Information processing program, information processing method, and game device

JP2024035035A5Pending Publication Date: 2025-12-22CYGAMES INC
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Patent Information

Application Number
JP2023030947
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-03-01
Publication Date
2025-12-22

AI Technical Summary

Technical Problem

Existing digital card games lack strategic depth in player interactions, particularly in battles where card fusions are involved.

Method used

An information processing system that displays player and opponent game media with linked display modes and performances, allowing for dynamic changes in game content based on specific conditions met during gameplay, including the option for players to select special game media under certain conditions.

Benefits of technology

Enhances strategic complexity and engagement by allowing players to make strategic decisions that influence game outcomes through dynamic changes in game media display modes and performances.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve strategic characteristics.SOLUTION: An information processing program allows a computer to execute the processes for: displaying multiple game media with which a display mode and a performance are associated in an arrangement area identifiably; progressing a game on the basis of operation input to game media displayed at least in an arrangement area; and changing one or both of a specific display mode and a specific performance to a preset display mode or performance when a specific game medium with which the specific display mode and the specific performance are associated is displayed in an arrangement area from among multiple game media and predetermined operation input is performed to the specific game medium, and when a preset specific condition is not satisfied, and changing one or both of the specific display mode and the specific performance to either multiple display modes or performances when the specific condition is satisfied.SELECTED DRAWING: Figure 22
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing method, and a game device. [Background technology]

[0002] Conventionally, digital card games that enable players to play against each other via communication have been proposed. In such digital card games, as shown in Patent Document 1, for example, a game in which a new card can be summoned by fusing a card played on the field with another card has been proposed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6804675 Summary of the Invention [Problem to be solved by the invention]

[0004] In games that allow such battles, there is a demand for further improvements in the strategic nature of the games.

[0005] An object of the present invention is to provide an information processing system, an information processing method, and an information processing program that are capable of improving strategic aspects. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: A process of identifiably displaying the player's game medium and the opponent's game medium among a plurality of game media having associated display modes and performances in a placement area; A process of progressing a game based on an operation input to the game medium displayed in at least the placement area; a process of changing one or both of the specific display mode and the specific performance to a preset display mode or performance when a specific game medium associated with a specific display mode and specific performance among the plurality of game media is displayed in the arrangement area and a predetermined operational input is performed on the specific game medium and a preset specific condition is not satisfied, and changing one or both of the specific display mode and the specific performance to one of a plurality of display modes or performance when the preset specific condition is satisfied; The computer is made to carry out the above steps.

[0007] In addition, the plurality of game media includes a plurality of special game media having a display mode and / or a performance different from those of the specific game media, The process of changing the display mode or performance includes: When the specific condition is satisfied, the specific game medium may be changed to one of a plurality of special game media.

[0008] and a process of having a player select one of the special game media when the specific condition is satisfied. Then, the computer executes the above steps. The process of changing the display mode or performance includes: The specific game medium may be changed to the special game medium selected by the player.

[0009] In addition, either or both of the display mode and performance of the special game medium may be different from the preset display mode or performance that changes when the specific condition is not satisfied.

[0010] In addition, when the progress of the game during a predetermined period of time satisfies a preset condition, it may be determined that the specific condition is satisfied.

[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of identifiably displaying the player's game medium and the opponent's game medium among a plurality of game media having associated display modes and performances in a placement area; A process of progressing a game based on an operation input to the game medium displayed in at least the placement area; a process of changing one or both of the specific display mode and the specific performance to a preset display mode or performance when a specific game medium associated with a specific display mode and specific performance among the plurality of game media is displayed in the arrangement area and a predetermined operational input is performed on the specific game medium and a preset specific condition is not satisfied, and changing one or both of the specific display mode and the specific performance to one of a plurality of display modes or performance when the preset specific condition is satisfied; Includes.

[0012] In order to solve the above problem, a game device includes: One or more computers; The computer, A process of identifiably displaying the player's game medium and the opponent's game medium among a plurality of game media having associated display modes and performances in a placement area; A process of progressing a game based on an operation input to the game medium displayed in at least the placement area; a process of changing one or both of the specific display mode and the specific performance to a preset display mode or performance when a specific game medium associated with a specific display mode and specific performance among the plurality of game media is displayed in the arrangement area and a predetermined operational input is performed on the specific game medium and a preset specific condition is not satisfied, and changing one or both of the specific display mode and the specific performance to one of a plurality of display modes or performance when the preset specific condition is satisfied; Carry out the following. Effect of the Invention

[0013] According to the present invention, it is possible to improve the strategic nature of the game. [Brief description of the drawings]

[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram showing an example of a home screen. Fig. 3B is a diagram explaining an example of a card setting screen. Fig. 3C is a diagram explaining an example of a deck selection screen. Fig. 3D is a diagram explaining an example of a deck organization screen in an initial state. [Figure 4] Fig. 4A is a diagram illustrating an example of a deck organization screen during organization. Fig. 4B is a diagram illustrating an example of a card list screen. Fig. 4C is a diagram illustrating an example of a card creation screen. Fig. 4D is a diagram illustrating an example of a card details screen. [Diagram 5] FIG. 5 is a diagram illustrating an example of a card battle game screen. [Figure 6] Fig. 6A is a diagram for explaining an example of a follower card, Fig. 6B is a diagram for explaining an example of a spell card, and Fig. 6C is a diagram for explaining an example of an amulet card. [Figure 7] FIG. 7 is a diagram illustrating an example of a capability. [Figure 8] Fig. 8A is a first diagram for explaining an example of a transition of a card battle screen, Fig. 8B is a second diagram for explaining an example of a transition of a card battle screen, and Fig. 8C is a third diagram for explaining an example of a transition of a card battle screen. [Figure 9] Fig. 9A is a fourth diagram for explaining an example of a transition of a card battle screen, Fig. 9B is a fifth diagram for explaining an example of a transition of a card battle screen, and Fig. 9C is a sixth diagram for explaining an example of a transition of a card battle screen. [Figure 10] Fig. 10A is a seventh diagram for explaining an example of a transition of a card battle screen, Fig. 10B is an eighth diagram for explaining an example of a transition of a card battle screen, and Fig. 10C is a ninth diagram for explaining an example of a transition of a card battle screen. [Figure 11] Fig. 11A is a tenth diagram illustrating an example of a transition of the card battle screen, and Fig. 11B is an eleventh diagram illustrating an example of a transition of the card battle screen. [Figure 12] Fig. 12A is a first diagram illustrating an example of a battle screen at the time of evolution, and Fig. 12B is a second diagram illustrating an example of a battle screen at the time of evolution. [Figure 13] FIG. 13 is a diagram illustrating an example of the card details tab. [Figure 14] Fig. 14A is a first diagram for explaining an example of evolution animation, and Fig. 14B is a second diagram for explaining an example of evolution animation. [Figure 15] FIG. 15 is a diagram for explaining an example of a specific card and a special card. [Figure 16] Fig. 16A is a diagram illustrating an example of a special card selection screen, and Fig. 16B is a third diagram illustrating an example of an evolution animation. [Figure 17] FIG. 17 is a functional block diagram of the player terminal. [Figure 18] FIG. 18 is a functional block diagram of the server. [Figure 19] FIG. 19 is a sequence diagram illustrating the processing of the player terminal and the server. [Figure 20] FIG. 20 is a flowchart illustrating an example of a card battle game execution process in a player terminal. [Figure 21] FIG. 21 is a first flowchart illustrating an example of the player's turn control process in the player terminal. [Figure 22] FIG. 22 is a second flowchart illustrating an example of the own turn control process in the player terminal. [Figure 23]FIG. 23 is a flowchart illustrating an example of the opponent's turn control process in the player terminal. [Figure 24] FIG. 24 is a flowchart illustrating an example of a card battle game execution process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values ​​and the like shown in the embodiment are merely examples for easy understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid duplicated explanations, and elements not directly related to the present invention are not shown.

[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.

[0017] The player terminal 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0018] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various pieces of information (player information) for each player playing the game. Furthermore, the server 100 updates the accumulated information and controls the progress of the game based on operations input from the player terminals 1.

[0019] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.

[0020] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are assigned roles for controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 100.

[0021] (Hardware configuration of the player terminal 1 and the server 100) Fig. 2A is a diagram explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram explaining the hardware configuration of the server 100. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0022] As shown in FIG. 2B, the server 100 includes a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0023] The configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 100 will be omitted.

[0024] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0026] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0027] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.

[0028] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0030] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. The game of this embodiment is a so-called digital card game. A player can acquire and possess multiple types of digital cards (game media, hereinafter simply referred to as cards) provided by an administrator through a lottery or the like, and use the possessed cards to play a card battle game against a computer or other players. The game content of this embodiment will be described in detail below.

[0031] FIG. 3A is a diagram showing an example of a home screen. FIG. 3B is a diagram explaining an example of a card setting screen. FIG. 3C is a diagram explaining an example of a deck selection screen. FIG. 3D is a diagram explaining an example of a deck composition screen in an initial state. FIG. 4A is a diagram explaining an example of a deck composition screen during composition. FIG. 4B is a diagram explaining an example of a card list screen. FIG. 4C is a diagram explaining an example of a card generation screen. FIG. 4D is a diagram explaining an example of a card details screen.

[0032] When an application for this game is started on the player terminal 1, communication between the player terminal 1 and the server 100 is initiated, the player terminal 1 enters a logged-in state, and the game begins. When the game begins, various game screens are displayed on the display 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.

[0033] The normal screen is a screen that is mainly used by the player to confirm various settings and information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the card battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, a card setting screen shown in FIG. 3B, a shop screen (not shown), a menu screen, and a number of other screens.

[0034] The home screen shown in FIG. 3A is the screen that is first displayed after logging in. As shown in FIG. 3A, on the home screen, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 is provided with a plurality of operation sections that the player can operate (tap). The menu bar 30 is provided with a home screen selection operation section 30a marked "HOME" a solo play selection operation section 30b marked "SOLO PLAY" a multiplay selection operation section 30c marked "BATTLE" a card setting screen selection operation section 30d marked "CARD" a shop screen selection operation section 30e marked "SHOP" a menu screen selection operation section 30f marked "OTHERS".

[0035] When the home screen selection operation section 30a is tapped, the home screen shown in Fig. 3A is displayed on the display 26. When the solo play selection operation section 30b is tapped, various setting screens are displayed, and when settings are made on the setting screen, a card battle game in which the player plays against a computer is started. When the multiplay selection operation section 30c is tapped, various setting screens are displayed, and when settings are made on the setting screen, a card battle game in which the player plays against another player via communication is started.

[0036] When the card setting screen selection operation unit 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the display 26, and the user can perform deck organization, card list display, card disassembly, card creation, etc., which will be described later. When the shop screen selection operation unit 30e is tapped, a shop screen is displayed on the display 26, and a card can be acquired by lottery by consuming in-game currency or items. When the menu screen selection operation unit 30f is tapped, a menu screen is displayed on the display 26, and the user can check the game settings and various information. In the menu bar 30, the operation units corresponding to each screen are highlighted so that the screen being displayed on the display 26 can be identified.

[0037] A header display area 31 is provided in the upper left of the home screen shown in Fig. 3A. The header display area 31 displays the player name, player icon, and battle points (BP) associated with the player ID. Note that battle points can be acquired when a player wins a card battle game played against another player through a communication battle, and are subtracted when a player loses a card battle game played against another player through a communication battle.

[0038] A home menu 32 is displayed on the right edge of the home screen. The home menu 32 is provided with a gift screen selection operation section 32a labeled "Gift," an information screen selection operation section 32b labeled "Information," a mission screen selection operation section 32c labeled "Mission," and a guild screen selection operation section 32d labeled "Guild."

[0039] When the gift screen selection operation unit 32a is tapped, for example, a gift screen (not shown) displaying items distributed by an administrator is displayed on the display 26. When the information screen selection operation unit 32b is tapped, an information screen (not shown) displaying update information, maintenance information, and the like is displayed on the display 26. When the mission screen selection operation unit 32c is tapped, a mission screen (not shown) displaying a preset mission is displayed on the display 26. When the guild screen selection operation unit 32d is tapped, a guild screen related to a guild (group) formed by a plurality of players is displayed on the display 26.

[0040] The card setting screen shown in FIG. 3B is displayed on the display 26 when the card setting screen selection operation unit 30d is tapped. On the card setting screen, a deck organization tab 33a and a card list generation tab 33b are displayed. When the deck organization tab 33a is tapped, the deck selection screen shown in FIG. 3C is displayed. On the deck selection screen, a list of decks organized by the player is displayed. When organizing a deck, the player can organize the deck name. On the deck selection screen, the deck name is displayed on an icon corresponding to each deck.

[0041] The deck selection screen also displays a deck creation tab 34 labeled "Create New." When the player taps the deck creation tab 34, a deck organization screen shown in Fig. 3D is displayed on the display 26, allowing the player to organize a new deck.

[0042] On the deck composition screen, multiple blank spaces are displayed on the top row, and cards owned by the player (hereinafter referred to as owned cards) are displayed on the bottom row. On the deck composition screen, as shown in FIG. 4A, owned cards displayed on the bottom row can be slid to the top row, and the slid owned cards are placed in the blank spaces on the top row. In this way, owned cards placed on the top row on the deck composition screen are provisionally registered.

[0043] Then, when the save tab 35 marked "Save" on the deck organization screen is tapped, the deck information is stored. A deck ID is assigned to this deck information, and card group information that identifies all of the provisionally registered owned cards is stored in association with the deck ID. Although not shown, when the save tab 35 is tapped, a screen for editing the deck name is displayed, and when editing of the deck name is completed, the deck name and an icon displayed on the deck selection screen, etc., are stored in association with the deck ID along with the card group information.

[0044] Also, when an icon is tapped on the deck selection screen shown in Fig. 3C, the deck organization screen is displayed as shown in Fig. 4A. However, in this case, the cards that compose the deck selected on the deck selection screen are displayed on the top row, and the owned cards are displayed on the bottom row. In this case, the card displayed on the top row can be changed to the owned card displayed on the bottom row by the player's operation.

[0045] In the card battle game, a prescribed number of cards (for example, 40 cards) are used. Therefore, on the deck organization screen, usually, the player temporarily registers the prescribed number of owned cards and then taps the save tab 35, whereby deck information including card group information of the prescribed number of cards is stored. However, even if the provisionally registered number of cards is less than the prescribed number or exceeds the prescribed number, it is possible to save the deck information, but the deck information cannot be used in the card battle game.

[0046] When the card list generation tab 33b is tapped on the card setting screen, the card list screen shown in FIG. 4B is displayed on the display 26. On this card list screen, an owned card tab 36a, a generation mode tab 36b, and an owned coin display field 36c are provided at the bottom of the display 26. The owned card tab 36a and the generation mode tab 36b are configured to be able to accept a tap operation by the player. The owned card tab 36a and the generation mode tab 36b are also displayed on the card generation screen, and when the owned card tab 36a is tapped, the card list screen shown in FIG. 4B is displayed, and when the generation mode tab 36b is tapped, the card generation screen shown in FIG. 4C is displayed. On the other hand, the owned coin display field 36c displays the number of coins (the number of owned coins), which are the in-game currency owned by the player.

[0047] As shown in FIG. 4B, the card list screen displays the cards owned by the player and the number of cards owned. Note that cards not owned by the player may also be displayed on the card list screen. Also, as shown in FIG. 4C, the card generation screen displays all cards to be provided, regardless of whether the player owns them or not. However, while cards owned by the player are displayed in color, cards not owned by the player are displayed in gray (indicated by a dashed line in FIG. 4C). This allows the player to easily distinguish whether or not a card is owned by him / her.

[0048] When a card is tapped on the card list screen or the card generation screen, a card details screen is displayed as shown in FIG. 4D. The card details screen displays various information related to the tapped card, and also provides a decomposition tab 37a and a generation tab 37b. The decomposition tab 37a displays the number of acquired coins. When the decomposition tab 37a is tapped, the currently selected card is decomposed, and the player can acquire the number of acquired coins displayed on the decomposition tab 37a. When a card is decomposed, the number of the card held is reduced.

[0049] Furthermore, the number of coins to be consumed is displayed on the generation tab 37b. When the generation tab 37b is tapped, the number of coins to be consumed displayed on the generation tab 37b is consumed to generate the selected card. When a card is generated, the number of cards held increases. That is, the player can exchange the coins held for a card by tapping the generation tab 37b. Such a card generation function can be executed regardless of whether the player holds a card or not. That is, the player can generate cards both for cards held and cards not held.

[0050] The cards provided may include cards that can be generated and cards that cannot be generated, or all cards may be generated.Furthermore, cards may be included that are set to have a time when they can be generated and a time when they cannot be generated.

[0051] In addition, as will be described in detail later, some cards can evolve during the card battle game. In this embodiment, "evolution" means that the card selected by the player is changed to another card. When a card evolves, the card's performance is improved.

[0052] The card details screen is provided with a first button 37c and a second button 37d. On the card details screen of an evolvable card, the first button 37c is enabled. Although not shown, when the first button 37c is tapped, details of the evolved card are displayed on the card details screen.

[0053] Furthermore, the cards that can evolve include specific cards, which will be described later. A specific card is linked to multiple types of special cards as the evolved card. In the card battle game, if a specific condition is met, the player can select one of the multiple types of special cards as the evolved card. If the specific condition is not met, the card will evolve into a specified card, like other evolvable cards.

[0054] On the card details screen of the specific card, the second button 37d becomes active. Although not shown, when the second button 37d is tapped, details of the special card linked to the specific card are displayed on the card details screen. At this time, on the card details screen, a plurality of types of special cards are displayed in a switchable manner. Also, when the first button 37c is tapped on the card details screen of the specific card, details of the card that evolves when a specific condition is not satisfied are displayed.

[0055] The card details screen is displayed both during and outside the card battle game. During the card battle game, the card details screen can be displayed not only for the player's own cards, but also for the opponent's cards. Therefore, during the card battle game, the player can understand what cards the opponent's cards can evolve into.

[0056] Next, the card battle game will be described. In the following, an overview of the card battle game will be described, followed by details of the cards and the card battle game. Note that here, a card battle game in which a player plays against another player will be described. In the following, the other player who is the opponent will be referred to as the opponent.

[0057] 5 is a diagram illustrating an example of a card battle game screen. When the multiplay selection operation section 30c of the menu bar 30 is tapped, various setting screens are displayed, and when settings are made on the setting screen, the card battle game starts. While the card battle game is being executed, the battle screen shown in FIG. 5 is displayed on the display 26.

[0058] The battle screen is divided into a player display area 40a where the player's cards, information, etc. are displayed, and an opponent display area 40b where the opponent's cards, information, etc. are displayed. The player's leader 41a is displayed in the lower center of the player display area 40a, and the player's leader 41a's physical strength 42a and evolution points 43a are displayed near the player's leader 41a.

[0059] Similarly, the opponent's leader 41b is displayed in the upper center of the opponent display area 40b, and the opponent's leader 41b's vitality 42b and evolution points 43b are displayed near the opponent's leader 41b. Note that the vitality 42a of the player's leader 41a and the vitality 42b of the opponent's leader 41b are set to 20 as initial values.

[0060] In addition, in the player display area 40a, a player's deck area 44a is provided at the right end, a player's hand area 45a is provided at the bottom right, and a player's field 46a is provided in the center. In the deck area 44a, the player's unused cards are arranged face down, i.e., in an unidentifiable state. In the hand area 45a, cards in the player's hand are arranged so that they can be identified by the player. In the field 46a, cards and the like played from the hand area 45a are arranged so that they can be identified by the player.

[0061] Similarly, in the opponent display area 40b, the opponent's deck area 44b is provided at the right end, the opponent's hand area 45b is provided at the top left, and the opponent's field 46b is provided in the center. In the deck area 44b, the opponent's unused cards are arranged face down. In the hand area 45b, cards that have become the opponent's hand are arranged so that they cannot be identified by the player, that is, face down. In the field 46b, cards etc. that have been played from the hand area 45b are arranged so that they can be identified by the player.

[0062] At the top right of the player display area 40a, there are provided a turn end button 47 that accepts a tap from the player, and a play point display section 48a that displays the player's play points (PP). In the play point display section 48a, the maximum play points in the current turn are displayed as the denominator, and the available play points are displayed as the numerator. In addition, in the play point display section 48a, the maximum play points and the available play points are displayed in a distinguishable manner by the display manner of the circles. In addition, in the opponent display area 40b, there is provided a play point display section 48b that displays the opponent's play points near the leader 41b.

[0063] Also, a battle log button 49 is provided on the left edge of the battle screen. The battle log button 49 is provided so as to be able to receive a tap operation from the player. When the battle log button 49 is tapped, the battle log is displayed superimposed on the battle screen.

[0064] The card battle game in this embodiment is a two-player game, in which cards are randomly dealt to the player from the deck selected by the player. Similarly, cards are randomly dealt to the opponent from the deck selected by the opponent. In the card battle game, the player's turn and the opponent's turn are alternated. During each turn, a card randomly selected from the deck is added to the player's hand.

[0065] During his / her turn, the player selects a follower card or an amulet card (described later) from among the cards placed in his / her hand area 45a and places it on the field 46a, or uses a spell card to activate a predetermined effect, according to a predetermined rule. In the following, placing a follower card or an amulet card placed in the hand area 45a, 45b on the field 46a, 46b, or using a spell card placed in the hand area 45a, 45b to activate a predetermined effect, that is, moving a card placed in the hand area 45a, 45b to another area, is referred to as "play."

[0066] In the card battle game, the player's leader 41a and the opponent's leader 41b are set with physical strengths 42a and 42b, respectively, and the player who first reduces the opponent's physical strengths 42a and 42b to 0 through attacks with cards or the like wins. Next, details of the cards used in the card battle game of this embodiment will be described.

[0067] Fig. 6A is a diagram for explaining an example of a follower card. Fig. 6B is a diagram for explaining an example of a spell card. Fig. 6C is a diagram for explaining an example of an amulet card. The cards used in the card battle game of this embodiment are classified into any one of the following card types: follower cards, spell cards, and amulet cards.

[0068] As shown in FIGS. 6A to 6C, each card is assigned a name 51, a class 52, a type 53, and a cost 54, regardless of the card type. The name 51 is uniquely set for each card. That is, the name 51 can also be said to be the card name. There are multiple types of classes 52, and each card is classified into one of the classes. There are multiple types of types 53, and each card may be classified into one of the types or not classified into any type. The cost 54 indicates the play points required to play a card, and the card can be played by consuming the play points equivalent to the cost.

[0069] The follower card shown in FIG. 6A is a card that can attack the opponent's leader 41b and the follower cards placed on the opponent's field 46b in a card battle game. The follower card has a name 51, a class 52, a type 53, a cost 54, an ability 55, an attack power 56, and a stamina 57. The attack power 56 indicates the amount of damage that the follower card will inflict on the opponent's leader 41b or the follower card placed on the opponent's field 46b when the follower card attacks. When the stamina 57 receives damage, it decreases by the amount of damage received, and when it reaches 0, the follower card is destroyed. The destroyed card is hidden from the field 46a and sent to the graveyard (not shown). However, unlike destruction, a state in which a card is hidden from the field 46b can also be a state in which the card is not sent to the graveyard, such as disappearance.

[0070] Furthermore, follower cards can be evolved by consuming evolution points 43a and 43b. An evolved follower card will have increased attack power 56 and stamina 57, and will be given a specific ability 55. In other words, by evolving a follower card, the card's performance (ability 55, attack power 56, stamina 57) is strengthened.

[0071] The spell card shown in Fig. 6B has a name 51, a class 52, a type 53, a cost 54, and an ability 55. When a spell card is played, an ability 55 (effect) is activated and the spell card is destroyed. In other words, a spell card is a card that cannot be placed on the field 46a, 46b.

[0072] 6C has a name 51, a class 52, a type 53, a cost 54, and an ability 55. The amulet card is a card that remains in the field 46a and activates the ability 55 when played.

[0073] Fig. 7 is a diagram for explaining an example of the abilities 55. Note that the abilities 55 shown in Fig. 7 are only an example, and other abilities 55 may be provided, or some abilities 55 may not be provided. Also, the explanation here is given on the premise that the card is the player's card, but the same applies to the opponent's card.

[0074] As shown in FIG. 7, the abilities 55 include fanfare, last word, protection, charge, rush, special attack, drain, direct summon, evolution, fusion, etc. Fanfare is an ability that activates the effect described after "fanfare" when a card is placed from the hand area 45a to the field 46a (when a card is played). For example, in the example of the follower card shown in FIG. 6A, when the follower card is placed on the field 46a, the effect of "draw one card" is activated, and one card is selected by lottery from among the cards placed in the deck area 44a, and the selected card is placed in the hand area 45a.

[0075] Last Word is an ability that activates the effect written after "Last Word" when a card is destroyed. Guard is an ability that prevents the opponent from attacking cards other than the card with Guard when the card with Guard is placed on the field 46a. Charge is an ability that allows the opponent to attack a follower card on the turn the card is placed on the field 46a.

[0076] Rush is an ability that allows you to attack the opponent's follower card and leader 41b during the turn you put it on the field 46a. Special Attack is an ability that allows you to destroy the opponent's follower card regardless of its vitality when you attack and damage it. Drain is an ability that allows you to recover the vitality 42a of your leader 41a by the amount of damage you inflict when you inflict damage on the opponent's follower card or leader 41b during your turn.

[0077] Direct summon is an ability that, when a preset condition is met, a card is directly placed on the field 46a from the deck area 44a. Evolution is an ability that activates the effect described after "evolution" when a follower card evolves. Fusion is an ability that is given to the base card that is the source of fusion, and strengthens the card by fusing it with a card placed in the hand area 45a that meets a preset condition as a material card. Note that a single card may have multiple abilities 55 set in duplicate, or none of the abilities 55 may be set.

[0078] In this embodiment, a deck is organized by combining follower cards, spell cards, and amulet cards, and the organized deck is used to play a card battle game. The card battle game will be described in detail below.

[0079] FIG. 8A is a first diagram for explaining an example of a transition of a card battle screen. FIG. 8B is a second diagram for explaining an example of a transition of a card battle screen. FIG. 8C is a third diagram for explaining an example of a transition of a card battle screen. FIG. 9A is a fourth diagram for explaining an example of a transition of a card battle screen. FIG. 9B is a fifth diagram for explaining an example of a transition of a card battle screen. FIG. 9C is a sixth diagram for explaining an example of a transition of a card battle screen. FIG. 10A is a seventh diagram for explaining an example of a transition of a card battle screen. FIG. 10B is an eighth diagram for explaining an example of a transition of a card battle screen. FIG. 10C is a ninth diagram for explaining an example of a transition of a card battle screen. FIG. 11A is a tenth diagram for explaining an example of a transition of a card battle screen. FIG. 11B is an eleventh diagram for explaining an example of a transition of a card battle screen.

[0080] When the card battle game is started, deck information to be used is transmitted from the player terminal 1 to the server 100. Deck information is also transmitted from the opponent player terminal 1 to the server 100. The server 100 randomly determines who will play first and who will play second, and randomly assigns indexes (e.g., numbers from 1 to 40) to all cards shown in the deck information. The server 100 also determines three initial candidate cards and three exchange candidate cards from among the cards shown in the deck information.

[0081] Then, the server 100 transmits initial information to the player terminal 1, including first / second player information indicating who will play first or second, index information indicating the index of the player's cards, and exchange information indicating the initial cards and exchange candidate cards. When the card battle game starts, the player terminal 1 displays on the display 26 whether the player is playing first or second based on the first / second player information, as shown in Fig. 8A. After that, the player terminal 1 arranges the three initial candidate cards in the initial card display area 60 based on the exchange information, and displays on the display 26 an exchange display area 61 for arranging the cards to be exchanged, as shown in Fig. 8B.

[0082] 8C , when there is a card that the player wants to exchange among the initial candidate cards, the player moves the card that the player wants to exchange to the exchange display area 61 by a sliding operation. Then, when the player taps the determination button 62, the card moved to the exchange display area 61 is returned to the deck area 44a, and the initial candidate cards that have not been exchanged and the exchange candidate cards equal to the number of exchanged initial candidate cards are determined as initial cards, and initial card information indicating the determined initial cards is transmitted to the server 100.

[0083] The server 100 also receives initial card information from the opponent's player terminal 1. When the server 100 receives initial card information from both players, it transmits number information indicating only the number of cards included in the opponent's initial card information to the player's player terminal 1. Similarly, when the server 100 receives initial card information from both players, it transmits number information indicating only the number of cards included in the player's initial card information to the opponent's player terminal 1.

[0084] Upon receiving the number information, the player terminal 1 displays a battle screen on the display 26, as shown in Fig. 9A. At this time, the determined initial card is placed identifiably in the hand area 45a, and three cards are placed indistinguishably in the hand area 45b based on the received number information of the opponent.

[0085] Thereafter, if the player is the first player, the player terminal 1 displays an image on the display 26 indicating that it is the player's turn, as shown in FIG. 9B, and then determines the index of one of the cards in the deck area 44a by lottery. That is, one card in the deck area 44a is selected by lottery. Then, as shown in FIG. 9C, the player terminal 1 places the card determined by lottery in the hand area 45a and transmits the card information to the server 100. The player terminal 1 also adds 1 to the play points and updates and displays the play point display section 48a (here, the play points are set to 1).

[0086] 10A, for example, when a player slides a follower card with a cost of 1 out of the cards arranged in the hand area 45a onto the field 46a, the play points are decremented by 1 and the play point display section 48a is updated. If the follower card placed onto the field 46a has an ability 55 and the activation condition is met, the ability 55 for which the activation condition is met is activated.

[0087] Furthermore, the player terminal 1 transmits card information indicating the card placed on the table 46a to the server 100. Upon receiving the card information, the server 100 transmits the received card information to the opponent's player terminal 1. As a result, in the opponent's player terminal 1, the card indicated in the card information is placed on the opponent's table 46b, and the opponent's play point display section 48b is updated and displayed.

[0088] Thereafter, when the turn end button 47 is tapped by the player, the player terminal 1 transmits turn end information indicating that the turn has ended to the server 100. Note that, in the case where a card that activates an ability 55 on the condition that the turn ends is on the playing field 46a, 46b, the player terminal 1 activates the ability 55 of that card. Upon receiving the turn end information, the server 100 transmits turn start information to the opponent player terminal 1 indicating that the player's turn has ended and for starting the opponent's turn, causing the opponent player terminal 1 to start the turn.

[0089] Then, in the player's player terminal 1, as shown in FIG. 10B, an image with "ENEMY TURN" written on it, indicating that it is the opponent's turn, is displayed on the display 26. After that, the card information of the card determined by lottery in the opponent's player terminal 1 is transmitted to the server 100, and when the number information is received from the server 100, the player terminal 1 places the card indistinguishably in the hand area 45b based on the number information, as shown in FIG. 10C. At the start of a turn, normally one card is determined by lottery, but only in the first turn of the second player, two cards are determined by lottery. In addition, the player terminal 1 adds one to the opponent's play points, and updates and displays the play point display section 48b.

[0090] Thereafter, when the opponent ends his turn without playing a card in the hand area 45b and receives turn start information from the server 100, the player terminal 1 displays an image with "YOUR TURN" written on it on the display 26, indicating that it is the player's turn, as shown in Fig. 11A, and then determines the index of one of the cards in the deck area 44a by lottery. Then, the player terminal 1 places the card determined by lottery in the hand area 45a and transmits card information of the determined card to the server 100. The player terminal 1 also adds 1 to the play points and updates and displays the play point display section 48a (here, the play points are set to 2).

[0091] When the player slides a follower card placed on the field 46a to the opponent's leader 41b, it is determined that the follower card has attacked the opponent's leader 41b, and the vitality 42b of the opponent's leader 41b is reduced by the attack power 56 of that follower card. In addition, the player terminal 1 transmits attack information indicating the attacked follower card and the attacked follower card or leader 41b to the server 100. When the server 100 receives the attack information, it transmits the attack information to the opponent's player terminal 1.

[0092] As described above, the card battle game progresses as the player's turn and the opponent's turn alternate, and each time the player and opponent play a card or attack, that information is sent to the server 100. When the vitality 42a of the player's leader 41a or the vitality 42b of the opponent's leader 41b reaches 0, the winner is decided and the card battle game ends.

[0093] Next, the evolution of follower cards will be described. In the card battle game of this embodiment, from the fifth turn onwards in the first player and from the fourth turn onwards in the second player, the follower cards can be evolved by consuming the evolution points 43a and 43b. In addition, the evolution points 43a and 43b are given as 2 points in the first player and 3 points in the second player.

[0094] FIG. 12A is a first diagram for explaining an example of a battle screen at the time of evolution. FIG. 12B is a second diagram for explaining an example of a battle screen at the time of evolution. For example, as shown in FIG. 12A, in the fifth turn of the first player, an unevolved follower card is placed on the field 46a. At this time, when the follower card placed on the field 46a is tapped, the card details tab 63 is displayed on the display 26.

[0095] FIG. 13 is a diagram for explaining an example of the card details tab 63. In the card details tab 63, the ability 55 of the tapped card is displayed, and an evolution button 63a is displayed. Note that the evolution button 63a is displayed only in the card details tab 63 of the follower card, and the evolution button 63a is not displayed in the card details tab 63 of the spell card or the amulet card. The evolution button 63a functions as an operation unit that accepts a tap by the player when evolution is possible. Therefore, in this embodiment, only the follower card is set as an evolvable card.

[0096] If the follower card tapped by the player can be evolved, pre-evolution ability 55 is displayed at the top of card details tab 63 as shown in Fig. 13. Also, post-evolution ability 55 is displayed at the bottom of card details tab 63.

[0097] FIG. 14A is a first diagram for explaining an example of an evolution animation. FIG. 14B is a second diagram for explaining an example of an evolution animation. When the evolution button 63a of the card details tab 63 is tapped, an evolution animation is displayed. In the evolution animation, as shown in FIG. 14A, a card before evolution is displayed, and then an animation image (not shown) in which the card changes is displayed. Then, as shown in FIG. 14B, the evolved card is displayed.

[0098] In this way, when the display of the evolution animation ends, as shown in FIG. 12B, the evolution points 43a are subtracted and displayed, and the evolved card is displayed on the field 46a. At this time, the attack power 56 and stamina 57 of the evolved card increase. Also, for follower cards that have "evolve" as an ability 55, that ability is activated. Also, the player terminal 1 transmits evolution information indicating the evolved follower card to the server 100. Upon receiving the evolution information, the server 100 transmits the evolution information to the opponent's player terminal 1. The opponent's player terminal 1 can know that the card has evolved and the evolved card from the received evolution information.

[0099] In this embodiment, the multiple types of cards include specific cards. The specific cards are follower cards that can evolve, and are cards to which multiple types of special cards are linked as evolved cards. When a specific condition is met, the player can select any one of the multiple types of special cards as an evolved card.

[0100] FIG. 15 is a diagram for explaining an example of a specific card and a special card. In this embodiment, performance information indicating the card's performance, such as a card ID, a card name, an illustration, and an ability 55, is linked to all cards. Here, as shown in the top row of FIG. 15, a specific card with a card ID of "126441010" and a card name of "Bear" is provided. This specific card is an evolvable card. An illustration of a pre-evolved card and an illustration of a post-evolved card are linked to the evolvable card as illustrations.

[0101] Furthermore, the performance information linked to the specific card includes pre-evolution ability 55 and post-evolution ability 55. In the card details tab 63 that is displayed when a pre-evolution specific card is tapped, the pre-evolution ability 55 linked to the specific card is displayed in the upper row, and the post-evolution ability 55 linked to the specific card is displayed in the lower row.

[0102] In this embodiment, as shown in FIG. 15, three types of special cards are provided, each of which has the card name of "Bear AT mode", "Bear DF ​​mode", and "Bear BS mode". These special cards are linked to a specific card, and the first three digits of the card ID are "910", which indicates that the card is a special card. In addition, the fourth to sixth digits of the card ID of all the special cards are the same as the fourth to sixth digits of the card ID of the specific card. In this way, the fourth to sixth digits of the card ID are made equal to each other, thereby linking the specific card to the special card. Note that when a plurality of specific cards are provided, the special cards linked to each specific card are different from each other.

[0103] The three special cards are linked to the same illustration as the specific card as the pre-evolution illustration. On the other hand, the three special cards are linked to illustrations that have a different display form from the specific card as the post-evolution illustration. Furthermore, the post-evolution illustrations linked to the three special cards are also displayed differently from each other.

[0104] Furthermore, each of the three special cards is linked to performance information including evolved abilities 55. The performance information linked to the special cards is different from the performance information linked to the specific cards. The performance information linked to each of the three special cards is also different from each other. However, either the illustration or the performance information after evolution may be the same between the special cards.

[0105] In this manner, in this embodiment, a specific card is linked to an illustration and performance information before evolution and an illustration and performance information after evolution. The illustration and performance information linked to the specific card are different before and after evolution. In addition, a plurality of special cards are linked to one specific card. Each special card is linked to an illustration and performance information after evolution that is different from that of the corresponding specific card.

[0106] A specific condition for evolution is set in advance for the specific card. Here, the specific condition is set that a specific card is displayed (placed) on the field 46a. The specific card is a card other than the specific card, and here, is a part of all cards.

[0107] When the specific condition is not met, that is, when the specified card is not displayed on the field 46a, tapping the evolution button 63a in the card details tab 63 of the specific card evolves the illustration and performance of the specific card. Specifically, in this case, the specific card is not changed to another card, but the illustration and performance of the same specific card are changed from before evolution to after evolution.

[0108] On the other hand, when certain conditions are met, i.e., when a specific card is displayed on the field 46a, tapping the evolution button 63a in the card details tab 63 of the specific card allows the player to select one of three special cards.

[0109] FIG. 16A is a diagram illustrating an example of a special card selection screen. FIG. 16B is a third diagram illustrating an example of an evolution animation. When a specific condition is satisfied, if the evolution button 63a of the card details tab 63 of the specific card is tapped, the special card selection screen shown in FIG. 16A is displayed. On the special card selection screen, three special cards linked to the specific card are displayed in an identifiable manner. In addition, a selection operation unit 63b is displayed for each special card.

[0110] Then, when the selection operation unit 63b is tapped, the specific card evolves (changes) into the special card selected by the player. In this case, similar to the above, an evolution animation is displayed, and as shown in FIG. 16B, it is notified that the specific card has evolved into the special card selected by the player.

[0111] As described above, in this embodiment, when a specific condition is satisfied, the player can evolve a specific card into a special card. Therefore, in order to evolve a specific card into a special card, the player needs to progress through the game so as to satisfy the specific condition, which requires strategy. In addition, a plurality of special cards are provided, each with different performance. Therefore, the player needs to decide which special card to evolve into while keeping an eye on the battle situation, which requires even higher strategy. Thus, according to this embodiment, a higher level of strategy is required, which increases the interest of the game.

[0112] Here, a case has been described in which pre-evolution and post-evolution illustrations and performance information are linked to a specific card. However, a pre-evolution illustration and performance information may be linked to a specific card, and a post-evolution illustration and performance information may not be linked. In this case, for example, a dedicated post-evolution card to which an evolved illustration and performance information are linked may be provided separately from the specific card and special card. Then, when a specific condition is not satisfied, the specific card may be changed to the dedicated post-evolution card.

[0113] In this embodiment, both the illustration and the performance displayed on the card change before and after the evolution of the specific card. However, only one of the illustration and the performance displayed on the card may change.

[0114] In the present embodiment, the case where a specific card is displayed on the field 46a has been described. However, the specific condition is not limited to this. For example, one or more of the following conditions may be set as the specific condition: the player or opponent has a specific card, the specific card has been destroyed, the specific card is displayed on the opponent's field 46b, the opponent has a specific card, the number of remaining cards is equal to or less than a specific number, or more than a specific number.

[0115] Also, for example, a specific condition may be set such that a player's follower cards leave the field 46a a certain number or more during a card battle game. In this case, either or both of a card being destroyed and sent to the graveyard and annihilation are included in "leaving the field 46a." In addition, the count of cards that leave the field 46a, which is used to determine whether or not a specific condition is established, may include not only follower cards but also certain cards that are not follower cards.

[0116] As described above, the specific condition may be the number of times or content of a specific operation performed by the player or opponent during a card battle game or during one turn. In other words, it may be determined that the specific condition is met when the operation input of the player or opponent during a specified period or the progress of the card battle game meets a preset condition.

[0117] In addition, in this embodiment, the illustration and performance after evolution when the specific condition is not satisfied are different from the illustration and performance after evolution when the specific condition is satisfied. In other words, the illustration and performance after evolution are completely different when the specific condition is satisfied and when it is not satisfied. However, either one or both of the display mode and performance of the special card may be different from the preset display mode or performance that changes when the specific condition is not satisfied. Note that, it is also possible that a part of the illustration or performance after evolution can be the same when the specific condition is satisfied and when it is not satisfied.

[0118] For example, the cards selectable when a specific condition is satisfied may include cards that are selected when the specific condition is not satisfied. In this case, the player can select the cards that are selected when the specific condition is not satisfied, regardless of whether the specific condition is satisfied or not. However, as in this embodiment, if the illustrations and performance after evolution are completely different between when the specific condition is satisfied and when it is not satisfied, a strategy of deliberately not satisfying the specific condition may be required, and a higher level of strategy may be required.

[0119] In addition, in this embodiment, a special card is provided in addition to the specific card, and when a specific condition is satisfied, the specific card itself is changed to the special card. However, for example, the specific card may be stored with multiple patterns of either or both of the illustration and performance after evolution, and only the illustration or performance may be changed without changing the card.

[0120] In this embodiment, when a specific condition is satisfied, the player can select one of the multiple special cards. However, when a specific condition is satisfied, the evolved special card may be determined by lottery, for example. Alternatively, when a specific condition is satisfied, the evolved special card may be determined based on the number, type, and predetermined parameters of the cards displayed and arranged on the fields 46a and 46b at that time.

[0121] In any case, when a specific game medium (specific card) among multiple game media (cards) that is linked to a specific display mode and specific performance is displayed in the placement area (field 46a) and a specific operation input (tapping the evolution button 63a) is made to the specific game medium, and if a predetermined specific condition (a specific card being displayed on the field 46a) is not met, either one or both of the specific display mode and the specific performance are changed to a predetermined display mode or performance, and if the specific condition is met, either one or both of the specific display mode and the specific performance are changed to one of multiple display modes or performances.

[0122] The following describes the processes of the player terminal 1 and the server 100 for implementing the card battle game, and the functional units that execute these processes. Note that the following describes the processes in the card battle game that are particularly related to evolution, and omits descriptions of other processes.

[0123] (Functional parts of player terminal 1) 17 is a functional block diagram of the player terminal 1. A program storage area 12a and a data storage area 12b are provided in the memory 12 of the player terminal 1. At the start of a game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0124] The terminal-side game control program includes a game execution control program 70, a card battle game execution control program 71, an area setting program 72, a display control program 73, an evolution processing program 74, and a communication control program 75. Note that the programs listed in Fig. 17 are just examples, and the terminal-side game control program includes many other programs.

[0125] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 70a, a card battle game execution control unit 71a, an area setting unit 72a, a display control unit 73a, an evolution processing unit 74a, and a communication control unit 75a.

[0126] Specifically, the CPU 10 runs a game execution control program 70, causing the computer to function as a game execution control unit 70a. Similarly, the CPU 10 runs a card battle game execution control program 71, an area setting program 72, a display control program 73, an evolution processing program 74, and a communication control program 75, causing them to function as a card battle game execution control unit 71a, an area setting unit 72a, a display control unit 73a, an evolution processing unit 74a, and a communication control unit 75a, respectively.

[0127] The data storage area 12b includes a game information storage area 80, a player information storage area 81, and a battle log storage area 82 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 12b includes many other storage areas. In addition, the game information storage area 80 stores information related to status such as name 51, class 52, type 53, cost 54, ability 55, attack power 56, and stamina 57, as well as illustrations, for each card ID in association with each other.

[0128] The game execution control unit 70a controls the progress of the entire game. For example, the game execution control unit 70a logs into the game in response to a player's operation and determines whether or not the game information of the entire game has been updated.

[0129] The card battle game execution control unit 71a is responsible for control for executing the card battle game. For example, the card battle game execution control unit 71a controls the progress of the card battle game based on operations input to the player terminal 1, and stores the battle log in the battle log storage unit 82.

[0130] The area setting unit 72a sets areas in which cards are placed in a card battle game. For example, the area setting unit 72a sets deck areas 44a, 44b in which unused cards are placed, hand areas 45a, 45b as areas in which hand cards are placed, and fields 46a, 46b as areas in which played cards are placed.

[0131] The display control unit 73a controls the display of images displayed on the display 26 in accordance with the player's operations and the progress of the game.

[0132] The evolution processing unit 74a performs a process of evolving a card based on the operation of the evolution button 63a or the selection operation unit 63b in the card battle game.

[0133] The communication control unit 75 a transmits and receives information to and from the server 100 .

[0134] (Functional part of server 100) Fig. 18 is a functional block diagram of the server 100. The memory 112 of the server 100 is provided with a program storage area 112a and a data storage area 112b. The program storage area 112a stores, as server-side game control programs, a game execution control program 170, a card battle game execution control program 171, and a communication control program 172. Note that the programs listed in Fig. 18 are merely examples, and many other programs are provided in the server-side game control program.

[0135] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 (computer) to function as a server control unit 100A. The server control unit 100A includes a game execution control unit 170a, a card battle game execution control unit 171a, and a communication control unit 172a.

[0136] Specifically, the CPU 110 runs a game execution control program 170, causing the computer to function as a game execution control unit 170a. Similarly, the CPU 110 runs a card battle game execution control program 171 and a communication control program 172, causing them to function as a card battle game execution control unit 171a and a communication control unit 172a, respectively.

[0137] The data storage area 112b includes, as storage units for storing data, a game information storage unit 180, a player information storage unit 181, and a battle log storage unit 182. Note that the above storage units are merely examples, and the data storage area 112b includes many other storage units.

[0138] The game execution control unit 170a controls the progress of the entire game. For example, when the game execution control unit 170a receives login information from the player terminal 1, the game execution control unit 170a transmits the player information (deck information, BP, etc.) stored in the player information storage unit 181 to the player terminal 1 via the communication control unit 172a. In addition, when the game information of the entire game is updated, the game execution control unit 170a reads the updated game information from the game information storage unit 180 and transmits it to the player terminal 1 via the communication control unit 172a.

[0139] The card battle game execution control unit 171a is responsible for control for executing the card battle game, and stores the battle log in the battle log storage unit 182.

[0140] The communication control unit 172a transmits and receives information to and from the player terminal 1.

[0141] (Communication processing between player terminal 1 and server 100) 19 is a sequence diagram for explaining the processing of the player terminal 1 and the server 100. In the following explanation, the processing in the player terminal 1 is indicated as Pn (n is any integer). The processing in the server 100 is indicated as Sn (n is any integer). When an operation for starting a game is input by a player, the game execution control unit 70a of the player terminal 1 executes a login request process.

[0142] In this login request process, login information is transmitted to the server 100 via the communication control unit 75a under the control of the game execution control unit 70a (P1). When the game execution control unit 170a of the server 100 receives the login information via the communication control unit 172a, it identifies a player ID associated with the login information and executes the login process (S1). Here, the game execution control unit 170a reads out player information corresponding to the identified player ID from the player information storage unit 181 and transmits it to the player terminal 1 via the communication control unit 172a.

[0143] When the save tab 35 is tapped after the owned cards are provisionally registered via the deck organization screen shown in Figures 3D and 4A, the game execution control unit 70a of the player terminal 1 stores the deck information in the player information storage unit 81. In addition, the communication control unit 75a transmits the deck information to the server 100 (P2).

[0144] When the game execution control unit 170a of the server 100 receives the deck information via the communication control unit 172a, it executes a deck information saving process to store the received deck information in the player information storage unit 181 in association with the player ID (S2).

[0145] When a card is generated or disassembled via the card list screen shown in Fig. 4B or the card generation screen shown in Fig. 4C, the game execution control unit 70a of the player terminal 1 stores generation / disassembly information including generated or disassembled card information, the updated number of coins, owned card information, etc., in the player information storage unit 81. In addition, the game execution control unit 70a executes a card generation / disassembly process to transmit the generation / disassembly information to the server 100 via the communication control unit 75a (P3).

[0146] When the game execution control unit 170a of the server 100 receives the generation and decomposition information via the communication control unit 172a, it executes a card information storage process to update the player information associated with the player ID stored in the player information storage unit 181 based on the received generation and decomposition information (S3).

[0147] Furthermore, when the solo play selection operation section 30b or the multiplay selection operation section 30c of the menu bar 30 is tapped, various setting screens are displayed. When settings are made on the setting screen, the card battle game execution control section 71a transmits start information from the player terminal 1 to the server 100 via the communication control section 75a, and executes a card battle game execution process (P4). When the card battle game execution control section 171a of the server 100 receives the start information, it determines an opponent and executes a card battle game execution process (S4).

[0148] 20 is a flowchart illustrating an example of the card battle game execution process (P4) in the player terminal 1. When the card battle game execution process is started, the card battle game execution control unit 71a transmits deck information to be used in the card battle game to the server 100 via the communication control unit 75a (P4-1).

[0149] The area setting unit 72a executes an area setting process for setting areas in which cards are placed on the battle screen (P4-2). Here, the area setting unit 72a sets, for example, deck areas 44a and 44b in which unused cards are placed, hand areas 45a and 45b in which hand cards are placed, and fields 46a and 46b in which cards played from among cards displayed in the hand area 45b are placed. Note that the area setting unit 72a also sets areas other than the areas in which cards are placed on the battle screen.

[0150] The display control unit 73a displays whether the player is going to play first or second on the display 26 based on the initial information (first / second player information) sent from the server 100, as shown in Fig. 8A (P4-4). After that, the card battle game execution control unit 71a executes an initial card determination process for determining initial cards based on the initial information (exchange information) (P4-5). Here, the display control unit 73a places three initial candidate cards in the initial card display area 60 based on the initial information (first / second player information), as shown in Fig. 8B, and displays an exchange display area 61 for placing cards to be exchanged on the display 26.

[0151] 8C, when the determination button 62 is tapped by the player, the card battle game execution control unit 71a returns the cards moved to the exchange display area 61 to the deck area 44a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards equal to the number of exchanged initial candidate cards as initial cards. The card battle game execution control unit 71a then transmits initial card information indicating the initial cards to the server 100 via the communication control unit 75a, and receives information on the number of cards of the opponent (P4-6).

[0152] Based on the area set in P4-2, the display control unit 73a displays the battle screen on the display 26 as shown in Fig. 9A, and places the determined initial card identifiably in the hand area 45a. Also, based on the received number information of the opponent, the display control unit 73a places three cards indistinguishably in the hand area 45b (P4-7).

[0153] After that, the card battle game execution control unit 71a determines whether it is the player's turn based on the first / second player information or the turn start information sent from the server 100 (P4-8). If it is the player's turn (YES in P4-8), the card battle game execution control unit 71a executes a player's turn control process (P5). On the other hand, if it is not the player's turn, i.e., if it is the opponent's turn (NO in P4-8), the card battle game execution control unit 71a executes an opponent's turn control process (P6).

[0154] Then, if the outcome has not been determined (NO in P4-9), the card battle game execution control unit 71a returns the process to P4-8, and if the outcome has been determined (YES in P4-9), it executes a card battle game termination process to end the card battle game (P4-10), and ends the card battle game execution process.

[0155] Fig. 21 is a first flowchart for explaining an example of the player's turn control process (P5) in the player terminal 1. Fig. 22 is a second flowchart for explaining an example of the player's turn control process (P5) in the player terminal 1. When the player's turn starts, the display control unit 73a displays an image with "YOUR TURN" written on it, indicating that it is the player's turn, on the display 26, as shown in Fig. 9B (P5-1).

[0156] The card battle game execution control unit 71a determines one of the cards in the deck area 44a by lottery (P5-2). The display control unit 73a then arranges the determined card in the hand area 45a so that it can be identified. The communication control unit 75a then transmits card information of the determined card to the server 100 (P5-3). The card battle game execution control unit 71a then adds 1 to the play points (P5-4). The display control unit 73a then updates and displays the play point display unit 48a.

[0157] The card battle game execution control unit 71a also checks whether there is an ability 55 that will be activated when the player's turn starts, and if there is an ability 55 that will be activated when the player's turn starts, executes a situation confirmation process to activate that ability 55 (P5-5). The card battle game execution control unit 71a then determines whether the vitality 42a of the player's leader 41a or the vitality 42b of the opponent's leader 41b has become 0, that is, whether victory or defeat has been decided (P5-6). If victory or defeat has been decided (YES in P5-6), the current turn control process ends, and if victory or defeat has not been decided (NO in P5-6), the process proceeds to P5-7.

[0158] If a card is played (YES in P5-7), that is, if a card placed in the hand area 45a is placed on the field 46a, the card battle game execution control unit 71a subtracts the play points by the cost 54 of the card placed on the field 46a, as shown in Fig. 10A (P5-8). In addition, the display control unit 73a updates and displays the play point display area 48a.

[0159] Furthermore, if the played card is a follower card or an amulet card, the display control unit 73a displays the card on the field 46a (P5-9). Furthermore, the card battle game execution control unit 71a checks the ability 55 of the played card, and activates the ability 55 (fanfare) if the card has an ability 55 (fanfare) to be activated when the card is placed on the field 46a (P5-10). The communication control unit 75a transmits card information of the played card to the server 100 (P5-11). Then, the card battle game execution control unit 71a judges whether the outcome of the game has been decided (P5-12). If the outcome of the game has been decided (YES in P5-12), the current turn control process is terminated, and if the outcome of the game has not been decided (NO in P5-12), the process proceeds to P5-13.

[0160] If the player's operation causes a card placed on the field 46a to be attacked by the opponent's follower card or the leader 41b (YES in P5-13), the card battle game execution control unit 71a executes an attack determination process (P5-14). In the attack determination process, the vitality of the attacked opponent's follower card or the leader 41b is subtracted, and the vitality of the attacking follower card is subtracted. In addition, the display control unit 73a executes a performance when an attack occurs.

[0161] The communication control unit 75a also transmits attack information indicating the attacked follower card and the attacked opponent's follower card or leader 41b to the server 100 (P5-15). The card battle game execution control unit 71a then determines whether the outcome of the game has been determined (P5-16). If the outcome has been determined (YES in P5-16), the current turn control process ends, and if the outcome has not been determined (NO in P5-16), the process proceeds to P5-21 in FIG. 22.

[0162] The card battle game execution control unit 71a determines whether a card displayed on the field 46a has been tapped (P5-21). If a card has been tapped (YES in P5-21), the display control unit 73a displays the card details tab 63 shown in Fig. 12A and Fig. 13. Note that, here, if an evolvable card has been tapped, the display control unit 73a displays the card details tab 63 by referring to pre-evolution and post-evolution performance information associated with the card.

[0163] In addition, when a special card that has been changed from a specific card through evolution is tapped, the display control unit 73a refers to performance information of the corresponding specific card before evolution and performance information of the current special card, and displays the card details tab 63. That is, even when a special card displayed on the field 46a is tapped, the card details tab 63 displays performance information of the card before evolution and performance information of the card after evolution. However, the contents displayed on the card details tab 63 are not particularly limited. For example, the card details tab 63 of the special card may display only performance information of the card after evolution.

[0164] Then, if the tapped card is an evolvable card (YES in P5-23) and is currently evolvable (YES in P5-24), the card battle game execution control unit 71a activates the evolution button 63a (P5-25). Here, it is determined that evolution is possible if the current turn is an evolvable turn and the card has evolution points. Here, the display control unit 73a also displays the evolution button 63a in the card details tab 63.

[0165] The card battle game execution control unit 71a determines whether the evolution button 63a displayed in the card details tab 63 and enabled has been tapped (P5-26). If the evolution button 63a has been tapped (YES in P5-26), the card battle game execution control unit 71a determines whether the tapped card is a specific card (P5-27). If the tapped card is a specific card (YES in P5-27), the card battle game execution control unit 71a determines whether a specific condition is met, that is, whether a specific card is displayed on the field 46a (P5-28). If the specific condition is met (YES in P5-28), the display control unit 73a displays a special card selection screen on the display 26 (P5-29).

[0166] In addition, if the selection operation section 63b on the special card selection screen is tapped (YES in P5-30), if the evolution button 63a is tapped for a card other than a specific card (NO in P5-27), or if the specific condition is not met when the evolution button 63a is tapped for a specific card (NO in P5-28), the communications control section 75a transmits evolution information indicating the card to be evolved to the server 100 (P5-31).

[0167] The evolution processing unit 74a also subtracts 1 from the evolution points 43a (P5-32). The evolution processing unit 74a also increases and updates the performance (for example, attack power and stamina) of the card to be evolved (P5-33). Here, when the selection operation unit 63b is tapped, the performance is updated to the post-evolution performance of the special card corresponding to the tapped selection operation unit 63b. Also, when the evolution button 63a is tapped, the performance is updated to the post-evolution performance of the card selected by the player. Also, here, the display control unit 73a displays an evolution animation.

[0168] The evolution processing unit 74a also checks the ability 55 of the evolved card, and if there is an ability 55 (at evolution) to be activated when the card evolves, activates that ability 55 (P5-34). The evolution processing unit 74a then determines whether or not the outcome of the game has been determined (P5-35). If the outcome of the game has been determined (YES in P5-35), the process ends for the player's turn, and if the outcome of the game has not been determined (NO in P5-35), the process proceeds to P5-36.

[0169] The card battle game execution control unit 71a judges whether the player's turn has ended in response to the operation of the turn end button 47 by the player (P5-36). If the player's turn has not ended (NO in P5-36), the card battle game execution control unit 71a moves the process to P5-7, and if the player's turn has ended (YES in P5-36), executes the turn end process (P5-37). Here, the ability 55 of the card placed on the field 46a is confirmed, and if there is an ability 55 to be activated at the end of the player's turn, the ability 55 is activated and the result of the game is confirmed. In addition, the communication control unit 75a transmits turn end information indicating that the player's turn has ended to the server 100. If it is determined that the game has ended in the above P5-6, P5-12, P5-16, and P5-35, the communication control unit 75a transmits win / loss information indicating that the game has ended to the server 100.

[0170] FIG. 23 is a flowchart for explaining an example of the opponent's turn control process (P6) in the player terminal 1. When the opponent's turn starts, the display control unit 73a displays an image with "EMEMY TURN" written on it, indicating that it is the opponent's turn, on the display 26, as shown in FIG. 10B (P6-1). In addition, the card battle game execution control unit 71a adds 1 to the opponent's play points (P6-2). In addition, the display control unit 73a updates and displays the play point display unit 48b.

[0171] The display control unit 73a determines whether the number information has been received via the communication control unit 75a (P6-3). If the number information has been received (YES in P6-3), the display control unit 73a arranges the cards in an indistinguishable manner in the hand area 45b based on the number information (P6-4).

[0172] The card battle game execution control unit 71a determines whether play information has been received via the communication control unit 75a (P6-5). If play information has been received (YES in P6-5), the card battle game execution control unit 71a subtracts the play points by the cost of the played card, 53 (P6-6). In addition, the display control unit 73a updates and displays the play point display unit 48b.

[0173] Furthermore, if the played card is a follower card or an amulet card, the display control unit 73a displays the card identifiably on the field 46b (P6-7). Furthermore, the card battle game execution control unit 71a checks the ability 55 of the played card, and activates the ability 55 if there is an ability 55 to be activated (P6-8). The card battle game execution control unit 71a then determines whether the outcome of the game has been decided (P6-9). If the outcome of the game has been decided (YES in P6-9), the opponent turn process ends, and if the outcome of the game has not been decided (NO in P6-9), the process proceeds to P6-10.

[0174] The card battle game execution control unit 71a determines whether attack information has been received via the communication control unit 75a (P6-10). If attack information has been received (YES in P6-10), the card battle game execution control unit 71a executes an attack determination process (P6-11). In the attack determination process, the strength of the attacked follower card or the leader 41a of the player is subtracted, and the strength of the attacking follower card is subtracted. In addition, the display control unit 73a executes a presentation for the attack.

[0175] The card battle game execution control unit 71a then determines whether the outcome has been determined (P6-12). If the outcome has been determined (YES in P6-12), the opponent turn process ends, and if the outcome has not been determined (NO in P6-12), the process proceeds to P6-13.

[0176] The evolution processing unit 74a judges whether evolution information has been received via the communication control unit 75a (P6-13). If evolution information has been received (YES in P6-13), the evolution processing unit 74a subtracts the evolution points 43b (P6-14). The display control unit 73a updates and displays the evolution points 43b. The evolution processing unit 74a also increases and updates the performance (e.g., attack power and stamina) of the follower card to be evolved (P6-15). The evolution processing unit 74a also checks the ability 55 of the evolved card, and if there is an ability 55 to be activated, activates the ability 55 (P6-16). The evolution processing unit 74a then judges whether the outcome of the battle has been decided (P6-17). If the outcome of the battle has been decided (YES in P6-17), the opponent turn process is terminated, and if the outcome of the battle has not been decided (NO in P6-17), the process proceeds to P6-18.

[0177] The card battle game execution control unit 71a judges whether or not turn end information has been received via the communication control unit 75a (P6-18). If the turn end information has been received (YES in P6-18), the card battle game execution control unit 71a executes a turn end process (P5-19). Here, the card battle game execution control unit 71a checks the abilities 55 of the cards placed on the field 46b. If there is an ability 55 that will be activated at the end of the opponent's turn, the ability 55 is activated and the outcome of the game is confirmed. If it is determined in the above P6-9, P6-12, P6-17, and P6-19 that the outcome of the game has been decided, the communication control unit 75a transmits win / loss information indicating that the outcome of the game has been decided to the server 100.

[0178] 24 is a flowchart explaining an example of the card battle game execution process (S4) in the server 100. When the card battle game execution process starts, the communication control unit 172a receives deck information from the player and the opponent's player terminal 1 (S4-1). Then, the card battle game execution control unit 171a determines who will play first and who will play second (S4-2), assigns indexes to cards included in the deck information (S4-3), and causes the player and the opponent's player terminal 1 to receive the initial information (S4-4).

[0179] The card battle game execution control unit 171a judges whether card information has been received via the communication control unit 172a (S4-5). If card information has been received (YES in S4-5), the communication control unit 172a causes the opponent player terminal 1, which is different from the player terminal 1 that received the card information, to receive the number information (P4-6).

[0180] The card battle game execution control unit 171a determines whether play information has been received via the communication control unit 172a (S4-7). If play information has been received (YES in S4-7), the communication control unit 172a causes an opponent player terminal 1, different from the player terminal 1 that received the play information, to receive the play information (S4-8).

[0181] The card battle game execution control unit 171a determines whether attack information has been received via the communication control unit 172a (S4-9). If attack information has been received (YES in S4-9), the communication control unit 172a causes an opponent player terminal 1, different from the player terminal 1 that received the attack information, to receive the attack information (S4-10).

[0182] The card battle game execution control unit 171a determines whether evolution information has been received via the communication control unit 172a (S4-11). If evolution information has been received (YES in S4-11), the communication control unit 172a causes an opponent player terminal 1, different from the player terminal 1 that received the evolution information, to receive the evolution information (S4-12).

[0183] The card battle game execution control unit 171a determines whether turn end information has been received via the communication control unit 172a (S4-13). If the turn end information has been received (YES in S4-13), the communication control unit 172a causes the opponent player terminal 1, which is different from the player terminal 1 that received the turn end information, to receive the turn end information and turn start information (S4-14).

[0184] The card battle game execution control unit 171a judges whether or not win / loss information has been received via the communication control unit 172a (S4-15). If win / loss information has been received (YES in S4-15), the card battle game execution control unit 171a executes a win / loss check process to check whether the win / loss is correct based on the information received so far (S4-16). If the win / loss check process judges that the win / loss is correct, the card battle game execution control unit 171a calculates the battle points of the player and the opponent (S4-17). The communication control unit 172a also causes the player terminal 1 to receive the battle points, and ends the card battle game execution process.

[0185] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope.

[0186] In the above embodiment, a digital card game has been described as an example, but the genre and content of the game are not particularly limited, and may be, for example, a simulation game. In any case, it is sufficient that the game is a competitive game using game media, and the opponent is not limited to a human being, but may be a computer. Therefore, the game media is not limited to digital cards, and may be, for example, characters, units, pieces, or other game media provided in the game.

[0187] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processes. However, the functions of the server 100 in the above embodiment may be provided in the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided in the server 100. Also, a communication function is not essential, and for example, the game device G may be capable of executing a computer match or a match between multiple players. In any case, the information processing program may cause a computer to perform the following processes.

[0188] (Processing performed by a computer) A process (in an embodiment, P5-9 and P6-7 as examples) of displaying the player's game medium and the opponent's game medium in an identifiable manner in the placement area (in an embodiment, P5-9 and P6-7 as examples) among multiple game media (in an embodiment, digital cards as an example) whose display manner and performance are linked. A process for progressing a game based on an operation input to at least the game media displayed in the placement area (in an embodiment, the processes of FIGS. 20 to 24 as an example). When a specific game medium (in an embodiment, as an example, a card with the card name "Bear") that is linked to a specific display mode (in an embodiment, as an example, the pre-evolution illustration in the top row of FIG. 15 ) and specific performance (in an embodiment, as an example, the pre-evolution ability in the top row of FIG. 15 ) among a plurality of game media is displayed in the arrangement area, and a specific operation input (in an embodiment, as an example, tapping a card displayed on the field 46a) is made to the specific game medium, and a specific condition (in an embodiment, as an example, the specific card being displayed on the field 46a) is not satisfied, A process (in an embodiment, as an example, P5-33) in which either one or both of a specific display mode and a specific performance is changed to a preset display mode (in an embodiment, as an example, the post-evolution illustration in the top row of FIG. 15) or performance (in an embodiment, as an example, the post-evolution ability in the top row of FIG. 15), and when a specific condition is satisfied, either one or both of a specific display mode and a specific performance is changed to one of a plurality of display modes (in an embodiment, as an example, the pre-evolution illustrations in the second to fourth rows of FIG. 15) or performance (in an embodiment, as an example, the post-evolution abilities in the second to fourth rows of FIG. 15).

[0189] In addition, the multiple game media may include multiple special game media (in an embodiment, as an example, special cards) whose display appearance and / or performance differ from that of a specific game medium, and when specific conditions are met, the specific game medium may be changed to one of the multiple special game media.

[0190] Furthermore, when a specific condition is satisfied, the computer may further execute a process (in the embodiment, as an example, P5-29) of having the player select one of a plurality of special game media. In this case, the specific game media may be changed to the special game media selected by the player.

[0191] In addition, either or both of the display mode and performance of the special game medium may be different from a preset display mode or performance that changes when a specific condition is not satisfied.

[0192] Also, when a player's operation input during a predetermined period satisfies a preset condition, it may be determined that a specific condition is satisfied.

[0193] In the above embodiment, three special cards are linked to the specific card, but the special cards linked to the specific card may be added or changed, for example, by an update. In this case, for example, a plurality of special cards may be linked to the specific card in advance, and at a predetermined date and time, a special card selectable by the player may be automatically added. At this time, for example, a new card may be added or changed to a database of cards stored in the server 100. Also, for example, a special card may be manually added or changed by an administrator.

[0194] The program in the above embodiment may be stored in a non-transitory computer-readable storage medium and provided as a storage medium. Furthermore, the program may be provided as a game terminal device or an information processing system including the storage medium. The above embodiment may also be an information processing method for implementing each function and step shown in the flowchart. [Explanation of symbols]

[0195] 1A Terminal control unit 46a, 46b field 73a Display control unit 74a Evolution Processing Section 100A Server control unit

Claims

1. a process of identifiably displaying the player's game media and the opponent's game media among a plurality of game media whose display modes and performances are linked in the placement area; a process of progressing a game based on an operation input to the game content displayed in at least the placement area; a process of changing one or both of the specific display mode and the specific performance to a preset display mode or performance when a specific game medium associated with a specific display mode and specific performance among the plurality of game media is displayed in the placement area and a predetermined operation input is performed on the specific game medium and a preset specific condition is not satisfied; a process of, when the specific game medium is displayed in the placement area and the predetermined operation input is performed on the specific game medium, and when the specific condition is satisfied, identifiably displaying a plurality of special game media on a selection screen that are different from the specific game medium in either one or both of a display mode and performance, and allowing a player to select one of the special game media on the selection screen; a process of changing the specific game medium to the special game medium selected by the player when the special game medium is selected on the selection screen; An information processing program that causes a computer to carry out the above.

2. The plurality of special game media have different display modes, the plurality of special game media having different display modes are displayed on the selection screen; The information processing program according to claim 1 .

3. The plurality of game media are each associated with different identification information, the identification information of the special game medium that becomes selectable when the predetermined operation input is made to the specific game medium is partially common to the identification information of the specific game medium for which the predetermined operation input is made; 3. The information processing program according to claim 1.

4. When the specific condition is not satisfied, one or both of the display mode and performance of the special game medium are changed and are different from the preset display mode or performance.

3. The information processing program according to claim 1.

5. When the progress of the game during a predetermined period satisfies a preset condition, it is determined that the specific condition is satisfied.

3. The information processing program according to claim 1.

6. 1. An information processing method performed by one or more computers, comprising: a process of identifiably displaying the player's game media and the opponent's game media among a plurality of game media whose display modes and performances are linked in the placement area; a process of progressing a game based on an operation input to the game content displayed in at least the placement area; a process of changing one or both of the specific display mode and the specific performance to a preset display mode or performance when a specific game medium associated with a specific display mode and specific performance among the plurality of game media is displayed in the placement area and a predetermined operation input is performed on the specific game medium and a preset specific condition is not satisfied; a process of, when the specific game medium is displayed in the placement area and the predetermined operation input is performed on the specific game medium, and when the specific condition is satisfied, identifiably displaying a plurality of special game media on a selection screen that are different from the specific game medium in either one or both of a display mode and performance, and allowing a player to select one of the special game media on the selection screen; a process of changing the specific game medium to the special game medium selected by the player when the special game medium is selected on the selection screen; An information processing method including:

7. one or more computers; The computer a process of identifiably displaying the player's game media and the opponent's game media among a plurality of game media whose display modes and performances are linked in the placement area; a process of progressing a game based on an operation input to the game content displayed in at least the placement area; a process of changing one or both of the specific display mode and the specific performance to a preset display mode or performance when a specific game medium associated with a specific display mode and specific performance among the plurality of game media is displayed in the placement area and a predetermined operation input is performed on the specific game medium and a preset specific condition is not satisfied; a process of, when the specific game medium is displayed in the placement area and the predetermined operation input is performed on the specific game medium, and when the specific condition is satisfied, identifiably displaying a plurality of special game media on a selection screen that are different from the specific game medium in either one or both of a display mode and performance, and allowing a player to select one of the special game media on the selection screen; a process of changing the specific game medium to the special game medium selected by the player when the special game medium is selected on the selection screen; A game device that performs the above.