen 720, as shown in FIG. 7(e), and is finally displayed as shown in FIG. 7(f). is moved to a predetermined display position.
  • the player if the player wishes to change the action of the character moved into the sky from attack action to defense action, the player performs a movement operation to move the corresponding special card from above the attack area 301 to above the defense area 302. This allows you to specify that a defensive action be taken.
  • the effects displayed in the display area include a movement effect in which the character descends from the sky (descending effect from the sky).
  • the effect of descending from the sky is presented using the third screen, the first screen, and the second screen, similarly to the effect of ascending to the sky.
  • the display position of the special character image related to the character for which a defensive action is specified is set so that it is displayed on the third screen before the action is specified, but after the action is specified, the display position is set so that it is displayed on the third screen.
  • the display position is changed so that it is displayed across the screen.
  • FIG. 8 shows an example of display transition of display areas related to a descending effect from the sky. Note that in FIG. 8, only one special character image 801 is shown as a character image in the display area in order to facilitate understanding of the invention.
  • the special character image 801 corresponding to the card is As shown in (a), the display position is sequentially moved toward the lower end of the third screen 820. After the movement has been performed for a predetermined number of frames, the special character image 801 is not displayed in the display area for a predetermined period, as shown in FIG. 8(b). Thereafter, as shown in FIG. 8C, the space presented on the third screen 820 is changed from the sky to a space that is adjacent to and continuous with the space displayed on the second screen 810 again. As shown in FIG.
  • the special character image 801 is placed on the third screen 820, the second screen 810, and the first screen 800 so as to sequentially approach the virtual article image 802 arranged on the first screen 800. is sequentially moved downward, and is finally moved to a display position connected to a virtual article image 802 as shown in FIG. 8(e). Thereafter, as shown in FIG. 8(f), the special character image 801 and the virtual article image 802 are moved to the display position for defensive action on the first screen 800.
  • the effect of descending from the sky can be more effectively presented to the player.
  • the movement of the special character image 801 in the display area during the performance also appears as if the corresponding character is moving in the normal direction of the placement surface when viewed from the player's viewpoint.
  • the movement is presented as movement in the opposite direction to the upward movement into the sky.
  • Action resolution involves, for example, executing a mini-game to determine the success or failure of an attack action by the character controlled by one player, and based on the result and the parameters of the character who performed the attack action, the player receives an attack. It may include processing to reduce the character's physical strength.
  • the play experience ends when the physical strength of all characters controlled by one of the players becomes 0 as a result of such an attack action, or when a specified number of phases have progressed. It is configured like this.
  • the processing corresponding to the flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the storage device 102, loading it into the memory 103, and executing it.
  • this presentation control process is started, for example, when it is detected that the action determination period for each phase of the competitive game has started and that all the cards placed on the placement surface have been moved onto the defense area 302. This will be explained as follows.
  • control unit 101 determines whether the first type of movement information or the second type of movement information has been acquired for the placed card. If the control unit 101 determines that any movement information has been acquired, it moves the process to S902, and if it determines that it has not been acquired, it moves the process to S907.
  • the control unit 101 determines whether the card for which movement information has been acquired (hereinafter referred to as a target card) is a special card. The determination in this step is made by referring to the character type 502 of the character information having the identification information (character ID 501) attached to the target card.
  • the control unit 101 determines that the target card is a special card, the process moves to S903, and when it determines that the target card is not a special card, that is, a normal card, the process moves to S906.
  • control unit 101 determines whether the movement information acquired for the target card is the first type of movement information or the second type of movement information. If the control unit 101 determines that the acquired movement information is the first type of movement information, the process moves to S904, and if it determines that the acquired movement information is the second type of movement information, the process moves to S905.
  • the GPU 104 under the control of the control unit 101, the GPU 104 generates a series of screen groups of display areas related to the effect of ascending to the sky using the special character image corresponding to the target card. Then, the control unit 101 controls the generated screens to be sequentially displayed on the mounted display 201, the front display 202, and the upper display 203 of the presentation device 110, thereby realizing the presentation of the effect of ascending to the sky. In the soaring effect into the sky, the special character image related to the target card will be presented separately from the virtual article image.
  • the GPU 104 under the control of the control unit 101, performs an upper flight using the special character image corresponding to the target card in S905.
  • a series of screen groups of display areas related to the descending effects are generated.
  • the control unit 101 controls the generated screens to be sequentially displayed on the mounted display 201, the front display 202, and the upper display 203 of the presentation device 110, thereby realizing presentation of a descending effect from the sky.
  • the special character image related to the target card will be presented in connection with the virtual article image.
  • Connection here refers to a state in which the edges of the character image and the virtual article image are connected to each other, or a state in which at least a portion of the character image is superimposed on the virtual article image.
  • the GPU 104 under the control of the control unit 101, displays the normal character image and virtual article image related to the target card in a manner corresponding to the specified action in S906. A screen group of display areas arranged in the second screen is generated. Then, the control unit 101 realizes information presentation related to action designation by controlling the generated screens to be displayed on the mounted display 201, front display 202, and upper display 203 of the presentation device 110.
  • control unit 101 determines whether the action determination period has ended. If the control unit 101 determines that the action determination period has ended, it completes the present presentation control process, and if it determines that it has not ended, it returns the process to S901.
  • the game device of this embodiment it is possible to present suitable interests to the player. More specifically, there are multiple types of cards that can be used, and when the card is placed on the placement surface, depending on the type, the character image is presented in a more conspicuous manner, including the area on the placement surface, or Since character images are displayed only in areas other than the area of , it is possible to improve the interest of competitive games when specific cards are used. In addition, by presenting the effect that is presented when an operation related to action designation is performed while changing the screen in the display area used for presentation depending on the type of card, it is possible to improve the strategy of the game and the competitive game. It is possible to improve both the level of interest and interest.
  • a corresponding special character image is presented from the first screen to the second screen.
  • the special character image may be one that is controlled to be presented on at least the first screen, and may be presented without using the second screen.
  • the special character image is an image showing a character in a normal standing posture, and in an embodiment in which the special character image is presented separately on the first screen and the second screen, although the description has been made assuming that the lower body of the character is presented on the first screen and the upper body of the character is presented on the second screen, the implementation of the present invention is not limited to this.
  • the special character image does not have to be an image showing a character in a normal standing position, but may be an image showing a character in a handstand position or a character in a lying down position.In this case, each screen It goes without saying that the parts of the character that are displayed are different.
  • the effect expressed by the movement of the display position is not limited to one that indicates that the character has moved, but may be one that expresses a change to a different state, such as a change in the character's form, for example.
  • the parameters of the special type character were described as being configured to make the progress of the battle game more advantageous than the parameters of the normal type character. is not limited to this.
  • the parameters of the character are changed to a state that gives an advantage to the progress of the battle game. This may be a mode that shows the usefulness of special attack actions.
  • the number of special cards that can be used in a competitive game may be limited, such as being set to be smaller than at least the number of normal cards that are used.
  • a special type character can be specified to always perform a special attack action by performing a movement operation using a special card.
  • the implementation is not limited to this.
  • a condition is set for the activation of a special attack action, and only when the condition is met, the special attack action is controlled to be activated in response to the acquisition of the movement operation related to the designation of the attack action, and the movement effect is controlled.
  • the information may be configured to be presented.
  • a special type character is provided with an activation gauge that changes as the battle game progresses, and the first type movement information is acquired only when the value of the gauge exceeds a predetermined value.
  • the movement effect related to the special attack action may be presented in response to or on the condition that an operational input to determine the activation is made.
  • the first type of movement information for specifying an attack action may be simply acquired in response to an operation of moving a card from the front toward the back on the placement surface.
  • the second type of movement information for specifying a defensive action may be similarly acquired in response to an operation of moving a card from the back toward the front on the placement surface.
  • each movement information may be acquired based on a more clear movement operation, provided that the movement operation moves the card beyond a predetermined distance on the placement surface. .
  • a normal type character is assigned to a special type character.
  • the fact that the two are linked is stored in the memory 103.
  • the information stored in the memory 103 is referred to, and information about the normal type character linked with the special type character is referenced. It is possible to present movement effects and specify that all these characters perform special attack actions. In other words, the effect of ascending into the sky is such that the display positions of the special character image related to the special type character and the normal character image related to the linked normal type character are both changed to the third screen and presented. .
  • Game device 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 110: Presentation device, 105: Operation I/F, 106: Communication I/F, 120: Payment device, 130: Reader , 140: Providing device, 201: Mounted display, 202: Front display, 203: Upper display

Abstract

[Problem] To realize a suitable presentation of interest to a player. [Solution] This program causes a computer, which is capable of providing a play experience of a game advanced on the basis of a real article mounted on a mounting surface, to execute: acquisition processing for acquiring information of the real article via the mounting surface; presentation processing for performing information presentation to a display region including the mounting surface, the presentation processing presenting a character image that corresponds to the real article for which information was acquired; and control processing for controlling advancement of the game and information presentation in the presentation processing, wherein, when information is acquired from a real article of a first classification, the presentation processing is controlled in the control processing so that a first character image corresponding to the real article of the first classification is presented in at least the region of the mounting surface in the display region, and when information from a real article of a second classification is acquired, the presentation processing is controlled in the control processing so that a second character image corresponding to the real article of the second classification is presented in the region of the mounting surface in the display region.

Description

プログラム、ゲーム装置及びゲームシステムPrograms, game devices and game systems
本発明は、プログラム、ゲーム装置及びゲームシステムに関し、特に実物品の態様に応じて表示制御がなされる電子ゲームに関する。 TECHNICAL FIELD The present invention relates to a program, a game device, and a game system, and more particularly to an electronic game whose display is controlled according to the aspect of a real product.
カードリーダのパネル上に載置されたカードに対応付けられたキャラクターの画像を、パネルより上部に設けられたディスプレイに表示するゲーム装置がある(特許文献1)。 There is a game device that displays an image of a character associated with a card placed on a panel of a card reader on a display provided above the panel (Patent Document 1).
特開2014-176724号公報JP2014-176724A
しかしながら、特許文献1に記載のゲーム装置では、プレイヤが目視せずともパネル上のカード操作を可能ならしめるべく、キャラクターの画像はパネル上部に設けられたディスプレイにのみ表示される。従って、ゲームプレイ中のプレイヤへの、特にカードに対応付けられたゲーム要素についての興趣提示が限定的であった。  However, in the game device described in Patent Document 1, the image of the character is displayed only on the display provided at the top of the panel so that the player can operate the cards on the panel without looking at the player. Therefore, presentation of interest to the player during game play, particularly regarding game elements associated with cards, has been limited. 
本発明は、プレイヤへの好適な興趣提示を実現するプログラム、ゲーム装置及びゲームシステムを提供することを目的とする。 An object of the present invention is to provide a program, a game device, and a game system that realize suitable interest presentation to players.
本発明の一態様は、載置面に載置された実物品に基づいて進行するゲームのプレイ体験を提供可能なコンピュータに、載置面を介して実物品の情報を取得する取得処理と、載置面を含む表示領域への情報提示を行う提示処理であって、情報が取得された実物品に対応するキャラクター画像を提示する提示処理と、ゲームの進行と提示処理の情報提示を制御する制御処理と、を実行させるプログラムであって、第1種別の実物品から情報が取得された場合に、制御処理において、当該第1種別の実物品に対応する第1キャラクター画像を表示領域中の少なくとも載置面の領域に提示するよう提示処理が制御され、第2種別の実物品から情報が取得された場合に、制御処理において、当該第2種別の実物品に対応する第2キャラクター画像を表示領域中の載置面の領域に提示しないよう提示処理が制御される。 One aspect of the present invention is to provide a computer capable of providing a game playing experience that progresses based on the real item placed on the placement surface with an acquisition process of acquiring information about the real item via the placement surface; A presentation process that presents information to a display area including a mounting surface, and controls the presentation process that presents a character image corresponding to the actual item from which information has been obtained, and the progress of the game and the information presentation of the presentation process. A control process is a program that executes a first character image corresponding to the first type of real item in a display area when information is acquired from a first type of real item. When the presentation process is controlled to display information on at least the area of the placement surface and information is acquired from a second type of real item, in the control process, a second character image corresponding to the second type of real item is displayed. The presentation process is controlled so as not to present the image on the area of the placement surface in the display area.
本発明によれば、プレイヤへの好適な興趣提示を実現することが可能となる。 According to the present invention, it is possible to present suitable interests to players.
本発明の実施形態及び変形例に係るゲーム装置100のハードウェア構成を例示したブロック図A block diagram illustrating the hardware configuration of a game device 100 according to an embodiment and a modification of the present invention 本発明の実施形態及び変形例に係るゲーム装置100の外観及び各ディスプレイを説明するための図Diagram for explaining the appearance and each display of the game device 100 according to the embodiment and modification of the present invention 本発明の実施形態及び変形例に係る載置ディスプレイ201に提示される第1画面を例示した図A diagram illustrating the first screen presented on the mounted display 201 according to the embodiment and modification of the present invention 本発明の実施形態及び変形例に係る各カードについて提示される関連画像を説明するための図Diagram for explaining related images presented for each card according to the embodiment and modification of the present invention 本発明の実施形態及び変形例に係る各キャラクターについて管理されるキャラクター情報の構成を例示した図A diagram illustrating the structure of character information managed for each character according to embodiments and modified examples of the present invention. 本発明の実施形態及び変形例に係る各カードについて提示されるキャラクター画像及び仮想物品画像を説明するための図Diagram for explaining character images and virtual article images presented for each card according to embodiments and modified examples of the present invention 本発明の実施形態及び変形例に係る特殊カードの移動操作に応じて提示される上空への上昇演出を例示した図A diagram illustrating an effect of ascending to the sky presented in response to a movement operation of a special card according to an embodiment and a modification of the present invention. 本発明の実施形態及び変形例に係る特殊カードの移動操作に応じて提示される上空からの下降演出を例示した図A diagram illustrating a descending effect from the sky presented in response to a movement operation of a special card according to an embodiment and a modification of the present invention. 本発明の実施形態及び変形例に係るゲーム装置100で実行される提示制御処理を例示したフローチャートFlowchart illustrating presentation control processing executed by game device 100 according to embodiments and modified examples of the present invention
[実施形態] 以下、添付図面を参照して実施形態を詳しく説明する。なお、以下の実施形態は特許請求の範囲に係る発明を限定するものではなく、また実施形態で説明されている特徴の組み合わせの全てが発明に必須のものとは限らない。実施形態で説明されている複数の特徴のうち二つ以上の特徴は任意に組み合わされてもよい。また、同一若しくは同様の構成には同一の参照番号を付し、重複した説明は省略する。  [Embodiments] Hereinafter, embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the claimed invention, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the plurality of features described in the embodiments may be arbitrarily combined. In addition, the same or similar configurations are given the same reference numerals, and duplicate explanations will be omitted. 
以下に説明する一実施形態は、ゲーム装置の一例としての、載置面に載置された実物品から取得した情報に基づいて進行する対戦ゲームのプレイ体験を提供するゲーム装置に、本発明を適用した例を説明する。しかし、本発明は、実物品から情報取得を行って進行するゲームのプレイ体験を提供することが可能な任意の機器に適用可能である。  An embodiment described below is an example of a game device in which the present invention is applied to a game device that provides a playing experience of a competitive game that progresses based on information acquired from an actual item placed on a placement surface. An example of application will be explained. However, the present invention is applicable to any device that can provide a playing experience of a game that progresses by acquiring information from real objects. 
《ゲーム装置のハードウェア構成》 図1は、本実施形態に係るゲーム装置100のハードウェア構成を示したブロック図である。  <<Hardware Configuration of Game Device>> FIG. 1 is a block diagram showing the hardware configuration of a game device 100 according to the present embodiment. 
制御部101は、CPU等のプロセッサであり、ゲーム装置100が備える各ハードウェアの動作制御、及びゲームのプレイ体験の提供機能を含む各種機能の実現に係る制御を行う。具体的には制御部101は、例えば記憶装置102に記憶されている必要なプログラムを読み出し、メモリ103に展開して実行することにより該当の制御を行う。  The control unit 101 is a processor such as a CPU, and controls the operation of each piece of hardware included in the game device 100 and the implementation of various functions including the function of providing a game play experience. Specifically, the control unit 101 performs the corresponding control by, for example, reading a necessary program stored in the storage device 102, loading it into the memory 103, and executing it. 
記憶装置102は、例えば不揮発性メモリやHDD等の、恒久的な情報記憶が可能な装置である。記憶装置102は、ゲーム装置100を動作させるためのオペレーティングシステムやプレイ体験を提供するゲームに係るプログラムに加え、各種制御の実現に必要となるパラメータの情報や、プレイ体験を提供するゲームに係る各種データを記憶する。メモリ103は、例えば揮発性メモリ等の一時的なデータ記憶に使用される記憶装置である。メモリ103は、各プログラムの展開領域としてだけでなく、各種ハードウェアの動作や各種制御の過程で出力されたデータ等を一時的に記憶する格納領域としても用いられるものであってよい。  The storage device 102 is a device capable of permanently storing information, such as a nonvolatile memory or an HDD. The storage device 102 stores an operating system for operating the game device 100 and programs related to games that provide a play experience, as well as information on parameters necessary for realizing various controls and various programs related to a game that provides a play experience. Store data. The memory 103 is a storage device such as a volatile memory used for temporary data storage. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operations of various hardware and various controls. 
GPU104は、ゲームのプレイ体験の提供中に提示されるゲーム画面やその他の画面・画像の生成に係る、各種の描画処理を実行する描画装置である。GPU104は、不図示のGPUメモリを含み、記憶装置102から読み出された各種グラフィックスデータを展開し、所定の演算を行って画面をはじめとする各種の画像を生成する。GPU104により生成された画面や画像は、例えばゲーム装置100が具備する提示装置110が含む表示装置に表示されることで、プレイヤに提示される。  The GPU 104 is a drawing device that executes various drawing processes related to the generation of game screens and other screens/images that are presented while providing a game play experience. The GPU 104 includes a GPU memory (not shown), expands various graphics data read from the storage device 102, performs predetermined calculations, and generates various images including a screen. The screen or image generated by the GPU 104 is presented to the player by being displayed, for example, on a display device included in the presentation device 110 included in the game device 100. 
提示装置110は、ゲーム装置100が備える情報提示機能を備えた装置である。1つの態様では、提示装置110は、GPU104により生成された画面を表示する、液晶ディスプレイ等の表示装置を含む。またゲーム装置100における情報提示の手段は、表示装置や照明装置のような視覚的な情報提示を実現するものに限られるものではなく、聴覚的な情報提示を実現するスピーカ等の音声出力装置、触覚的な情報提示を実現する力覚提示装置等、他の種類の情報提示手段を含むものであってよい。その場合、提示する情報は、例えば記憶装置102から読み出されたデータや、制御部101が随時構成したデータであってよい。  The presentation device 110 is a device provided with an information presentation function included in the game device 100. In one aspect, presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by GPU 104. Furthermore, the means for presenting information in the game device 100 is not limited to those that realize visual information presentation such as display devices and lighting devices, but also audio output devices such as speakers that realize auditory information presentation, It may also include other types of information presentation means, such as a haptic presentation device that realizes tactile information presentation. In that case, the information to be presented may be, for example, data read from the storage device 102 or data configured by the control unit 101 at any time. 
操作I/F105は、ゲーム装置100が備える操作入力を受け付けるユーザインタフェースである。操作I/F105は、操作入力がなされたことを検出すると、該操作入力に対応する制御信号を制御部101に出力する。1つの態様において、操作I/F105は、例えば決定入力用のボタンや選択入力用のボタン等の操作部材や各種センサ等を含む。また提示装置110がタッチ入力を検出可能な表示装置を含む態様では、操作I/F105は、当該表示装置に設けられた、タッチ入力検出センサを含む。  The operation I/F 105 is a user interface that the game device 100 has and accepts operation inputs. When the operation I/F 105 detects that an operation input has been made, the operation I/F 105 outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I/F 105 includes operation members such as a button for inputting a decision and a button for inputting a selection, various sensors, and the like. Further, in an embodiment in which the presentation device 110 includes a display device capable of detecting touch input, the operation I/F 105 includes a touch input detection sensor provided in the display device. 
通信I/F106は、ゲーム装置100が備える外部装置との通信インタフェースである。通信I/F106と外部装置との間の情報通信は、インターネット等の広域通信網(WAN)を介して行われるものであってもよいし、LAN等を介して行われるものであってもよい。通信I/F106が行う情報通信は、有線及び無線のいずれで行われるものであってもよく、後者の場合、例えば近距離無線通信や近接無線通信も含み得る。  Communication I/F 106 is a communication interface with an external device included in game device 100. Information communication between the communication I/F 106 and an external device may be carried out via a wide area network (WAN) such as the Internet, or may be carried out via a LAN or the like. . The information communication performed by the communication I/F 106 may be performed by wire or wirelessly, and in the latter case, it may include, for example, short-range wireless communication or close-range wireless communication. 
支払装置120は、ゲーム装置100の利用に係る代価の支払いを受け付ける装置である。代価は、例えば不図示の投入口に所定の金額の硬貨や相当するコインが投入されたこと、あるいは所定の電子マネーに係るチップとの通信に基づく決済処理が完了したこと等により支払われたものとして扱うことができる。支払装置120は、代価の支払いがなされたことを検出すると、その旨を示す制御信号を制御部101に出力する。以下の説明では特に断りのない限り、ゲーム装置100は、いずれのプレイヤにも利用されていない状態(スタンバイ状態)において代価の支払いが検出された場合に、その状態を、ゲームのプレイ体験を提供可能な状態に切り替え、プレイヤへのサービス提供を開始するものとする。  The payment device 120 is a device that accepts payment for the use of the game device 100. The price is paid, for example, by inserting a predetermined amount of coins or equivalent coins into an unillustrated slot, or by completing a payment process based on communication with a chip related to predetermined electronic money. It can be treated as When the payment device 120 detects that the price has been paid, it outputs a control signal indicating this to the control unit 101. In the following description, unless otherwise specified, when the game device 100 detects payment of a price in a state where it is not being used by any player (standby state), the game device 100 provides a game play experience in that state. The server will switch to a possible state and begin providing services to the player. 
リーダ130は、ゲーム装置100が備える実物品からの情報取得を行う装置である。リーダ130の情報取得方式は、例えば撮像装置により実物品の外観に付されたコードを読み取る方式を用いることができる。別の態様では、リーダ130の情報取得方式は、例えば実物品に内蔵された所定のチップから情報を読み出す方式や、ゲーム装置100に実物品を装着した際の装着部における所定のスイッチの入力態様や接続端子の導通態様等を監視する方式等、任意の情報取得方式を採用することもできる。リーダ130により取得された情報は、制御部101に伝送され、例えばゲームの進行やサービス提供内容を制御するために用いられる。  The reader 130 is a device that acquires information from real objects included in the game device 100. The information acquisition method of the reader 130 may be, for example, a method of reading a code attached to the external appearance of the actual item using an imaging device. In another aspect, the information acquisition method of the reader 130 is, for example, a method of reading information from a predetermined chip built in the real product, or a method of inputting a predetermined switch in the mounting section when the real product is mounted on the game device 100. It is also possible to adopt any information acquisition method, such as a method of monitoring the conduction state of the connection terminal or the like. The information acquired by the reader 130 is transmitted to the control unit 101 and is used, for example, to control the progress of the game and the content of service provision. 
提供装置140は、予め収容した実物品を提供する機能を具備した装置である。本実施形態のゲーム装置100は、例えばサービス提供の開始時等の所定の条件が満たされた場合に、制御部101による制御を受けて提供装置140が規定数の実物品を提供するよう構成される。1つの態様において、提供装置140は、内蔵するストッカに収容された実物品を、その収容順に提供することができる。また別の態様では、提供装置140は、収容された実物品に対して、所定の加工を施した上で提供することもできる。提供装置140により提供される実物品は、1つの態様では、リーダ130によって取得可能な情報が付された物品とすることもできる。  The providing device 140 is a device that has a function of providing actual items stored in advance. The game device 100 of the present embodiment is configured such that the providing device 140 provides a specified number of real goods under the control of the control unit 101 when a predetermined condition is met, such as when starting to provide a service. Ru. In one embodiment, the providing device 140 can provide the actual items stored in the built-in stocker in the order in which they are stored. In another aspect, the providing device 140 can perform a predetermined process on the stored actual article and then provide the actual article. In one embodiment, the actual article provided by the providing device 140 may be an article attached with information that can be acquired by the reader 130. 
本実施形態では、ゲーム装置100の筐体にこれらのハードウェア構成が内蔵されるものとして説明するが、本発明の実施はこれに限られるものではない。例えば、提示装置110、支払装置120、リーダ130及び提供装置140の少なくともいずれかは、ゲーム装置100の筐体外部に設けられ、ゲーム装置100と接続されることにより利用可能に構成されるものであってもよい。  Although the present embodiment will be described on the assumption that these hardware configurations are built into the casing of the game device 100, the implementation of the present invention is not limited to this. For example, at least one of the presentation device 110, the payment device 120, the reader 130, and the providing device 140 is provided outside the casing of the game device 100, and is configured to be usable by being connected to the game device 100. There may be. 
《表示領域の構成》 以下、本実施形態の提示装置110が視覚的な情報提示を行う表示領域について、図を参照して詳細を説明する。  <<Configuration of Display Area>> Hereinafter, the display area in which the presentation device 110 of this embodiment visually presents information will be described in detail with reference to the drawings. 
なお、本実施形態のゲーム装置100は、対戦ゲームのプレイ体験を提供可能に構成されており、提示装置110には、当該対戦ゲームに係る視覚的な情報提示がなされる。対戦ゲームは、1台のゲーム装置100を複数のプレイヤで利用する場合に、当該プレイヤ同士を対戦させるよう実施されるものであってもよいし、複数のプレイヤが各々異なるゲーム装置100を利用する場合に、当該プレイヤ同士を対戦させるよう実施されるものであってもよい。後者の場合、複数のゲーム装置100がネットワークを介して不図示のゲームサーバに設けられたゲームセッションに接続することで、互いの操作入力の情報やゲームの進行を共有して対戦ゲームを成立させることができる。ここで、ゲームサーバを介して対戦ゲームを実施する態様では、当該ゲームサーバにおいて、いずれのゲーム装置100を利用するプレイヤ同士を対戦させるかを決定するマッチング処理が行われるものであってよい。また発明の理解を容易にすべく、本実施形態の対戦ゲームは2人のプレイヤを対戦させるものとして説明するが、本発明の実施がこれに限られるものではなく、3人以上のプレイヤ同士が対戦する対戦ゲームにも適用可能であることは容易に理解されよう。また別の態様において、対戦ゲームは、思考プログラムやAI等とプレイヤとの間で行われるもの(1人用ゲームプレイ)を含んでもよい。  Note that the game device 100 of this embodiment is configured to be able to provide a playing experience of a competitive game, and the presentation device 110 presents visual information regarding the competitive game. A competitive game may be one in which a single game device 100 is used by a plurality of players and the players are pitted against each other, or a plurality of players each use a different game device 100. In some cases, the players may be pitted against each other. In the latter case, a plurality of game devices 100 connect to a game session provided on a game server (not shown) via a network, thereby sharing information on each other's operation inputs and game progress to establish a competitive game. be able to. Here, in a mode in which a competitive game is implemented via a game server, matching processing may be performed in the game server to determine which game devices 100 players are to play against each other. Furthermore, in order to facilitate understanding of the invention, the competitive game of this embodiment will be described as a game in which two players compete against each other; however, the implementation of the present invention is not limited to this, and three or more players compete against each other. It will be easily understood that the present invention can also be applied to competitive games. In another aspect, the competitive game may include a game played between a thinking program, an AI, or the like and a player (single-player game play). 
図2(a)は、本実施形態のゲーム装置100の斜視図である。図示されるように、ゲーム装置100は、視覚的な情報提
示に係る提示装置110として、載置ディスプレイ201、当該載置ディスプレイ201と隣接する正面ディスプレイ202、及び載置ディスプレイ201とは隣接しないが正面ディスプレイ202と隣接する上部ディスプレイ203の3種類を備える。これらディスプレイは、対戦ゲームに係る処理の実行中、一体となって対戦ゲームに係る画面を提示するよう構成されており、個々のディスプレイの表示領域の全体が対戦ゲームに係る表示領域として用いられる。以下の説明では、単に「(ゲーム装置100の)表示領域」として言及した場合、これら3種類のディスプレイの表示領域の全体を含むものとする。即ち、ゲーム装置100の表示領域の表示は、載置ディスプレイ201に表示される画面(第1画面)と、正面ディスプレイ202に表示される画面(第2画面)と、上部ディスプレイ203に表示される画面(第3画面)とで構成される。各ディスプレイにおける情報提示は、制御部101により制御される。 
FIG. 2(a) is a perspective view of the game device 100 of this embodiment. As illustrated, the game device 100 includes, as a presentation device 110 related to visual information presentation, a mounted display 201, a front display 202 adjacent to the mounted display 201, and a front display 202 that is not adjacent to the mounted display 201. It has three types: a front display 202 and an adjacent upper display 203. These displays are configured to work together to present a screen related to the competitive game while the process related to the competitive game is being executed, and the entire display area of each display is used as the display area related to the competitive game. In the following description, when the term "display area (of game device 100)" is simply referred to, it includes the entire display areas of these three types of displays. That is, the display area of the game device 100 includes a screen displayed on the mounted display 201 (first screen), a screen displayed on the front display 202 (second screen), and a screen displayed on the upper display 203. screen (third screen). Information presentation on each display is controlled by the control unit 101.
これらのディスプレイは、図2(b)のゲーム装置100の側面図に示されるように、互いに異なる傾斜を有して保持されている。図において、頭部210は、ゲーム装置100を利用するプレイヤの頭部を示している。載置ディスプレイ201の表示面は略水平に、正面ディスプレイ202の表示面はプレイヤ対して後傾し、上部ディスプレイ203の表示面はプレイヤに対して前傾して設けられている。本実施形態のゲーム装置100では、各ディスプレイがこのような角度を成して設けられることで、対戦ゲームに係る表示を立体的に知覚可能な態様とすることができる。  These displays are held at mutually different inclinations, as shown in the side view of the game device 100 in FIG. 2(b). In the figure, a head 210 indicates the head of a player who uses the game device 100. The display surface of the mounted display 201 is substantially horizontal, the display surface of the front display 202 is tilted backward with respect to the player, and the display surface of the upper display 203 is tilted forward with respect to the player. In the game device 100 of this embodiment, each display is provided at such an angle, so that the display related to the competitive game can be perceived three-dimensionally. 
載置ディスプレイ201は、上述したように表示面が略水平の、プレイヤに対して手前から奥に延びる平面で構成されているため、実物品を安定して載置することが可能である。従って、本実施形態のゲーム装置100では、載置ディスプレイ201は、対戦ゲームに使用する実物品を載置する載置面として機能する。本実施形態のリーダ130は、ゲーム装置100の内部に設けられた撮像装置を含み、載置ディスプレイ201を裏面から撮像することで得られた撮像画像を解析することで、載置された実物品を認識し、当該実物品に付された情報を取得可能に構成される。詳細は後述するが、本実施形態のゲーム装置100において実行される対戦ゲームでは、プレイヤは、実物品を載置面に載置することで当該実物品に対応付けられたキャラクターをゲームに登場させるキャラクターとして登録可能であり、また当該実物品を載置面上で操作することで当該キャラクターに係る操作を行うことができる。  As described above, the display surface 201 has a substantially horizontal display surface extending from the front to the back of the player, so that it is possible to stably place a real article thereon. Therefore, in the game device 100 of this embodiment, the mounting display 201 functions as a mounting surface on which real items used in a competitive game are placed. The reader 130 of this embodiment includes an imaging device provided inside the game device 100, and analyzes a captured image obtained by capturing an image of the mounted display 201 from the back side, thereby detecting the actual object mounted thereon. It is configured to be able to recognize the information attached to the actual item and obtain information attached to the actual item. Although details will be described later, in a competitive game executed on the game device 100 of the present embodiment, a player places a real object on the placement surface to cause a character associated with the real object to appear in the game. It can be registered as a character, and operations related to the character can be performed by operating the actual item on the placement surface. 
対戦ゲームは、参加するプレイヤに係るキャラクター同士が、ゲームに係る空間において攻防を繰り広げる対戦演出の提示を含んで進行するが、載置ディスプレイ201に係る第1画面は、基本的には、実物品の認識状況をプレイヤに知らしめるための表示や実物品の操作に必要な情報の表示に用いられるため、当該対戦演出の提示に用いられない。対戦演出は、正面ディスプレイ202に係る第2画面を主に用いて提示されるよう構成される。また対戦演出は、上部ディスプレイ203に係る第3画面も追加的に用いて提示されることもある。  The battle game progresses by presenting a battle effect in which the characters associated with the participating players fight each other in the space associated with the game, but the first screen associated with the mounted display 201 is basically a display of real objects. It is used to inform the player of the recognition status of the item and to display information necessary for operating the actual item, and is therefore not used to present the battle effect. The battle effect is configured to be presented mainly using the second screen related to the front display 202. In addition, the battle effect may be presented using the third screen related to the upper display 203 as well. 
《載置面での情報取得》 次に、載置面を介してリーダ130により行われる、実物品からの情報取得について説明する。  <<Information Acquisition on Placement Surface>> Next, information acquisition from the actual article performed by the reader 130 via the placement surface will be described. 
本実施形態のゲーム装置100において実行される対戦ゲームでは、各プレイヤは、載置面に実物品を載置し、当該実物品に付された情報をリーダ130に読み取らせることにより、当該実物品に対応付けられたキャラクターを操作対象として登録することができる。本実施形態では、対戦ゲームに使用可能な実物品をカードであるものとし、当該カードに対応付けられたキャラクターを一意に特定する識別情報が付されているものとする。  In the competitive game executed in the game device 100 of the present embodiment, each player places a real object on the placement surface and causes the reader 130 to read the information attached to the real object. Characters associated with can be registered as operation targets. In this embodiment, it is assumed that the real item that can be used in the competitive game is a card, and that identification information that uniquely identifies the character associated with the card is attached. 
上述したように、リーダ130は、載置ディスプレイ201を裏面から撮像した載置画像を用いて、載置面に載置されたカードに付された情報を取得する構成である。このため、カードへの識別情報の付加は、識別情報を変換した2次元画像(以降、コード画像として言及)が、カードの外観に例えば不可視のインクによって印刷されることで実現されるものであってもよい。即ち、リーダ130は、得られた撮像画像中に含まれるコード画像を検出することで、載置された各カードの載置面上の位置を特定することができ、また各コード画像に対して所定の演算を適用することで各カードの識別情報を取得することができる。  As described above, the reader 130 is configured to acquire information attached to a card placed on the placement surface using a placement image captured from the back side of the placement display 201. For this reason, the addition of identification information to a card is achieved by printing a two-dimensional image (hereinafter referred to as a code image) obtained by converting the identification information onto the exterior of the card using invisible ink, for example. It's okay. That is, the reader 130 can identify the position of each card placed on the placement surface by detecting the code image included in the obtained captured image, and can also identify the position of each card placed on the placement surface. The identification information of each card can be obtained by applying a predetermined calculation. 
またリーダ130は、各カードの載置位置の履歴情報(時間推移)を格納する不図示の履歴バッファを具備しており、当該履歴情報に基づいて載置面における各カードの移動を示す移動情報を取得することもできる。本実施形態に係る対戦ゲームでは、プレイヤは、操作I/F105に対する操作入力に加えて、載置面に載置したカードを移動することでも、対戦ゲームに係る操作入力を行うことができるよう構成される。従って、リーダ130は、当該カードの移動操作に係る移動情報を取得し、制御部101に出力する。  The reader 130 also includes a history buffer (not shown) that stores history information (temporal changes) of the placement position of each card, and based on the history information, movement information indicating the movement of each card on the placement surface. It is also possible to obtain In the competitive game according to the present embodiment, the player is configured to be able to perform operational input related to the competitive game by moving the card placed on the placement surface in addition to the operational input to the operation I/F 105. be done. Therefore, the reader 130 acquires movement information related to the movement operation of the card and outputs it to the control unit 101. 
移動操作は、プレイヤが操作対象のキャラクターに行わせる行動を指定するために用いることができる。より詳しくは、プレイヤは、操作対象のキャラクターに行わせる行動を受け付け可能な状況において、当該キャラクターが対応付けられたカードを載置面において移動させることにより、その行動を指定することができる。本実施形態で説明する態様においては、載置ディスプレイ201に表示される第1画面は、図3に示されるように、プレイヤに対して手前側に位置する防御領域302と、当該防御領域302に隣接し、奥側に位置する攻撃領域301を含んで構成されており、プレイヤは、載置面に載置したカードを、いずれの領域に対応する位置に移動させるかによって、当該カードに対応付けられたキャラクターに行わせる行動を指定することができる。ここで、攻撃領域301は、移動操作の結果、当該領域上に配置されたカードに対応付けられたキャラクターに、攻撃行動を行わせるよう指定する領域である。また防御領域302は、当該領域上に配置されたカードに対応付けられたキャラクターに、攻撃行動を行わせず、回復・防御行動を行わせるよう指定する領域である。  The movement operation can be used by the player to specify an action to be performed by the character being operated. More specifically, in a situation where the player can accept an action to be performed by the character to be operated, the player can specify the action by moving the card associated with the character on the placement surface. In the aspect described in this embodiment, the first screen displayed on the mounted display 201 includes a defense area 302 located in front of the player, and a defense area 302 located in front of the player, as shown in FIG. It is configured to include an attack area 301 located adjacent to the back side, and the player can associate the card placed on the placement surface with the card by moving it to a position corresponding to which area. You can specify the actions you want the character to perform. Here, the attack area 301 is an area in which a character associated with a card placed on the area as a result of a movement operation is designated to perform an attack action. Furthermore, the defense area 302 is an area in which the characters associated with the cards placed on the area are specified to perform recovery/defense actions, rather than attack actions. 
本実施形態では第1画面を図3のように構成するため、リーダ130は、以下の2種類の移動操作について異なる種別の移動情報を制御部101に出力するものとする。1つ目は、載置されたカードを防御領域302上から攻撃領域301上に移動させる操作であり、リーダ130は、当該移動操作の検出を条件として第1種別の移動情報を出力する。2つ目は、載置されたカードを攻撃領域301上から防御領域302上に移動させる操作であり、リーダ130は、当該移動操作の検出を条件として第2種別の移動情報を出力する。  In this embodiment, since the first screen is configured as shown in FIG. 3, the reader 130 outputs different types of movement information to the control unit 101 for the following two types of movement operations. The first operation is to move the placed card from the defense area 302 to the attack area 301, and the reader 130 outputs the first type of movement information on the condition that the movement operation is detected. The second operation is to move the placed card from the attack area 301 to the defense area 302, and the reader 130 outputs the second type of movement information on the condition that the movement operation is detected. 
《カードの載置により表示される要素》 続いて、このような載置面におけるカードの載置またはカードの移動に応じて提示される表示要素について図を参照して説明する。  <<Elements Displayed by Placing a Card>> Next, display elements that are displayed in response to the placement or movement of a card on the placement surface will be described with reference to the drawings. 
〈関連画像〉 図4(a)に示されるように、載置面に載置された全てのカードには、カードが認識されていることを知らしめる対応表示が、第1画面中になされる。図示される態様では、載置面には4つのカードが載置されており、第1画面は、各カードに対応する位置に関連画像400を配置して表示している。ここで、各カードに対応する関連画像400が配置される位置は、載置ディスプレイ201に第1画面が提示された場合に、載置面上の該当するカードが載置されている領域と、当該関連画像400の少なくとも一部が重複するよう設定される。図4(a)の例では、関連画像400は、その外形が、対応するカードを囲んで提示されるような配置とされており、当該カードが認識されていることをプレイヤに明示している。  <Related image> As shown in Figure 4(a), a corresponding display is displayed on the first screen for all cards placed on the placement surface to inform that the card is recognized. . In the illustrated embodiment, four cards are placed on the placement surface, and the first screen displays related images 400 arranged at positions corresponding to each card. Here, the position where the related image 400 corresponding to each card is placed is the area where the corresponding card is placed on the placement surface when the first screen is presented on the placement display 201, At least a portion of the related images 400 are set to overlap. In the example of FIG. 4(a), the related image 400 is arranged so that its outline surrounds the corresponding card, clearly indicating to the player that the card in question is recognized. . 
また関連画像400は、カードが認識されていることだけでなく、プレイヤが行った移動操作がどのように認識されているかを知らしめるべく、移動操作に応じてその外観を変化させるよう表示制御がなされる。本実施形態では関連画像400の外観は、対応するカードが攻撃領域301と防御領域302のいずれに含まれると認識されているかを知らしめるべく、リーダ130による検出位置に応じて切り替えられる。  Further, the related image 400 has display control that changes its appearance in accordance with the movement operation in order to let the player know not only that the card is recognized but also how the movement operation performed by the player is recognized. It will be done. In this embodiment, the appearance of the related image 400 is switched depending on the detection position by the reader 130 in order to indicate whether the corresponding card is recognized to be included in the attack area 301 or the defense area 302. 
図4(a)に示した態様では、4つのカードはいずれも防御領域302に対応する領域に配置されているため、図4(b)に示されるような、カード型の外観を示す防御時表示410の態様で第1画面に含められる。一方、図4(a)のに示した状態からいずれかのカードが攻撃領域301上に移動され、検出位置が攻撃領域301に含まれると判断された場合、図4(c)に示されるような、非カード型の外観を示す攻撃時表示420の態様で第1画面に含められる。  In the mode shown in FIG. 4(a), all four cards are placed in the area corresponding to the defense area 302, so when defending, the card-shaped appearance is shown in FIG. 4(b). It is included in the first screen in the form of display 410. On the other hand, if any card is moved onto the attack area 301 from the state shown in FIG. 4(a) and it is determined that the detected position is included in the attack area 301, then This is included in the first screen in the form of an attack display 420 that shows a non-card type appearance. 
〈キャラクター画像〉 また本実施形態に係る対戦ゲームでは、プレイヤがカードを載置したことで、当該カードに対応付けられたキャラクターが、カードからゲーム内に移動して登場したことを演出すべく、カードの認識を契機として当該キャラクターの外観を示す画像(キャラクター画像)が表示領域に表示される。キャラクター画像は、プレイヤによるカードの移動操作と連動して表示位置を変更可能に構成されており、対戦ゲームの没入感を高めている。  <Character image> In the competitive game according to the present embodiment, in order to create the effect that when the player places a card, the character associated with the card moves from the card into the game and appears. Upon recognition of the card, an image (character image) showing the appearance of the character is displayed in the display area. The character images are configured so that their display positions can be changed in conjunction with the player's card movement operations, making the competitive game more immersive. 
ところで、カードに付された情報を読み取り、対応するキャラクター画像を表示する機能を有する従前のゲームでは、カードによってキャラクター画像の外観(キャラクターの種類)は変わるものの、キャラクター画像はいずれも特定のディスプレイに一律で表示されるものであったため、カードの使用に対するプレイヤへの興趣提示は限定的であった。本実施形態の対戦ゲームは、カードの使用に対するプレイヤへの興趣提示を拡張するため、使用可能なカードに種別を設け、その種類に応じてキャラクター画像の提示態様を異ならせるよう構成される。  By the way, in previous games that have the function of reading information attached to cards and displaying the corresponding character image, although the appearance of the character image (character type) changes depending on the card, the character image cannot be displayed on a specific display. Since the cards were displayed uniformly, the player's interest in using the cards was limited. In order to increase the player's interest in using cards, the competitive game of this embodiment is configured to provide types of cards that can be used, and to vary the manner in which character images are presented depending on the type. 
本実施形態では、カードの種別は、カードに対応付けられたキャラクターに基づいて判別されるものとする。即ち、制御部101は、リーダ130によりカードから取得された識別情報に基づいて対応付けられたキャラクターを特定し、当該キャラクターのタイプに基づいてカードがいずれの種別であるかを特定する。ここで、対戦ゲームに登場するキャラクターの各々についての情報(キャラクター情報)は、記憶装置102に含まれる不図示のキャラクターデータベース(DB)において管理されるものとする。  In this embodiment, the type of card is determined based on the character associated with the card. That is, the control unit 101 identifies the associated character based on the identification information acquired from the card by the reader 130, and identifies which type the card is based on the type of the character. Here, it is assumed that information about each character appearing in the battle game (character information) is managed in a character database (DB), not shown, included in the storage device 102. 
1体のキャラクターについて管理されるキャラクター情報は、図5に示されるように、当該キャラクターを一意に特定するキャラクターID501に関連付けて、当該キャラクターのタイプを示すキャラクタータイプ502、及び当該キャラクターの攻撃力、防御力、体力等の対戦ゲームの進行の決定にあたり参照されるパラメータ503を含む。このうちのキャラクタータイプ502が、対応付けられたカードの種別を判別するために参照される情報である。  As shown in FIG. 5, the character information managed for one character includes a character type 502 indicating the type of the character, an attack power of the character, and a character ID 501 that uniquely identifies the character. It includes parameters 503 that are referenced in determining the progress of the competitive game, such as defense power and physical strength. Of these, character type 502 is information referenced to determine the type of card associated with it. 
本実施形態の対戦ゲームでは、キャラクターは、後述の特殊攻撃行動を行うことができるか否かの点で異なるタイプに分類される。より詳しくは、キャラクターは、特殊攻撃行動を行うことができる場合には特殊タイプに分類され、特殊攻撃行動を行うことができない場合には通常タイプに分類され、キャラクター情報のキャラクタータイプ502にはそのいずれかを示す情報が格納される。従って、制御部101は、載置面に載置されたカードに対応付けられたキャラクターのキャラクタータイプ502に基づいて、当該カードの種別が、特殊タイプのキャラクターが対応付けられた特殊カードと通常タイプのキャラクターが対応付けられた通常カードのいずれであるかを判別する。  In the battle game of this embodiment, characters are classified into different types depending on whether they can perform special attack actions, which will be described later. More specifically, if a character can perform a special attack action, the character is classified as a special type, and if a character cannot perform a special attack action, it is classified as a normal type. Information indicating either is stored. Therefore, the control unit 101 determines whether the type of the card is a special card associated with a special type character or a normal type based on the character type 502 of the character associated with the card placed on the placement surface. Determine which of the normal cards the character is associated with. 
なお、キャラクター情報のキャラクターID501は、キャラクターが対応付けられたカードに付される識別情報に一致するものであってよい。また本実施形態では特殊カードは通常カードよりも提供数(発行数)が少ないカードであり、希少度(レアリティ
)が高く設定されている。このため、特殊タイプのキャラクターに係るパラメータ503は、通常タイプのキャラクターに係るパラメータ503よりも、対戦ゲームの進行を有利にせしめるよう構成されているものとする。 
Note that the character ID 501 of the character information may match the identification information attached to the card associated with the character. Further, in this embodiment, the special cards are cards that are provided (issued) in fewer numbers than normal cards, and have a higher rarity. Therefore, the parameters 503 related to special type characters are configured to make the progress of the battle game more advantageous than the parameters 503 related to normal type characters.
以下、カードが載置されたことに応じて表示領域に表示される、特殊カードに係るキャラクター画像(以下、特殊キャラクター画像として言及)と通常カードに係るキャラクター画像(以下、通常キャラクター画像として言及)の提示態様の差を、図6を参照して説明する。図6は、ゲーム装置100が備える表示領域を、ゲーム装置100を利用時のプレイヤの視点で観賞した態様を示している。即ち、図6に示される表示領域は、正面ディスプレイ202を正面から観賞する際の、正対方向が異なる載置ディスプレイ201及び上部ディスプレイ203の見え方の違い(表示面の傾斜の違い)も含めた態様となっている。なお、図示される態様では、各キャラクター画像の提示態様の違いを判別しやすくすべく、載置面には特殊カード602と通常カード604が1枚ずつ載置されている。  Below, character images related to special cards (hereinafter referred to as special character images) and character images related to normal cards (hereinafter referred to as normal character images) are displayed in the display area in response to cards being placed. The difference in presentation mode will be explained with reference to FIG. FIG. 6 shows a display area of the game device 100 viewed from the viewpoint of a player when using the game device 100. That is, the display area shown in FIG. 6 includes differences in how the mounted display 201 and the upper display 203 are viewed in different facing directions (differences in the inclination of the display surfaces) when viewing the front display 202 from the front. It is in a similar manner. In the illustrated embodiment, one special card 602 and one normal card 604 are placed on the placement surface in order to easily distinguish between the presentation modes of each character image. 
特殊カード602が載置面に載置されたことに応じて表示される特殊キャラクター画像601は、図示されるように、第1画面を中心に表示される。特殊キャラクター画像601の表示位置は、載置面における特殊カード602の位置に応じて変化し得るが、基本的には少なくとも第1画面600にその一部の部位の画像が表示されるよう制御される。特殊キャラクター画像601の全体が第1画面600に収まらない場合には、特殊キャラクター画像601の収まらない部位の画像は第2画面610に表示されるよう制御される。立体的な視覚提示を実現するとの観点では、特殊キャラクター画像601を傾斜の異なる第1画面600と第2画面610の両方を用いて表示することが効果的であるため、本実施形態では、特殊キャラクター画像601は、キャラクターの下半身に係る部位の画像が少なくとも第1画面600に、キャラクターの上半身に係る部位の画像が少なくとも第2画面610に表示されるよう、各画面の描画制御がなされる。  The special character image 601 that is displayed in response to the special card 602 being placed on the placement surface is displayed centered on the first screen, as illustrated. The display position of the special character image 601 may change depending on the position of the special card 602 on the placement surface, but basically it is controlled so that at least an image of a part of the character image is displayed on the first screen 600. Ru. When the entire special character image 601 does not fit on the first screen 600, the image of the part of the special character image 601 that does not fit is controlled to be displayed on the second screen 610. From the perspective of realizing three-dimensional visual presentation, it is effective to display the special character image 601 using both the first screen 600 and the second screen 610 with different inclinations. For the character image 601, drawing control is performed on each screen so that the image of the lower body part of the character is displayed on at least the first screen 600, and the image of the character's upper body part is displayed on at least the second screen 610. 
対して、通常カード604が載置面に載置されたことに応じて表示される通常キャラクター画像611は、図示されるように、第2画面610に表示される。通常キャラクター画像611の表示位置も、同様に載置面における通常カード604の位置に応じて変化し得るが、第2画面610にのみ表示され、第1画面600には表示されないよう制御される。  On the other hand, the normal character image 611 that is displayed in response to the normal card 604 being placed on the placement surface is displayed on the second screen 610, as illustrated. The display position of the normal character image 611 may similarly change depending on the position of the normal card 604 on the placement surface, but it is controlled so that it is displayed only on the second screen 610 and not on the first screen 600. 
このように特殊キャラクター画像601と通常キャラクター画像611とは、前者が少なくとも載置面に係る第1画面600に表示されるよう制御されるのに対し、後者が第1画面600には表示されないよう制御される点で異なっている。また特殊キャラクター画像601と通常キャラクター画像611とは、前者に対応するキャラクターが後述の特殊攻撃行動を行うことができるという点で戦略性が高く設定されており、表示領域においてより目立たせることでプレイヤを興趣性の高いプレイ体験に誘導できるため、表示領域において前者の方が後者よりも表示面積が大きくなるよう構成されている。  In this way, the special character image 601 and the normal character image 611 are controlled so that the former is displayed at least on the first screen 600 related to the placement surface, while the latter is not displayed on the first screen 600. They are different in that they are controlled. In addition, the special character image 601 and the normal character image 611 are set to be highly strategic in that the character corresponding to the former can perform special attack actions described later, and by making them more conspicuous in the display area, the player can The former is configured to have a larger display area than the latter in order to lead to a more interesting playing experience. 
また載置されたカードに対応するキャラクターと、載置されたカードとは無関係に対戦ゲームに登場するキャラクターとを識別可能にすべく、特殊キャラクター画像601と通常キャラクター画像611は、仮想物品画像603または612と接続して表示される。図示されるように、各仮想物品画像は載置されたカードに対応していることを示すべく、カード型の外観を有している。各仮想物品画像は、特殊キャラクター画像601及び通常キャラクター画像611と同様に、載置面における対応するカードの移動に応じて表示位置が制御され、基本的にはキャラクター画像と接続されて表示される。  In addition, in order to make it possible to identify the character corresponding to the placed card and the character appearing in the battle game regardless of the placed card, the special character image 601 and the normal character image 611 are replaced by the virtual article image 603. or 612 and displayed. As illustrated, each virtual article image has a card-shaped appearance to indicate that it corresponds to a placed card. Like the special character image 601 and the normal character image 611, the display position of each virtual item image is controlled according to the movement of the corresponding card on the placement surface, and basically it is displayed connected to the character image. . 
ここで、第1画面600には、特殊カード602に係る仮想物品画像603と、特殊カード602及び通常カード604に係る関連画像605とが配置される。図示されるように、仮想物品画像603と関連画像605とは、外観、表示位置、表示サイズにおいて異なっている。より詳しくは、関連画像605が、単に対応するカードを囲む枠上の外観を有しているのに対し、仮想物品画像603は対戦ゲームに係る空間のカード型のオブジェクトの外観を有している点で異なる。また関連画像605が、対応するカードが載置されている領域と重複する表示位置に配置されているのに対し、仮想物品画像603は、対応するカードが載置されている領域と重複しない表示位置に配置されている点で異なる。また関連画像605が、対応するカードと同等の表示サイズで表示されるのに対し、仮想物品画像603は、対応するカード及び関連画像605よりも大きい表示サイズで目立つように表示されている点で異なる。  Here, on the first screen 600, a virtual article image 603 related to the special card 602 and related images 605 related to the special card 602 and the normal card 604 are arranged. As illustrated, the virtual article image 603 and the related image 605 are different in appearance, display position, and display size. More specifically, the related image 605 simply has the appearance of a frame surrounding the corresponding card, whereas the virtual article image 603 has the appearance of a card-shaped object in a space related to a competitive game. They differ in some respects. Furthermore, while the related image 605 is placed at a display position that overlaps with the area where the corresponding card is placed, the virtual article image 603 is placed at a display position that does not overlap with the area where the corresponding card is placed. They differ in that they are placed in different positions. Further, while the related image 605 is displayed at the same display size as the corresponding card, the virtual article image 603 is displayed conspicuously at a larger display size than the corresponding card and related image 605. different. 
〈行動指定に係る演出〉 次に、対戦ゲームに係る処理の実行中、載置面に載置されて認識されたカードを移動操作することで表示領域に表示される演出について説明する。  <Performance related to action designation> Next, a description will be given of the effect displayed in the display area by moving a recognized card placed on the placement surface during execution of processing related to a competitive game. 
本実施形態の対戦ゲームはフェーズを重ねて進行するものであり、各フェーズの開始前に、当該フェーズでの操作対象のキャラクターに行わせる行動の決定に係る操作入力を受け付ける期間(行動決定期間)が設けられる。プレイヤは、当該期間において載置面に載置しているカードを移動することで、各カードに対応付けられたキャラクターに行わせる行動を指定することができる。  The battle game of this embodiment progresses through overlapping phases, and before the start of each phase, there is a period (action determination period) in which operation inputs related to determining the action to be performed by the character to be operated in that phase are accepted. is provided. By moving the cards placed on the placement surface during the period, the player can specify an action to be performed by the character associated with each card. 
具体的には各行動決定期間は、プレイヤの意図していない行動がキャラクターに指定されないよう、まず当該期間の開始時に全てのカードを防御領域302上に移動させる指示が提示装置110に提示され、全てのカードが防御領域302上に配置されたことを条件として開始する。行動決定期間中、プレイヤは、防御領域302上から攻撃領域301上にカードを移動させる移動操作を行うことで、当該カードに対応付けられたキャラクターに現在のフェーズにおいて攻撃行動を行わせることを指定できる。またプレイヤは、攻撃領域301上にカードを移動させたキャラクターの行動を、攻撃行動から防御行動に変更したい場合には、当該カードを攻撃領域301上から防御領域302上に移動させる移動操作を行うことで、防御行動を行わせるよう指定できる。またプレイヤは、行動決定期間の終了までカードを防御領域302上に配置しておくことで、当該カードに対応付けられたキャラクターに現在のフェーズにおいて防御行動を行わせることを指定できる。  Specifically, in each action determination period, an instruction to move all cards onto the defense area 302 is first presented on the presentation device 110 at the start of the period so that the character does not specify an action that the player does not intend. The process starts on the condition that all cards are placed on the defense area 302. During the action determination period, the player performs a movement operation to move a card from the defense area 302 to the attack area 301, thereby specifying that the character associated with the card take an attack action in the current phase. can. Furthermore, if the player wants to change the action of the character who has moved the card onto the attack area 301 from attack action to defense action, the player performs a movement operation to move the card from above the attack area 301 to above the defense area 302. This allows you to specify that a defensive action be taken. Furthermore, by placing a card on the defense area 302 until the end of the action determination period, the player can specify that the character associated with the card take a defensive action in the current phase. 
ここで、行動が指定されるキャラクターが通常タイプと特殊タイプのいずれであるかに応じて、表示領域には異なる演出が提示される。  Here, different effects are presented in the display area depending on whether the character whose action is specified is a normal type or a special type. 
行動が指定されるキャラクターが通常タイプである場合、即ち、プレイヤが通常カードの移動操作を行ったことにより行動が指定される場合、表示領域に表示される演出は、第2画面において当該通常カードに対応する通常キャラクター画像を、行動に対応する表示位置に移動し、指定された行動に対応する表示効果を付して表示することに留まる。より詳しくは、本実施形態に係る対戦ゲームでは、通常カードに対応するキャラクターの攻撃行動は、対戦ゲームに係る空間のうちの、第2画面に示されるゲームフィールド(地面)付近で展開されるものとなるため、行動指定に係る移動操作に応じた通常キャラクター画像も第2画面内に表示される。  If the character whose action is specified is a normal type, that is, if the action is specified by the player performing a movement operation of a normal card, the effect displayed in the display area will be the same as that of the normal card on the second screen. The normal character image corresponding to the specified action is simply moved to the display position corresponding to the action and displayed with a display effect corresponding to the designated action. More specifically, in the competitive game according to the present embodiment, the attack action of the character corresponding to the normal card is one that is developed near the game field (ground) shown on the second screen in the space related to the competitive game. Therefore, the normal character image corresponding to the movement operation related to the action designation is also displayed within the second screen. 
例えば、通常カードについて防御領域302上から攻撃領域301上への移動操作がなされた場合、即ち、第1種別の移動情報が取得された場合、当該カードに対応する通常キャラクター画像は、載置面における当該カードの配置位置と対応する攻撃行動用の表示位置に配置され、攻撃行動を行うことを示す色(例えば赤色)の発光効果が付されて第2画面に含められる。また例えば、通常カードについて攻撃領域301上から防御領域302上への移動操作がなされた場合、即ち、第2種別の移動情報が取得された場合、当該カードに対応する通常キャラクター画像は、載置面における当該カードの配置位置と対応する防御行動用の表示位置に配置され、防御行動を行うことを示す色(例えば青色)の発光効果が付されて第2画面に含められる。  For example, when a movement operation is performed for a normal card from above the defense area 302 to above the attack area 301, that is, when the first type of movement information is acquired, the normal character image corresponding to the card is The card is placed at a display position for attack action corresponding to the placement position of the card in , and is included in the second screen with a light emitting effect of a color (for example, red) indicating that an attack action will be taken. For example, when a normal card is moved from the attack area 301 to the defense area 302, that is, when the second type of movement information is acquired, the normal character image corresponding to the card is The card is placed at a display position for defensive action corresponding to the position of the card on the screen, and is included in the second screen with a light emitting effect of a color (for example, blue) indicating that a defensive action will be taken. 
一方、行動が指定されるキャラクターが特殊タイプである場合、即ち、プレイヤが特殊カードの移動操作を行ったことにより行動が指定される場合、表示領域に表示される演出は、第1画面や第2画面に留まらない。本実施形態に係る対戦ゲームでは、特殊タイプのキャラクターが行う攻撃行動は特殊攻撃行動となる。特殊攻撃行動は、通常タイプのキャラクターが行う攻撃行動とは異なり、キャラクターが上空に移動し、上空から対戦相手のキャラクターに対してより強力な攻撃行動を行う内容となる。従って、特殊タイプのキャラクターについて攻撃行動が指定される場合、表示領域に表示される演出は、キャラクターが上空に上昇する移動演出(上空への上昇演出)を含む。  On the other hand, if the character whose action is specified is a special type, that is, if the action is specified by the player moving a special card, the effect displayed in the display area will be different from the first screen or the first screen. It doesn't stay on two screens. In the battle game according to the present embodiment, the attack action performed by the special type character is a special attack action. A special attack action is different from the attack action performed by a normal type character, in which the character moves into the sky and performs a more powerful attack action against the opponent's character from above. Therefore, when an attack action is specified for a special type of character, the effects displayed in the display area include a movement effect in which the character ascends into the sky (an upward movement effect). 
ここで、上空への上昇演出は、第3画面を用いて提示される。即ち、攻撃行動が指定されるキャラクターに係る特殊キャラクター画像は、行動指定前には第1画面から第2画面にわたって表示されるよう表示位置が設定されているが、行動指定後には第3画面に表示位置が変更される。  Here, the effect of ascending into the sky is presented using the third screen. In other words, the display position of the special character image related to the character whose attack action is specified is set so that it is displayed from the first screen to the second screen before the action is specified, but after the action is specified, it is displayed on the third screen. The display position is changed. 
また本実施形態に係る対戦ゲームでは、上空への上昇演出における移動の規模を大きく提示すべく、第3画面に表示される対戦ゲームに係る空間を異ならせる制御も行われる。具体的には、いずれのキャラクターも上空に移動していない状態では、通常タイプのキャラクターも含んだ対戦ゲームに係る空間をより広く示すべく、図6に示したように、ゲームフィールド付近の空間が第2画面610及び第3画面620を用いて表示される。即ち、第3画面620に表示される空間は、第2画面610に表示される空間に隣接し、連続する空間である。対して、キャラクターが上空に移動する状態では、第3画面620に表示される空間は、第3画面620に表示されていた空間よりも高所である空間に切り替えられる。従って、切り替え後の第3画面に特殊キャラクター画像を含めて表示することで、キャラクターがより高所の空間に移動したことを演出できる。  Further, in the battle game according to the present embodiment, control is also performed to vary the space related to the battle game displayed on the third screen in order to present a larger scale of movement in the ascent to the sky effect. Specifically, in a state where none of the characters are moving into the sky, the space near the game field is expanded as shown in Figure 6, in order to show a wider space for a competitive game that also includes normal type characters. It is displayed using a second screen 610 and a third screen 620. That is, the space displayed on the third screen 620 is adjacent to and continuous with the space displayed on the second screen 610. On the other hand, in a state in which the character moves up in the sky, the space displayed on the third screen 620 is switched to a space that is higher than the space displayed on the third screen 620. Therefore, by displaying the special character image on the third screen after switching, it is possible to create the effect that the character has moved to a higher space. 
図7に、上空への上昇演出に係る表示領域の表示遷移例を示す。なお、図7では、発明の理解を容易にすべく、表示領域中には1体の特殊キャラクター画像701のみがキャラクター画像として示されている。  FIG. 7 shows an example of display transition of display areas related to the effect of ascending into the sky. Note that in FIG. 7, only one special character image 701 is shown as a character image in the display area in order to facilitate understanding of the invention. 
例えば、特殊カードについて防御領域302上から攻撃領域301上への移動操作がなされた場合、即ち、第1種別の移動情報が取得された場合、当該カードに対応する特殊キャラクター画像701は、図7(a)に示されるように載置面の奥の方向に所定の位置まで移動(特殊キャラクター画像701の下端が第1画面700中の所定の位置となるまで、第1画面700及び第2画面710の上方向に移動)されて停止する。その後、図7(b)に示されるように第3画面720に提示される空間が上空に切り替えられ、図7(c)に示されるように、特殊キャラクター画像701が仮想物品画像702から順次離されて、第1画面700及び第2画面710の上方向に移動される。このとき、仮想物品画像702は、他の画面には移動せず、第1画面700に留まって表示されるため、キャラクターが特殊カードから飛び出すが如く興趣提示を実現することができる。当該移動が所定フレーム分行われた後、所定の期間、図7(d)に示されるように、表示領域に特殊キャラクター画像701が表示されない状態となる。当該特殊キャラクター画像701が表示されない期間は、キャラクターが表示領域に表示されない空間を移動している時間を演出する。その後、特殊キャラクター画像701は、図7(e)に示されるように、第3画面720の下端から順次上方向に表示位置が移動しながら表示され、最終的に図7(f)に示されるような所定の表示位置まで移動される。  For example, when a movement operation is performed for a special card from above the defense area 302 to above the attack area 301, that is, when the first type of movement information is acquired, the special character image 701 corresponding to the card is As shown in (a), move toward the back of the placement surface to a predetermined position (until the lower end of the special character image 701 reaches a predetermined position in the first screen 700, 710) and then stops. Thereafter, as shown in FIG. 7(b), the space presented on the third screen 720 is switched to the sky, and as shown in FIG. and is moved upward on the first screen 700 and the second screen 710. At this time, the virtual article image 702 does not move to another screen and remains on the first screen 700 and is displayed, so that an interesting presentation can be realized as if the character were jumping out from the special card. After the movement has been performed for a predetermined number of frames, the special character image 701 is not displayed in the display area for a predetermined period, as shown in FIG. 7(d). The period in which the special character image 701 is not displayed creates a time period in which the character is moving in a space that is not displayed in the display area. Thereafter, the special character image 701 is displayed while sequentially moving upward from the bottom of the third screen 720, as shown in FIG. 7(e), and is finally displayed as shown in FIG. 7(f). is moved to a predetermined display position. 
このような一連の表示遷移により、上空への上昇演出をより効果的にプレイヤに提示することができる。当該演出中に係る、特殊キャ
ラクター画像701の表示領域における移動は、プレイヤの視点から観賞した場合、対応するキャラクターが載置面の法線方向に移動しているように見える。 
With such a series of display transitions, it is possible to more effectively present the effect of ascending into the sky to the player. The movement of the special character image 701 in the display area during the performance appears as if the corresponding character is moving in the normal direction of the placement surface when viewed from the player's viewpoint.
また、このように上空に移動させたキャラクターの行動を、攻撃行動から防御行動に変更したい場合には、プレイヤは該当の特殊カードを攻撃領域301上から防御領域302上に移動させる移動操作を行うことで防御行動を行わせるよう指定できる。特殊タイプのキャラクターに行わせる行動が防御行動に変更される場合、表示領域に表示される演出は、キャラクターが上空から下降する移動演出(上空からの下降演出)を含む。  Furthermore, if the player wishes to change the action of the character moved into the sky from attack action to defense action, the player performs a movement operation to move the corresponding special card from above the attack area 301 to above the defense area 302. This allows you to specify that a defensive action be taken. When the action to be performed by a special type character is changed to a defensive action, the effects displayed in the display area include a movement effect in which the character descends from the sky (descending effect from the sky). 
ここで、上空からの下降演出は、上空への上昇演出と同様に第3画面と第1画面及び第2画面を用いて提示される。即ち、防御行動が指定されるキャラクターに係る特殊キャラクター画像は、行動指定前には第3画面に表示されるような表示位置が設定されているが、行動指定後には第1画面から第2画面にわたって表示されるような表示位置に変更される。  Here, the effect of descending from the sky is presented using the third screen, the first screen, and the second screen, similarly to the effect of ascending to the sky. In other words, the display position of the special character image related to the character for which a defensive action is specified is set so that it is displayed on the third screen before the action is specified, but after the action is specified, the display position is set so that it is displayed on the third screen. The display position is changed so that it is displayed across the screen. 
図8に、上空からの下降演出に係る表示領域の表示遷移例を示す。なお、図8では、発明の理解を容易にすべく、表示領域中には1体の特殊キャラクター画像801のみがキャラクター画像として示されている。  FIG. 8 shows an example of display transition of display areas related to a descending effect from the sky. Note that in FIG. 8, only one special character image 801 is shown as a character image in the display area in order to facilitate understanding of the invention. 
例えば、特殊カードについて攻撃領域301上から防御領域302上への移動操作がなされた場合、即ち、第2種別の移動情報が取得された場合、当該カードに対応する特殊キャラクター画像801は、図8(a)に示されるように、第3画面820の下端の方向に順次表示位置が移動しながら表示される。当該移動が所定フレーム分行われた後、所定の期間、図8(b)に示されるように、表示領域に特殊キャラクター画像801が表示されない状態となる。その後、図8(c)に示されるように第3画面820に提示される空間が上空から、再度、第2画面810に表示される空間に隣接し、連続する空間に変更される。そして図8(d)に示されるように、特殊キャラクター画像801は、第1画面800に配置された仮想物品画像802に順次近接させるよう、第3画面820、第2画面810及び第1画面800を順次下方向に移動され、最終的に図8(e)に示されるような仮想物品画像802に接続する表示位置まで移動される。その後、図8(f)に示されるように、特殊キャラクター画像801と仮想物品画像802とが、第1画面800における防御行動用の表示位置まで移動される。  For example, when a movement operation is performed for a special card from above the attack area 301 to above the defense area 302, that is, when the second type of movement information is acquired, the special character image 801 corresponding to the card is As shown in (a), the display position is sequentially moved toward the lower end of the third screen 820. After the movement has been performed for a predetermined number of frames, the special character image 801 is not displayed in the display area for a predetermined period, as shown in FIG. 8(b). Thereafter, as shown in FIG. 8C, the space presented on the third screen 820 is changed from the sky to a space that is adjacent to and continuous with the space displayed on the second screen 810 again. As shown in FIG. 8(d), the special character image 801 is placed on the third screen 820, the second screen 810, and the first screen 800 so as to sequentially approach the virtual article image 802 arranged on the first screen 800. is sequentially moved downward, and is finally moved to a display position connected to a virtual article image 802 as shown in FIG. 8(e). Thereafter, as shown in FIG. 8(f), the special character image 801 and the virtual article image 802 are moved to the display position for defensive action on the first screen 800. 
このような一連の表示遷移により、上空からの下降演出もより効果的にプレイヤに提示することができる。当該演出中に係る、特殊キャラクター画像801の表示領域における移動も、プレイヤの視点から観賞した場合、対応するキャラクターが載置面の法線方向に移動しているように見える。当該移動は、上空への上昇演出とは逆方向の移動として提示される。  With such a series of display transitions, the effect of descending from the sky can be more effectively presented to the player. The movement of the special character image 801 in the display area during the performance also appears as if the corresponding character is moving in the normal direction of the placement surface when viewed from the player's viewpoint. The movement is presented as movement in the opposite direction to the upward movement into the sky. 
従って、特殊カードについては、第1種別の移動情報が取得される場合と第2種別の移動情報が取得される場合とで、当該対象カードに対応付けられたキャラクターの状態変更を示す異なる演出が提示される。またこれら説明したように、通常タイプのキャラクターと特殊タイプのキャラクターとでは、行動を指定した場合の興趣提示の内容が異なり、表示領域においてキャラクター画像を表示可能な領域も異なる。即ち、後者のキャラクターに係る特殊キャラクター画像が表示領域において表示可能な領域(第1画面、第2画面及び第3画面)は、前者のキャラクターに係る通常キャラクター画像が表示可能な領域(第2画面)よりも広い。  Therefore, for special cards, different effects indicating a change in the state of the character associated with the target card will be produced depending on when the first type of movement information is acquired and when the second type of movement information is acquired. Presented. Further, as described above, the content of interest presentation when an action is specified is different between a normal type character and a special type character, and the area in which a character image can be displayed in the display area is also different. That is, the area where the special character image related to the latter character can be displayed in the display area (first screen, second screen, and third screen) is the area where the normal character image related to the former character can be displayed (the second screen). ) wider than 
なお、このように操作対象のキャラクターに対して行動決定期間で指定された行動は、当該期間の終了後に行われるフェーズの進行を決定する処理において解決される。行動の解決は、例えば一方のプレイヤの操作対象のキャラクターによる攻撃行動の成否を決定するためのミニゲームを実行し、その結果と攻撃行動を行ったキャラクターのパラメータとに基づいて、攻撃を受けたキャラクターの体力を減少させる処理を含んでよい。対戦ゲームは、このような攻撃行動の結果、いずれかのプレイヤの操作対象である全てのキャラクターの体力が0となった、あるいは、規定数のフェーズが進行したことを条件としてプレイ体験が終了するよう構成される。  Note that the action specified in the action determination period for the character to be operated in this way is resolved in the process for determining the progression of the phase, which is performed after the end of the period. Action resolution involves, for example, executing a mini-game to determine the success or failure of an attack action by the character controlled by one player, and based on the result and the parameters of the character who performed the attack action, the player receives an attack. It may include processing to reduce the character's physical strength. In a competitive game, the play experience ends when the physical strength of all characters controlled by one of the players becomes 0 as a result of such an attack action, or when a specified number of phases have progressed. It is configured like this. 
《提示制御処理》 以下、本実施形態のゲーム装置100において行動決定期間における表示領域への情報提示を制御する提示制御処理について、図9のフローチャートを用いて具体的な処理を説明する。該フローチャートに対応する処理は、制御部101が、例えば記憶装置102に記憶されている対応する処理プログラムを読み出し、メモリ103に展開して実行することにより実現することができる。なお、本提示制御処理は、例えば対戦ゲームの各フェーズに係る行動決定期間が開始され、載置面に載置されたカードが全て防御領域302上に移動されたことを検出した際に開始されるものとして説明する。  <<Presentation Control Process>> Hereinafter, a specific process for the presentation control process for controlling the presentation of information to the display area during the action determination period in the game device 100 of this embodiment will be described using the flowchart of FIG. The processing corresponding to the flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the storage device 102, loading it into the memory 103, and executing it. Note that this presentation control process is started, for example, when it is detected that the action determination period for each phase of the competitive game has started and that all the cards placed on the placement surface have been moved onto the defense area 302. This will be explained as follows. 
また以下の説明では、発明の理解を容易にすべく、キャラクターに行わせる行動を新たに指定するためのカードの移動操作がなされた場合の提示制御のみを説明する。このため、行動の指定に至らない程度のカードの移動操作(攻撃領域301または防御領域302内でのカードの移動操作)がなされた場合に、対応する関連画像やキャラクター画像及び仮想物品画像の表示位置を当該移動操作に追従するよう変更する提示制御等は、本フローチャートから割愛される。しかしながら、制御部101が各要素の表示位置を決定し、変更後の表示位置に各要素を配置した画面をGPU104に生成させる処理は、所定のフレームレートで繰り返し行われているものとする。  Further, in the following description, in order to facilitate understanding of the invention, only presentation control when a card movement operation is performed to newly designate an action to be performed by a character will be described. Therefore, when a card movement operation that does not lead to the specification of an action (a card movement operation within the attack area 301 or defense area 302) is performed, the corresponding related images, character images, and virtual article images are displayed. Presentation control and the like that change the position to follow the movement operation are omitted from this flowchart. However, it is assumed that the process in which the control unit 101 determines the display position of each element and causes the GPU 104 to generate a screen with each element arranged at the changed display position is repeatedly performed at a predetermined frame rate. 
S901で、制御部101は、載置されたカードについて第1種別の移動情報または第2種別の移動情報が取得されたか否かを判断する。制御部101は、いずれかの移動情報が取得されたと判断した場合は処理をS902に移し、取得されていないと判断した場合は処理をS907に移す。  In S901, the control unit 101 determines whether the first type of movement information or the second type of movement information has been acquired for the placed card. If the control unit 101 determines that any movement information has been acquired, it moves the process to S902, and if it determines that it has not been acquired, it moves the process to S907. 
S902で、制御部101は、移動情報が取得されたカード(以下、対象カードとして言及)が特殊カードであるか否かを判断する。本ステップの判断は、対象カードに付された識別情報(キャラクターID501)を有するキャラクター情報のキャラクタータイプ502を参照することにより行われる。制御部101は、対象カードが特殊カードであると判断した場合は処理をS903に移し、特殊カードではない、即ち、通常カードであると判断した場合は処理をS906に移す。  In S902, the control unit 101 determines whether the card for which movement information has been acquired (hereinafter referred to as a target card) is a special card. The determination in this step is made by referring to the character type 502 of the character information having the identification information (character ID 501) attached to the target card. When the control unit 101 determines that the target card is a special card, the process moves to S903, and when it determines that the target card is not a special card, that is, a normal card, the process moves to S906. 
S903で、制御部101は、対象カードについて取得された移動情報が第1種別の移動情報と第2種別の移動情報のいずれであるかを判断する。制御部101は、取得された移動情報が第1種別の移動情報であると判断した場合は処理をS904に移し、第2種別の移動情報であると判断した場合は処理をS905に移す。  In S903, the control unit 101 determines whether the movement information acquired for the target card is the first type of movement information or the second type of movement information. If the control unit 101 determines that the acquired movement information is the first type of movement information, the process moves to S904, and if it determines that the acquired movement information is the second type of movement information, the process moves to S905. 
S904で、GPU104は制御部101の制御の下、対象カードに対応する特殊キャラクター画像を用いた上空への上昇演出に係る、表示領域の一連の画面群を生成する。そして制御部101は、生成された各画面を提示装置110の載置ディスプレイ201、正面ディスプレイ202及び上部ディスプレイ203に順次表示させるよう制御することで、上空への上昇演出の提示を実現する。当該上空への上昇演出において、対象カードに係る特殊キャラクター画像は、同仮想物品画像と離間して提示されることになる。  In S904, under the control of the control unit 101, the GPU 104 generates a series of screen groups of display areas related to the effect of ascending to the sky using the special character image corresponding to the target card. Then, the control unit 101 controls the generated screens to be sequentially displayed on the mounted display 201, the front display 202, and the upper display 203 of the presentation device 110, thereby realizing the presentation of the effect of ascending to the sky. In the soaring effect into the sky, the special character image related to the target card will be presented separately from the virtual article image. 
一方、S903において、取得された移動情報が第2種別の移動情報であると判断された場合、GPU104は制御部101の制御の下、S905で、対象カードに対応する特殊キャラクター画像を用いた上空からの下降演出に係る、表示領域の一連の画面群を生成する。そして制御部101は、生成された各画面を提示装置110の載置ディスプレイ201、正面ディスプレイ202及び上部ディスプレイ203に順次表示させるよう制御することで、上空からの下降演出の提示を実現する。当該上空からの下降演出において、対象カードに係る特殊キャラクター画像は、同仮想物品画像と接続して提示されることになる。ここでいう「接続」とは、キャラクター画像と仮想物品画像の縁部同士が繋がっている状態、又はキャラクター画像の少なくとも一部が仮想物品画像に重畳している状態をいう。  On the other hand, if it is determined in S903 that the acquired movement information is movement information of the second type, the GPU 104, under the control of the control unit 101, performs an upper flight using the special character image corresponding to the target card in S905. A series of screen groups of display areas related to the descending effects are generated. The control unit 101 then controls the generated screens to be sequentially displayed on the mounted display 201, the front display 202, and the upper display 203 of the presentation device 110, thereby realizing presentation of a descending effect from the sky. In the descending effect from the sky, the special character image related to the target card will be presented in connection with the virtual article image. "Connection" here refers to a state in which the edges of the character image and the virtual article image are connected to each other, or a state in which at least a portion of the character image is superimposed on the virtual article image. 
またS902において対象カードが通常カードであると判断された場合、GPU104は制御部101の制御の下、S906で、指定された行動に対応する態様で対象カードに係る通常キャラクター画像及び仮想物品画像を第2画面中に配置した、表示領域の画面群を生成する。そして制御部101は、生成された各画面を提示装置110の載置ディスプレイ201、正面ディスプレイ202及び上部ディスプレイ203に表示させるよう制御することで、行動指定に係る情報提示を実現する。  Further, if it is determined in S902 that the target card is a normal card, the GPU 104, under the control of the control unit 101, displays the normal character image and virtual article image related to the target card in a manner corresponding to the specified action in S906. A screen group of display areas arranged in the second screen is generated. Then, the control unit 101 realizes information presentation related to action designation by controlling the generated screens to be displayed on the mounted display 201, front display 202, and upper display 203 of the presentation device 110. 
S907で、制御部101は、行動決定期間が終了したか否かを判断する。制御部101は、行動決定期間が終了したと判断した場合は本提示制御処理を完了し、終了していないと判断した場合は処理をS901に戻す。  In S907, the control unit 101 determines whether the action determination period has ended. If the control unit 101 determines that the action determination period has ended, it completes the present presentation control process, and if it determines that it has not ended, it returns the process to S901. 
以上説明したように、本実施形態のゲーム装置によれば、プレイヤへの好適な興趣提示を実現することができる。より詳しくは、使用可能なカードに複数種別を設け、載置面にされた場合にその種別に応じて、載置面の領域を含めてより目立つ態様でキャラクター画像を提示するか、載置面の領域外の領域にのみキャラクター画像を提示するかを異ならせるため、特定のカードを使用する場合の対戦ゲームの興趣性を向上させることができる。また行動指定に係る操作がなされた場合に提示される演出を、カードの種別に応じて、提示に用いられる表示領域中の画面を異ならせながら提示することで、ゲームの攻略性、及び対戦ゲームの興趣性の双方を向上させることができる。  As described above, according to the game device of this embodiment, it is possible to present suitable interests to the player. More specifically, there are multiple types of cards that can be used, and when the card is placed on the placement surface, depending on the type, the character image is presented in a more conspicuous manner, including the area on the placement surface, or Since character images are displayed only in areas other than the area of , it is possible to improve the interest of competitive games when specific cards are used. In addition, by presenting the effect that is presented when an operation related to action designation is performed while changing the screen in the display area used for presentation depending on the type of card, it is possible to improve the strategy of the game and the competitive game. It is possible to improve both the level of interest and interest. 
なお、本実施形態では、特殊カードが載置面に載置された場合に、対応する特殊キャラクター画像を第1画面から第2画面にわたって提示する態様を説明したが、本発明の実施はこれに限られるものではない。特殊キャラクター画像は、少なくとも第1画面に提示されるよう制御されるものであればよく、第2画面を用いずに提示されるものであってもよい。  Note that in this embodiment, when a special card is placed on the placement surface, a corresponding special character image is presented from the first screen to the second screen. However, the present invention is not limited to this. It is not limited. The special character image may be one that is controlled to be presented on at least the first screen, and may be presented without using the second screen. 
[変形例1] 上述した実施形態では特殊キャラクター画像が通常の立位姿勢のキャラクターを示す画像であるものとし、特殊キャラクター画像を第1画面と第2画面とに分離して提示する態様において、第1画面にはキャラクターの下半身が、第2画面にはキャラクターの上半身が提示されるものとして説明したが、本発明の実施はこれに限られるものではない。特殊キャラクター画像は、通常の立位姿勢のキャラクターを示す画像である必要はなく、例えば逆立ち姿勢のキャラクターや、体を横たえている姿勢のキャラクターを示す画像であってよく、この場合、各画面に表示されるキャラクターの部位が異なることは言うまでもない。  [Modification 1] In the embodiment described above, the special character image is an image showing a character in a normal standing posture, and in an embodiment in which the special character image is presented separately on the first screen and the second screen, Although the description has been made assuming that the lower body of the character is presented on the first screen and the upper body of the character is presented on the second screen, the implementation of the present invention is not limited to this. The special character image does not have to be an image showing a character in a normal standing position, but may be an image showing a character in a handstand position or a character in a lying down position.In this case, each screen It goes without saying that the parts of the character that are displayed are different. 
[変形例2] 上述した実施形態では、特殊カードについて第1種別の移動情報が取得された場合に、第3画面に提示される空間を上空に切り替えることで上空への上昇演出を提示する態様を説明したが、本発明の実施はこれに限られるものではない。第1種別の移動情報が取得されたことに基づく、特殊カードに対応付けられたキャラクターの移動演出は、当該キャラクターをそれまでに表示されていたディスプレイとは異なるディスプレイに表示させることで、キャラクターの移動を効果的に提示するものであればよく、移動先のディスプレイに表示される対戦ゲーム対戦ゲームに係る空間はいずれであってもよい。  [Modification 2] In the embodiment described above, when the first type of movement information is acquired for a special card, the space presented on the third screen is switched to the sky to present an effect of rising to the sky. However, the implementation of the present invention is not limited to this. Based on the acquisition of the first type of movement information, the movement effect of the character associated with the special card is performed by displaying the character on a different display from the display that was displayed up to that point. Any space may be used as long as the movement is effectively presented, and the space related to the competitive game displayed on the display at the destination may be any space. 
また表示位置の移動により表現される演出は、キャラクターが移動したことを示すものに限らず、例えばキャラクターのフォーム変更等、異なる状態への変更を演出するものとしてもよい。  Furthermore, the effect expressed by the movement of the display position is not limited to one that indicates that the character has moved, but may be one that expresses a change to a different state, such as a change in the character's form, for example. 
[変形例3] 上述した実施形態では、特殊タイプのキャラクターのパラメータが、通常タイプのキャラクターのパラメータよりも対戦ゲームの進行を有利に
せしめるよう構成されているものとして説明したが、本発明の実施はこれに限られるものではない。例えば同一のパラメータを有するキャラクターについて、通常カードと特殊カードとが発行される態様において、当該キャラクターが上空に移動した場合に、当該キャラクターのパラメータを、対戦ゲームの進行を有利にせしめる状態に変更することで、特殊攻撃行動の有用性を示す態様としてもよい。 
[Variation 3] In the embodiment described above, the parameters of the special type character were described as being configured to make the progress of the battle game more advantageous than the parameters of the normal type character. is not limited to this. For example, in a mode where normal cards and special cards are issued for characters with the same parameters, when the character moves into the sky, the parameters of the character are changed to a state that gives an advantage to the progress of the battle game. This may be a mode that shows the usefulness of special attack actions.
なお、特殊カードを載置することで、通常タイプのキャラクターよりも対戦ゲームを有利に進行させるパラメータを有した特殊タイプのキャラクターを使用可能とする態様は、プレイヤの興趣体験を向上させる一方で、その使用数によってはゲームバランスの崩壊を引き起こし得る。このため、対戦ゲームに使用可能な特殊カードの数は、少なくとも使用される通常カードの数よりも少なく設定される等、制限を設けてもよい。  Furthermore, by placing a special card, it is possible to use a special type character that has parameters that make the battle game more advantageous than normal type characters, while improving the player's entertainment experience. Depending on the number of uses, it may cause a collapse of the game balance. For this reason, the number of special cards that can be used in a competitive game may be limited, such as being set to be smaller than at least the number of normal cards that are used. 
[変形例4] 上述した実施形態では、特殊タイプのキャラクターについては、特殊カードを用いて移動操作を行うことで、常に特殊攻撃行動を行わせることを指定できるものとして説明したが、本発明の実施はこれに限られるものではない。例えば、特殊攻撃行動の発動には条件を設け、当該条件が満たされた場合にのみ、攻撃行動の指定に係る移動操作の取得に応じて特殊攻撃行動を発動するように制御し、移動演出を提示するよう構成してもよい。1つの態様では、特殊タイプのキャラクターには、対戦ゲームの進行に応じて変動する発動用ゲージが設けられ、当該ゲージの値が所定値を上回った場合にのみ、第1種別の移動情報の取得に応じて、あるいは、さらに発動を決定する旨の操作入力がなされたことを条件として、特殊攻撃行動に係る移動演出を提示するよう構成してもよい。  [Modification 4] In the embodiment described above, it was explained that a special type character can be specified to always perform a special attack action by performing a movement operation using a special card. The implementation is not limited to this. For example, a condition is set for the activation of a special attack action, and only when the condition is met, the special attack action is controlled to be activated in response to the acquisition of the movement operation related to the designation of the attack action, and the movement effect is controlled. The information may be configured to be presented. In one aspect, a special type character is provided with an activation gauge that changes as the battle game progresses, and the first type movement information is acquired only when the value of the gauge exceeds a predetermined value. The movement effect related to the special attack action may be presented in response to or on the condition that an operational input to determine the activation is made. 
[変形例5] 上述した実施形態では、載置面に載置されたカードについて、防御領域302上から攻撃領域301上に移動させる操作がなされたことに応じて、攻撃行動を指定するための第1種別の移動情報が取得され、攻撃領域301上から防御領域302上に移動させる操作がなされたことに応じて、防御行動を指定するための第2種別の移動情報が取得されるものとして説明したが、本発明の実施はこれに限られるものではない。  [Modification 5] In the embodiment described above, in response to an operation to move a card placed on the placement surface from above the defense area 302 to above the attack area 301, an attack action is specified for specifying an attack action. The first type of movement information is acquired, and in response to an operation to move from the attack area 301 to the defense area 302, the second type of movement information for specifying defensive action is acquired. Although described, implementation of the present invention is not limited thereto. 
例えば、攻撃行動を指定するための第1種別の移動情報は、簡易的に、載置面における手前から奥に向かうカードの移動操作がなされたことに応じて取得されるものとしてもよい。また例えば、防御行動を指定するため第2種別の移動情報も同様に、載置面における奥から手前に向かうカードの移動操作がなされたことに応じて取得されるものとしてもよい。あるいは、より明確な移動操作に基づいて取得するよう、当該移動操作が、載置面においてカードを所定距離を越えて移動させるものであることを条件に、各移動情報を取得するものとしてもよい。  For example, the first type of movement information for specifying an attack action may be simply acquired in response to an operation of moving a card from the front toward the back on the placement surface. Further, for example, the second type of movement information for specifying a defensive action may be similarly acquired in response to an operation of moving a card from the back toward the front on the placement surface. Alternatively, each movement information may be acquired based on a more clear movement operation, provided that the movement operation moves the card beyond a predetermined distance on the placement surface. . 
[変形例6] 上述した実施形態では、特殊カードについて第1種別の移動情報が取得された場合に、当該対象カードに対応付けられたキャラクの移動演出を提示し、当該キャラクターに特殊攻撃行動を行わせることを指定するものとして説明したが、本発明の実施はこれに限られるものではない。特殊攻撃行動は、特殊カードに対応付けられたキャラクターに限定して実行可能な行動とするのではなく、当該キャラクターを起点とすれば、通常カードに対応付けられたキャラクターも参加して実行可能なように構成されてもよい。  [Variation 6] In the embodiment described above, when the first type of movement information is acquired for a special card, a movement effect of the character associated with the target card is presented, and a special attack action is given to the character. Although the description has been given as specifying what to do, the implementation of the present invention is not limited to this. Special attack actions are not actions that can be executed only by the character associated with the special card, but can also be executed with the participation of characters associated with the normal card if the character is the starting point. It may be configured as follows. 
この場合、例えば対戦ゲームにおいて、予め特殊タイプのキャラクターと連携させる通常タイプのキャラクターを指定する操作入力がなされた場合に、あるいは、連携条件が満たされ場合に、特殊タイプのキャラクターに通常タイプのキャラクターが連携されていることがメモリ103に格納される。そして、その後に当該特殊タイプのキャラクターに係る特殊カードについて第1種別の移動情報が得られた場合にメモリ103に格納された情報が参照され、当該キャラクターと連携された通常タイプのキャラクターとについての移動演出の提示、及びこれらすべてのキャラクターに特殊攻撃行動を行わせることの指定を行うことができる。即ち、上空への上昇演出は、特殊タイプのキャラクターに係る特殊キャラクター画像と、連携された通常タイプのキャラクターに係る通常キャラクター画像の表示位置を、共に第3画面に変更して提示する内容となる。  In this case, for example, in a battle game, if an operation input is made in advance to specify a normal type character to cooperate with a special type character, or if the cooperation conditions are met, a normal type character is assigned to a special type character. The fact that the two are linked is stored in the memory 103. Then, when the first type of movement information is obtained for the special card related to the special type character, the information stored in the memory 103 is referred to, and information about the normal type character linked with the special type character is referenced. It is possible to present movement effects and specify that all these characters perform special attack actions. In other words, the effect of ascending into the sky is such that the display positions of the special character image related to the special type character and the normal character image related to the linked normal type character are both changed to the third screen and presented. . 
[その他の実施形態] 発明は上記の実施形態に制限されるものではなく、発明の要旨の範囲内で、種々の変形・変更が可能である。 [Other Embodiments] The invention is not limited to the above embodiments, and various modifications and changes can be made within the scope of the gist of the invention.
100:ゲーム装置、101:制御部、102:記憶装置、103:メモリ、104:GPU、110:提示装置、105:操作I/F、106:通信I/F、120:支払装置、130:リーダ、140:提供装置、201:載置ディスプレイ、202:正面ディスプレイ、203:上部ディスプレイ 100: Game device, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 110: Presentation device, 105: Operation I/F, 106: Communication I/F, 120: Payment device, 130: Reader , 140: Providing device, 201: Mounted display, 202: Front display, 203: Upper display

Claims (21)

  1. 載置面に載置された実物品に基づいて進行するゲームのプレイ体験を提供可能なコンピュータに、 前記載置面を介して実物品の情報を取得する取得処理と、 前記載置面を含む表示領域への情報提示を行う提示処理であって、情報が取得された実物品に対応するキャラクター画像を提示する提示処理と、 前記ゲームの進行と前記提示処理の情報提示を制御する制御処理と、を実行させるプログラムであって、 第1種別の実物品から情報が取得された場合に、前記制御処理において、当該第1種別の実物品に対応する第1キャラクター画像を前記表示領域中の少なくとも前記載置面の領域に提示するよう前記提示処理が制御され、 第2種別の実物品から情報が取得された場合に、前記制御処理において、当該第2種別の実物品に対応する第2キャラクター画像を前記表示領域中の前記載置面の領域に提示しないよう前記提示処理が制御されるプログラム。 A computer capable of providing a game play experience that progresses based on the real item placed on the placement surface, includes an acquisition process for acquiring information about the real item via the placement surface, and the placement surface. A presentation process that presents information to a display area, the presentation process that presents a character image corresponding to the real item from which the information has been acquired, and a control process that controls the progress of the game and the information presentation of the presentation process. is a program that executes, when information is acquired from a first type of real item, in the control process, a first character image corresponding to the first type of real item is displayed at least in the display area. When the presentation process is controlled to display information in the area of the placement surface and information is acquired from a second type of real item, in the control process, a second character corresponding to the second type of real item is displayed. A program for controlling the presentation process so as not to present an image in the area of the placement surface in the display area.
  2. 前記制御処理において、前記第2キャラクター画像を前記表示領域中の前記載置面の領域外の領域に提示するよう前記提示処理が制御される請求項1に記載のプログラム。 2. The program according to claim 1, wherein in the control process, the presentation process is controlled so that the second character image is presented in an area outside the area of the placement surface in the display area.
  3. 前記表示領域において、前記第1キャラクター画像を提示可能な領域は、前記第2キャラクター画像を提示可能な領域よりも広い請求項1または2に記載のプログラム。 3. The program according to claim 1, wherein in the display area, an area where the first character image can be presented is wider than an area where the second character image can be presented.
  4. 前記第1キャラクター画像と前記第2キャラクター画像は、キャラクターの提示態様が異なる画像である請求項1乃至3のいずれか1項に記載のプログラム。 4. The program according to claim 1, wherein the first character image and the second character image are images in which characters are presented in different ways.
  5. 前記表示領域において、前記第1キャラクター画像は前記第2キャラクター画像よりも表示面積が大きい請求項1乃至4のいずれか1項に記載のプログラム。 5. The program according to claim 1, wherein the first character image has a larger display area than the second character image in the display area.
  6. 前記第1種別の実物品から情報が取得された場合に、前記制御処理において、当該第1種別の実物品に対応する仮想物品画像をさらに前記表示領域中の前記載置面の領域に提示するよう前記提示処理が制御され、 前記第1キャラクター画像は、前記仮想物品画像と接続された態様で提示される請求項1乃至5のいずれか1項に記載のプログラム。 When information is acquired from the first type of real article, in the control process, a virtual article image corresponding to the first type of real article is further presented in the area of the placement surface in the display area. 6. The program according to claim 1, wherein the presentation process is controlled so that the first character image is presented in a manner connected to the virtual article image.
  7. 前記ゲームに係り使用可能な実物品は、カードであり、 前記仮想物品画像は、カード型の画像である請求項6に記載のプログラム。 7. The program according to claim 6, wherein the real item that can be used in the game is a card, and the virtual item image is a card-shaped image.
  8. 前記載置面は、第1領域と、当該第1領域に隣接する第2領域とを含み、 前記第1種別の実物品が前記載置面において前記第1領域から前記第2領域に移動されたことを条件として、前記制御処理において、当該第1種別の実物品に対応するキャラクター画像を前記表示領域中の前記載置面の領域外の領域に提示するよう前記提示処理が制御される請求項6または7に記載のプログラム。 The placement surface includes a first area and a second area adjacent to the first area, and the actual article of the first type is moved from the first area to the second area on the placement surface. In the control process, the presentation process is controlled to present a character image corresponding to the first type of real object in an area outside the area of the placement surface in the display area. The program described in item 6 or 7.
  9. 前記第1種別の実物品が前記載置面において前記第1領域から前記第2領域に移動されたことを条件として、前記制御処理において、当該第1種別の実物品に対応する前記第1キャラクター画像を前記仮想物品画像と離間させて提示するよう前記提示処理が制御される請求項8に記載のプログラム。 In the control process, the first character corresponding to the first type of real item is moved from the first area to the second area on the placement surface. The program according to claim 8, wherein the presentation process is controlled so that the image is presented separated from the virtual article image.
  10. 前記第1種別の実物品が前記載置面において前記第1領域から前記第2領域に移動されたことを条件として、前記制御処理において、当該第1種別の実物品に係るキャラクターの移動演出を提示するよう前記提示処理が制御される請求項8または9に記載のプログラム。 On the condition that the first type of real item is moved from the first area to the second area on the placement surface, in the control process, a movement effect of the character related to the first type of real item is performed. The program according to claim 8 or 9, wherein the presentation process is controlled so as to present the program.
  11. 前記移動演出は、前記第1領域から前記第2領域に移動された前記第1種別の実物品に対応する前記第1キャラクター画像を、前記表示領域中の前記載置面の領域から前記載置面の領域外の領域に順次移動することを含む請求項10に記載のプログラム。 The movement effect includes moving the first character image corresponding to the first type of real object moved from the first area to the second area from the area of the placement surface in the display area to the placement area. 11. The program according to claim 10, further comprising sequentially moving to areas outside the surface area.
  12. 前記表示領域は、前記載置面の上方に、前記載置面と角度を成して設けられた表示面を含み、 前記移動演出は、前記第1領域から前記第2領域に移動された前記第1種別の実物品に対応する前記第1キャラクター画像を、前記表示面において移動して提示することを含み、当該移動が、少なくとも前記載置面の法線方向の移動成分を含む請求項10または11に記載のプログラム。 The display area includes a display surface provided above the placement surface and forming an angle with the placement surface, and the movement effect includes the display screen that is moved from the first area to the second area. 10. The first character image corresponding to a first type of real article is moved and presented on the display surface, and the movement includes at least a movement component in the normal direction of the placement surface. or the program described in 11.
  13. 実物品から情報が取得された場合に、前記制御処理において、当該実物品に対応する関連画像をさらに前記表示領域中の前記載置面の領域に提示するよう前記提示処理が制御され、 前記第1種別の実物品に対応する前記関連画像は、当該第1種別の実物品に対応する前記仮想物品画像と異なる画像である請求項8乃至11のいずれか1項に記載のプログラム。 When information is acquired from a real item, in the control process, the presentation process is controlled to further present a related image corresponding to the real item in the area of the placement surface in the display area, and 12. The program according to claim 8, wherein the related image corresponding to one type of real article is a different image from the virtual article image corresponding to the first type of real article.
  14. 前記制御処理において、前記載置面において実物品が載置されている領域と少なくとも一部が重複する位置に前記関連画像を提示するよう前記提示処理が制御される請求項13に記載のプログラム。 14. The program according to claim 13, wherein, in the control process, the presentation process is controlled to present the related image at a position that at least partially overlaps with an area on the placement surface where the actual article is placed.
  15. 前記制御処理において、前記載置面における実物品の移動に応じて、当該実物品に対応する前記関連画像の外観を異ならせるよう前記提示処理が制御される請求項13または14に記載のプログラム。 15. The program according to claim 13, wherein in the control process, the presentation process is controlled so that the appearance of the related image corresponding to the real item is changed depending on the movement of the real item on the placement surface.
  16. 前記制御処理において、  前記載置面における実物品の位置が前記第1領域に含まれる場合に、当該実物品に対応する前記関連画像をカード型の外観で提示し、  前記載置面における実物品の位置が前記第2領域に含まれる場合に、当該実物品に対応する前記関連画像を非カード型の外観で提示するよう前記提示処理が制御される請求項15に記載のプログラム。 In the control process, if the position of the actual item on the placement surface is included in the first area, the related image corresponding to the actual item is presented in a card-shaped appearance, and the actual item on the placement surface is 16. The program according to claim 15, wherein the presentation processing is controlled to present the related image corresponding to the actual item in a non-card type appearance when the position of the actual item is included in the second area.
  17. 前記仮想物品画像は、前記関連画像よりも大きい画像である請求項13乃至16のいずれか1項に記載のプログラム。 The program according to any one of claims 13 to 16, wherein the virtual article image is a larger image than the related image.
  18. 前記ゲームに係り使用可能な前記第1種別の実物品の数は、使用可能な前記第2種別の実物品の数よりも少なく設定される請求項1乃至17のいずれか1項に記載のプログラム。 The program according to any one of claims 1 to 17, wherein the number of real goods of the first type that can be used in the game is set to be smaller than the number of real goods of the second type that can be used. .
  19. 前記第1種別の実物品に係るキャラクターは、前記第2種別の実物品に係るキャラクターよりも前記ゲームの進行を有利にせしめるよう構成されている請求項1乃至18のいずれか1項に記載のプログラム。 19. The character according to any one of claims 1 to 18, wherein the character related to the first type of real item is configured to make the game progress more advantageously than the character related to the second type of real item. program.
  20. 載置面に載置された実物品に基づいて進行するゲームのプレイ体験を提供可能なゲーム装置であって、 前記載置面を介して実物品の情報を取得する取得手段と、 前記載置面を含む表示領域への情報提示を行う提示手段であって、前記取得手段により情報が取得された実物品に対応するキャラクター画像を提示する提示手段と、 前記ゲームの進行と前記提示手段による情報提示を制御する制御手段と、を備え、 前記制御手段は、  第1種別の実物品から情報が取得された場合に、当該第1種別の実物品に対応する第1キャラクター画像を前記表示領域中の少なくとも前記載置面の領域に提示し、  第2種別の実物品から情報が取得された場合に、当該第2種別の実物品に対応する第2キャラクター画像を前記表示領域中の前記載置面の領域に提示しないよう前記提示手段を制御するゲーム装置。 A game device capable of providing a game play experience that progresses based on a real item placed on a placement surface, comprising: an acquisition means for acquiring information about the real item via the placement surface; Presentation means for presenting information on a display area including a surface, the presentation means for presenting a character image corresponding to the real item for which information has been acquired by the acquisition means; progress of the game and information provided by the presentation means; and a control means for controlling presentation, wherein when information is acquired from a first type of real object, the control means displays a first character image corresponding to the first type of real object in the display area. If information is obtained from a second type of real object, a second character image corresponding to the second type of real object is displayed on at least the above-mentioned placement surface area in the display area. A game device that controls the presentation means so as not to present the information on a screen area.
  21. 第1種別のゲーム用実物品と、第2種別のゲーム用実物品と、載置面に載置されたゲーム用実物品に基づいて進行するゲームのプレイ体験を提供可能なゲーム装置とを含むゲームシステムであって、 前記ゲーム装置は、   前記載置面を介してゲーム用実物品の情報を取得する取得手段と、  前記載置面を含む表示領域への情報提示を行う提示手段であって、前記取得手段により情報
    が取得されたゲーム用実物品に対応するキャラクター画像を提示する提示手段と、  前記ゲームの進行と前記提示手段による情報提示を制御する制御手段と、を備え、 前記制御手段は、  前記第1種別のゲーム用実物品から情報が取得された場合に、当該第1種別のゲーム用実物品に対応する第1キャラクター画像を前記表示領域中の少なくとも前記載置面の領域に提示し、  前記第2種別のゲーム用実物品から情報が取得された場合に、当該第2種別のゲーム用実物品に対応する第2キャラクター画像を前記表示領域中の前記載置面の領域に提示しないよう前記提示手段を制御するゲームシステム。
    Includes a first type of real game product, a second type of real game product, and a game device capable of providing a game play experience that progresses based on the real game product placed on a placement surface. A game system, the game device comprising: an acquisition unit that acquires information on a real game item via the placement surface; and a presentation device that presents information to a display area including the placement surface. , a presentation means for presenting a character image corresponding to the actual game item whose information has been acquired by the acquisition means; and a control means for controlling the progress of the game and information presentation by the presentation means, the control means When information is acquired from the first type of real game product, the first character image corresponding to the first type of real game product is displayed in at least the area of the placement surface in the display area. and when information is acquired from the second type of real game product, a second character image corresponding to the second type of real game product is displayed in the area of the placement surface in the display area. A game system that controls the presentation means so as not to present the information.
PCT/JP2023/007322 2022-03-31 2023-02-28 Program, game device, and game system WO2023189111A1 (en)

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