U.S. patent application number 14/318429 was filed with the patent office on 2015-01-29 for program, server, and method for game.
This patent application is currently assigned to DeNA Co., Ltd.. The applicant listed for this patent is DeNA Co., Ltd.. Invention is credited to Yasuhito Baba, Koichi Murakami.
Application Number | 20150031451 14/318429 |
Document ID | / |
Family ID | 50396663 |
Filed Date | 2015-01-29 |
United States Patent
Application |
20150031451 |
Kind Code |
A1 |
Murakami; Koichi ; et
al. |
January 29, 2015 |
PROGRAM, SERVER, AND METHOD FOR GAME
Abstract
A game program according to an embodiment enhances playability
of a game wherein user objects strike target objects. The game
program includes: a stage selection module for receiving stage
selection; a ball selection module for receiving selection of ball
objects; a screen display module for displaying a game screen; an
owned point updating module for updating owned point information;
an injection module for injecting ball objects; a ball-hitting
operation module for operating flippers; an appearance module for
causing a level-up item to appear when a predetermined appearance
condition is satisfied; a game progress module for providing the
user with a score when the ball object strikes the scoring target
object, and providing the user with the level-up item when the ball
object strikes the level-up item; and a level updating module for
updating the level of the ball objects.
Inventors: |
Murakami; Koichi; (Tokyo,
JP) ; Baba; Yasuhito; (Tokyo, JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
DeNA Co., Ltd. |
Tokyo |
|
JP |
|
|
Assignee: |
DeNA Co., Ltd.
|
Family ID: |
50396663 |
Appl. No.: |
14/318429 |
Filed: |
June 27, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
14044758 |
Oct 2, 2013 |
8784170 |
|
|
14318429 |
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Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F 13/46 20140902;
A63F 13/35 20140902; A63F 13/55 20140902; A63F 13/45 20140902; A63F
13/12 20130101; A63F 2300/8011 20130101; A63F 13/10 20130101 |
Class at
Publication: |
463/31 |
International
Class: |
A63F 13/45 20060101
A63F013/45; A63F 13/55 20060101 A63F013/55; A63F 13/35 20060101
A63F013/35; A63F 13/46 20060101 A63F013/46 |
Foreign Application Data
Date |
Code |
Application Number |
Jul 26, 2013 |
JP |
2013-155472 |
Claims
1-10. (canceled)
11. A computer-readable storage medium storing a program for
causing one or more computers to serve as a system for providing a
game to a user, the program comprising: a screen display module
configured to display a game screen containing at least a part of a
game field containing one or more target objects including a first
type of target object; a user object selection module configured to
receive selection of at least one user object by the user from a
plurality of user objects each having a parameter; an appearance
module configured to cause an item for reinforcing the parameter to
appear in the game field when a predetermined appearance condition
is satisfied, the item being different from the first type of
target object; and a game progress module configured to move the
selected user object in the game field in response to operation by
the user, provide the user with a first reward different from the
item when the moving user object strikes the first type of target
object, and provide the user with at least the item when the moving
user object strikes the item.
12. The computer-readable storage medium of claim 11 wherein the
first reward is a score.
13. The computer-readable storage medium of claim 11 wherein the
predetermined parameter includes level, the program further
comprising a level updating module configured to update the level
of the user object satisfying a predetermined level-up condition
related to the item obtained by the user.
14. The computer-readable storage medium of claim 11 wherein the
program further comprises a stage selection module configured to
receive selection of a stage by the user from a plurality of stages
having different types of game fields, wherein the screen display
module displays the game screen containing at least a part of a
game field corresponding to the selected stage.
15. The computer-readable storage medium of claim 11 wherein the
one or more computers are capable of accessing an information
storage unit configured to store at least owned value information
indicating value information owned by the user, the program further
comprising an owned value information updating module configured to
determine the value information to be consumed in accordance with
play of the game based at least on the user objects selected by the
user and update the owned value information such that the
determined value information is consumed.
16. The computer-readable storage medium of claim 11 wherein the
game is a pinball game, and the user object is a ball object, the
program further comprising: an injection module for injecting the
ball object into the game field; and a ball-hitting operation
module for operating a ball-hitting object arranged in the game
field in response to operation by the user, wherein the game
progress module moves the ball object in the game field in
accordance with operation of the ball-hitting object and virtual
gravity.
17. A server for providing a game to a user operating a terminal
device communicatively connected, the server comprising: a screen
display unit configured to display on the terminal device a game
screen containing at least a part of a game field containing one or
more target objects including a first type of target object; a user
object selection module configured to receive selection of at least
one user object by the user from a plurality of user objects each
having a parameter; an appearance unit configured to cause an item
for reinforcing the parameter to appear in the game field when a
predetermined appearance condition is satisfied, the item being
different from the first type of target object; and a game progress
unit configured to move the selected user object in the game field
in response to operation by the user, provide the user with a first
reward different from the item when the moving user object strikes
the first type of target object, and provide the user with at least
the item when the moving user object strikes the item.
18. A method using one or more computers for providing a game to a
user, the method comprising the steps of: displaying a game screen
containing at least a part of a game field containing one or more
target objects including a first type of target object; receiving
selection of at least one user object by the user from a plurality
of user objects each having a parameter; causing an item for
reinforcing the parameter to appear in the game field when a
predetermined appearance condition is satisfied, the item being
different from the first type of target object; and moving the
selected user object in the game field in response to operation by
the user, providing the user with a first reward different from the
item when the moving user object strikes the first type of target
object, and providing the user with at least the item when the
moving user object strikes the item.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is based on and claims the benefit of
priority from Japanese Patent Application Serial No. 2013-155472
(filed on Jul. 26, 2013), the contents of which are hereby
incorporated by reference in their entirety
TECHNICAL FIELD
[0002] The present invention relates to a program, server, and
method for a game, and in particular, to a program for causing one
or more computers to serve as a system for providing a game to a
user, and a server and method for providing a game to a user
operating a terminal device communicatively connected.
BACKGROUND
[0003] Conventionally known games provided by such a program
include pinball games wherein flippers are operated such that a
ball strikes a target thereby to obtain a score, and action puzzle
games wherein an ally character strikes an enemy character to
obtain a score (see, e.g., Japanese Patent Application Publication
2008-149145). In such games, a target and an enemy character can be
destroyed and a score can be obtained when a ball or an ally
character strikes the target or the enemy character. In addition,
some of these games have a game target of destroying all the
targets and enemy characters in a game field within a time limit or
limited turns.
SUMMARY
[0004] However, such games have insufficient playability because of
a simple game structure of obtaining a score when a user object
such as a ball or an ally character strikes or destroys a target
object such as a target or an enemy character. It is desired to
provide higher playability to the games wherein user objects strike
target objects.
[0005] One object of the embodiments of the present invention is to
enhance playability of the game wherein user objects strike target
objects. Other objects of the present invention will be apparent
with reference to the entire description in this specification.
[0006] A program according to an embodiment of the present
invention comprises: a screen display module configured to display
a game screen containing at least a part of a game field containing
one or more target objects including a first type of target object;
an appearance module configured to cause a second type of target
object different from the first type of target object to appear in
the game field when a predetermined appearance condition is
satisfied; and a game progress module configured to move a user
object in the game field in accordance with operation by the user
and virtual gravity, provide the user with a first reward when the
moving user object strikes the first type of target object, and
provide the user with at least a second reward different from the
first reward when the moving user object strikes the second type of
target object.
[0007] A server according to an embodiment of the present invention
is a server for providing a game to a user operating a terminal
device communicatively connected, the server comprising: a screen
display unit configured to display on the terminal device a game
screen containing at least a part of a game field containing one or
more target objects including a first type of target object; an
appearance unit configured to cause a second type of target object
different from the first type of target object to appear in the
game field when a predetermined appearance condition is satisfied;
and a game progress unit configured to move a user object in the
game field in accordance with operation by the user and virtual
gravity, provide the user with a first reward when the moving user
object strikes the first type of target object, and provide the
user with at least a second reward different from the first reward
when the moving user object strikes the second type of target
object.
[0008] A method according to an embodiment of the present invention
is a method using a system for providing a game to a user, the
method comprising the steps of: displaying a game screen containing
at least a part of a game field containing one or more target
objects including a first type of target object; causing a second
type of target object different from the first type of target
object to appear in the game field when a predetermined appearance
condition is satisfied; and moving a user object in the game field
in accordance with operation by the user and virtual gravity,
providing the user with a first reward when the moving user object
strikes the first type of target object, and providing the user
with at least a second reward different from the first reward when
the moving user object strikes the second type of target
object.
Advantages
[0009] Various embodiments of the present invention enhance
playability of the game wherein user objects strike target
objects.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] FIG. 1 is a block diagram schematically illustrating a
network configuration of a system 1 according to an embodiment of
the present invention.
[0011] FIG. 2 is a block diagram schematically illustrating the
module arrangement of a game program 50 according to an embodiment
of the present invention.
[0012] FIG. 3 is a diagram showing an example of a user information
management table according to an embodiment.
[0013] FIG. 4 is a diagram showing an example of a ball information
management table according to an embodiment.
[0014] FIG. 5 is a flow diagram showing an example of a game
process according to an embodiment.
[0015] FIG. 6 is a diagram showing an example of stage selection
screen 60 according to an embodiment.
[0016] FIG. 7 is a diagram showing an example of ball selection
screen 70 according to an embodiment.
[0017] FIG. 8 is a diagram showing an example of game screen 80
according to an embodiment.
[0018] FIG. 9 is a diagram showing another display mode of game
screen 80 according to an embodiment.
[0019] FIG. 10 is a diagram showing still another display mode of
game screen 80 according to an embodiment.
[0020] FIG. 11 is a diagram showing yet another display mode of
game screen 80 according to an embodiment.
DESCRIPTION OF EXAMPLE EMBODIMENTS
[0021] FIG. 1 is a block diagram schematically illustrating a
network configuration of a system 1 according to an embodiment of
the present invention. As shown, the system 1 according to the
embodiment may comprise a server 10 configured as a common computer
and a terminal device 30 communicatively connected to the server 10
via a communication network 20 such as the Internet and configured
as a common computer; and the system 1 may provide users operating
the terminal device 30 with various games. Additionally, the server
10 may be communicatively connected to terminal devices other than
the terminal device 30 and not shown. The system 1 may provide
various digital contents other than games to the user operating the
terminal device 30, provide various Internet services other than
provision of digital contents, and provide a platform that
implements various communications between a plurality of users
operating a plurality of terminal devices 30.
[0022] As shown, the server 10 may include a central processing
unit (CPU) (processor) 11, a main memory 12, a user interface (I/F)
13, a communication I/F 14, an external memory 15, and a disk drive
16, and these components may be electrically connected to one
another via a bus 17. The CPU 11 may load an operating system and
various programs such as control programs for controlling the
progress of an online game into the main memory 12 from the
external memory 15, and may execute commands included in the loaded
programs. The main memory 12 may be used to store a program to be
executed by the CPU 11, and may be formed of, for example, a
dynamic random access memory (DRAM).
[0023] The user I/F 13 may include, for example, an information
input device such as a keyboard or a mouse for accepting an input
from an operator, and an information output device such as a liquid
crystal display for outputting calculation results of the CPU 11.
The communication I/F 14 may be implemented as hardware, firmware,
or communication software such as a transmission control
protocol/Internet protocol (TCP/IP) driver or a point-to-point
protocol (PPP) driver, or a combination thereof, and may be
configured to be able to communicate with the terminal devices 30
via the communication network 20.
[0024] The external memory 15 may be formed of, for example, a
magnetic disk drive and store various programs such as a control
program for controlling the progress of an online game. The
external memory 15 may also store various data used in the game.
The various data that may be stored in the external memory 15 may
also be stored on a database server communicatively connected to
the server 10 and physically separate from the server 10. The disk
drive 16 may read data stored in a storage medium such as a compact
disc read only memory (CD-ROM), digital versatile disc read only
memory (DVD-ROM), or DVD Recordable (DVD-R) disc, or write data to
such a storage medium. For example, a game application and data
such as game data stored in a storage medium may be read by the
disk drive 16, and may be installed into the external memory
15.
[0025] In an embodiment, the server 10 may be a web server for
managing a web site including a plurality of hierarchical web pages
and may be capable of providing the terminal devices 30 with game
services. The terminal devices 30 may fetch HTML data for rendering
a web page from the server 10 and analyze the HTML data to present
the web page to a user (a user of the game) of the terminal devices
30. A game provided through such a web page is sometimes called a
browser game. The HTML data for rendering the web page may also be
stored on the external memory 15. The HTML data may comprise HTML
documents written in markup languages such as HTML; the HTML
documents may be associated with various images. Additionally, the
HTML documents may include programs written in script languages
such as ActionScript.TM. and JavaScript.TM..
[0026] The external memory 15 may store game applications to be
executed on execution environments of the terminal device 30 other
than browser software. This game application may include game
programs for performing a game and various data such as image data
to be referred to for executing the game programs. The game
programs may be created in, for example, object oriented languages
such as Objective-C.TM. and Java.TM.. The created game programs may
be stored on the external memory 15 in the form of application
software along with various data. The application software stored
on the external memory 15 may be delivered to a terminal device 30
in response to a delivery request. The application software
delivered from the server 10 may be received by the terminal device
30 through a communication I/F 34 in accordance with the control of
CPU 31; the received game programs may be sent to an external
memory 35 and stored thereon. The application software may be
launched in accordance with the user's operation on the terminal
device 30 and may be executed on a platform implemented on the
terminal device 30 such as NgCore.TM. or Android.TM.. The server 10
may provide the game applications executed on the terminal devices
30 with various data required for progression of the games.
Additionally, the server 10 can store various data sent from the
terminal device 30 for each user, thereby managing the progression
of the game for each user.
[0027] Thus, the server 10 may manage the web site for providing
game services and deliver web pages constituting the web site in
response to a request from the terminal device 30, thereby
progressing the game. Also, the server 10 can progress a game by
communicating with a game application performed on the terminal
device 30 in place of, or in addition to, such a browser game.
Whichever mode may be taken to provide the game, the server 10 can
store data required to progress the game for each identification
identifying a user. Briefly, the server 10 may also include a
function to authenticate a user at start of the game and perform
charging process in accordance with progression of the game. The
games provided by the server 10 may include desired games such as
action games, role playing games, interactive baseball games, and
card games. The types of the games implemented by the web site or
game applications of the server 10 are not limited to those
explicitly described herein.
[0028] In an embodiment, the terminal device 30 may be any
information processing device that may display on a web browser a
web page of a game web site obtained from the server 10 and include
an application executing environment for executing game
applications; and the terminal devices 30 may include smartphones,
tablet terminals, and game-dedicated terminals.
[0029] As shown, the terminal device 30 may include a central
processing unit (CPU) (processor) 31, a main memory 32, a user
interface (I/F) 33, a communication I/F 34, and an external memory
35, and these components may be electrically connected to one
another via a bus 36.
[0030] The CPU 31 may load various programs such as an operating
system into the main memory 32 from the external memory 35, and may
execute commands included in the loaded programs. The main memory
32 may be used to store a program to be executed by the CPU 31, and
may be formed of, for example, a dynamic random access memory
(DRAM).
[0031] The user I/F 33 may include an information input device for
receiving user inputs and an information output device for
outputting an operation result of CPU 31; and the user I/F may
include a display device such as a liquid crystal display having a
touch panel.
[0032] The communication I/F 34 may be implemented as hardware,
firmware, or communication software such as a transmission control
protocol/Internet protocol (TCP/IP) driver or a point-to-point
protocol (PPP) driver, or a combination thereof, and may be
configured to be able to communicate with the server 10 via the
communication network 20.
[0033] The external memory 35 may comprise, for example, a magnetic
disk drive or a flash memory and store various programs such as an
operating system. When receiving a game application from the server
10 via the communication I/F 34, the external memory 35 may store
the received game application.
[0034] A terminal device 30 having such an architecture may
include, for example, browser software for interpreting an HTML
file (HTML data) and rendering a screen; this browser software may
enable the terminal device 30 to interpret the HTML data fetched
from the server 10 and render web pages corresponding to the
received HTML data. Further, the terminal device 30 may include
plug-in software (e.g., Flash Player distributed by Adobe Systems
Incorporated) embedded into browser software; therefore, the
terminal device 30 can fetch from the server 10 a SWF file embedded
in HTML data and execute the SWF file by using the browser software
and the plug-in software.
[0035] When a game is executed on the terminal device 30, for
example, animation or an operation icon designated by the program
may be displayed on a screen of the terminal device 30. The user
may enter an instruction for progressing the game using an input
interface of the terminal device 30. The instruction entered by the
user may be transmitted to the server 10 through the browser of the
terminal device 30 or a platform function such as NgCore.TM..
[0036] Next, a game program 50 according to an embodiment will be
described; the game program 50 may cause the system 1 to serve as a
system for providing a user with a pinball game. FIG. 2 is a block
diagram illustrating the module arrangement of a game program 50
according to an embodiment. As shown, the game program 50 may
comprise: a stage selection module 51 for receiving stage selection
by the user from a plurality of stages having different types of
game fields containing one or more target objects including a
scoring target object (a first type of target object); a ball
selection module 52 for receiving selection of one or more ball
objects (user objects) by the user from a plurality of ball objects
each having parameters assigned thereto; a screen display module 53
for displaying a game screen containing at least part of a game
field corresponding to the selected stage; an owned point updating
module 54 for determining the points (value information) to be
consumed in accordance with the pinball game play based on the ball
objects selected by the user and updating the owned point
information such that the determined points are consumed; an
injection module 55 for injecting the selected ball objects into
the game field; a ball-hitting operation module 56 for operating
flippers (ball-hitting objects) arranged in the game field in
accordance with operation by the user; an appearance module 57 for
causing a level-up item (a second type of target object) to appear
in the game field when a predetermined appearance condition is
satisfied; a game progress module 58 for moving the ball objects in
the game field in accordance with the operation by the user and
virtual gravity, providing the user with a score (a first reward)
when the moving ball object strikes the scoring target object, and
providing the user with the level-up item (a second reward) when
the moving ball object strikes the level-up item; and a level
updating module 59 for updating the level of the ball objects
satisfying a predetermined level-up condition. The game program 50
according to the embodiment may be stored, for example, on the
external memory 15 of the server 10; and all or part of the modules
constituting the game program 50 may be sent to the terminal device
30 so as to be executed on the web browser or as a game
application; thus, the game program 50 may be performed by the CPU
11 of the server 10 or the CPU 31 of the terminal device 30.
[0037] FIGS. 3 and 4 show examples of the user information
management table and the ball information management table stored
on, for example, the external memory 15 of the server 10 that
serves as an information storage unit for storing information on
the system 1. As shown in FIG. 3, the user information management
table according to an embodiment may manage information such as
"owned points" indicating the number of points owned by the user
and "cleared stage information" indicating information on the
stages of the pinball game cleared by the user, in association with
"a user ID" identifying the user. In an embodiment, the points
managed as "owned points" are used in the pinball game. These
points may also be used in games other than the pinball game, as
well as in services other than games or on other platforms provided
by the system 1.
[0038] As shown in FIG. 4, the ball information management table
according to an embodiment may manage information such as "level"
indicating the current level of a ball object of a user, "number of
obtained items" indicating the number of level-up items obtained by
the ball object of the user, "usability flag" indicating whether
the user can use this ball object, "skill" indicating the skill
(event specifying parameter) assigned to the ball object, "offense
power" indicating the offense power assigned to the ball object,
and "team" indicating the team including the ball object, in
association with a combination of "a user ID" identifying the user
and "a ball ID" identifying the ball object. The "skill" assigned
to the ball object may be a parameter specifying a predetermined
event occurring in accordance with an instruction from the user,
and will be described in detail later. The "offense power" may be a
parameter indicating the power of destroying a target object
exerted by the ball object striking the target object in the game
field.
[0039] In the pinball game provided by the system 1 according to an
embodiment, a user playing the game for the first time can use only
a part of the plurality of ball objects; and as the user repeatedly
plays the game, the user can use more of the remaining ball
objects. For example, a particular ball object may become usable
when the user clears a particular stage; a particular ball object
may become usable when the user earns a score equal to or greater
than a predetermined value; a particular ball object may become
usable when the user plays the game for a predetermined number of
times or more; and a particular ball object may become usable when
the user buys with a particular virtual currency (or with points
managed by the above user information management table). Thus, when
the usability of a ball object is changed, the value of the
"usability flag" in the ball information management table may be
updated. The usability of a ball object may also be managed in
units of teams because users may select ball objects in units of
teams, as will be described later,
[0040] Next, the operation of the system 1 thus configured will now
be described. FIG. 5 is a flow diagram showing an example of a game
process performed by the system 1. This game process may be
performed when a user operating the terminal device 30 sends to the
server 10 a display request for a web page for playing the pinball
game or when a game application for the pinball game is launched on
the terminal device 30.
[0041] As shown, the first step of the game process may be to
receive stage selection by the user (step S110). More specifically,
a stage selection screen 60 where the user selects a stage may be
displayed on the terminal device 30, and stage selection by the
user may be received via the stage selection screen 60. FIG. 6
shows an example of stage selection screen 60 according to an
embodiment. As shown, the stage selection screen 60 according to an
embodiment may contain a map including a plurality of stage points
62, each corresponding to a stage, arranged in a route in the order
to be cleared; the user operating the terminal device 30 may select
a desired stage point 62 and select the Confirm button 64, thereby
to select the stage to be played. In the embodiment shown, five
stage points 62 from the first stage point with a caption "Start"
constitute an area A; and the following five stage points 62 to the
last stage point 62 with a caption "Goal" constitute an area B. In
an embodiment, there may be uniformity between stages constituting
a same area in game field exterior (e.g., color tones and displayed
characters) and the types of target objects arranged in the game
field. Further, in an embodiment, the user may start with the first
stage with a caption "Start" and clear the stages in the arranged
order, thereby selecting the subsequent stages in the arranged
order. The stage points 62 currently unselectable to the user may
be displayed in a different manner (e.g., grayed out or hidden)
than the selectable stage points 62. In addition, the area B
subsequent to the area A may be displayed in a different manner
(e.g., grayed out or hidden) than the area A until all the stages
constituting the area A are cleared. Also, when the user selects a
stage point 62, information on the corresponding stage may be
displayed (e.g., information on stage clearing conditions or target
objects arranged in the game field).
[0042] The step after receiving the stage selection by the user is
to receive the ball object selection by the user (step S112). More
specifically, a ball selection screen 70 where the user selects a
ball object may be displayed on the terminal device 30, and ball
object selection by the user may be received via the ball selection
screen 70. FIG. 7 shows an example of ball selection screen 70
according to an embodiment. As shown, a ball selection screen 70
according to an embodiment may include a ball selection area 72
where the user selects ball objects to be added, a ball information
display area 74 for displaying information on the ball object
selected in the ball selection area 72, and a Confirm button 76
with which the user confirms the ball object selection. As shown,
the ball selection area 72 may contain ball objects usable to the
user in the form of teams constituted by a plurality (e.g., three
in FIG. 7) of ball objects; and the user may select a desired team
from a plurality of teams displayed, thereby selecting the ball
objects constituting the team. The ball objects usable to the user
may be specified by referring to the "usability flag" in the
above-mentioned ball information management table. In an
embodiment, a plurality of ball objects may correspond to a
plurality of characters, thereby producing a story line in the
pinball game wherein the plurality of characters clear the above
stages. As part of the story line, a ball object corresponding to
the protagonist character may be preset as the ball object for the
user, and the user may select, via the ball selection screen 70,
ball objects corresponding to the characters to accompany the
protagonist character. Further, for example, a team may be
constituted by ball objects corresponding to characters of the same
type or characters related to each other, and may be constituted by
ball objects having assigned thereto "skills" of the same type or
"skills" related to each other. Thus, the user can enjoy the story
line in the pinball game through the selection of the ball objects
corresponding to the characters. In an embodiment, the user may
only select a team thereby to readily select ball objects. The
methods of selecting ball objects are not particularly limited and
may be various apart from the above method. For example, all the
ball objects may be selected without presetting the ball object for
the user. It may also be possible that usable ball objects may be
individually displayed without being included in a team, and the
user may select desired ball objects individually from the ball
objects displayed. Further, one ball object, not a plurality of
ball objects, may also be selected.
[0043] As shown in FIG. 7, the ball information display area 74 of
the ball selection screen 70 may display information such as the
current level, the skills, and the offense power of the ball
objects selected by the user in the ball selection area 72 (that
is, ball objects constituting the selected team). These information
items may be managed by the ball information management table. The
user may select ball objects with reference to the information
displayed in the ball information display area 74.
[0044] The step after thus receiving the ball object selection by
the user may be to determine the points necessary for playing the
pinball game based on the selected ball objects, such that the
points may be consumed by the player (step S114). More
specifically, the determined points may be subtracted from the
"owned points" in the user information management table. The points
necessary for playing the pinball game may be determined by, for
example, previously assigning the necessary points to each ball
object and summarizing the necessary points assigned to the
selected ball objects. Alternatively, it may also be possible to
previously assign the necessary points to each team and use the
necessary points assigned to the selected team. For example, a ball
object that permits the user to progress the pinball game more
advantageously (e.g., a ball object of a high level or a ball
object having a large offense power) may have assigned thereto a
larger necessary points. Thus, the variation of necessary points in
accordance with the selected ball object (or team) may produce more
strategic elements in selection of ball objects by the user.
Additionally, the necessary points may also be determined based on
the selected stage, in addition to the selected ball objects.
[0045] The step after thus consuming necessary points may be to
start the pinball game (S116) and progress the game until the
termination condition of the game is fulfilled (steps S118 and
S120). More specifically, the process of starting the pinball game
may include display of a game screen 80 on the terminal device 30,
the game screen 80 containing a game field corresponding to the
stage selected by the user in step S110. FIG. 8 shows an example of
game screen 80 according to an embodiment. As shown, the game
screen 80 according to the embodiment may correspond to the board
of the pinball game where various target objects 100 to 105 and
other objects are arranged in the game field 90. The ball objects
92 selected by the user in step S112 may be placed in an injection
standby area 91 at the lower right corner of the screen; and the
ball objects 92 placed in the injection standby area 91 may be
injected into the game field 90 through an injection path 94 when
the user touches an injection button 82 also arranged in the lower
right corner of the screen. The game field 90 may contain, in the
lower portion, a pair of flippers 96L, 96R; and when, e.g., the
user touches the area where the flippers 96L, 96R are displayed or
the area within a predetermined range from this area, these
flippers may operate to hit the ball objects 92 falling down from
the upper portion of the screen by the virtual gravity. In an
embodiment, the ball objects 92 having fallen between the flippers
96L and 96R may be placed in the injection standby area 91 again
and injected into the game field 90 again when, e.g., the user
touches the injection button 82. In an embodiment, the ball objects
92 having fallen between the flippers 96L and 96R can be injected
into the game field 90 for any desired number of times within the
time limit of the game. In addition, the game field 90 shown in
this example may contain an EX field path 98 leading to an extra
field that is an additional game field; and when one of the ball
objects 92 passes through the Ex field path 98, the display of the
game screen 80 may be switched to the extra field. In an
embodiment, the extra field may contain more target objects and
level-up items than regular game fields 90; thus, the user can earn
a larger score and more items in the extra field. Further, the game
screen 80 may contain, at the top, an information display area 99
for displaying the user's current score and the remaining time of
the game.
[0046] In an embodiment, part or all of the target objects arranged
in the game field 90 may serve as scoring target objects and, when
the ball objects 92 strikes the scoring target objects, the user is
provided with a score. For example, in the example shown in FIG. 8,
the target objects 100, 102, 104, and 105 may be scoring target
objects. Meanwhile, the target objects 101 and 103 may merely repel
the ball objects 92. It may also be possible that all the target
objects 100 to 105 should be scoring target objects.
[0047] In such game screen 80, the user may operate the flippers
96L, 96R to hit the ball objects 92, and when the hit ball objects
92 strike the scoring target objects arranged in the game field 90,
the user may earn a score that is added to the user's score
displayed in the information display area 99. The target objects
arranged in the game field 90 may be various. For example, a
scoring target object may be destroyed when struck by the ball
objects 92 for a predetermined number of times. In this case, when
the scoring target object is destroyed, the user may be provided
with a larger score than in ordinary cases; or the above-mentioned
predetermined number of times may be changed depending on a
parameter (e.g., offense power) of the ball objects 92 (e.g., ball
objects 92 having a larger offense power can destroy a target
object in a smaller number of times). Also, a scoring target object
may be passed by the ball objects 92, such that the user may earn a
score (e.g., a target object 105 shown in FIG. 8). Further, another
scoring target object may have a grid that may display pictures in
the squares for a lottery when passed by a ball object 92; the user
may be provided with a larger score than in ordinary cases if, as a
result of the lottery, the same pictures are placed straightly
(e.g., a target object 104 shown in FIG. 8).
[0048] The description will now be made on the operation of
producing a predetermined event specified by the skill assigned to
the ball objects 92. In an embodiment, when a predetermined skill
exercising condition is satisfied, a predetermined event may be
produced in accordance with the skill of the ball objects 92 and,
as shown in the example in FIG. 9, a skill exercising button 86 may
be displayed in the upper right corner of the screen. The
predetermined skill exercising condition may be, for example, that
the score of the user is equal to or greater than a predetermined
value or that a particular target object is destroyed. Further, a
plurality of stages may be provided in the predetermined skill
exercising conditions; and in accordance with the satisfied stage
of the skill exercising conditions, the number of the ball objects
92 that produce the predetermined event may be increased (e.g., as
the user earns a larger score or destroys a larger number of
particular target objects, the user can produce predetermined
events in accordance with the skills of a larger number of ball
objects 92).
[0049] FIG. 10 shows an example of the game screen 80 where the
user has touched the skill exercising button 86 to produce a
predetermined event. The predetermined events in accordance with
the skills of the ball objects 92 may be various. For example, a
predetermined event may change the characteristics of the ball
objects 92. More specifically, a predetermined event may provide
the ball objects 92 with an attribute (e.g., flame, ice, or
thunder) (the ball object 921 shown in FIG. 10). In this case, a
target object may have an attribute previously assigned thereto;
and the operation of the ball object 92 striking a target object
may be controlled based on the attribute provided to the ball
object 92 and the attribute of the target object. For example, when
the combination of the attribute provided to the ball object 92 and
the attribute of the target object struck by the ball object 92
corresponds to a predetermined combination (e.g., the attribute of
the ball object 92 and the attribute of the target object are
"flame" and "tree," or "thunder" and "iron," respectively), the
user can earn a higher score than in ordinary cases, or the user
can destroy the target object in a smaller number of times than in
ordinary cases. Another predetermined event may increase the number
of the ball objects 92. In this case, there may be staged display
as if a ball object 92 is divided into small ball objects (the ball
objects 922 shown in the example in FIG. 10). Still another
predetermined event may change other characteristics of the ball
object 92 such as the size or offense power. Yet another
predetermined event may have an effect other than changing the
characteristics of the ball object 92. For example, the
predetermined event may provide an object that restricts the ball
object 92 from falling between the flippers 96L and 96R (the object
106 shown in the example in FIG. 10). Thus, the user can produce a
predetermined event in accordance with the skill assigned to the
selected ball object 92 thereby to advantageously progress the
pinball game. The produced event may be terminated when a
predetermined termination condition is satisfied (e.g., when a
predetermined time period elapses or a target object is struck for
a predetermined number of times). Additionally, the ball object 92
whose skill is to be exercised (the ball object 92 having assigned
thereto the skill of producing a predetermined event) may be either
designated by the user or selected randomly.
[0050] Next, the operation of appearance of a level-up item in
accordance with an embodiment will now be described. In an
embodiment, a predetermined level-up condition for raising the
level of the ball object 92 may be to obtain a predetermined number
of level-up items. The level-up items may appear in the game field
90 when a predetermined appearance condition is satisfied. The
predetermined appearance condition may not be particularly limited
but may be various. For example, the predetermined appearance
condition may be that the ball objects 92 strike one or more
particular target objects, that the ball objects 92 strike one or
more particular target objects in a predetermined order, that the
ball objects 92 strike one or more particular target objects within
a time limit, or that one or more particular target objects are
destroyed when the ball objects 92 strike the one or more
particular target objects. FIG. 11 shows an example of the game
screen 80 where level-up items 108 have appeared. In this example,
the predetermined appearance condition may be to destroy a
particular target object (the target object 100 shown in FIG. 8);
and a plurality (e.g., five) of level-up items 108 have appeared in
the position of the destroyed particular target object. When a ball
object 92 strikes the item 108, the ball object 92 may obtain the
item 108; the item 108 may disappear from the game field 90 and
"number of obtained items" in the ball information management table
may be updated. Further, when "the number of obtained items"
reaches a predetermined number, the level of the ball object 92 may
be raised, and the "level" in the ball information management table
may be updated. The pinball game may progress more advantageously
to the user as the ball object 92 has a higher lever. For example,
as the ball object 92 has a higher level, the offense value may be
higher, or the content of a predetermined event produced in
accordance with the skill may be reinforced (e.g., the duration of
the event may be prolonged). In another embodiment, "number of
obtained items" may be managed for each user in the user
information management table and, when the user obtains the item
108 in the game field 90, "number of obtained items" in the user
information management table may be updated; and a predetermined
number of items among the obtained items may be used to raise the
level of the ball object 92 desirably selected by the user.
Further, in addition to obtaining the level-up item 108, a score
may be obtained when the ball object 92 strikes the level-up item
108.
[0051] Referring back to the game process shown in FIG. 5, after
the game is thus progressed and the termination condition of the
game is satisfied, the process of terminating the pinball game may
be performed (step S122) to terminate the game process. The
termination condition of the game may be, for example, that the
remaining time is zero or that a stage clearing condition is
fulfilled. In the process of terminating the pinball game, the
terminal device 30 may display, for example, a screen in accordance
with whether the stage clearing condition has been fulfilled. The
stage clearing condition may be various, the examples of which may
be obtaining a score higher than a predetermined value, destroying
a larger number of target objects than a predetermined number, and
obtaining a larger number of level-up items 108 than a
predetermined number.
[0052] As described above, in the system 1 according to an
embodiment of the present invention, a level-up item 108 (a second
type of target object) may appear in the game field 90 when a
predetermined appearance condition is satisfied; a score may be
provided to the user when a ball object (user object) 92 strikes a
scoring target object (a first type of target object); and the
level-up item 108 may be provided to the user when a ball object 92
strikes the level-up item 108. Accordingly, the user may find
playability in satisfying a predetermined appearance condition to
cause a level-up item 108 to appear, and obtaining the level-up
item 108 when a ball object 92 strikes the level-up item 108, in
addition to obtaining a score when a ball object 92 strikes a
scoring target object. Thus, the system 1 according to an
embodiment may enhance playability of the game wherein user objects
strike target objects.
[0053] Further, the system 1 according to an embodiment may
progress the pinball game based on the parameters assigned to the
one or more ball objects; the ball objects are selected by the user
from a plurality of ball objects each having parameters assigned
thereto (such as level, skill and offense power). Accordingly, the
user may find strategic elements in selecting the ball objects.
Additionally, the parameters assigned to the ball objects may
include the level of the ball objects; and the pinball game may be
progressed more advantageously to the user as the level is higher.
Therefore, the user may be required to select the ball objects in
terms of the level, and thus may find more strategic elements in
selecting the ball objects, while enjoying raising the level of the
ball objects.
[0054] In the system 1 according to an embodiment, the parameters
assigned to the ball objects may include skill (event-specifying
parameter), and a predetermined event may be produced in accordance
with the skill. Therefore, the user may be required to select the
ball objects in terms of the skill assigned to the ball objects,
and thus may find more strategic elements in selecting the ball
objects, Additionally, the operation of the ball objects striking a
target object may be controlled based on the attribute provided to
the ball object and the attribute of the target object. Therefore,
the user may be required to select the ball objects in terms of the
attribute of the target object arranged in the game field, and thus
may find more strategic elements in selecting the ball objects.
Further, the points consumed in accordance with the play of the
pinball game may be determined depending on the selected ball
object. Therefore, the user may find more strategic elements in
selecting the ball objects.
[0055] In an embodiment, a level-up item 108 may appear when a
predetermined appearance condition is satisfied; and it may also be
possible that an item other than a level-up item 108 should appear
when a predetermined appearance condition is satisfied. Such an
item may reinforce, for example, a parameter assigned to a ball
object other than level. Also, such an item may have an effect
other than reinforcing a parameter of a ball object for example,
obtaining of this item may be included in the above-mentioned
predetermined skill exercising condition or stage clearing
condition. Further, an obtained item may be used for other
applications than for a level-up condition, skill exercising
condition, and stage clearing condition, described above as
examples. For example, an item may increase the "owned points" of
the user or may be one of digital incentives displayed in the
profile screen of the user; applications of an item are not
particularly limited.
[0056] Additionally, what appears when a predetermined appearance
condition is satisfied is not limited to an item to be obtained
when struck by a ball object 92. For example, a target object other
than a scoring target object may appear when a predetermined
appearance condition is satisfied and, when a ball object 92
strikes this target object, the user may be provided with a reward
other than a score. In this case, a score may also be provided to
the user in addition to the reward. The reward may include virtual
currency that can be used in the pinball game, other games, or the
platform.
[0057] The above embodiments are based on a pinball game; but the
embodiments of the present invention may also provide various games
other than a pinball game. For example, games to be provided may
include an action puzzle game wherein user objects such as an ally
character strike target objects such as an enemy character, and
other types of games. That is, in these various games, a game field
contains target objects including a first type of target object
when a predetermined appearance condition is satisfied, a second
type of target objects may appear in the game field; when a user
object moving in accordance with user operation or by the virtual
gravity strikes the first type of target object, a first reward
such as a score may be provided; and when the user object strikes
the second type of target object, a second reward such as an item
or virtual currency may be provided Even when a game other than a
pinball game is applied, the user can find playability in
satisfying a predetermined appearance condition to cause the second
type of target object to appear and obtaining the second reward
when a user object strikes the second type of target object that
has appeared, in addition to obtaining the first reward when a user
object strikes the first type of target object.
[0058] The system 1 according to an embodiment may comprise a
server 10 and a terminal device 30; alternatively, the system 1 may
comprise a single computer such as a single smartphone, tablet
terminal, or a game-dedicated terminal.
[0059] The processes and procedures described and illustrated
herein may also be implemented by software, hardware, or any
combination thereof other than those explicitly stated for the
embodiments. More specifically, the processes and procedures
described and illustrated herein may be implemented by the
installation of the logic corresponding to the processes into a
medium such as an integrated circuit, a volatile memory, a
non-volatile memory, a magnetic disk, or an optical storage. The
processes and procedures described and illustrated herein may also
be installed in the form of a computer program, and executed by
various computers.
[0060] Even if the processes and the procedures described herein
are executed by a single apparatus, software piece, component, or
module, such processes and procedures may also be executed by a
plurality of apparatuses, software pieces, components, and/or
modules. Even if the data, tables, or databases described herein
are stored in a single memory, such data, tables, or databases may
also be dispersed and stored in a plurality of memories included in
a single apparatus or in a plurality of memories dispersed and
arranged in a plurality of apparatuses. The elements of the
software and the hardware described herein can be integrated into
fewer constituent elements or can be decomposed into more
constituent elements.
[0061] With respect to the use of substantially any plural and/or
singular terms herein, those having skill in the art can translate
from the plural to the singular and/or from the singular to the
plural as is appropriate to the context.
* * * * *