Program, and information processing device, method, and system

HK40085510BActive Publication Date: 2026-07-10CYGAMES INC

Patent Information

Authority / Receiving Office
HK · HK
Patent Type
Patents
Current Assignee / Owner
CYGAMES INC
Filing Date
2023-06-13
Publication Date
2026-07-10

AI Technical Summary

Technical Problem

In games where multiple game modes compete to determine rankings, players' strategies for winning with their chosen game mode tend to be simplistic, lacking diversity and fun.

Method used

The game media management unit allows players to manage multiple game media selected by the player as a single team. The ranking and winning team determination units determine the winning team based on the ranking of the game media, enhancing the game's strategy and fun.

Benefits of technology

It enhances the game's fun and strategic elements, allowing players to make strategic decisions in various ways and thus improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided are a program, an information processing apparatus, a method, and a system that can improve the interest of a game. An information processing apparatus (10) that decides the respective ranks of a plurality of game media and decides a winning team from among a plurality of teams configured to include the game media, includes: a game medium management unit (23a) that manages a plurality of game media selected by a player from among a group of game media including a plurality of game media as being in the same team; and a game execution unit (23b) that executes a game using the plurality of game media managed as being in the team, wherein the game execution unit (23b) has: a rank decision unit (235) that decides the respective ranks of the game media used in the game; and a winning team decision unit (236) that decides the winning team based on the ranks decided by the rank decision unit (235).
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Description

Technical Field

[0001] This invention relates to a program, and more particularly to a program that executes a game on a game medium selected by a player. Background Technology

[0002] In recent years, the widespread adoption of smartphones and other electronic devices has led to a surge in the release of games that run on these devices. Among these games, one known game involves multiple game media, such as horses in a horse race, competing against each other for rankings (see, for example, Patent Document 1).

[0003] Existing technical documents

[0004] Patent documents

[0005] Patent Document 1: Japanese Patent Application Publication No. 2009-045353 Summary of the Invention

[0006] The problem the invention aims to solve

[0007] In games where multiple game media compete to determine rankings, all game media except those used by the player in the competition are competitors. Players aim to make their own game media win, thus game strategies tend to be simplified, leading to a desire for a game strategy that incorporates other elements and builds upon multiple aspects. This problem is not limited to competitive games but is common to all games that determine rankings.

[0008] This invention was made to solve such problems, and its purpose is to provide a program, information processing device, method and system that can improve the fun of games.

[0009] Solution for solving the problem

[0010] As one aspect of the present invention, a program is a program for determining the rankings of multiple game media and determining the winning team from multiple teams comprising the game media, the program being characterized in that a computer functions as: a game media management unit that manages multiple game media selected by a player from a group of game media comprising multiple game media as a single team; and a game execution unit that executes the game using the multiple game media managed as the team, wherein the game execution unit has: a ranking determination unit that determines the rankings of the game media used in the game; and a winning team determination unit that determines the winning team based on the rankings determined by the ranking determination unit.

[0011] An information processing apparatus according to one aspect of the present invention is an information processing apparatus for a game that determines the ranking of multiple game media and determines the winning team from multiple teams comprising the game media. The information processing apparatus is characterized by comprising: a game media management unit that manages multiple game media selected by a player from a group of game media comprising multiple game media as a single team; and a game execution unit that executes the game using the multiple game media managed as the team, wherein the game execution unit comprises: a ranking determination unit that determines the ranking of each game media used in the game; and a winning team determination unit that determines the winning team based on the ranking determined by the ranking determination unit.

[0012] One method of the present invention is a method for an information processing device to determine the rankings of multiple game media and to determine the winning team from multiple teams comprising the game media, the method being characterized by comprising the following steps: a game media management step, in which multiple game media selected by a player from a group of game media comprising multiple game media are set up as a single team for management; and a game execution step, in which the game is executed using the multiple game media set up as the team, wherein the game execution step comprises the following steps: a ranking determination step, in which the rankings of the game media used in the game are determined; and a winning team determination step, in which the winning team is determined based on the rankings determined by the ranking determination step.

[0013] As one aspect of the present invention, a system is a system for determining the rankings of multiple game media and determining the winning team from multiple teams comprising the game media, the system being characterized by comprising: a game media management unit that manages multiple game media selected by a player from a group of game media comprising multiple game media as a single team; and a game execution unit that executes the game using the multiple game media managed as the team, wherein the game execution unit comprises: a ranking determination unit that determines the rankings of each of the game media used in the game; and a winning team determination unit that determines the winning team based on the rankings determined by the ranking determination unit.

[0014] The effects of the invention

[0015] According to the present invention, the fun of the game can be improved. Attached Figure Description

[0016] Figure 1 This is a block diagram illustrating the hardware structure of an information processing apparatus according to one embodiment of the present invention.

[0017] Figure 2 This is an example of a functional block diagram of an information processing apparatus according to an embodiment of the present invention.

[0018] Figure 3 This is an example of a functional block diagram of the game control unit.

[0019] Figure 4 This is an example of a team formation screen used to create a team.

[0020] Figure 5 This is an example of using game media to select the screen.

[0021] Figure 6 This is an example of a functional block diagram of the game's execution department.

[0022] Figure 7 This is an example of footage from the competition.

[0023] Figure 8 This is an example of footage showing the result of one's own team's match.

[0024] Figure 9 This is an example of a screen displaying the result of a match.

[0025] Figure 10 This is an example of the race finish line sequence.

[0026] Figure 11 This is an example of the player's result screen.

[0027] Figure 12 This is an example of an operation flowchart of an information processing device according to an embodiment of the present invention.

[0028] Figure 13 This is a diagram illustrating an example of the overall structure of a game system according to an embodiment of the present invention. Detailed Implementation

[0029] The game system according to embodiments of the present invention will be described with reference to the accompanying drawings. In this specification, unnecessary detailed descriptions are sometimes omitted for ease of explanation. For example, detailed descriptions of well-known matters and repeated descriptions of substantially the same structures are sometimes omitted.

[0030] This game system can be implemented using a system that connects multiple information processing devices via a network, but it can also be implemented using a single information processing device. First, the implementation method using a single information processing device will be explained; next, the system connected to a network will be explained.

[0031] [Implementation method using an information processing device]

[0032] [structure]

[0033] Figure 1 This is a block diagram illustrating the hardware structure of an information processing apparatus 10 according to one embodiment of the present invention. The information processing apparatus 10 includes a processor 11, an input device 12, a display device 13, a storage device 14, and a communication device 15. Each of the devices 11 to 15 is connected via a bus 16. Furthermore, an interface may be inserted between the bus 16 and each of the devices 11 to 15 as needed. In this embodiment, the information processing apparatus 10 is a smartphone. However, as long as the information processing apparatus 10 has the above-described structure, it can be configured as a tablet computer, a laptop computer, a desktop computer, or other computer.

[0034] The processor 11 controls the overall operation of the information processing device 10, such as electronic circuits like the CPU and MPU. The processor 11 performs various processes by reading and executing programs and data stored in the storage device 14. In one example, the processor 11 consists of multiple processors.

[0035] Input device 12 is a user interface for accepting user input to information processing device 10, such as a touch panel, touch tablet, keyboard, or mouse. In this embodiment, information processing device 10 is a smartphone; therefore, it includes a touch panel that functions as both input device 12 and display device 13. Input device 12 and display device 13 can also be independently configured in different locations.

[0036] The display device 13 displays application screens, etc., to the user of the information processing device 10, i.e., the player, under the control of the processor 11. As the display device 13, liquid crystal displays, organic EL displays, plasma displays, etc., can be used.

[0037] Storage device 14 includes main memory, buffer memory, and storage devices, such as RAM (random memory) as volatile memory, flash memory (eMMC, UFS, SSD) as non-volatile memory, and magnetic storage devices, as is common in smartphones or computers. Storage device 14 may include external memory. Storage device 14 stores, for example, game applications. Game applications include game programs for executing the game and various data referenced when executing the game program. The game program is launched in response to user operations on information processing device 10 and is executed on an operating system (OS) pre-installed on information processing device 10.

[0038] In one example, storage device 14 includes a primary storage device and a secondary storage device. The primary storage device is a volatile storage medium capable of high-speed rewriting of information, used as the storage area and working area for the processor 11 when processing information. The secondary storage device stores various programs and the data used by these programs during execution. The secondary storage device can be, for example, an SSD or hard disk drive, but can be any non-volatile storage device or non-volatile memory, or even a removable memory, as long as it can store information. The secondary storage device may store, for example, the operating system (OS), middleware, application programs, and various data that may be referenced during the execution of these programs.

[0039] The communication device 15 exchanges data with other computers, such as servers, via a network. For example, the communication device 15 connects to the network via wireless communication such as mobile communication or wireless LAN. In one example, the information processing device 10 downloads a program from a server via the communication device 15 and saves the program to the storage device 14. However, the communication device 15 can also perform wired communication using Ethernet cables or the like. The information processing device 10 may not include the communication device 15 if it is not used for sending or receiving data with other computers.

[0040] Figure 2 This is an example of a functional block diagram of an information processing apparatus 10 according to an embodiment of the present invention. The information processing apparatus 10 includes an input unit 21, a display unit 22, and a game control unit 23. In this embodiment, these functions are implemented by a program executed by a processor 11. For example, the executed program is a game program stored in a storage device 14 or a game program received via a communication device 15. Since various functions are implemented by reading programs in this way, part or all of a component (function) may also be possessed by other components. Various functions are implemented as units through the execution of programs. Alternatively, these functions may be implemented in hardware by constructing electronic circuits or the like to implement part or all of each function.

[0041] The input unit 21 is configured using the input device 12 and is used to accept user input to the information processing device 10. In this embodiment, the touch detection function commonly found in smartphones with touch panels can be used.

[0042] The display unit 22 is configured using the display device 13, which displays game screens corresponding to the game's progress and user operations. The game control unit 23 performs basic control when executing the game of this embodiment. The game of this embodiment is a race game, similar to a horse racing game, in which multiple characters, acting as game media, race a predetermined distance along a predetermined track to compete for the order of crossing the finish line and determine the ranking of each of the multiple game media. It is a game where the winner is determined among multiple teams comprised of game media. That is, this game determines the order of crossing the finish line for all game media and the winner is determined based on the ranking of all game media. In this embodiment, the team whose game media comes in first place is the winning team, and the other teams are the losing teams. Game media are electronic data used in the game, such as characters, weapons, items, cards, and other equipment and items. In this embodiment, the game media is a character. The game media of this embodiment is a character, and it is associated with an ID for uniquely identifying the character, an image representing the character displayed on the display device 13, objects, and characteristic information. Characteristic information refers to information that represents the characteristics of the game medium, such as parameters related to a character's abilities and skills.

[0043] Figure 3 This is an example of a functional block diagram of the game control unit. For example... Figure 3 As shown, the game control unit 23 includes a game media management unit 23a, a game execution unit 23b, and a special privilege granting unit 23c.

[0044] The game media management unit 23a is configured to include a processor 11, an input device 12, and a storage device 14, and manages multiple game media selected by the player from a game media group as a single team. A game media group is a set of game media that includes multiple game media. Each game media in the game media group is, for example, a game media owned by the player, which is an option selected by the player for use in the game. In this embodiment, the game media is pre-stored in the storage device 14, but it can also be obtained from other players via the communication device 15, or it can be game media obtained by the player through a nurturing game included in the game.

[0045] The game media management unit 23a, via the input device 12, accepts the player's selection of game media that constitute the same team and manages the game media constituting the team using common or associated identifiers. In one example, when the game media management unit 23a receives the player's selection of game media constituting the same team via the input device 12, it associates the game media constituting the team with a common identifier and stores the team, identifier, and game media together in a storage device 14 such as a memory. In another example, where each game media constituting the game media group has already been associated with a player identifier used to identify the player, the game media management unit 23a, via the input device 12, accepts the player's selection of game media constituting the team and stores the selected game media together with the player identifier in a storage device 14 such as a memory. Because common or associated identifiers are associated with game media within the same team in this way, the game media management unit 23a can determine the team of each game media based on the identifier. In this way, players can use the game media management unit 23a to form a team from a group of game media for use in the game.

[0046] Figure 4 This is an example of the team formation screen G1 used to create teams. For example... Figure 4 As shown, the game media management unit 23a displays the team formation screen G1 on the display device 13, and the input device 12 handles the player's selection of the game media to be used in the game. The team formation screen G1 includes a team formation area R1 and a formation confirmation button R2.

[0047] exist Figure 4 In the example, the team formation area R1 includes and displays the game medium setting area R11. The game medium setting area R11 is used to set the game mediums used in the game that constitute the same team (hereinafter referred to as game mediums). In this embodiment, one team formation area R1 includes multiple (here, three) game medium setting areas R11, thus enabling a team to be formed from three game media. Alternatively, any of the game medium setting areas R11 can be set as the game medium setting area R11 for setting the game medium used by the ace player. The game in this embodiment is a set of multiple (here, five) matches, and for each match, a team is formed from multiple (here, three) game media and participates in that match. In this embodiment, teams are formed for five different races: short-distance, mile, middle-distance, long-distance, and sand races, and teams participate in the corresponding races. Figure 4In the example, three team formation zones R1 are shown: short distance, mile, and medium distance. However, the remaining two team formation zones R1, namely long distance and sand, can be displayed using scroll bars, etc. Figure 4 In the example, the entire team arrangement area R1 is not displayed in the team arrangement screen G1, but the entire team arrangement area R1 can also be displayed in the team arrangement screen G1.

[0048] The game media setting area R11 displays the image I1 of the game media selected as the game media to use, or indicates that no game media has been set (in...). Figure 4 (In the example, it is "+"). When the game media management unit 23a is pressed according to the game media setting area R11, the display device 13 displays the game media selection screen G2 for selecting the game media to be used, as described later.

[0049] The team composition confirmation button R2 is used to determine the team composition based on the selected game media. The game media management unit 23a receives a signal from the input device 12 indicating that the team composition confirmation button R2 has been pressed, and then uses the game media selected in the game media setting area R11 at that time to form the team.

[0050] It also allows the display of the battle plan setting button R12 in the game medium setting area R1 within the team formation area R1. The battle plan setting button R12 is used to set the battle plan for the corresponding game medium, allowing the view to navigate to set it to lead, front, center, or rear. Battle plans can be set based on the characteristics of each game medium, its role in the team, and the game strategy.

[0051] Figure 5 This is an example of using the game media to select the G2 screen. For example... Figure 5 As shown, when the game media management unit 23a is pressed, the display device 13 displays the game media selection screen G2, and the input device 12 processes the player's selection of game media. The game media selection screen G2 includes the game media selection display area R21, the game media group display area R22, the return button R23, and the confirmation button R24.

[0052] Image S1 of multiple game media (here, characters A to N) owned by the player is displayed in the game media group display area R22. These multiple game media constitute the game media group. In this embodiment, the display device 13 and the input device 12 are composed of the touch panel of the information processing device 10, so the player can select one game media displayed in the game media group display area R22 based on their finger or the like.

[0053] The game medium display area R21 contains and displays the image and characteristic information of the game medium selected from multiple game media. Characteristic information includes, for example, basic ability parameters representing speed, stamina, strength, perseverance, and intelligence; aptitude parameters including riding field suitability and distance suitability; and skills. Riding field suitability includes, for example, suitability for grass and suitability for sand; distance characteristics include, for example, short-distance characteristics, mile characteristics, medium-distance characteristics, and long-distance characteristics. Each parameter is, for example, a numerical value. In one example, the level or grade can be displayed along with the numerical value using ABC displays, or the level or grade can be displayed instead of the numerical value. For example, level S represents the highest aptitude, and the aptitude decreases as it progresses from level S to level A, B, C, etc. In one example, if the speed parameter is displayed as level S, the characteristic of high speed is shown; if the speed parameter is displayed as level F, the characteristic of low speed is shown.

[0054] Under the "Abilities" tab of selecting the game media display area R21, as shown below... Figure 5 As shown, it displays basic ability parameters and aptitude parameters, and under the "Skills" tab, it displays information related to the skills associated with the selected game medium.

[0055] A skill is a game medium-specific skill associated with and activated within the game. A skill's activation alters parameters such as basic abilities associated with itself and / or other game mediums. Skills can include those that inflict negative effects (hereinafter referred to as detrimental skills) and those that inflict beneficial effects (hereinafter referred to as enhancing skills). In one example, a detrimental skill reduces the parameters associated with the game medium to which it is applied. In another example, an enhancing skill increases the parameters associated with the game medium to which it is applied. For each skill, activation conditions, target conditions, and effects are defined. Activation conditions define when and where the skill is activated; target conditions define which game medium receives the skill's effect; and effects define the content of the skill's effect. Information related to a skill can include its effects, activation conditions, and target conditions. In one example, skill effects, skill activation conditions, and skill assignment conditions are stored as independent data in storage device 14. For each skill, a common skill ID is attached to these skill effects, skill activation conditions, and skill assignment conditions to associate them with each other.

[0056] The Return button R23 is used to return to the team formation screen G1, and the Confirm button R24 is used to confirm the game medium selected in the game medium group display area R22 as a member of the team. When the Return button R23 is pressed using the Game Medium Management Unit 23a, the user will navigate to the team formation screen G1 without adding the game medium selected in the game medium group display area R22 to the team. When the Confirm button R24 is pressed using the Game Medium Management Unit 23a, the user will add the game medium selected in the game medium group display area R22 to the team and navigate to the team formation screen G1.

[0057] The game execution unit 23b is configured to include a processor 11 and to execute the game using multiple game media that are configured as teams. Figure 6 This is an example of a functional block diagram of the game execution unit. The game execution unit 23b includes an opponent determination unit 231, a skill activation determination unit 232, a skill effect assignment target selection unit 233, a parameter change unit 234, a ranking determination unit 235, a winning team determination unit 236, and a player win / loss determination unit 237.

[0058] The opponent determination unit 231 is configured to include a processor 11, which determines the player's opponent. In one example, the opponent determination unit 231 displays an opponent selection screen (not shown) on the display device 13, which displays multiple opponents and allows the player to choose. The opponent determination unit 231 accepts the player's selection of one opponent via the input device 12 and determines the selected opponent as the opponent. In one example, the opponent is composed of multiple (here, 5) matches per game, and for each match, multiple (here, 3) game media are used to form a team, and the team participates in the match. In the opponent selection screen, a level or grade indicating the strength affecting the outcome of the game may also be displayed for each opponent for the player's reference. In another example, the opponent determination unit 231 randomly determines the opponent from multiple opponents. Through the opponent determination made by the opponent determination unit 231, the game execution unit 23b can start the match. If the number of game media appearing in each match is insufficient based solely on the game media of the player and their opponent, the game execution unit 23b sets the game media to appear in that match. That is, the number of game media set by the game execution unit 23b in one match = (Number of game media appearing in one match N) - (Number of player teams × Number of game media constituting a team) - (Number of opponents × Number of opponent teams × Number of game media constituting a team). In one example, in a match with N (e.g., 18) game media appearing, if the 3 game media constituting one player's team and the 3 game media constituting one player's opponent's team are used, there is a shortfall of (N-6 (e.g., 12) game media. Therefore, the game execution unit 23b sets 12 game media through the execution of the game program. This setting can be random or based on the level or rank representing the strength of the player and / or their opponent. Furthermore, the game media set by the game execution unit 23b through the game program will be referred to below as automatically set game media. The game execution unit 23b executes the game program based on predetermined conditions and automatically performs the match. These predetermined conditions include characteristic information of each game medium appearing in the match, including basic ability parameters, suitability parameters, and skills. The automatic performance of the match can include any behavior of the game medium (character), such as movement and activation of its skills. In other words, player operation is not involved in the match. The reason for not involving player operation in this way is that, in this embodiment, one player uses multiple game mediums in one match, making it difficult for one player to operate multiple game mediums simultaneously. However, as another example, the game execution unit 23b could also execute the game program and perform the match by accepting the player's operation on one of the multiple game mediums used by one player in one match.For example, the game execution unit 23b can either move the game medium based on the player's input, or the movement of the game medium can be automatic, but a skill can be activated through the player's input.

[0059] The skill activation determination unit 232 is configured to include a processor 11, which determines whether the skill activation conditions for activating a skill associated with the game medium in the game are met. Skill activation conditions are the conditions used to activate a skill, such as defining when and where the skill's effect is granted. "When" could be, for example, a point in time elapsed since the start of the game, the opening phase, the middle phase, or the late phase of the match; "where" could be, for example, the i-th bend (where i is a natural number).

[0060] The skill effect granting object filtering unit 233 is configured to include a processor 11, which filters the game medium to which the skill effect is granted based on an identifier associated with the game medium to which the skill effect is granted (hereinafter also referred to as the skill effect granting game medium) and an identifier associated with the game medium to which the skill is activated (hereinafter also referred to as the skill activation game medium). Specifically, firstly, the skill effect granting object filtering unit 233 determines the skill effect granting game medium based on skill granting object conditions that have a skill ID common to the skill activation conditions determined by the skill activation determination unit 232 to be satisfied. Next, the skill effect granting object filtering unit 233 compares the identifier associated with the determined skill effect granting game medium with the identifier associated with the skill activation game medium to determine the skill effect granting game medium. The skill granting object conditions define the object (Whom) to which the skill effect is granted. Regarding the object (Whom) to which the skill effect is granted, in one example, it refers to other game media existing within a specified range based on the position of the game medium activating the skill in the game; in another example, it refers to a game medium existing at a specified rank in the game. For example, other game media in front, behind, or to the side within a specified range centered on the game medium that initiates the skill, as well as game media that is temporarily ranked first, can be defined as objects to which the skill effect is applied.

[0061] In one example, when the skill activation determination unit 232 determines that the skill activation conditions are met, the skill effect assignment target selection unit 233 only selects game media whose identifier for skill effect assignment differs from the identifier of the skill activation game medium as game media to be granted the skill effect. For example, if the skill is a detrimental skill that inflicts a negative effect on three game media within a defined range (e.g., in front) of the skill activation game medium, the skill effect assignment target selection unit 233 compares the identifiers associated with the three game media within the defined range (e.g., in front) with the identifiers associated with the skill activation game medium. The skill effect assignment target selection unit 233 only selects game media whose identifier differs from the identifier of the skill activation game medium as game media to be granted the effect of the detrimental skill, and does not select other game media as game media to be granted the effect of the detrimental skill. That is, the skill effect assignment target selection unit 233 performs selection so that the skill effect is not applied to the game medium that is the same team as the skill activation game medium (i.e., the player's team), but the skill effect is applied to the game medium that is different from the skill activation game medium (i.e., the enemy team).

[0062] In another example, when the skill activation determination unit 232 determines that the skill activation conditions are met, the skill effect granting target filtering unit 233 only determines game media in the determined skill effect granting game media whose identifier is the same as the identifier of the skill activation game medium as the game medium to be granted the skill effect. For example, if the skill is an enhancement skill that provides a beneficial effect to three game media within a defined range (e.g., in front) of the skill activation game medium, the skill effect granting target filtering unit 233 compares the identifiers associated with the three game media within the determined defined range (e.g., in front) with the identifiers associated with the skill activation game medium. The skill effect granting target filtering unit 233 only sets game media whose identifier is the same as the identifier of the skill activation game medium as skill effect granting game media to be granted the effect of the enhancement skill, and does not set other game media as skill effect granting game media to be granted the effect of the detrimental skill. That is, the skill effect granting target filtering unit 233 filters the game mediums so that the game mediums in which the determined skill effect is granted are not granted the effect of the enhanced skill, but the game mediums in which the skill is activated are granted the effect of the enhanced skill, while the game mediums in which the skill is activated are granted the effect of the enhanced skill.

[0063] The parameter modification unit 234 is configured to include a processor 11 and modify the parameters associated with the selected game medium. Specifically, the parameter modification unit 234 modifies the parameters of the game medium selected by the skill effect assignment target selection unit 233 based on the skill effect of the skill activation game medium. For example, if the skill effect reduces speed by 5, the parameter modification unit 234 reduces the parameter representing the speed of the game medium by 5; if the skill effect increases stamina by 10, the parameter modification unit 234 increases the parameter representing the stamina of the game medium by 10.

[0064] During gameplay, the game execution unit 23b causes the display device 13 to display a screen showing the situation during the game. Figure 7 This is an example of screen G3 in a match. Screen G3 in a match includes and displays the situation of multiple game media competing on the field, skill display area R31, skill effect display area R32, ranking display area R33, and status description area R34.

[0065] The skill display area R31 displays the skills activated by each game medium in the player's team during the match. In one example, the skill display area R31 displays images I1 of each game medium in the player's team and information related to the skills of each game medium. The skill-related information can include the skill's name and / or the skill's content. The display of each skill in the skill display area R31 can also be done when a skill is activated.

[0066] like Figure 7 As shown, in the game's G3 screen, objects O representing various game media on the field are displayed. (As shown...) Figure 7 As shown, the game execution unit 23b displays the skill effect display R32 in conjunction with the activation of the skill. Skill effect display R32 shows the effect of the skill. Figure 7 In the example, a display was made showing a decrease in speed by 5 and an increase in stamina by 5. The skill effect display R32 is displayed in a manner associated with the skill effect assigned to the game medium determined by the skill effect assignment target filtering unit 233 when the skill activation determination unit 232 determines that the skill activation conditions are met.

[0067] In the ranking display area R33, the ranking of each game medium in the player's team during the match is displayed together with the image I1 of the character representing that game medium. Figure 7 In the example, it is shown that the game medium as character A is ranked 1st out of 18 game mediums, the game medium as character E is ranked 5th out of 18 game mediums, and the game medium as character B is ranked 18th out of 18 game mediums.

[0068] The situation description area R34 is used to display descriptions of the situation during the match. These descriptions are generated by the game execution unit 23b based on the match situation. In the situation description area R34, virtual commentary and virtual announcer's live feed are displayed, similar to a horse racing broadcast. These commentaries and live feeds are generated by the game execution unit 23b based on the match situation.

[0069] The ranking determination unit 235 is configured to include a processor 11 and determine the ranking of each game medium used in the game. Specifically, the ranking determination unit 235 determines the ranking of all game mediums that appeared in each game as the game ends. If 18 game mediums appear in each game, the unit determines a ranking from 1st to 18th place for each game medium. For example, the ranking determination unit 235 determines the ranking based on the order in which they reach the finish line in each game. Alternatively, the ranking determination unit 235 can also assign the lowest ranking to game mediums that fall behind in the game. For example, the ranking determination unit 235 can consider game mediums that fall behind (e.g., 10th place) or those that fail to reach the finish line within the specified time as having fallen behind and assign them the lowest ranking.

[0070] The ranking determination unit 235 causes the display device 13 to display the team's match result screen G4. Figure 8 This is an example of the "Your Team's Match Results Screen G4". The "Your Team's Match Results Screen G4" displays the match results for each game medium within the player's own team. The screen shows the image I1 of each game medium and its match result. The match result can include the ranking of the corresponding game medium and the points awarded based on that ranking. The points awarded can include points awarded to each game medium and points awarded to the player or team; these points can be determined by the Special Treatment Department 23c based on the ranking.

[0071] The winning team determination unit 236 is configured to include a processor 11, which determines the winning team based on the ranking determined by the ranking determination unit 235. In one example, the team whose game medium ranks first as determined by the ranking determination unit 235 is determined to be the winning team, and the other teams are determined to be the losing teams. In another example, the order of the teams is determined based on the ranking determined by the ranking determination unit 235, with the team in the first position being determined to be the winning team, and the other teams being determined to be the losing teams. The order of the teams is determined, for example, based on the highest ranking within the team. The highest ranking within a team is the ranking within the team that is closest to first place. For example, regarding Team 1, which consists of the game media ranked 1st, 5th, and 18th, and Team 2, which consists of the game media ranked 3rd, 7th, and 10th, since the highest ranking of Team 1 is 1st and the highest ranking of Team 2 is 3rd, the winning team determination unit 236 determines that the sequence of Team 1 is 1st and the sequence of Team 2 is 2nd, thereby determining Team 1 as the winning team.

[0072] The winning team decision unit 236 causes the display device 13 to display the win / loss result screen G5, which is used to display the win / loss of the determined teams. Figure 9 This is an example of the game's outcome screen in Game 5. Figure 9 In the example, the win / loss result screen G5 includes and displays the match result display area R51, the team information display area R52, the result display button R53, and the match start button R54.

[0073] The match result information (R510) is displayed in the match result display area (R51). Figure 9 In the example, five match result information entries (R510) are displayed. The match result display area (R51) is located in the lower half of the win / loss results screen (G5). If it's impossible to display all match result information (R510) at once, it can also be displayed as follows: Figure 9 The example is displayed using a scrollbar.

[0074] The match result information R510 includes and displays match information such as the virtual match venue, racecourse, and distance; the image I1 of the player's team's game medium and its ranking; the image I1 of the opponent's team's game medium and its ranking; and the match result for the player. The match result can be set as a win, a loss, or a draw. A win occurs when one of the player's team's game mediums is in first place; a loss occurs when one of the opponent's team's game mediums is in first place; a draw occurs when the game program automatically sets the game medium to first place, meaning the match between the player and their opponent is a draw. Figure 9 In the example, the result of match 3 is shown as a draw, and the result of match 4 is shown as a win. For match 5, "Before the Match" is displayed, indicating that the match has not yet started. The game media images I1 of the losing team and the team that drew can also be displayed in a way that makes them dimmer than the image of the winning team's game media.

[0075] The team information display area R52 is used to display information about the teams that participated in the match corresponding to the selected match result information R510. The team information display area R52 displays information about the teams of the players who participated in the match corresponding to the selected match result information R510 and their opposing teams. This team-related information can include the player's or opponent's name, rank, the image I1 of the game medium constituting the team, the match result, and the player's points. Figure 9 In the example, the match result information R510 for the 4th match is selected, thus displaying the information of the team that played in the 4th match in the team information display area R52. If the match result information R510 for a match that has not yet started is selected, the match result and points are not displayed. In one example, the winning team determination unit 236 receives a signal indicating that a player has pressed any match result information R510 area using the input device 12, thereby enabling the display of team-related information in the team information display area R52.

[0076] The result display button R53 is used to display details of the match result information R510 selected by the player. In one example, the winning team determination unit 236 receives a signal indicating that the result display button R53 has been pressed via the input device 12 while the match result information R510 of any match that has ended has been selected. This enables the display device 13 to display the match finish order screen G6 (see reference) showing the finish order of the selected match result information R510, such as the order of the finish lines. Figure 10 In another example, the game execution unit 23b (e.g., ranking determination unit 235, winning team determination unit 236) receives a statement indicating that the team has been selected. Figure 9 The signal that the result display button R53 was pressed by means of the input device 12 when the race result information R510 before the competition is shown can be omitted or simplified, such as the race screen G3, and the display device 13 can display the race finish line sequence screen G6.

[0077] The start-of-match button R54 is used to begin the match before the start of the game. Figure 9 In the example, the game begins in the 5th match before the start of the competition. Specifically, when the game execution unit 23b receives a signal indicating that the match start button R54 has been pressed while the match result information R510 of the 5th match has been selected via the input device 12, the match and its performance begin.

[0078] Figure 10 This is an example of the race finish line order screen G6. The race finish line order screen G6 includes and displays the first position display area R61, the race information display area R62, the finish line order display area R63, and the move button R64.

[0079] The first display area R61 contains and displays the image I1 of the game medium who won first place in the competition, their ranking, and the record. The record is the time from the start of the competition until the game medium reaches the finish line. The competition information display area R62 displays information related to the competition. This information includes, for example, a virtual competition venue, a riding arena, and distance.

[0080] The finishing order display area R63 displays the rankings of each game medium in the race. It may also include the game medium's image I1, name, player name (trainer name), records, points earned, battle plan, and pre-race popularity ranking displayed alongside the rankings. Points earned are based on the ranking and are awarded to the game medium, team, or player corresponding to that ranking; this can be determined by the Special Treatment Department 23c. The finishing order display area R63 can display both a list of race rankings and other information. Figure 10 The example displays a portion of the rankings, with the remainder displayed via scroll bars, etc. The migration button R64 is used to migrate the screen displayed on display device 13 from the race finish order screen G6 to other screens. In one example, if there are still races to be played, it returns to the win / loss results screen G5; if all races have ended, it migrates to the player results screen G7 (described later). Figure 11 ).

[0081] The player outcome determination unit 237 is configured to include a processor 11, which determines the winner of each match based on the results of each game against the opponent after all matches have ended. In one example, the player outcome determination unit 237 compares the player's number of wins with the opponent's number of wins based on the result of the winning team determination unit 236. If the player's number of wins exceeds the opponent's, the player is declared the winner. If the player's number of wins is equal to the opponent's, the player outcome determination unit 237 determines it as a draw. If the player's number of wins is less than the opponent's, the player outcome determination unit 237 determines the player as the loser. The player outcome determination unit 237 enables the display device 13 to display the determined player outcome on the player results screen G7.

[0082] The Special Treatment Assignment Department 23c assigns special treatment to game media whose ranking, determined by the Ranking Determination Department 235, is within a specified ranking. Special treatment is a reward for the competition result. Examples of special treatment include increases in parameters associated with the game media or player, performance records, points earned, and stage performance indicators. The criteria for assigning special treatment within a specified ranking can be appropriately set according to the type of special treatment. In one example, the criteria for assigning special treatment may be set to within 3rd place regardless of the type of special treatment; in another example, the criteria may be set for each type of special treatment; furthermore, even for the same type of special treatment, the criteria may be set based on the ranking. For example, regarding increases in parameters, performance records, and stage performance indicators, game media within 3rd place can be assigned special treatment; regarding points earned, all game media can be assigned values ​​predetermined according to the ranking.

[0083] The increase in parameters refers to adding a ranking-based sum to parameters related to ability and aptitude. A record, for example, is the number of times a player has achieved a specific ranking, indicating the performance of the corresponding game medium in the competition, and can be used as a reference for players when forming a team in the next match. Points earned are used to exchange for rare items usable in the game, to unlock inherent stories related to the game medium, or to acquire new or special skills related to the game medium. The use of rare items obtained through exchange is limited to the corresponding game medium. Rare items, for example, are based on a specified number of times the game medium has been used, and can be set as a title that can be compared among players. In one example, points earned could also represent the number of fans (supporters) of the game medium.

[0084] A live stage performance marker is a marker used to indicate a performance on a virtual stage within the game. The live stage performance marker can be assigned to each position within a specified ranking range. For example, the special treatment assignment unit 23c assigns the 1st to 3rd place markers to the game media that achieve 1st to 3rd place in the competition, respectively. In one example, the game execution unit 23b displays the game media marked with the 1st place marker prominently in the center of the virtual stage and performs a performance, while displaying the game media marked with the 2nd and 3rd place markers on either side of the 1st place game media and performing a performance. Other game media, such as those ranked 4th and below, can be displayed smaller behind the 1st to 3rd place game media and performed a live performance. The live performance can be performed by the game execution unit 23b through the execution of the game program. By assigning special treatment to game media in this way, it becomes a motivation for each game media to compete for the finishing order.

[0085] The Special Treatment Granting Unit 23c can also increase the special treatment for ace players using the game medium. For example, the Special Treatment Granting Unit 23c can set the score obtained by multiplying the ranking-based points awarded to players who are not ace players using the game medium by a specified real value (e.g., 1, 5).

[0086] The Special Treatment Granting Division 23c grants special treatment to teams or players based on match results. Special treatment is a reward for match results, such as earning points. These points can be used, for example, as a parameter value to exchange a specified number of points for items usable in the game.

[0087] The special treatment granted to the 23c unit enables the display device 13 to display the player's result screen G7. Figure 11 This is an example of the player results screen G7. The player results screen G7 includes and displays the player results display area R71, the special treatment display area R72, and the migration button R73.

[0088] The player's game results are displayed in the player results display area R71, along with the game medium object O, which represents the ace player in each match. The game results are a composite result of each match, including the player's match results against their opponent and the total points earned by the player. The match result can be set as a win, a loss, or a draw, and is determined by the winning team decision unit 236. Object O can be either a still image or a moving image of the character.

[0089] The special privileges display area R72 shows the total points earned by the player from the start of the game or competition until its end, as well as the total points earned across all game media. Figure 11 "Friendship Points" is a type of accumulated points earned through gameplay. These points can be exchanged for items that can be used in the game. Figure 11 The "number of supporters" is a type of total points earned, which is the sum of points earned through competitions across various game media. It can be used when exchanging for rare items. Figure 11 "Intimacy" is a type of total points earned, which is the sum of points earned through competitions across various game media. It can be used to unlock and play out stories associated with the corresponding game media.

[0090] Additionally, in the special treatment display area R72, you can also... Figure 11 As shown, the special privilege meter for each game medium obtained in each competition is displayed together with the image I1 of the game medium appearing in each competition. The special privilege meter is used to visually represent the points (affection) obtained in the competition. When the special privilege meter is full (that is, when the required points are accumulated), the story associated with the corresponding game medium can be unlocked. The story is stored in the storage device 14, and the game execution unit 23b can cause the display device 13 to display the story's unfolding.

[0091] The migration button R73 is used to migrate from the player's results screen G7 to other screens. These other screens include reward screens (not shown), main screens, and story unlock screens. Story unlock screens are screens that play the inherent story associated with a particular game medium after accumulating a certain number of points (special reward points) for that game medium.

[0092] [action]

[0093] Figure 12 This is an example of an operation flowchart of an information processing device according to an embodiment of the present invention.

[0094] The information processing device 10 manages the game media used in the match using the game media management unit 23a (S01). Specifically, the game media management unit 23a causes the display device 13 to display the team formation screen G1 and the game media selection screen G2 to arrange the teams appearing in each match. Specifically, the game media management unit 23a causes the display device 13 to display the team formation screen G1 and receives a signal indicating that a player has pressed the game media setting area R11 of the team formation screen G1 via the input device 12, thereby causing the display device 13 to display the game media selection screen G2. Then, it accepts the selection of one game media displayed in the game media group display area R22 of the game media selection screen G2. In this way, the game media management unit 23a accepts the selection of a predetermined number of game media for each team and sets a battle plan for each game media from the battle plan setting button R12. Since the team formation screen G1 displays information related to the distance of each match, and the game medium selection screen G2 displays characteristic information including basic abilities, distance characteristics, and skills, it is possible to select a game medium suitable for the match.

[0095] The game media management unit 23a manages the game media that make up a team using identifiers. In one example, when the game media management unit 23a receives a selection of game media in a team, it associates a common identifier with the game media in that team and stores it in the storage device 14. The identifiers of the game media within a team only need to be common; the identifiers of different teams can be different or the same.

[0096] When the game medium in each team is selected and associated with an identifier, and the team formation confirmation button R2 on the team formation screen G1 is pressed, the game execution unit 23b executes the game. Specifically, firstly, the game execution unit 23b determines the opponent through the opponent determination unit 231 (S02). In this embodiment, it is a battle between one player and one opponent. When the opponent is determined, the game execution unit 23b starts the match (S03). The match unfolds and is performed by the game program executed by the game execution unit 23b. During the match, the game execution unit 23b can activate skills associated with the game medium appearing in the match. Specifically, the game execution unit 23b determines whether the skill activation conditions for activating skills associated with the game medium appearing in the match are met through the skill activation determination unit 232 (S04). If the skill activation determination unit 232 determines that the skill activation conditions are not met, the skill is not activated. If the skill activation determination unit 232 determines that the skill activation conditions are met, the skill effect granting target selection unit 233 selects the skill effect granting game medium from the game mediums that may be granted the skill effect (S05).

[0097] In one example, when the skill is a debuffing skill, and the skill activation determination unit 232 determines that the skill activation conditions are met, the skill effect assignment target filtering unit 233 only selects game media whose identifier differs from the identifier of the skill activation game media as skill effect assignment game media. For skill effect assignment game media, the parameters of the game media are reduced as the effect of the debuffing skill. This reduction... Figure 7 In the game, the skill effect display R32 (e.g., speed reduction -5pt) can be displayed in screen G3. In this embodiment, for game media that are not selected as skill effects and are not assigned to game media, their skill effect display R32 is not displayed in the game screen G3, but skill effect display R32 indicating this meaning can still be displayed.

[0098] In another example, when the skill is an enhancement skill, and the skill activation determination unit 232 determines that the skill activation conditions are met, the skill effect granting object filtering unit 233 only selects game media whose identifier is the same as the identifier of the skill activation game media as skill effect granting game media. For skill effect granting game media, the parameters of the game media are increased to serve as the effect of the enhancement skill. This increase is in... Figure 7In the game, the skill effect display R32 (e.g., increased stamina by +5pt) can be displayed in the G3 screen. In this embodiment, for game media that are not selected as skill effects, their skill effect display R32 is not displayed in the G3 screen, but skill effect display R32 indicating this meaning can still be displayed.

[0099] The game execution unit 23b executes the game program based on parameters associated with each game medium, and changes the ranking of the game mediums. For example... Figure 7 As shown, during the match, screen G3 displays the provisional rankings and status descriptions of the game media in the player's team.

[0100] The competition ends when all game media cross the finish line of the competition field (S06). When the competition ends, the ranking determination unit 235 determines the ranking of all game media that participated in the competition (S07) and causes the display device 13 to display the competition result screen G4 of its own team.

[0101] Next, the winning team determination unit 236 determines the winning team in the competition based on the ranking determined by the ranking determination unit 235 (S08), and causes the display device 13 to display the competition result on the result screen G5. Furthermore, on the result screen G5, when the result display button R53 is pressed while the result information R510 for a completed competition is selected, the winning team determination unit 236 causes the display device 13 to display the race finish line order screen G6, thereby displaying the detailed results of the competition.

[0102] After determining the rankings and winning teams, the game execution unit 23b checks whether all matches have ended (S09). If there are still matches that have not ended ("No" in S09), the player is prompted to press the match start button R54 or the result display button R53 on the results screen G5. When the match start button R54 or the result display button R53 is pressed while the pre-match result information R510 is selected, the game returns to S03-S08 to execute that match. If the result display button R53 is pressed, the match presentation, including the match screen G3 and the player's own team's match result screen G4, is omitted.

[0103] On the other hand, when the game execution unit 23b determines that all matches have ended ("Yes" in S09), the player victory / defeat determination unit 237 determines the player's victory / defeat based on the results of each match against the opponent (S10). In one example, when all matches have ended, the ranking determination unit 235 causes the display device 13 to display the final match finish line order screen G6, thereby displaying the detailed results of the final match. Furthermore, the player victory / defeat determination unit 237 causes the display device 13 to display the player result screen G7 when the move button R64 in the match finish line order screen G6 is pressed, thereby displaying the player's victory / defeat.

[0104] When the player presses the migration button R73 on the results screen G7, the game ends after a sequence in which players receive rare items and story content based on their score.

[0105] [Functions and Effects]

[0106] (1) The information processing apparatus 10 of this embodiment is an information processing apparatus for determining the ranking of multiple game media and determining the winning team from multiple teams that include game media. The information processing apparatus includes: a game media management unit 23a, which manages multiple game media selected by the player from a group of game media including multiple game media as the same team; and a game execution unit 23b, which executes the game using the multiple game media managed as teams. The game execution unit 23b includes: a ranking determination unit 235, which determines the ranking of each game media used in the game; and a winning team determination unit 236, which determines the winning team based on the ranking determined by the ranking determination unit 235.

[0107] Therefore, since it includes both individual and team battles, both aspects need to be considered, which can enhance the game's fun.

[0108] (2) The game execution unit 23b also includes a skill activation determination unit 232 that determines whether the skill activation conditions for activating a skill associated with the game medium in the game are met; a skill effect assignment target filtering unit 233 that filters the game medium for which the skill effect is assigned based on the identifier associated with the game medium for which the skill effect is assigned and the identifier associated with the game medium for which the skill is activated; and a parameter modification unit 234 that modifies the parameters associated with the game medium obtained from the filtering.

[0109] This allows for the appropriate selection of targets to whom skill effects are applied, thereby enhancing the game's enjoyment.

[0110] (3) Skills include skills that reduce the parameters associated with the game medium to which the skill effect is given. When the skill activation determination unit 232 determines that the skill activation conditions are met, the skill effect assignment target selection unit 233 only determines the game medium to which the skill effect is given, where the identifier of the game medium to which the skill effect is given is different from the identifier of the game medium to which the skill is activated, as the game medium to which the skill effect is given.

[0111] Therefore, it is possible to prevent the application of unfavorable skill effects to game media belonging to the same team as the game media that activated the skill. This game determines the ranking of each game media; therefore, from the perspective of the game media that activated the skill, all other game media besides oneself are competitors. Thus, it is common practice to apply unfavorable skill effects to all other game media that are competitors, while not applying unfavorable skill effects to some other game media, which contradicts the principle of individual battles that determine individual rankings. However, this game, in addition to its individual battle aspect, also has a team battle aspect that determines the outcome between teams. In this embodiment, by implementing a treatment that does not apply unfavorable effects to the game media of one's own team, team victory can be prioritized.

[0112] (4) Skills include skills that increase parameters associated with the game medium to which the skill effect is applied. If the skill activation determination unit 232 determines that the skill activation conditions are met, the skill effect application selection unit 233 will only select game mediums to which the game medium to which the skill effect is applied, whose identifier is the same as the identifier of the game medium to which the skill is applied, as the game medium to which the skill effect is applied.

[0113] Therefore, it is possible to prevent the game medium that activates the skill from granting favorable skill effects to game mediums of different teams, thus prioritizing team victory over individual victory. This game determines the ranking of each game medium; therefore, from the perspective of the game medium that activates the skill, all other game mediums besides oneself are competitors. Consequently, usually only granting favorable skill effects to oneself while granting favorable skill effects to some other game mediums violates the principle of individual battles that determine individual ranking. However, this game, in addition to its individual battle aspect, also has a team battle aspect that determines the outcome between teams. In this embodiment, by setting the game medium to also grant favorable effects to one's own team, team victory can be prioritized.

[0114] (5) Skills include those that reduce the parameters associated with game media within a specified range based on the position of the game medium in the game when the skill is activated. Thus, it is possible to reduce the parameters associated with the enemy team's game medium in the game, thereby enabling the game to progress in a way that is advantageous to one's own team.

[0115] (6) Skills include those that reduce the parameters associated with the game medium and the game's ranking. This allows the game to progress in a way that is advantageous to one's own team.

[0116] (7) The information processing device 10 also includes a special privilege granting unit 23c, which grants special privileges to game media whose ranking determined by the ranking determination unit 235 is within a specified ranking. As a result, the priority of players who want to improve their ranking in individual battles can be increased, making the competition in individual battles more intense and thus increasing the fun of the game.

[0117] [Implementation method via system]

[0118] Figure 13 This is a diagram illustrating an example of the overall structure of a game system according to one embodiment of the present invention. Figure 13 As shown, the game system 1 includes a server 10B and multiple information processing devices 10A. The information processing devices 10A are user terminals used by each player, also referred to as user terminals 10A. The user terminals 10A and the server 10B are connected to a network 30, such as the Internet, in a manner capable of mutual communication. Furthermore, it is assumed that the game system 1 of this embodiment is a server-client system, but the game system 1 of this embodiment can also be constructed as a PtoP system that does not have a server 10B.

[0119] User terminal 10A and server 10B have the ability to Figure 1 The information processing device 10 shown has the same hardware structure. In other words, the information processing device 10 can be a user terminal 10A or a server 10B. In this embodiment, the user terminal 10A is also a smartphone. The server 10B consists of one or more computers that provide games that can be played on the user terminal.

[0120] Server 10B stores various programs, such as control programs, used to control the progress of the online game, as well as various data used in the game. Server 10B periodically or as needed sends and receives data with user terminal 10A to advance the game.

[0121] In one example, user terminal 10A downloads a game application from server 10B that can be executed on that terminal 10A. Each user terminal 10A accepts the selection of the game medium used to constitute the player's team and sends the selection data to server 10B. User terminal 10A or server 10B has all or part of the functions of game control unit 23.

[0122] Specifically, the game media management unit 23a is configured to include the input device 12 and display device 13 of the user terminal 10A, and the processor 11 and storage device 14 of the server 10B. Based on the data related to the selection of the game media sent from the user terminal 10A, it stores the data in the storage device 14 of the server 10B according to the team association identifier. The game execution unit 23b is configured to include the processor 11 of the server 10B, which determines the opponents of each player and executes the match. The user terminal 10A does not participate in the progress of the match. That is, the progress of the match is automatically carried out by the server 10B by executing the game program, independent of the operation of the user terminal 10A. The game execution unit 23b generates a game log based on the execution of the game program. The game log includes information indicating the progress or development of the match, such as the position of the game media in the arena at each moment in each match, the skill activation time, and the changes in parameters caused by the skill activation, as well as information indicating the result of each match and the win or loss result. Server 10B sends the game log to each user terminal 10A via communication device 15 between server 10B and user terminal 10A. User terminal 10A reproduces the game log through a reproduction unit configured to include its processor 11 and display device 13. That is, the reproduction unit uses the game log as input to execute the game application on user terminal 10A, and displays the game performance and results on the display device 13 of user terminal 10A.

[0123] In another example, server 10B is a web server that provides game services to user terminal 10A. User terminal 10A obtains HTML data from server 10B for displaying web pages, parses the obtained HTML data, and displays the web page. In this case, server 10B, which communicates with user terminal 10A, has some of the functions of game control unit 23. For example, user terminal 10A accepts the player's selection of the game medium via input device 12, and server 10B manages the use of the game medium and executes the game.

[0124] [Other Implementation Methods]

[0125] In other embodiments of the present invention, it can also be configured as a program that implements the functions of the embodiments of the present invention described above, the information processing program shown in the flowchart, and a computer-readable storage medium storing the program. Furthermore, in other embodiments, it can also be configured as a method that implements the functions of the embodiments of the present invention described above and the information processing program shown in the flowchart. Furthermore, in other embodiments, it can also be configured as a server that provides a computer with a program that implements the functions of the embodiments of the present invention described above and the information processing program shown in the flowchart. Furthermore, in other embodiments, it can also be configured as a virtual machine that implements the functions of the embodiments of the present invention described above and the information processing program shown in the flowchart.

[0126] In the processes or actions described above, as long as no contradiction arises, such as using data that should not be available in a certain step, the processes or actions can be freely modified. Furthermore, the embodiments described above are illustrative of the invention and are not intended to limit the invention to these embodiments. The invention can be implemented in various ways without departing from its spirit.

[0127] In the above embodiments, after the skill activation determination unit 232 determines whether the skill can be activated, the skill effect granting object screening unit 233 screens the game medium to which the skill effect can be granted. However, the order of determining the skill activation conditions and screening the skill effect granting object can also be reversed. That is, it is also possible to screen the skill effect granting object if the skill activation timing is met, that is, the activation timing defined in the skill, and then perform other determinations on whether the skill activation conditions are met.

[0128] The identifier can be associated with a player or team. The identifier can be associated with the game medium either before the skill effect is filtered by the target selection unit 233, before the game medium is selected by the game medium management unit 23a, or at the stage when the game medium is decided by the game medium management unit 23a.

[0129] In the above embodiments, the game is described as a competitive game, but any game that determines the ranking of all game media is acceptable. For example, a survival game where the final victory is achieved is also within the scope of this invention.

[0130] Explanation of reference numerals in the attached figures

[0131] 1: Game system; 10: Information processing device; 10A: User terminal; 10B: Server; 11: Processor; 12: Input device; 13: Display device; 14: Storage device; 15: Communication device; 16: Bus; 21: Input unit; 22: Display unit; 23: Game control unit; 23a: Game media management unit; 23b: Game execution unit; 231: Opponent determination unit; 232: Skill activation judgment unit; 233: Skill effect assignment target selection unit; 234: Parameter change unit; 235: Ranking determination unit; 236: Winning team determination unit; 237: Player win / loss determination unit; 23c: Special treatment assignment unit; 30: Network; G1: Team arrangement screen; G2: Game media selection screen; G3: Match screen; G4: Team's match result screen; G5: Win / loss result screen; G6: Race finish line order screen; G7: Player result screen.

Claims

1. A computer program product comprising a program for determining the rankings of multiple game media and determining a winning team from a plurality of teams comprising the game media, the program causing a computer to function as: The game media management unit is used to manage multiple game media selected by the player from a game media group that includes multiple game media, by setting them as the same team; as well as A game execution unit that executes the game using multiple game media configured to be managed by the team. The game execution unit has the following features: The ranking determination unit determines the ranking of each of the game media used in the game; and The winning team determination unit determines the winning team based on the ranking determined by the ranking determination unit. The game media is associated with a unique identifier for each team. The game execution unit also has: A skill activation determination unit determines whether the skill activation conditions for activating a skill associated with the game medium in the game are met. A skill effect assignment filtering unit filters the game medium to which the skill effect is applied based on an identifier associated with the game medium to which the skill effect is applied and an identifier associated with the game medium that activates the skill; and The parameter changing unit changes the parameters associated with the game medium obtained by performing the filtering.

2. The computer program product according to claim 1, wherein, The skill includes a skill that reduces the parameter associated with the game medium to which the skill's effect is applied. When the skill activation determination unit determines that the skill activation condition is met, the skill effect assignment target filtering unit only selects the game medium whose identifier is different from the identifier of the game medium that activates the skill from the game medium to which the skill effect is assigned.

3. The computer program product according to claim 1, wherein, The skill includes skills that increase the parameters associated with the game medium to which the skill's effect is applied. If the skill activation determination unit determines that the skill activation condition is met, the skill effect assignment target filtering unit will only select the game medium whose identifier is the same as the identifier of the game medium that activates the skill from the game medium to which the skill effect is assigned.

4. The computer program product according to claim 2, wherein, The skill includes a skill that reduces the parameters associated with the game medium within a defined range based on the position of the game medium in the game when the skill is activated.

5. The computer program product according to claim 2 or 4, wherein, The skill includes the ability to reduce the parameters associated with the game medium for a specified ranking in the game.

6. The computer program product according to any one of claims 1 to 4, wherein, The program enables the computer to also function as a special treatment unit, which grants special treatment to game media whose ranking is determined by the ranking unit and is within a specified range.

7. An information processing method comprising an information processing device executing a game that determines the rankings of multiple game media and determines the winning team from multiple teams comprising the game media, the information processing method comprising the following steps: Using the game media management steps, multiple game media selected by the player from a game media group that includes multiple game media are set up as the same team for management; as well as The game execution steps involve using multiple game media, each configured to be managed by the team, to execute the game. The game execution steps include the following: The ranking determination process determines the ranking of each of the game media used in the game; and The winning team is determined based on the ranking determined through the ranking process. The game media is associated with a unique identifier for each team. The game execution steps include the following: The skill activation determination step determines whether the skill activation conditions for activating a skill associated with the game medium in the game are met. The skill effect assignment selection step filters the game medium to which the skill effect is applied based on an identifier associated with the game medium to which the skill effect is applied and an identifier associated with the game medium that activates the skill; and The parameter change step involves changing the parameters associated with the game medium obtained from the filtering process.

8. An information processing system for determining the rankings of multiple game media and determining the winning team from multiple teams comprising said game media, said information processing system comprising: The game media management unit is used to manage multiple game media selected by the player from a game media group that includes multiple game media, by setting them as the same team; as well as A game execution unit that executes the game using multiple game media configured to be managed by the team. The game execution unit has the following features: The ranking determination unit determines the ranking of each of the game media used in the game; and The winning team determination unit determines the winning team based on the ranking determined by the ranking determination unit. The game media is associated with a unique identifier for each team. The game execution unit also has: A skill activation determination unit determines whether the skill activation conditions for activating a skill associated with the game medium in the game are met. A skill effect assignment filtering unit filters the game medium to which the skill effect is applied based on an identifier associated with the game medium to which the skill effect is applied and an identifier associated with the game medium that activates the skill; and The parameter changing unit changes the parameters associated with the game medium obtained by performing the filtering.