Program, game control method, game device, and game system

JP2024103679A5Active Publication Date: 2025-03-26KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024089302
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-31
Publication Date
2025-03-26
Estimated Expiration
2039-11-29

AI Technical Summary

Technical Problem

Existing game systems lack interest and engagement as players focus solely on maximizing scores by arranging blocks without gaps, leading to repetitive gameplay.

Method used

A game system that allows players to associate objects with varying constituent quantities, includes a selection process for options, and grants benefits based on these associations, with an upper limit, until a predetermined end condition is met, incorporating a training part, battle part, and reinforcement part.

Benefits of technology

Enhances gameplay interest by introducing variability and rewards, making the game more engaging through dynamic interactions and benefits based on object associations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance amusement of a game.SOLUTION: A program for executing a game in which a second object is associated with a first object having an associative upper limit causes a computer to execute: a selection process to allow a user to select any one of a plurality of options in which the second object which may have different constituent quantities are associated with each other; an association process to associate the second object that is associated with the option selected by the user with the first object, when the second object can be associated with the first object in the relationship between the upper limit of the first object and the constituent quantity of the second object that is already associated with the first object; and a privilege imparting process in which the selection process and the association process are repeatedly executed, and a privilege is imparted according to the second object associated with the first object in the association process until a predetermined end condition is satisfied.SELECTED DRAWING: Figure 11
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Description

[Technical field]

[0001] The present invention relates to a program, a game control method, a game device, and a game system. [Background technology]

[0002] Conventionally, games in which one object is associated with another object are known. Patent Document 1 discloses a game system in which, when a user places a predetermined number of blocks of the same attribute adjacent to each other, the blocks are erased and a score is added according to the number of erased blocks. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2010-088664 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game system disclosed in Patent Document 1, the user tends to concentrate on arranging the blocks without gaps so as to increase the score, which limits the entertainment value.

[0005] SUMMARY OF THE PRESENT EMBODIMENT In view of the above problems, an object of the present invention is to improve the entertainment value of games. [Means for solving the problem]

[0006] The program of the present invention is a program for executing a game in which a second object is associated with a first object having an upper limit on the number of objects that can be associated, the program causing a computer to execute a selection process that allows a user to select one of a plurality of options with which second objects, which may have different configuration quantities, are associated, an association process that associates the second object associated with the option selected by the user with the first object if it can be associated with the first object in relation to the upper limit of the first object and the configuration quantity of the second objects already associated with the first object, and a bonus granting process that repeatedly executes the selection process and the association process and grants a bonus according to the second object associated with the first object by the association process until a predetermined termination condition is satisfied. [Brief description of the drawings]

[0007] [Figure 1] FIG. 13 is a diagram showing an example of an event deck display screen. [Diagram 2] FIG. 13 is a diagram showing an example of an ability list screen when the main character is a pitcher. [Diagram 3] FIG. 13 is a diagram showing an example of an ability list screen when the main character is a pitcher. [Figure 4] FIG. 1 is a diagram showing an example of a general main screen. [Diagram 5] FIG. 13 is a diagram showing an example of a general practice screen when practice is selected. [Figure 6] FIG. 13 is a diagram showing an example of a setting screen for increasing basic abilities. [Figure 7] FIG. 13 is a diagram showing an example of a setting screen for acquiring a special ability. [Figure 8] FIG. 4 is a diagram showing an example of a main screen according to the embodiment; [Figure 9A] FIG. 13 is a diagram illustrating an example of a warehouse object. [Figure 9B] FIG. 13 is a diagram showing an example of a cargo object placed in a warehouse. [Figure 9C] FIG. 13 is a diagram showing an example of a cargo object placed in a warehouse. [Figure 10] FIG. 13 is a diagram showing an example of a cargo attribute TBL. [Figure 11] FIG. 13 is a diagram showing an example of a practice screen when the conditions for a shipping bonus are met. [Figure 12] FIG. 13 is a diagram showing an example of a practice screen in a state where the conditions for the shipping tagging practice are satisfied. [Figure 13] FIG. 13 is a diagram showing an example of a departure screen when departing. [Figure 14A] FIG. 13 is a diagram showing an example of a destination map screen when selecting a destination. [Figure 14B] FIG. 13 is a diagram showing an example of a departure destination map screen when departure is not possible. [Figure 15] FIG. 13 is a diagram showing an example of a bonus award screen when a bonus is awarded. [Figure 16] FIG. 13 is a diagram showing an example of an updated destination map screen. [Figure 17] FIG. 1 is a diagram illustrating an example of an overall configuration of a game system. [Figure 18] FIG. 2 is a diagram illustrating an example of a functional configuration of the game device. [Figure 19A] 11 is a flowchart showing an example of a basic processing procedure by the game device. [Figure 19B] 11 is a flowchart showing an example of a basic processing procedure by the game device. [Figure 20] 13 is a flowchart showing an example of a processing procedure related to cargo. [Figure 21] 13 is a flowchart showing an example of a processing procedure related to departure. [Figure 22] FIG. 13 is a diagram showing an example of a practice TBL. [Figure 23] FIG. 13 is a diagram showing an example of a selling price TBL. [Figure 24A] FIG. 2 is a diagram showing an example of destination-related information. [Figure 24B] FIG. 2 is a diagram showing an example of destination-related information. [Figure 24C]FIG. 2 is a diagram showing an example of destination-related information. [Figure 25A] FIG. 11 is a diagram showing an example of cargo loading information. [Figure 25B] FIG. 11 is a diagram showing an example of cargo loading information. [Figure 25C] FIG. 11 is a diagram showing an example of cargo loading information. [Figure 25D] FIG. 11 is a diagram showing an example of cargo loading information. [Figure 26A] FIG. 11 is a diagram showing an example of cargo display information. [Figure 26B] FIG. 11 is a diagram showing an example of cargo display information. [Figure 26C] FIG. 11 is a diagram showing an example of cargo display information. [Figure 27A] FIG. 11 is a diagram showing an example of privilege granting information. [Figure 27B] FIG. 11 is a diagram showing an example of privilege granting information. [Figure 27C] FIG. 11 is a diagram showing an example of privilege granting information. [Figure 27D] FIG. 11 is a diagram showing an example of privilege granting information. [Figure 28] FIG. 11 is a diagram showing an example of option-related information. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0009] [1. Game Description] Below, an overview of a game suitable for application of the present invention will be described using a screen displayed on a liquid crystal display panel equipped with a touch panel on a game device described later.

[0010] The game of this embodiment is mainly related to a baseball game. The game of this embodiment is composed of a number of parts according to the purpose, including a development part, a match part, an acquisition part, and an strengthening part. The development part is a part in which a character is developed. In this embodiment, in the development part, a pitcher or fielder (including a catcher) character is developed. The match part is a part in which a match is played using the characters developed in the development part. In this embodiment, in the match part, a baseball team including the pitcher and fielder characters developed in the development part plays a match against another team. The acquisition part is a part in which a character (an event character, described later) that can be used when developing a character in the development part can be obtained. The strengthening part is a part in which an event character is strengthened by, for example, combining the event characters obtained in the acquisition part.

[0011] The training part of the game will be explained in detail below. In the training part, the main character to be trained practices baseball at a high school, and through various events, the main character is trained as a pitcher or fielder. Note that in the training part of this embodiment, multiple scenarios are prepared, and the high school to which the main character advances varies depending on the scenario. In the game of this embodiment, the high school to which the main character advances is determined by the user selecting one of the scenarios.

[0012] When a scenario is selected, the user first determines basic information of the main character. The basic information includes the name of the main character, the position of the main character, the dominant arm of the main character, the batting form of the main character, and if the main character is a pitcher, the pitching form is also determined. The position of the main character is selected from pitcher, catcher, first baseman, second baseman, third baseman, shortstop, and outfielder. In the following, positions other than pitcher will be described as fielders. The dominant arm of the main character is selected to be right-handed or left-handed, and is also selected to be right-handed, left-handed, or switch hitter. The batting form of the main character is selected by the user from multiple types such as standard and open stance. Furthermore, the pitching form is selected by the user from multiple types such as overhand, three-quarter, sidearm, and underhand. Furthermore, when determining the basic information of the main character, preset basic information may be displayed on the screen first, and the user may change the basic information.

[0013] Once the basic information of the main character is determined, the event deck is set. The event deck is a deck for setting event characters who will be teammates with the main character and practice together at the high school to which the main character will attend. An event character is a character that affects the development of the main character (has an advantageous effect on the user) when an event occurs during the development process of the main character, and the user selects an event character to be set in the event deck from among the event characters possessed. Event characters can be acquired as a reward for winning in the battle mode or by lottery. In addition, before starting a scenario in the development part, the user can increase the level of the event character in advance. The higher the level of the event character, the higher the increase in the ability of the main character through practice and the initial evaluation of the main character, and therefore the more advantageously the scenario can be advanced.

[0014] FIG. 1 shows an example of an event deck display screen G100. When setting up an event deck, the display screen G100 shown in FIG. 1 is displayed. The deck name is displayed in the display area A110. The user can pre-register the combination of event characters in the event deck before starting a scenario in the training part. The change button B1101 is a button for changing the deck name.

[0015] The selected event character is displayed in the display area A112. A maximum of six event characters can be set in the event deck. Event characters are selected from the event characters owned by the user, but some event characters owned by other users can be selected. For example, depending on the type of scenario, the user may not have an event character required to advance advantageously in that scenario. Even in such a case, if the user can select an event character owned by another user, the user can advance advantageously in that scenario and enjoy the game in that scenario.

[0016] Display area A111 displays the rarity of each event character. Rarity indicates how difficult it is to obtain, and there are six types of rarity: "Normal (N)", "Powerful Normal (PN)", "Rare (R)", "Powerful Rare (PR)", "Super Rare (SR)", and "Powerful Super Rare (PSR)". The rarity increases in the order of N, PN, R, PR, SR, and PSR, and the higher the rarity, the greater the benefit when training the main character when an event occurs. Also, display area A113 displays the level of the event character.

[0017] In addition, each event character may be associated with a favorite practice, and when certain conditions are met, the main character may learn tips on abilities from the event character or an event may occur when the event character practices the favorite practice together with the main character. The certain conditions will be described later.

[0018] In the display area A114, a list of the favorite practices of the event character is displayed, and the types of practices are composed of "batting", "muscle strength", "base running", "arm strength", "pitch speed", "control", "stamina", "curve ball", "defense", and "mental". When an event character is set in the event deck, the number of event characters that become the favorite practice is displayed in the display area A115. In the example shown in FIG. 1, it is shown that one event character whose favorite practice is batting, two event characters whose favorite practice is muscle strength, one event character whose favorite practice is base running, one event character whose favorite practice is arm strength, and one event character whose favorite practice is mental are set. Note that an event character may have two or more favorite practices, and when an event character with two or more favorite practices is set in the event deck, the total number displayed in the display area A115 is increased accordingly.

[0019] Once the event character has been set in the event deck as described above, the next step is to select a game item. Game items can be acquired as rewards for winning in battle mode or by lottery, and users can use up to two game items in the training part. Types of game items include items to increase the event occurrence rate, items to recover stamina, and items to reduce the occurrence rate of injury.

[0020] Once the selection of game items has been completed as described above, the scenario begins. Before describing the contents of the scenario, the ability values ​​of the main character to be trained will be described. FIG. 2 shows an example of an ability list screen G200 in which the main character is trained as a fielder. The main character is displayed in the display area A210. The appearance of the main character is determined when determining the main character's basic information, but can be changed after the main character is trained.

[0021] The display area A211 displays the name of the main character. The name of the main character is decided when deciding the main character's basic information, but can be changed after the main character is trained. The display area A212 displays the number of the main character's position. If the position is catcher, the number 2 is displayed; if it is first baseman, the number 3 is displayed; if it is second baseman, the number 4 is displayed; if it is third baseman, the number 5 is displayed; if it is shortstop, the number 6 is displayed; if it is left field, the number 7 is displayed; if it is center field, the number 8 is displayed; and if it is right field, the number 9 is displayed.

[0022] The batting form and dominant hand of the main character are displayed in the display area A213, and are determined when determining the main character's basic information. The position of the main character is displayed in the display area A214, and are determined when determining the main character's basic information. It is also possible to train the main character to be able to play defense in multiple positions, in which case multiple positions can be displayed.

[0023] The display areas A215 to A221 display the basic abilities of a fielder. The basic abilities displayed in the display areas A216 to A221 are displayed in eight levels of evaluation rank: S, A, B, C, D, E, F, and G. If the ability value is 90 or more, it is S, if it is 80 to 89, it is A, if it is 70 to 79, it is B, if it is 60 to 69, it is C, if it is 50 to 59, it is D, if it is 40 to 49, it is E, if it is 20 to 39, it is F, and if it is 19 or less, it is G.

[0024] In the display area A215, basic abilities related to "trajectory" are displayed, and are expressed as evaluation ranks from 1 to 4. The higher the number, the higher the trajectory of the ball when batting, and the easier it is to hit a home run. In the display area A216, basic abilities related to "meet" are displayed, and the higher the ability of "meet", the easier it is to hit the ball with the bat and get a hit. In the display area A217, basic abilities related to "power" are displayed, and the higher the ability of "power", the easier it is to hit a long hit when batting. In the display area A218, basic abilities related to "running ability" are displayed, and the higher the ability of "running ability", the faster the base running will be, and the easier it is to get an infield hit. In the display area A219, basic abilities related to "shoulder strength" are displayed, and the higher the ability of "shoulder strength", the faster the ball can be thrown in defense. In the display area A220, basic abilities related to "defensive ability" are displayed, and the higher the ability of "defensive ability", the wider the defensive range will be. In the display area A221, basic abilities related to "catching" are displayed, and the higher the "catching" ability, the easier it is to catch the ball well defensively and the less likely an error will occur.

[0025] A list of special abilities possessed by the main character is displayed in display area A222, and "Fielder Ability" is displayed in display area A2221. Special abilities are displayed in display area A2222, and in the example shown in Fig. 2, the main character possesses five types of special abilities: "Infield hit", "Pinch hit", "Inside", "Throw", and "Stable form". In other words, the main character is prone to infield hits, his ability value increases when he appears as a pinch hitter, he is good at "inside hits" when batting, he has an accurate throwing direction when defending, and he is in stable form.

[0026] Next, Fig. 3 shows an example of an ability list screen G200 when the main character is trained as a pitcher. Note that explanations of the content that overlaps with the case of a fielder shown in Fig. 2 will be omitted. Note that in the case of a pitcher, the display area A212 displays "1", which is the number of the main character's position.

[0027] The pitching form and dominant hand of the main character are displayed in the display area A310, and are determined when determining the main character's basic information. The "pitcher" is displayed in the display area A311.

[0028] In the display area A312, the basic ability related to "ball speed" is displayed, and the maximum ball speed when a fastball is thrown is displayed. In addition, the basic ability displayed in the display areas A313 and A314 is displayed in eight levels, S, A, B, C, D, E, F, and G, just like for fielders, with an ability value of 90 or more being S, 80-89 being A, 70-79 being B, 60-69 being C, 50-59 being D, 40-49 being E, 20-39 being F, and 19 or less being G.

[0029] The display area A313 displays basic abilities related to "control," and the higher the "control" ability, the less likely a pitcher will make a bad pitch and the easier it will be to pitch the ball to the intended course. The display area A314 displays basic abilities related to "stamina," and the higher the "stamina" ability, the less likely the pitcher will get tired and the less likely the ability will decrease in the second half of the game.

[0030] The display area A315 shows the types and amount of change of the curveballs that the main character has mastered. In the example shown in Fig. 3, the main character can throw a "slider" and a "forkball" in addition to a straight ball, and shows that the amount of change of the curveball is medium.

[0031] A list of special abilities possessed by the main character is displayed in display area A316, and "pitcher ability" is displayed in display area A3161. Special abilities are displayed in display area A3162, and in the example shown in Fig. 3, the main character possesses four types of special abilities: "heavy ball," "strikeout," "tenacity," and "toughness." In other words, the main character can throw a heavy ball, making it easy to strike out batters, can pitch with tenacity even when tired, and is not easily shaken even when the ball is hit.

[0032] Next, the details of the scenario contents will be explained. As mentioned above, multiple scenarios are prepared in the training part, and first, the contents common to these scenarios will be explained. Each scenario consists of four sections, with sections 1 to 3 consisting of 12 turns each, and only section 4 consisting of 15 turns. The user can select the practice content and let the main character rest for each turn. Note that, since the high school baseball preliminaries and high school baseball games at Koshien are included from the middle of section 4, if the player loses a game and is eliminated, section 4 will be forced to end.

[0033] In each turn of each section, multiple teammates appear in addition to the main character, and have a significant impact on the main character's training effect. Teammates include event characters set in the event deck, event characters that are predefined for that scenario, and other default characters (non-event characters). Note that the same characters as the event characters that are predefined for that scenario can also be set in the event deck.

[0034] Also, morning and afternoon events may occur with one turn in between. The events that occur include scenario-specific scenario events, event character events by event characters set in the event deck, and event character events by event characters that are predetermined for the scenario. In scenario-specific scenario events, event characters that are predetermined for the scenario mainly appear. Whether an event occurs in the morning or afternoon is predetermined based on the content of the scenario event and the event characters, and the occurrence condition for each event occurs if the event occurrence lottery is won. When these events occur, the main character is given a training effect according to the event that occurred.

[0035] FIG. 4 shows an example of a main screen G400 for each turn. The current section and the current turn (the number of turns remaining in the current section) are displayed in a display area A401. The main character's school year, month, and week in the current section and turn are displayed in a display area A402. An icon indicating the main character's motivation parameter is displayed in a display area A414. The type of icon changes in multiple stages according to the main character's motivation parameter, and changes when an event occurs. In addition, when a menu button B403 is selected, a menu screen is displayed, allowing the user to check the settings or interrupt the scenario.

[0036] Display area A404 displays the main character's current stamina gauge, and if you choose to practice that turn, the stamina gauge will go down, and if you take a rest or go on a date, the stamina gauge will go up. Display area A405 displays the main character's name and the current evaluation rank of his basic abilities. In the example shown in FIG. 4, the main character is trained as a fielder, so the current evaluation ranks of the aforementioned "trajectory," "batting," "power," "running ability," "arm strength," and "defensive ability" are displayed. If the main character is trained as a pitcher, "ball speed," "control," "stamina," and "type and amount of change in curveball" are displayed.

[0037] In each turn, the user can select what to do in that turn from among multiple options P407, P408, P411 to P413. If option P410 is selected, the turn will not be consumed. Also, the content of option P409 varies depending on the type of scenario, and some options consume a turn and some do not. Next, the content of each option will be explained.

[0038] If the "Rest" option P407 is selected, the player will not practice that turn, but will rest and recover his / her stamina. The amount of stamina recovered is determined by lottery. If the "Practice" option P408 is selected, the screen transitions to a practice screen G500 in FIG. 5, which will be described later, and the user then selects one of several types of practice content. Details of the practice content will be described later. Option P409 is a scenario-specific option, and the content varies depending on the selected scenario.

[0039] When the "ability improvement" option P410 is selected, the user can increase the abilities of the main character by using experience points acquired through practice and events. In other words, when the user wants to increase the main character's basic abilities or acquire special abilities, the user selects this option P410 to increase the main character's abilities. Specific methods for increasing the main character's basic abilities and acquiring special abilities will be described later. When the "hospital visit" option P411 is selected, the main character's illness, etc., is cured with a certain probability. When the "play" option P412 is selected, the main character's physical strength is restored, and furthermore, the main character's motivation parameter is increased by one level with a high probability. When the "date" option P413 is selected, the main character's physical strength is restored.

[0040] Next, a case where the option P408 of "Practice" is selected will be described. FIG. 5 shows an example of a practice screen G500. In the example shown in FIG. 5, the screen shows a state where the practice to train "muscle strength" is provisionally selected by the arrow P510. The display area A501 displays the unconsumed experience points acquired by the main character. Here, the experience points are points required to increase the abilities of the main character, and the display area A501 does not include the experience points consumed by increasing the basic abilities of the main character or acquiring special abilities. There are five types of experience points: "muscle strength", "agility", "technique", "curve ball", and "spirit", and the type and value of the experience points obtained differ depending on the practice content. As shown in FIG. 5, when the practice of "muscle strength" is selected, the experience points of "muscle strength" and the experience points of "spirit" are obtained. In addition, the display area A502 displays the increase in experience points when the practice is selected, and the user can select the practice content while referring to the increase in experience points.

[0041] The display area A505 displays teammates who will participate in the practice. Teammates who participate together are randomly selected from the event characters that are specific to the scenario and that are predetermined, the event characters set in the event deck, other default characters, scouts, and managers. The more teammates who participate together, the more experience points you can get. The display area A506 displays the names of the teammates and the evaluation value of the main character in a gauge. The evaluation value of the main character can be increased by the occurrence of an event that includes the teammate or by practicing with the teammate. The higher the evaluation value of the main character, the more you can acquire tips on special abilities and the greater the increase in experience points. Note that acquiring tips on special abilities reduces the experience points required to acquire the special ability.

[0042] The display area A507 displays the favorite practice associated with that teammate. If the ultimately selected practice matches the favorite practice, the protagonist will receive benefits that are advantageous to his development, such as gaining more experience points. Favorite practices are displayed for event characters set in the event deck and joint practice characters (described later), but are not displayed for event characters (except for those set in the event deck) that are specific to the scenario and are predetermined, and other default characters. It is possible to practice with up to five teammates, and the combination of teammates corresponding to each practice (content) is drawn by lottery every turn.

[0043] Furthermore, if there is an event character among the teammates who practice together whose favorite practice matches the selected practice and whose evaluation value for the main character is a certain value or higher (progression level 1 or higher in the case of a joint practice character), a special practice called special tag practice will be held. When a special tag practice is held, more experience points can be obtained than usual.

[0044] The display area A508 displays the injury rate when that practice is selected. The lower the current physical strength, the higher the injury rate. The user can refer to the injury rate, select the back button B504, return to the main screen G400 in FIG. 4, and reselect "rest", etc. The higher the injury rate, the higher the probability that the main character will be injured when practicing. If the main character is injured, they cannot gain experience points even if they practice.

[0045] A different practice content can be selected from the options P511 to P516, and for example, the user executes the practice by pressing any of the options P511 to P516 with a finger or the like. Furthermore, before finally selecting one of the options P511 to P516, the user can check the amount of experience points that will be increased and the teammates who will practice together if a practice option different from the currently provisionally selected option is finally selected. Furthermore, the level of each practice is displayed on each of the options P511 to P516. The level increases by selecting the same practice multiple times, and the higher the level of the practice, the more experience points can be obtained.

[0046] When the "Strike" option P511 is selected, the experience points required to increase "Meat", one of the main character's basic abilities, are acquired. Specifically, experience points are acquired for "Strength", "Technique", and "Spirit", which are displayed in the display area A501. When the "Strength" option P512 is selected, experience points are acquired for "Strength" and "Spirit", which are displayed in the display area A501.

[0047] When the "base running" option P513 is selected, the experience points required to increase "running ability", one of the basic abilities of the main character, are obtained. Specifically, experience points for "muscle strength" and "agility" displayed in the display area A501 are obtained. When the "shoulder strength" option P514 is selected, the experience points required to increase "shoulder strength", one of the basic abilities of the main character, are obtained. Specifically, experience points for "muscle strength", "agility", and "technique" displayed in the display area A501 are obtained.

[0048] When the "Defense" option P515 is selected, the experience points required to increase "Defense", one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Agility", "Technique", and "Spirit", which are displayed in the display area A501. When the "Mental" option P516 is selected, the main character's physical strength is restored and experience points are obtained for "Technique" and "Spirit", which are displayed in the display area A501.

[0049] Note that the example shown in FIG. 5 is an example of training the main character as a fielder. When training the main character as a pitcher, the practice contents of the options P511 to P516 are different, and are combinations of "ball speed," "control," "stamina," "breaking ball," "defense," and "mentality." The types of experience points are the same as when training the main character as a fielder. Similarly, when training the main character as a pitcher, the types and values ​​of experience points gained differ depending on the practice contents. For example, when training "control," experience points for "technique" and experience points for "mentality" are gained.

[0050] When the "ball speed" option is selected, the experience points required to increase "ball speed," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "strength," "technique," and "spirit," which are displayed in display area A501. When the "control" option is selected, the experience points required to increase "control," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "technique" and "spirit," which are displayed in display area A501.

[0051] When the "Stamina" option is selected, the experience points required to increase "Stamina," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Strength" and "Spirit," which are displayed in display area A501. When the "Curveball" option is selected, the experience points required to increase the type and amount of change in "Curveball," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Technique," "Curveball," and "Spirit," which are displayed in display area A501.

[0052] When the "Defense" option is selected, experience points for "Agility," "Technique," and "Spirit" displayed in display area A501 are gained. When the "Mental" option is selected, the main character's physical strength is restored, and further experience points for "Technique" and "Spirit" displayed in display area A501 are gained.

[0053] Next, a procedure for reflecting experience points obtained through practice etc. in basic abilities and special abilities will be described. When the "ability improvement" option P410 is selected on the main screen G400 shown in FIG. 4, the screen transitions to the screen shown in FIG. 6 below.

[0054] Fig. 6 shows an example of a setting screen G600 for increasing the basic abilities of the main character. Display area A601 displays the evaluation rank and ability value of each basic ability before the ability is increased, and display area A602 displays the evaluation rank and ability value of each basic ability after the ability is increased. Selection button B611 is a button for transitioning to a screen for setting basic abilities, and in the example of Fig. 6, it is shown that the setting screen for basic abilities is selected. Note that when selection button B612 is selected, transition is made to a setting screen for special abilities, which will be described later.

[0055] The currently accumulated experience points are displayed in the display area A603. The experience points required to increase the ability value of each basic ability by 1 are shown in the display area A604, and by selecting the arrow button B613, the currently accumulated experience points can be consumed to increase the ability value of the basic ability.

[0056] In the example shown in FIG. 6, the main character is trained as a fielder, but when trained as a pitcher, the basic abilities are replaced with "pitch speed," "control," and "stamina." Also, a selection button for setting the type and amount of change of a curveball is added, and when the selection button is selected, the type of curveball can be selected. In this case, the experience points required to increase the amount of change of that curveball by 1 are also displayed, and the amount of change of the curveball can be increased by consuming currently accumulated experience points.

[0057] 7 shows an example of a setting screen G700 for acquiring special abilities for the main character. A list of special abilities is displayed in a display area A701, along with the experience points required to acquire each special ability. In addition, by moving the scroll bar displayed in a display area A702, all special abilities can be viewed, and by selecting an arrow button B713, the currently accumulated experience points can be consumed to acquire that special ability.

[0058] Next, the unique characteristics of the scenario described in this embodiment will be described. The scenario according to this embodiment described below is a scenario in which the protagonist character develops by setting sail on a passenger ship, training at a high school at the destination while loading cargo onto the passenger ship and arranging it in a warehouse, and then selling the cargo at the next destination to obtain benefits.

[0059] The six types of practice mentioned above are associated with cargo that may have different configuration quantities and attributes. By selecting one of the six types of practice, the cargo associated with that practice can be loaded onto the passenger ship and placed in the warehouse. The configuration quantity of the cargo associated with the practice varies depending on the number of teammates participating in each practice. In addition, attributes are predefined for each practice for each high school that departs on the passenger ship and anchors, and the attributes of the cargo associated with the practice are the attributes defined for each practice. On the other hand, there are multiple warehouses in which cargo is placed, and each has an upper limit. Therefore, the user selects cargo associated with the practice, taking into account the upper limit of the warehouse and the cargo already placed, so that more cargo can be placed. Since the cargo placed in the warehouse is sold at the next departure destination, the more benefits are given as the cargo is more. In addition, the attributes of the cargo that is sold at a high price differ depending on the departure destination. Therefore, the user selects the cargo associated with the practice, taking into account the attributes of the cargo. A specific example will be described below.

[0060] Fig. 8 shows an example of a main screen G800 displayed in this scenario. Note that the content common to each scenario is the same as in Fig. 4, so a description thereof will be omitted.

[0061] The display area A806 displays the loading status of the cargo currently placed in the warehouse. The display area A807 displays the loading rate of the cargo currently placed in the warehouse. Also, by selecting the "Departure" option P808 on the main screen G800, the screen for departure is displayed. Details of departure will be described later. Also, the display area A809 adjacent to the option P808 displays the bells that have been acquired so far, which will be described later. By acquiring three bells, it is possible to set sail to the departure destination, and it is not possible to set sail until three bells have been acquired. A bell may be associated with one of six types of practice, and a bell can be acquired by selecting a practice with which a bell is associated.

[0062] FIG. 9A is a diagram showing an example of a warehouse object displayed in the display area A806. The warehouses of this embodiment are composed of a first warehouse P901, a second warehouse P902, and a third warehouse P903. Each warehouse has a set upper limit for the amount of cargo that can be placed therein. The first warehouse P901 has an upper limit of quantity of "5", the second warehouse P902 has an upper limit of quantity of "5", and the third warehouse P903 has an upper limit of quantity of "10". The first warehouse P901 and the second warehouse P902 are each composed of five spaces, which indicates that the upper limit of quantity is "5". Identifications No. 1 to No. 5 are associated with each space of the first warehouse P901 and the second warehouse P902 from the left side. In addition, the third warehouse P903 is composed of 10 spaces, which indicates that the upper limit of quantity is "10". Identifications No. 1 to No. 10 are associated with each space of the third warehouse P903 from the left side.

[0063] When placing cargo in a warehouse, it is not possible to place a single cargo across different warehouses. In addition, when placing cargo in a warehouse, it is not possible to place cargo in excess of the upper limit of each warehouse. If you try to place cargo in excess of the upper limit, a message such as "Over" will be displayed, indicating that the cargo cannot be placed. However, if the conditions of the shipping tag described below are met, it is possible to place cargo in excess of the upper limit of each warehouse by compressing the size of the cargo already placed in half. In addition, when placing cargo in a warehouse, it is determined in the order of the first warehouse P901, the second warehouse P902, and the third warehouse P903 whether or not the cargo can be placed, and the warehouse in which it can be placed is given priority.

[0064] FIG. 9B is a diagram showing an example of a state in which cargo is placed in a warehouse. Here, a load P904 with a constituent quantity of "2" is placed in the first warehouse P901. The load P904 is composed of two blocks, which indicates that the constituent quantity is "2". The size of each block of the load and each space in the warehouse is the same. As shown in FIG. 9B, the blocks of the load P904 are displayed overlapping the spaces in the first warehouse P901, thereby expressing the state in which the load P904 is placed in the first warehouse P901. When placing a load, the load is placed in order from one end of the warehouse. If a load has already been placed in the warehouse, the load is placed adjacent to the load already placed without leaving a gap between them. In addition, a "circle" mark is displayed in the area of ​​the load P904 as an example of a mark indicating the attributes of the load. In addition, the color purple is added to the area of ​​the load P904 as an example of a color indicating the attributes of the load.

[0065] FIG. 10 is a diagram showing an example of the cargo attribute TBL 110. As shown in FIG. There are five types of cargo attributes. In this embodiment, there are five types of cargo attributes: "grain" P1001, "plant" P1002, "ore" P1003, "weapon" P1004, and "steel" P1005. In this embodiment, as shown in FIG. 10, the cargo attributes are associated with marks and colors so that the cargo attributes can be distinguished from each other on the appearance. Specifically, the attribute "grain" is associated with the mark "star" and green, the attribute "plant" is associated with the mark "diamond" and blue, the attribute "ore" is associated with the mark "circle" and purple, the attribute "weapon" is associated with the mark "heart" and red, and the attribute "steel" is associated with the mark "triangle" and yellow. Note that the cargo attributes are not limited to marks and colors as long as they can be distinguished from each other on the appearance. For example, different letters, numbers, symbols, patterns, etc. may be associated with each cargo attribute. In addition, in the following explanation, for ease of understanding, the five types of cargo attributes will be explained as the attribute "star", the attribute "diamond", the attribute "circle", the attribute "heart", and the attribute "triangle".

[0066] One of the privileges given when cargo is sold at the departure destination is a privilege to increase the level of practice. In the attribute TBL 110 shown in FIG. 10, each attribute of cargo is associated with a practice that increases the level. Specifically, if the main character is a fielder, the attribute "star" is associated with practice "strength", the attribute "diamond" is associated with practice "batting", the attribute "circle" is associated with practice "base running", the attribute "heart" is associated with practice "arm strength", and the attribute "triangle" is associated with practice "defense". If the main character is a pitcher, the attribute "star" is associated with practice "pitch speed", the attribute "diamond" is associated with practice "control", the attribute "circle" is associated with practice "curve ball", the attribute "heart" is associated with practice "stamina", and the attribute "triangle" is associated with practice "defense".

[0067] In addition, one of the privileges given when cargo is sold at the departure destination is a privilege to give experience points. In the attribute TBL 110 shown in FIG. 10, the type of experience points to be given is associated with each attribute of the cargo. Specifically, if the main character is a fielder, the attribute "star" is associated with the type of experience points "strength", the attribute "diamond" is associated with the type of experience points "technique", the attribute "circle" is associated with the type of experience points "agility", the attribute "heart" is associated with the type of experience points "spirit", and the attribute "triangle" is associated with giving experience points to all types. In addition, if the main character is a pitcher, the attribute "star" is associated with the type of experience points "strength", the attribute "diamond" is associated with the type of experience points "technique", the attribute "circle" is associated with the type of experience points "curveball", the attribute "heart" is associated with the type of experience points "spirit", and the attribute "triangle" is associated with giving experience points to all types.

[0068] FIG. 11 shows an example of a practice screen G1100 to which the screen transitions when the "Practice" option P408 is selected on the main screen G800 in FIG. In the practice screen G1100, cargoes P1101 to P1106 associated with the practice of the options P511 to P516 are displayed in the vicinity of the options P511 to P516. Here, the constituent quantity of the cargoes P1101 to P1106 is displayed as a number, and the attributes of the cargo are displayed as a mark and a color. The constituent quantity of the cargo varies depending on the number of teammates participating in the practice to which the cargo is associated. If there is at least one teammate participating in the practice, the constituent quantity is increased by 1, and if the teammate has an event character set in the event deck, the constituent quantity is increased according to the number of event characters. In addition, the attributes of the cargo are associated with each practice. Each of the six types of practice is associated with one of five types of attributes. However, the attributes of the cargo associated with each practice vary depending on the departure destination. On the other hand, the attributes of the cargo associated with each practice are always the same at the same departure destination.

[0069] In addition, there is a joint training character in this scenario. The joint training character is associated with a departure destination and is a unique character for each departure destination. The joint training character also has a favorite training and an evaluation value for the main character. However, the evaluation value for the main character in the joint training character is different from the evaluation value for the main character in other teammates, and is set as the progress of the evaluation for the main character. The progress of the joint training character increases each time the character practices with the joint training character. For example, the progress of the joint training character increases by one step each time the character practices together with the joint training character. For example, the progress of the joint training character increases by one step, so that the progress of the joint training character increases by one step when the character practices together with the joint training character at a progress level of 0, and the progress of the joint training character increases by one step when the character practices together at a progress level of 1. The progress of the joint training character is maximum at progress level 2. The higher the progress of the main character, the more the character can acquire tips on special abilities and the greater the increase in experience points. Note that the progress of the joint training character is maintained, so that if there is a joint training character who has practiced together at a certain departure destination, when the character returns to the same departure destination, the character can practice with the progress level maintained. It should be noted that the joint training character is not associated with the high school where he / she first practices when the training part begins, i.e., the departure point from which he / she first sets sail.

[0070] Also, on the practice screen G1100, a bell object may be displayed in a position close to the options P511 to P516. On the practice screen G1100, a bell P1107 associated with the practice of option P516 is displayed in a position close to option P516. A bell can be acquired by selecting the practice associated with the bell P1107, and three bells can be acquired to set sail. Note that bells are associated with practices that have five or more teammates or practices that have three or more predetermined event characters or joint practice characters.

[0071] In addition, the display area A1108 displays attributes associated with teammates. If the teammate is a predetermined event character, an event character set in the event deck, or a joint practice character, one of the five types of attributes that are the same as those of cargo is associated with the teammate. That is, the attributes associated with teammates are "star," "diamond," "circle," "heart," and "triangle," just like the attributes of cargo.

[0072] Here, if any teammate practicing together has attributes associated with them that match the attributes of the cargo associated with the selected practice, the conditions for the shipping bonus are met, and more experience points are awarded than if the conditions for the shipping bonus were not met. The practice screen G1100 shows a state in which the option P512 is provisionally selected. The practice of the option P512 is associated with a cargo with a composition quantity of "3" and an attribute of "diamond". In addition, the provisionally selected practice includes a teammate with the attribute "diamond" among the teammates who will practice together. Therefore, the display area A1109 displays the experience points to be added to the experience point type "skill" associated with the attribute "diamond" as a shipping bonus. In addition, the display area A806 displays the loading state when the practice with the composition quantity of "3" and an associated cargo with the attribute "diamond" is provisionally selected by flashing the cargo with the composition quantity of "3" and an attribute of "diamond".

[0073] In this way, when an option that meets the conditions for receiving a shipping bonus is provisionally selected, the user can confirm that the shipping bonus will be provided. Also, when an option in which a cargo is associated with a practice is provisionally selected, the user can confirm the loading status of how the cargo is arranged. Note that, unlike practice options that do not meet the conditions for a shipping bonus, practice options that meet the conditions are displayed with the cargo flashing. Furthermore, on practice screen G1100, the bells acquired up to the present time are displayed in display area A1110 adjacent to display area A806.

[0074] Fig. 12 shows an example of a practice screen G1200 when the "hitting" option P511 is provisionally selected from the practice screen G1100 of Fig. 11. In the display area A505 of the practice screen G1200, an example is shown in which a joint practice character is included as a teammate who practices "hitting" together. The evaluation value gauge displayed in the display area A506 is displayed as a progress level P1201 for the joint practice character. The progress level P1201 shown in Fig. 12 indicates that the progress level is "1".

[0075] Here, in a practice that satisfies both the conditions of the special tag practice and the conditions of the shipping bonus, the conditions of the shipping tag practice are satisfied and more experience points are awarded than in a case where only the conditions of the special tag practice are satisfied or only the conditions of the shipping bonus are satisfied. On the practice screen G1200, the provisionally selected practice of the option P511 has a configuration quantity of "3" and is associated with a cargo of the attribute "circle". Among the teammates practicing together, there is an event character whose favorite practice matches the provisionally selected practice "striking" and whose evaluation value for the main character is a predetermined value or more (in the case of a joint practice character, progress level 1 or more). Therefore, the conditions for the special tag practice are met. In addition, among the teammates practicing the provisionally selected practice "striking" together, there is a teammate associated with the same attribute "circle" as the attribute "circle" associated with the practice "striking". Therefore, the conditions for the shipping bonus are met. Here, an example is shown in which the teammate who satisfies the conditions for the special tag practice and the teammate who satisfies the conditions for the shipping bonus are the same, but the teammates who satisfy each condition may be different. In this way, in a practice that satisfies both the conditions of the special tag practice and the conditions of the shipping bonus, by satisfying the conditions of the shipping tag practice, in addition to the experience points in display area A502, experience points that are added to the experience point type "Agility" associated with the attribute "Circle" are displayed in display area A1109 as a shipping bonus.

[0076] In addition, in the display area A806, the load status when provisionally placed is displayed by flashing the cargo with the composition quantity "3" and the attribute "circle". At this time, when the cargo associated with the provisionally selected practice is placed in the warehouse by satisfying the conditions of the loading tag practice, if a cargo is already placed in the warehouse to be placed, the size of the already placed cargo is compressed by half. By compressing the size of the cargo by half, the cargo can be placed beyond the upper limit of the warehouse. In the example of the display area A806 shown in FIG. 12, the size of the cargo with the composition quantity "2" already placed is compressed by half, and it is possible to place a cargo with the composition quantity "4", which cannot be placed without compression. Since the composition quantity of the cargo is maintained even if the size of the cargo is compressed by half, the composition quantity "2" of the cargo compressed by half and the composition quantity "4" of the newly placed cargo are added to make the quantity of the cargo "6", which can exceed the upper limit of the warehouse "5". In this way, by placing cargo beyond the warehouse's upper limit, a larger benefit will be given when selling cargo at the next voyage destination than if cargo was not placed beyond the upper limit. In the display area A806 of the practice screen G1200 shown in FIG. 12, the color of the cargo to be compressed is displayed darker so that it is clear that cargo that has already been placed will be compressed.

[0077] In this way, when an option that meets the conditions of the loading tag practice is provisionally selected, the user can confirm that the conditions of the loading tag practice are met and that a loading bonus will be given. In addition, when an option associated with a load is provisionally selected for practice and the load already placed is compressed, the user can confirm the loading state of how the load will be compressed and placed. Note that, unlike practice options that do not meet the conditions of the loading tag practice, the option and the load are displayed in a flashing manner for practice options that meet the conditions of the loading tag practice.

[0078] By selecting the practice associated with the bell P1107, a bell can be acquired, and by acquiring three bells, the player can set sail. When setting sail, the player selects the "Depart" option P808 on the main screen G800 shown in FIG. 8 to transition to the departure screen G1300 for setting sail. Even if the player has not acquired three bells, the player can select the "Depart" option P808 to transition to the departure screen G1300 and check the available departure destinations.

[0079] 13 is a diagram showing an example of a departure screen G1300. Here, when three bells are obtained and the ship is ready to depart, a pre-determined departure destination is displayed in a provisionally selected state. The departure screen G1300 includes a "change destination" option P1301, a "depart" option P1302, and a "return" option P1303. In addition, the display area A1304 displays the bells that have been acquired up to the present time. Here, if there are not three bells in the display area A1304, the "depart" option P1302 cannot be selected. Note that if there are three bells in the display area A1304, the "depart" option P1302 can be selected in the next turn, but the number of turns until forced departure P1304a is additionally displayed.

[0080] Forced departure is a system that allows the player to proceed to a turn only by selecting the "depart" option P808 and setting sail after a certain number of turns have passed, even if the player has acquired three bells and transitioned to a state where the player can depart. The next turn after the turn in which three bells have been acquired is a state where the player can depart, and the number of turns until forced departure P1304a is displayed as "3 turns". After that, each time a turn progresses, one is subtracted, in the order of "2 turns" and "1 turn". When the number of turns until forced departure P1304a is displayed as "0 turns", the player can proceed to a turn only by selecting the "depart" option P808 and setting sail. In other words, if the player acquires three bells and transitions to a state where the player can depart, the player cannot avoid proceeding to forced departure. Therefore, if the user does not want to transition to a state where the player can depart, the user selects a practice option that does not have a bell associated with it. On the other hand, if the user wants to sell the cargo quickly at the desired destination, the user selects a practice option that has a bell associated with it. In addition, since the user can proceed with the turn by selecting an option other than the "depart" option P808 for up to three turns after the ship has entered a state where it is possible to depart, the user can arrange the cargo to achieve the desired loading state within up to three turns. In addition, forced departure occurs even if the ship has never departed in each section.

[0081] In addition, the departure screen G1300 displays departure information in a display area A1305, and displays a joint training character of the departure origin, which is the current location, in a display area A1306. In addition, as departure information, the name of the departure origin, which is the current location, and the name of the provisionally selected departure destination are displayed in a display area A1307, the current loading status is displayed in a display area A1308, the current attribute-specific loading information is displayed in a display area A1309, and the selling price level for each attribute of the cargo according to the provisionally selected departure destination is displayed in a display area A1310. Note that the attribute-specific loading information includes the total number of cargoes for each attribute arranged in the first to third warehouses. In addition, the selling price level is indicated by one triangle indicating the selling price level "Level 1", two triangles indicating the selling price level "Level 2", and no triangle indicating the selling price level "Standard". Note that "Level 2" can be sold at a higher price than "Level 1", and "Level 1" can be sold at a higher price than "Standard".

[0082] By checking the current attribute-specific loading information, the user can ascertain the quantity of cargo of each attribute that has been placed before departure. In addition, by checking the current attribute-specific loading information and selling price level, the user can ascertain the contents of the benefits, described below, that will be granted when the cargo is sold at the provisionally selected departure destination. If the user is happy to depart to the provisionally selected departure destination, the user can select the "Depart" option P1302 to depart to the provisionally selected departure destination, and a benefit based on the current attribute-specific loading information will be granted. Note that the turn progresses by setting sail.

[0083] FIG. 15 is a diagram showing an example of a benefit granting screen G1500 to which the screen transitions when the "Depart" option P1302 is selected on the departure screen G1300 of FIG. Display area A1501 displays the name of the departure destination. Display area A1502 displays the total number of cargoes of each attribute placed before departure. Display area A1503 displays the contents of the benefits granted for each cargo attribute. Display area A1504 displays the benefits to be granted. Display area A1505 displays any additional benefits to be granted. The benefits granted can be broadly divided into the following first to sixth benefits.

[0084] The first benefit is a benefit that increases the level of practice according to the attribute for the attribute of the largest total number of cargoes for each attribute, and grants experience points according to the total number for the attributes of the cargoes with the second to fifth largest total numbers. In the benefit granting screen G1500, the total number of cargoes with the attribute "star" is "6", which is the largest cargo attribute. In the attribute TBL110 shown in FIG. 10, the practice that increases the level associated with the attribute "star" is "muscle strength", so the display area A1504 displays that the level of the practice "muscle strength" is increased by 1. In addition, the total number of cargoes with the attribute "circle" is "5", which is the second largest cargo attribute. In the attribute TBL110 shown in FIG. 10, the type of experience points associated with the attribute "circle" is "agility", so the display area A1504 displays that experience points are granted to the type of experience points "agility". In addition, the total number of cargoes with the attribute "triangle" is "4", which is the third largest cargo attribute. In the attribute TBL110 shown in FIG. 10, the type of experience points associated with the attribute "triangle" is "all experience points," so that the display area A1504 displays that experience points will be awarded for all types of experience points. In this way, the more cargo placed in the warehouse, the more benefits are given, so the user places as many cargoes as possible. Also, since benefits are given according to attributes, the user places cargoes taking into consideration the attributes so as to give the desired benefits.

[0085] The second benefit is a benefit that is additionally granted based on the selling price level of each cargo attribute according to the departure destination. In the departure screen G1300 shown in FIG. 13, for the departure destination "B", the attribute "circle" has a selling level of "level 2", and the attribute "triangle" has a selling level of "level 1". Therefore, the display area A1505 of the benefit granting screen G1500 shown in FIG. 15 displays that additional experience points will be granted to the experience point type "agility" associated with the attribute "circle". Also, the display area A1505 displays that additional experience points will be granted to all experience point types associated with the attribute "triangle". In this way, since additional benefits are given based on the selling price level of each cargo attribute according to the destination, the user selects a destination that gives as many additional benefits as possible. Also, the user places more cargo with attributes whose selling price level is "Level 1" or "Level 2".

[0086] The third bonus is an additional bonus that is given when the cargo is placed at a certain percentage or more of the warehouse's upper limit. As mentioned above, by meeting the conditions of the Ship Tag Practice, the size of the cargo already placed is compressed, but even if the size of the cargo is compressed, the amount of cargo already compressed does not change. As a result, the total number of cargoes exceeds the placement quantity, and the cargo ratio can be made 100% or more. If the cargo is placed at 120% or more of the warehouse's upper limit, the special ability tip is given as a bonus. In this way, when cargo is placed at a predetermined ratio or more relative to the warehouse's upper limit, an additional bonus is given, encouraging the user to place more cargo in the warehouse.

[0087] The fourth benefit is an additional benefit that is granted depending on the progress of the evaluation of the main character of the joint training character associated with the departure origin. In the departure screen G1300 shown in FIG. 13, a joint training character with a progress level of 2 and an attribute of "circle" is present in the display area A1306. In this case, since the type of experience points associated with the attribute "circle" is "agility" in the attribute TBL110 shown in FIG. 10, experience points are granted in addition to the experience point type "agility". Note that an additional benefit is granted in the case of a progress level of 2 compared to a progress level of 1, and no additional benefit is granted in the case of a progress level of 0. In this way, by providing additional benefits according to the progress of the joint training character, the user will select training sessions in which the teammates practicing together include the joint training character, whenever possible.

[0088] The fifth benefit is an additional benefit that is granted when a specific character is set in the event deck and a certain number of cargoes with certain attributes are placed in the warehouse. If the event deck contains a specific character and the cargoes placed in the warehouse have three or more attributes, the attribute with the smallest total number (excluding 0) will be given additional experience points according to the total number. In this way, when cargo with a predetermined number of types or more of attributes is placed in a warehouse, an additional bonus is given, and the user selects cargo so that cargo with multiple types of attributes is placed in the warehouse.

[0089] The sixth benefit is a benefit that is additionally given according to the number of departures. When the number of departures is a predetermined number, in this case 7 times, a special ability tip is given as a benefit. In this way, additional rewards are awarded depending on the number of times a sail is made, and the user selects exercises associated with bells so that they can sail as many times as possible.

[0090] The user can check the departure screen G1300 shown in Fig. 13 and change the provisionally selected departure destination if the selling price level for each cargo attribute according to the provisionally selected departure destination is not what the user desires. When the user wants to change the provisionally selected departure destination, the user can transition to the departure destination map screen G1400 by selecting the "change destination" option P1301.

[0091] FIG. 14A is a diagram showing an example of a departure destination map screen G1400A. The departure destination map screen G1400A is a screen that is displayed when the "change destination" option P1301 is selected. Here, an example is explained in which the transition is made by selecting the "change destination" option P1301 at the first turn in which the departure status is changed to one in which the player has obtained three bells. The departure destination map screen G1400A is displayed with a pre-determined departure destination provisionally selected from among the available departure destinations. On the destination map screen G1400A, options P1401 to P1404 each display a first destination that can be departed from the current location. Also, options P1405 to P1412 each display a second destination that cannot be departed from at the current time and can be departed from after departing to the first destination. However, options P1401 to P1404 and options P1405 to P1412 can all be provisionally selected. Options P1401-P1404 are displayed in a circular display area A1420 centered on the current point, and options P1405-P1412 are displayed in an annular display area A1421 centered on the current point. Moreover, options P1401-P1404 are displayed in positions surrounding the current point in display area A1420. Moreover, options P1405-P1412 are displayed in positions surrounding display area A1420 in display area A1421.

[0092] In the example shown in the destination map screen G1400A shown in FIG. 14A, the options P1401 to P1404 display destinations "B" to "E", respectively, and the options P1405 to P1412 display destinations "F" to "M", respectively. The departure origin, which is the current location, is "A". The departure origin "A" is the point where cargo is initially placed, and is the departure origin when the ship first departs. Here, the option P1401 corresponding to the departure destination "B" is provisionally selected. The user cannot assign the destinations associated with the options P1401 to P1404 and the options P1405 to P1412 by himself, and they are set by lottery when the training part starts. In this way, the user can check the next destination that can be departed from the departure origin, as well as the next destination that can be departed from the next destination.

[0093] However, after deciding and setting sail for one of the destinations from options P1401 to P1404, the user cannot set sail for any of the destinations from options P1405 to P1412, and can only set sail for the specific destination from options P1401 to P1404 that corresponds to the destination that the user decided to set sail for. In other words, the selectable second destination is predetermined according to the selection of the first destination. In the destination map screen G1400A shown in Fig. 14A, after the provisionally selected first destination is confirmed, the next possible destinations are indicated by three arrows P1422a to P1422c. Here, the arrows P1422a to P1422c are displayed from the provisionally selected destination "B" of the option P1401 to the destination "M" of the option P1412, the destination "F" of the option P1405, and the destination "G" of the option P1406, respectively. Therefore, the user can confirm that if the user departs from the current time to destination "B," the next three possible destinations are "M," "F," and "G."

[0094] For reference, on the destination map screen G1400A shown in Fig. 14A, three arrows P1422a to P1422c are shown by dashed lines when destination "C" of option P1402 is provisionally selected. Here, the arrows P1422a to P1422c are displayed from provisionally selected destination "C" of option P1402 toward destination "G" of option P1406, destination "H" of option P1407, and destination "I" of option P1408, respectively. Therefore, the user can confirm that if the user departs from the current time to destination "C," the next three destinations "G," "H," and "I" are available. Similarly, when destination "D" in option P1403 is provisionally selected, it is displayed that if one departs from the current time to destination "D," the next three possible destinations are "I," "J," and "K." Also, when destination "E" in option P1404 is provisionally selected, it is displayed that if one departs from the current time to destination "E," the next three possible destinations are "K," "L," and "M."

[0095] In this case, the second destinations of the options P1406, P1408, P1410, and P1412 can be reached not only via one first destination, but also via any of the multiple first destinations. Specifically, the destination "G" of the option P1406 can be reached via any of the destinations "B" of the option P1401 and "C" of the option P1402. The destination "I" of the option P1408 can be reached via any of the destinations "C" of the option P1402 and "D" of the option P1403. The destination "K" of the option P1410 can be reached via any of the destinations "D" of the option P1403 and "E" of the option P1404. In addition, destination "M" of option P1412 can also be reached via either destination "E" of option P1404 or destination "B" of option P1401.

[0096] Further, the destination map screen G1400A shown in Fig. 14A displays a zoom option P1424. Each time the user selects the zoom option P1424, the display is switched between displaying only the destination in the display area A1420 and displaying the destination including the display area A1421 (the state shown in Fig. 14A).

[0097] Furthermore, the destination map screen G1400A displays current loading information by attribute in a display area A1430, a selling price level for each cargo attribute according to the provisionally selected destination in a display area A1431, information on the joint training character associated with the provisionally selected destination in a display area A1432, and attributes of the cargo associated with six types of training at the provisionally selected destination in a display area A1433. The information on the joint training character includes the attributes of the joint training character, the favorite training, and the progress level. Furthermore, the destination map screen G1400A displays a "Decide destination" option P1440 and a "Return" option P1441.

[0098] In the destination map screen G1400A, the user can provisionally select a destination by pressing one of the options P1401 to P1412 with a finger or the like. The selling price level for each cargo attribute in the display area A1431, the information of the joint training character in the display area A1432, and the attributes of the cargo associated with the training in the display area A1433 are changed and displayed according to the destination of the provisionally selected option. Therefore, the user can confirm the destination after provisionally selecting and checking the selling price level, the information of the joint training character, and the attributes of the cargo associated with the training. Although the second destination of the options P1405 to P1412 cannot be confirmed as a destination, since it can be provisionally selected, the user can confirm the next destination after checking the selling price level, the information of the joint training character, and the attributes of the cargo associated with the training of the next destination. Even if the ship has not yet entered a state where it is possible to depart (if three bells have not yet been acquired), the departure destination map screen G1400A is displayed by selecting the "change destination" option P1301 on the departure screen G1300. In this case, the user provisionally selects one of the departure destinations from the options P1401 to P1412, and the selling price level for each cargo attribute in the display area A1431, the information on the joint training character in the display area A1432, and the cargo attributes associated with training in the display area A1433 are changed and displayed according to the departure destination of the provisionally selected option. Therefore, the user can consider the departure destination even if the ship has not yet entered a state where it is possible to depart.

[0099] Next, if the user is willing to depart to the provisionally selected destination, the user selects the "DESTINATION DECISION" option P1440 to transition to the departure screen G1300 shown in FIG. 13 again. However, if the provisionally selected destination is a destination that is currently unavailable, the user cannot select the "DESTINATION DECISION" option P1440. Unavailable destinations include destinations from the options P1405 to P1412 and destinations from the options P1401 to P1404 that are no longer available. Therefore, the user provisionally selects from among the available destinations and then selects the "DESTINATION DECISION" option P1440. On the other hand, if the user does not want to depart and would like to further place cargo in a warehouse, the user selects the "RETURN" option P1441 to return to the departure screen G1300 shown in FIG. 13. If the state has not yet shifted to one in which sailing is possible (if three bells have not been acquired), the "Decide Destination" option P1440 cannot be selected, even if the destination of the provisionally selected option is any of options P1401 to P14012.

[0100] In the departure screen G1300, the name of the departure destination in the display area A1307 and the selling price level for each cargo attribute in A1310 are changed and displayed according to the destination of the provisionally selected option. Therefore, the user can confirm the departure destination after checking the selling price level, the information of the joint training character, and the attributes of the cargo associated with the training. On the other hand, if the user wants to place the cargo in the warehouse without sailing, the user returns to the main screen G800 shown in FIG. 8 by selecting the "return" option P1303. Therefore, the user can place the cargo in the warehouse by selecting the "practice" option P408 from the main screen G800 without sailing and transitioning to the training screen G1100.

[0101] However, even if you obtain three bells and are able to set sail, if the turn progresses without you setting sail, the number of destinations you can set sail from will decrease as the turn progresses. 14B is a diagram showing an example of a display area A1420 that is a part of a departure destination map screen G1400B. The departure destination map screen G1400B is displayed when the "Depart" option P808 is selected on the main screen G800 and the "Change destination" option P1301 is selected on the departure screen G1300 at the turn following the first turn in which the ship was ready to depart (the turn following the turn in which three bells were obtained and in which the ship was ready to depart but no departure was made). In the display area A1420 shown in FIG. 14B, of the destinations of options P1401 to P1404, "Time Over" P1425 is displayed superimposed on option P1401, indicating that the destination of option P1401 is not available for departure. The destination of option P1401 becomes unavailable for departure, and the number of available destinations decreases. However, it is possible to provisionally select the destination of option P1401 and check the selling price level for each cargo attribute of the provisionally selected destination. In this way, even if three bells are obtained and the state transitions to one where sailing is available, if one turn progresses without sailing, one destination will be made unavailable for departure.

[0102] Furthermore, if the destination of option P1401 is not available for departure and one turn proceeds without departure, then among the destinations of options P1401 to P1404, "Time Over" P1425 is displayed superimposed on options P1401 and P1402, respectively, and the destinations of options P1401 and P1402 become not available for departure. Furthermore, if the destinations of options P1401 and P1402 are not available for departure and one turn proceeds without departure, then among the destinations of options P1401 to P1404, "Time Over" P1425 is displayed superimposed on options P1401 to P1403, respectively, and the destinations of options P1401 to P1403 become not available for departure. In this way, the number of available destinations for departure decreases by one with each turn proceeding. However, when there is only one available destination left, the decrease by one of the available destinations stops. Therefore, even if the turn progresses without departing from a destination that is available, there will still be one destination option P1404 remaining. Therefore, it is only possible to depart from the destination in the one remaining option P1404. When there is only one available destination left, it is not possible to select the practice option for placing cargo in the warehouse, and the turn can only progress by departing to the destination in the one remaining option P1404.

[0103] In this way, if you obtain three bells and move to a state where you can depart, the number of available destinations decreases by one for each turn that passes without sailing, narrowing the range of destination choices. Therefore, the user must choose whether to sail or practice, taking into consideration the disadvantage of the decrease in available destinations and the advantage of receiving more rewards by placing cargo without sailing. Note that even if the number of available options decreases, you can still sail to the one remaining destination, so you can sell cargo at the remaining destination to receive rewards.

[0104] In addition, when the number of destinations decreases, the number of destinations decreases based on a predetermined rule. Here, the destination of the option P1401 located at the top in the display area A1420 becomes unsailable first among the destinations of the options P1401 to P1404. Next, the destination of the option P1402 located on the right in the display area A1420 becomes unsailable. Finally, the destination of the option P1403 located at the bottom in the display area A1420 becomes unsailable. In this way, the destinations become unsailable in clockwise order starting from the destination of the option P1401 located at the top of the display area A1420, so the user can know in advance the timing when the destination will become unsailable. Therefore, the user can know the timing when the desired destination will become unsailable, and can place the cargo in the warehouse until just before the desired destination becomes unsailable.

[0105] If the user has acquired three bells and is ready to depart, the user can depart to the provisionally selected destination by selecting the "Depart" option P1302 shown in Fig. 13, and the provisionally selected destination will be departed to, and a benefit based on the current attribute-specific loading information will be granted. At the destination, the cargo placed in the warehouse will be sold, and the warehouse will become empty, so the user must repeatedly select from the options P511 to P516 in the practice screen G1100 of Fig. 11 and the practice screen G1200 of Fig. 12 to place cargo in the warehouse again. On the other hand, since the current location is updated as a result of departure, the first destination from which departure can be made from the current location and the second destination from which departure can be made next after departure from the first destination are changed. Here, we will explain the first and second departure destinations that are changed when a ship departs from departure point "A" to destination "B" in the state of the departure destination map screen G1400A in Figure 14A, with reference to the destination map screen G1600 in Figure 16.

[0106] 16 is a diagram showing an example of an updated destination map screen G1600. As a result of departing for destination "B", the departure point, which is the current location, is updated to "B". On the destination map screen G1600, the options P1401 to P1404 display destinations "M", "F", "G", and "X" as possible first destinations from the current departure point, i.e. the origin point. In addition, the options P1405 to P1412 display destinations "O" to "V" as possible second destinations. Among the first destinations on the destination map screen G1600, "M", "F", and "G" are destinations that can be departed from destination "B" on the destination map screen G1400A of FIG. 14A. On the destination map screen G1600, the destinations "M", "F", and "G" are arranged in order from top to bottom in a clockwise direction in the display area A1420. Also, among the first destinations on the destination map screen G1600, destination "X" is a destination that is not included in the first destinations on the destination map screen G1400A of FIG. 14A. Also, destination "X" is a destination that is not included in the second destinations on the destination map screen G1400A of FIG. 14A. Destination "X" is displayed in option P1404 located on the left in the display area A1420. The destination "X" in the option P1404 is the last remaining destination even if the turn proceeds without sailing from a destination that is available for sailing. In this way, by including a new destination that was not included in either the first or second destination at the previous departure as the first destination at the current departure, the user can be made to anticipate what destination will appear as the first destination.

[0107] In addition, the first departure destination on the departure destination map screen G1600 does not include the departure destination "A" from which the user departed the previous time. Therefore, the user can recognize that the user cannot immediately return to the departure destination "A" at the time of this departure. The progress of the joint training character who practiced together at the departure destination is maintained even if the user returns to the same departure destination again. Therefore, the user wishes to return to the same departure destination again to practice with the joint training character whose progress is maintained, but by making it impossible to immediately return to the same departure destination, it is suppressed that the privilege is easily given. However, at the next departure, the departure destination "A" from which the user departed the previous time may be displayed in the option P1404 located to the left in the display area A1420 or may be displayed as the second departure destination, so that the user can return to the same departure destination.

[0108] In this way, placing cargo in the warehouse and selling cargo at the departure destination is repeated until the fourth turn of the fourth section. By progressing to the fourth turn of the fourth section, the departure destination will be forced to become the initial departure point and set sail, and from the fourth turn onwards, cargo will no longer be associated with any of the six types of training. Also, from the fourth turn onwards, it will no longer be possible to set sail to the departure destination.

[0109] As described above, in the scenario according to this embodiment, the protagonist character is trained with teammates such as joint training characters at the destination, cargo is placed in the warehouse, and the protagonist character is trained with rewards for selling cargo at the destination. The rewards granted vary depending on the placement and sale of cargo, and the practice of teammates at each destination, making the game more interesting.

[0110] [2. Game system configuration] Next, an overview of a game system for implementing the game described above will be given. 17 is a diagram showing an example of an overall hardware configuration of the game system 1 according to this embodiment. In the game system 1 according to this embodiment, the server device 30 and the game device 10 are wirelessly connected via the network 20.

[0111] The game device 10 is a device for operating the above-mentioned game, and may be, for example, a portable communication device such as a smartphone, a portable game device, a tablet, a stationary game device, etc. The game device 10 has a CPU 101, a ROM 102, a RAM 103, a communication unit 104, an operation unit 105, a display unit 106, and a storage device 107.

[0112] The CPU 101 reads out a control program stored in the ROM 102 into the RAM 103 and executes various processes. The ROM 102 stores a control program (such as an OS) required to operate the game device 10. A flash memory (NVRAM) may be used instead of the ROM 102. The RAM 103 is used as a temporary storage area such as the main memory and work area of ​​the CPU 101. The communication unit 104 performs communication processing with the server device 30 and other external devices via the network 20. The operation unit 105 accepts various operations by the user. Note that, in the case where the display unit 106 is a liquid crystal display panel equipped with a touch panel, the touch panel is the operation unit 105. The display unit 106 displays various information such as the above-mentioned game screen. The storage device 107 mainly stores game programs related to games, various data related to games, and the like.

[0113] The functions and processes of the game device 10 are realized by the CPU 101 reading a program stored in the ROM 102 or the storage device 107 and executing the program. As another example, the CPU 101 may read a program stored in a removable recording medium such as an SD card, instead of reading a program stored in the ROM 102 or the like. The means for supplying the program to the computer may be a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. Hereinafter, the game device 10 will be described as a smartphone having a liquid crystal display panel equipped with a touch panel.

[0114] The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication unit 304 , and a storage device 305 .

[0115] CPU 301 reads out a control program stored in ROM 302 and executes various processes. RAM 303 is used as a temporary storage area such as the main memory and work area of ​​CPU 301. Communication unit 304 performs communication processing with game device 10 and other external devices via network 20. Storage device 305 stores programs related to the game, identification information such as the ID of the user who operates game device 10, and various other information for each user required for the game. Note that some of this information may be stored in a database (not shown) or the like.

[0116] FIG. 18 is a diagram showing an example of a functional configuration for executing a game of the scenario of the training part described with reference to FIGS. 8 to 16 in the game device 10. In FIG.

[0117] The storage device 107 of the game device 10 stores a game program for executing the game, and further includes a data storage unit 1071 for storing various data necessary for game processing. For example, the data storage unit 1071 stores event character data DT1, event deck data DT2, main character data DT3, retained item data DT4a, used item data DT4b, association data DT5, game situation data DT6, and bonus granting data DT7. The event character data DT1, retained item data DT4a, and bonus granting data DT7 are fixed data that do not depend on the game situation, while the event deck data DT2, main character data DT3, used item data DT4b, association data DT5, and game situation data DT6 are data that are updated depending on the game situation.

[0118] The event character data DT1 consists of various information related to the event character. For example, the event character data DT1 consists of information on the type of event character owned by the user in the game, information on the favorite practice associated with the event character, information on the level of the event character, information on the event of the event character, and other information related to the event character. The event character data DT1 also includes information on the event character specific to the scenario and the non-event character that appears as a teammate, and also includes information on the scenario event specific to the scenario and predetermined. The event character data DT1 also includes information on the type of the joint training character that practices with the main character at the departure destination, information on the favorite practice associated with the joint training character, and the like. The joint training character is associated with the departure destination and is a character unique to each departure destination.

[0119] In addition, the event characters placed on the event deck, the event characters specific to the scenario, and the joint training characters are each associated with one of five types of attributes, the same as the cargo. Note that some characters are associated with two or more of the five types of attributes.

[0120] The event deck data DT2 includes various information related to the event deck. For example, the event deck data DT2 includes reference information for the event character data DT1 related to the event characters set in the event deck.

[0121] The main character data DT3 consists of various information related to the main character who is trained in the training part. Specifically, the main character data DT3 includes basic information such as the main character's name, position, dominant arm, batting form, and pitching form, the experience points currently held by the main character obtained in the training part scenario, teammates' evaluations of the main character (progress in the case of a joint training character), and the main character's current basic abilities and special abilities. The main character data DT3 is updated each time the training part scenario progresses.

[0122] The held item data DT4a is made up of information about game items that can be used in the training part, and includes information about the types and number of game items that the user owns in the game.

[0123] The used item data DT4b includes information on items used in the selected scenario. The used item data DT4b includes the type and number of game items selected when inputting the main character's basic information, and information on whether the selected game items have been used.

[0124] The association data DT5 includes information associated with the progress of the game. Specifically, it includes a practice TBL in which cargo attributes are associated with each practice for each departure destination, a selling price TBL in which a selling price level is associated with cargo attributes for each departure destination, practice / teammate related information in which teammates are associated with each practice, practice / cargo related information in which cargo is associated with each practice, practice / bell related information in which bell information is associated with each practice, and option related information in which a second departure destination that can be departed from the first departure destination is previously associated with each first departure destination. The practice / teammate related information, practice / cargo related information, and practice / bell related information are updated every turn.

[0125] The game status data DT6 also includes information on the status of the scenario required to progress in the game. Specifically, the game status data DT6 includes information on the current section number and the current turn number, destination-related information that associates the destination with the option, non-sail information that is generated when there is a destination that cannot be sailed to, the number of turns since the sail-enabled flag was turned on, information on the current location, the bell addition number that is the number of selected practices associated with bell information, cargo display information that is referenced when displaying the loading status of cargo, experience point grant information that accumulates experience points, cargo loading information that includes information on the number of cargoes placed in the warehouse and the number of cargoes that can be placed, bonus grant information that includes information on the total number of cargoes placed in the warehouse for each attribute, and the number of departures. The privilege granting data DT7 includes information on the privilege to be granted.

[0126] Furthermore, the game device 10 includes a game control unit 120, and the functions of the game control unit 120 are realized by the CPU 101 executing a game program stored in the storage device 107. The game control unit 120 performs control necessary for the user to play a game on the game device 10. There are at least three games controlled by the game control unit 120.

[0127] The first game is a game in which a second object is associated with a first object having an upper limit of the number of objects that can be associated with the first object. Specifically, the first game is a game in which cargo is placed in a warehouse having an upper limit of the number of objects that can be placed. Here, having an upper limit for association means that association cannot be made beyond the upper limit. Furthermore, the first object means an object with which the second object is associated. In this embodiment, the first object is a warehouse. Furthermore, the second object means an object with which the first object is associated. In this embodiment, the second object is cargo. Furthermore, associating means linking one piece of information to the other piece of information and storing them.

[0128] The second game is a game that awards a benefit according to a benefit element based on a benefit awarding condition. Specifically, the second game is a game that awards a benefit according to a cargo based on a selling price level. Here, the bonus granting conditions are the conditions of the bonus elements for which a bonus is granted. In this embodiment, the bonus granting conditions are the selling price levels for each attribute of the cargo according to the departure destination. Granting a bonus according to the bonus elements means that the bonus can change when the bonus elements differ. In addition, the bonus elements are elements that are referenced when granting a bonus. In this embodiment, the bonus elements are the constituent quantity of the cargo.

[0129] The third game is a game in which the user progresses while selecting an option, specifically, a game in which the user progresses while selecting a departure destination from the options P1401 to P1405. Here, "progress" means that the game progresses. The progress of the game may mean that the turns advance or that time passes.

[0130] The game control unit 120 also includes a selection unit 121 , an association unit 122 , a benefit providing unit 123 , an accumulation unit 124 , a progress unit 125 , a reduction processing unit 126 , and a setting unit 127 .

[0131] The selection unit 121 allows the user to select an option. For example, the selection unit 121 accepts the selection of an option by the user. The selection unit 121 also allows the user to select any one of a plurality of options each associated with a second object that may have a different constituent quantity. For example, the selection unit 121 allows the user to provisionally select and confirm any one of the practice options P511 to P516 each associated with a cargo that may have a different constituent quantity. Here, the term "the constituent quantities may differ" means that the constituent quantities are not necessarily different in all second objects associated with a plurality of options, and the same constituent quantity is also permitted. The selection may be a selection for provisionally selecting an option, or a selection for finalizing an option. The constituent quantity refers to the quantity constituting one second object. However, the quantity is not limited to the number, and may be weight or capacity. In other words, one second object may have different weights or capacities. In this embodiment, one second object is composed of one or more blocks.

[0132] The selection unit 121 also allows the user to select one of a plurality of options associated with different privilege granting conditions. For example, the selection unit 121 allows the user to provisionally select and confirm one of the destinations of the plurality of options P1401 to P1404 associated with different selling price levels for each cargo attribute according to the destination. In this embodiment, the selling price level of cargo is associated with each departure destination in the selling price TBL, and the destination is associated with the options P1401 to P1404, so that the selling price level of cargo is indirectly associated with the options P1401 to P1404.

[0133] The selection unit 121 also allows the user to select one of a plurality of bonus element options with which the bonus element and the predetermined information can be associated. For example, the selection unit 121 allows the user to provisionally select and confirm one of the practice options P511 to P516 with which the cargo and bell information can be associated. Here, the bonus element option refers to an option with which a bonus element is associated. In this embodiment, the bonus element option refers to the options P511 to P516 with which a cargo is associated. In this embodiment, the predetermined information is bell information, but is not limited to bell information and may be other information. In addition, "a bonus element may be associated" means that the bonus element is not necessarily associated with all or any of the multiple bonus element options, and it is acceptable that the bonus element is not associated with any of the multiple bonus element options. In addition, "a bonus element may be associated" means that the predetermined information is not necessarily associated with all or any of the multiple bonus element options, and it is acceptable that the bonus element is not associated with any of the multiple bonus element options.

[0134] The associating unit 122 associates the second object associated with the option selected by the user with the first object when the second object can be associated with the first object in terms of the relationship between the upper limit of the first object and the constituent quantity of the second object already associated with the first object. For example, the associating unit 122 determines that the second object can be placed in the warehouse when the quantity of cargo that can be placed in the warehouse, which is the upper limit quantity of the warehouse minus the quantity of cargo already placed, is equal to or greater than the constituent quantity of cargo associated with the practice of the options P511 to P516, and places the cargo in the warehouse. On the other hand, the associating unit 122 determines that the second object cannot be placed in the warehouse when the quantity of cargo that can be placed in the warehouse is smaller than the constituent quantity of cargo associated with the practice of the options P511 to P516. Note that even if the associating unit 122 determines that the cargo cannot be placed, when the option provisionally selected by the user is confirmed, the cargo associated with the option is not placed in the warehouse, but experience points according to the practice associated with the option are obtained. Here, the relationship between the upper limit of a first object and the number of second objects already associated with a first object refers to a relationship in which, when a second object is already associated with a first object, the number of second objects that can be associated with a first object is limited.

[0135] Furthermore, the associating unit 122 associates the second object associated with the option selected by the user with any one of the multiple first objects. For example, the associating unit 122 places the cargo associated with the practice of the options P511 to P516 selected by the user in any one of the first warehouse to the third warehouse. The upper limits of the multiple first objects may all be the same, some may be the same, or all may be different.

[0136] Furthermore, the associating unit 122 associates the second object associated with the option selected by the user in the selection process with any one of the multiple first objects based on a predetermined procedure. Furthermore, as a predetermined procedure, the associating unit 122 determines whether a second object associated with an option selected by the user in the selection process can be associated with a plurality of first objects in a predetermined order, and associates the second object with the first object that is first determined to be associable. For example, the associating unit 122 determines whether cargo associated with the practice of options P511 to P516 selected by the user in the selection process can be placed in the first warehouse, second warehouse, and third warehouse in that order, using a determination method to be described later, and places the cargo in the first warehouse where it can be placed. Here, the selection process refers to a process in which the selection unit 121 causes the user to select one of a plurality of options associated with second objects whose constituent quantities may differ. The predetermined procedure is not limited to the procedure of this embodiment, and may be a procedure in which a warehouse with no associated cargo is given priority, or a warehouse with a small amount of associated cargo is given priority. The predetermined order is the first warehouse, the second warehouse, and the third warehouse in this embodiment, but is not limited to this order and may be another predetermined order.

[0137] Furthermore, the associating unit 122 enables a greater number of second objects to be associated with the first object than when at least one of the conditions is not satisfied when all of the following conditions are satisfied: a first attribute of a second object associated with an option selected by a user in a selection process matches a first attribute of a bonus-granting element associated with the option (first condition); a second attribute of the option matches a second attribute of the bonus-granting element associated with the option and the evaluation value of the bonus-granting element is equal to or greater than a predetermined value (second condition); and the second object associated with the option can be associated with the first object by compressing the load of at least one of the second objects already placed and the second object associated with the option (third condition). For example, the association unit 122 enables a greater quantity of cargo to be placed in the warehouse than when at least one of the conditions is not met if all of the following conditions are met: the attributes of the cargo associated with the practice of one of options P511 to P516 provisionally selected and confirmed by the user in the selection process match the attributes of the teammate associated with the practice of that option (first condition); the practice of that option matches the favorite practice of the teammate associated with the practice of that option and the teammate's evaluation value is equal to or greater than a predetermined value (progress level 1 or greater in the case of a joint training character); and the cargo associated with that option can be placed in the warehouse by compressing at least one of the cargo already placed and the cargo associated with that option (third condition).

[0138] Here, the first attribute is an attribute associated with the second object. In this embodiment, the first attribute is any one of the attributes "star", "diamond", "circle", "heart" and "triangle" associated with the cargo. Also, the reward-granting element is an element that contributes to the granting of a reward. In this embodiment, the reward-granting element is a teammate associated with the practice of the options P511 to P516. Also, the second attribute is an attribute associated with the option that is different from the first attribute. In this embodiment, the second attribute is a practice associated with the options P511 to P516, and a favorite practice associated with the teammate associated with the practice of the options P511 to P516. Also, compression refers to reducing the size while maintaining the constituent quantity of the cargo. Note that the associating unit 122 may be capable of associating a greater number of second objects with a first object when any of the above-described first, second, and third conditions is satisfied than when none of the conditions are satisfied. In this embodiment, the third condition is described as a condition in which a second object associated with the option can be associated with a first object by compressing an already placed second object.

[0139] Furthermore, when all of the above-mentioned first condition, second condition, and third condition are satisfied, the association unit 122 compresses at least one of the second objects already associated by the association process and the second object associated with the option, thereby making it possible to associate a larger number of second objects with the first object than when at least one of the conditions is not satisfied. For example, when all of the above-mentioned first condition, second condition, and third condition are satisfied, the association unit 122 compresses at least one of the cargo already placed and the cargo associated with the option, thereby making it possible to place a larger number of cargo in the warehouse than when at least one of the conditions is not satisfied. In this embodiment, it is described that when all of the above-mentioned first condition, second condition, and third condition are satisfied, the size of the already placed cargo is compressed to half, thereby making it possible to place a larger number of cargo in the warehouse than when at least one of the conditions is not satisfied. In addition, when any one of the above-mentioned first condition, second condition, and third condition is satisfied, the associating unit 122 may compress at least any one of the second objects already associated by the associating process and the second objects associated with the option, thereby making it possible to associate a greater number of second objects with the first object than when at least any one of the conditions is not satisfied.

[0140] The reward granting unit 123 grants a reward according to a second object associated with the first object by the association process while the selection process and the association process are repeatedly executed and a predetermined termination condition is satisfied. For example, the reward granting unit 123 grants a reward according to a cargo placed in a warehouse by the association process while the selection process and the association process are repeatedly executed and the cargo departs for the destination. Here, the association process refers to a process of associating a second object associated with an option selected by a user by the association unit 122 with a first object when the second object can be associated with the first object in relation to the upper limit of the first object and the number of second objects already associated with the first object. In addition, the repeated execution of the selection process and the association process refers to the execution of the selection process multiple times and the association process multiple times, and is not necessarily limited to the case where the selection process and the association process are executed the same number of times, and is not limited to the case where the selection process and the association process are executed alternately. In this embodiment, the period until a predetermined termination condition is satisfied refers to the period until the game sets sail to the departure destination, and includes the period until the user selects the departure destination and sets sail by himself, and the period until the game is forced to set sail. However, the period until a predetermined termination condition is satisfied may be the period until a predetermined number of turns is reached, the period until a predetermined time has passed, or the like. The period of granting a benefit according to the second object refers to the fact that the benefit may change depending on whether the second object is associated or not.

[0141] Furthermore, the greater the number of second objects associated with the first object by the association process until a predetermined termination condition is satisfied, the greater the value of the bonus given by the bonus giving unit 123. For example, the greater the number of cargoes placed in the warehouse by the association process until the ship departs for the destination, the more experience points the bonus giving unit 123 gives. Here, a high-value bonus means more bonuses if the bonuses are of the same type, or a high-value bonus means, if the bonuses are of a different type, a game item that increases the probability of winning a match in the battle part.

[0142] Furthermore, the reward granting unit 123 grants a reward according to the attributes and the number of components of the second object associated with the first object by the association process until a predetermined termination condition is satisfied. For example, the reward granting unit 123 grants experience points according to the attributes and the number of components of the cargo placed in the warehouse by the association process until the departure to the destination. Here, granting a benefit according to the attribute and the number of constituents of the second object means that the benefit can change depending on the attribute and the number of constituents of the second object.

[0143] Furthermore, the bonus granting unit 123 grants an additional bonus when the second object associated with the first object by the association process is associated with the first object at a predetermined ratio or more with respect to the upper limit of the first object until a predetermined termination condition is satisfied. For example, the bonus granting unit 123 grants an additional bonus when the cargo placed in the first to third warehouses by the association process before departing for the departure destination is associated with 120% or more of the possible placement quantity obtained by adding up the upper limits of the first to third warehouses. The predetermined percentage is not limited to the percentage in this embodiment, and may be a value equal to or greater than 100%, or may be a value smaller than 100%.

[0144] Furthermore, the bonus granting unit 123 changes the value of the bonus corresponding to the second object associated with the first object by the association process until a predetermined termination condition is satisfied, based on information preset for each of a plurality of attributes of the second object. For example, the bonus granting unit 123 changes the value of the bonus corresponding to the cargo placed in the warehouse by the association process until departure for the destination, based on a selling price level preset for each of a plurality of attributes of the cargo.

[0145] The bonus granting unit 123 also grants a bonus according to the accumulated bonus elements based on the bonus granting conditions associated with the selected option. For example, the bonus granting unit 123 grants a bonus according to the cargo placed in the warehouse based on the selling price level for each attribute of the cargo according to the destination associated with the selected option P1401 to P1404.

[0146] The accumulation unit 124 accumulates the bonus elements. For example, the accumulation unit 124 adds up the component quantities of the cargo associated with the practice of the confirmed option for each attribute of the cargo.

[0147] The accumulation unit 124 accumulates the bonus elements associated with the bonus element options selected by the user in the bonus element selection process. For example, the accumulation unit 124 allows the user to provisionally select one of the multiple options P511 to P516 to which the cargo and bell information may be associated, and adds the component quantities of the cargo associated with the confirmed practice for each cargo attribute. Here, the privilege element selection process refers to a process in which the selection unit 121 causes the user to select one of a plurality of privilege element options, each of which may be associated with a privilege element and predetermined information.

[0148] The progression unit 125 progresses the game. For example, the progression unit 125 performs a section start process and a turn start process. In addition, for example, the progression unit 125 progresses a turn by finalizing the practice of the provisionally selected option. At this time, for example, if there is a cargo associated with the practice of the finalized option, the progression unit 125 adds the constituent quantity for each attribute of the cargo and then progresses the turn. The progression unit 125 may progress the game according to the accumulation of bonus elements. Here, progressing the game according to the accumulation of bonus elements means that the turn progresses as the bonus elements are accumulated. The accumulation of bonus elements and the progress of the turn may occur at the same timing, or other processing may be performed between the accumulation of bonus elements and the progress of the turn.

[0149] Furthermore, in a state where the process of reducing the number of options selectable by the user by the reduction process is stopped, the progression unit 125 does not allow the game to progress unless the remaining option is selected. For example, in a state where the process of reducing the number of destinations selectable by the user by the reduction processing unit 126 is stopped, the progression unit 125 does not allow the turn to progress unless the remaining destination is selected. In other words, in a state where the process of reducing the number of options selectable by the user is stopped, the practice option cannot be provisionally selected and confirmed in order to place cargo in the warehouse. Here, reducing the number of options means making selectable options unselectable. Making an option unselectable may mean making the option unselectable by not displaying the option, or may mean making the option unselectable by invalidating the selection even if the option is selected.

[0150] The reduction processing unit 126 reduces the number of options that the user can select from among multiple options as the game progresses. For example, the reduction processing unit 126 reduces the number of departure destinations that the user can provisionally select and confirm from among multiple departure destinations as the turn progresses.

[0151] In addition, the reduction processing unit 126 reduces the number of options that the user can select from the multiple options based on a predetermined rule. For example, the reduction processing unit 126 reduces the departure destinations associated with the options one by one as the turn progresses. The predetermined rule refers to a rule that is determined in advance. The predetermined rule is not limited to the rule of this embodiment, and may be a rule that reduces the number of departure destinations in a different order that is determined in advance, a rule that reduces two or more departure destinations at a time, a rule that changes the number of destinations to be reduced as the turn progresses, or a rule that reduces the number of destinations according to other predetermined rules.

[0152] Furthermore, the reduction processing unit 126 stops the process of reducing the options selectable by the user when the number of options selectable by the user is reduced from a plurality of options to one remaining. For example, the reduction processing unit 126 stops the process of reducing the number of destinations selectable by the user when the number of destinations selectable by the user is reduced from a plurality of destinations to one remaining. Here, stopping the process of reducing the number of options selectable by the user when only one option remains means that one option remains.

[0153] In addition, the decrease processing unit 126 transitions from a state in which the number of options selectable by the user is not decreased from the multiple options as the game progresses to a state in which the number of options selectable by the user is decreased from the multiple options as the game progresses by satisfying a predetermined condition. For example, the decrease processing unit 126 transitions from a state in which the number of destinations selectable by the user is not decreased from the multiple destinations selectable by the user as the turn progresses to a state in which the number of destinations selectable by the user is decreased from the multiple destinations selectable by the user as the turn progresses by satisfying the condition that the bell addition number is "3". The predetermined condition is not limited to the condition in this embodiment, but may be a condition that a predetermined number of turns have elapsed, or a condition according to accumulated privilege elements.

[0154] In addition, the reduction processing unit 126 determines whether a predetermined condition is satisfied based on predetermined information associated with the privilege element option selected by the user in the privilege element selection process. For example, the reduction processing unit 126 determines whether the condition that the bell addition number is "3" is satisfied based on bell information associated with the confirmed practice after the user provisionally selects one of a plurality of practice options to which information on cargo and bells can be associated. Here, determining whether or not a specified condition is satisfied based on specified information associated with a bonus element option may mean determining that a specified condition is satisfied when the specified information is associated with the bonus element option, or determining that a specified condition is satisfied when a specified number of bonus element options associated with the specified information are selected.

[0155] When any of a plurality of options selectable by the user is selected, the setting unit 127 sets a plurality of options selectable by the user based on at least one of the plurality of options. For example, when any of a plurality of departure destinations selectable by the user is provisionally selected and confirmed, the setting unit 127 sets a plurality of departure destinations selectable by the user based on at least one of the plurality of departure destinations. Here, setting a plurality of options selectable by the user based on at least one of the plurality of options means that the plurality of options selectable by the user are not set arbitrarily. For example, setting a plurality of options selectable by the user based on at least one of the plurality of options includes a case where an option that is previously associated with at least one of the plurality of options is set, a case where an option that is not previously associated with at least one of the plurality of options is set, and the like.

[0156] Furthermore, when any one of the multiple options is selected, the setting unit 127 sets multiple options selectable by the user based on the selected option. For example, when any one of the multiple departure destinations is provisionally selected and confirmed, the setting unit 127 sets multiple departure destinations selectable by the user based on the confirmed departure destination. Here, setting multiple options selectable by the user based on the selected option means that the options are not arbitrarily set without being based on the option selected by the user. For example, setting multiple options selectable by the user based on the selected option includes setting an option that is previously associated with the selected option, setting an option that is not previously associated with the selected option, and the like.

[0157] Furthermore, when any of the multiple options is selected, the setting unit 127 sets multiple options selectable by the user based on all of the multiple options. For example, when any of the multiple departure destinations is provisionally selected and confirmed, the setting unit 127 sets multiple departure destinations selectable by the user based on all of the multiple departure destinations. Here, setting a plurality of options selectable by the user based on all of the plurality of options means that the options are not arbitrarily set based on all of the plurality of options. For example, setting a plurality of options selectable by the user based on all of the plurality of options includes a case where an option that is previously associated with each of the plurality of options is set, a case where an option that is not previously associated with all of the plurality of options is set, etc.

[0158] Furthermore, when any one of the multiple options is selected, the setting unit 127 sets multiple options selectable by the user, including at least one option different from any of the multiple options. For example, when any one of the multiple departure destinations is provisionally selected and confirmed, the setting unit 127 sets multiple departure destinations selectable by the user, including at least one departure destination different from any of the multiple departure destinations.

[0159] In addition, when any one of the multiple options is selected, the setting unit 127 sets multiple options selectable by the user from multiple options different from any of the multiple options. For example, when any one of the multiple departure destinations is provisionally selected and confirmed, the setting unit 127 sets multiple options selectable by the user from multiple departure destinations different from any of the multiple departure destinations.

[0160] Furthermore, when any one of the multiple options is selected, the setting unit 127 sets multiple options selectable by the user from multiple options not including the option selected immediately before the selection. For example, when any one of the multiple departure destinations is provisionally selected and confirmed, the setting unit 127 sets multiple departure destinations selectable by the user from multiple departure destinations not including the destination confirmed immediately before the confirmation.

[0161] Furthermore, when any of a plurality of options is selected, the setting unit 127 sets a plurality of options selectable by the user based on a plurality of options previously associated with the selected option, and also associates and sets a plurality of options selectable by the user when the user selects the option with each of the set plurality of options. For example, when any of a plurality of departure destinations is provisionally selected and confirmed, the setting unit 127 sets a plurality of departure destinations selectable by the user based on a plurality of departure destinations previously associated with the confirmed departure destination, and also associates and sets a plurality of departure destinations selectable by the user when the user provisionally selects and confirms the departure destination with each of the set plurality of departure destinations. Furthermore, the setting unit 127 sets at least one option among the multiple options set in association with each of the multiple options selectable by the user, in association with at least two or more options among the multiple options selectable by the user. For example, the setting unit 127 sets at least one departure destination among the multiple departure destinations set in association with each of the multiple departure destinations selectable by the user, in association with at least two or more departure destinations among the multiple departure destinations selectable by the user.

[0162] [3. Processing flow in the game system] The basic process flow in the game device 10 according to this embodiment will be described below. 19A to 21 are flow charts showing an example of a basic processing procedure from the start to the end of the training part by the game device 10 according to this embodiment. The processing described below is realized by the CPU 101 reading out a game program stored in the storage device 107 into the RAM 103 and executing this game program. First, the processing is started by the user selecting the training part. Hereinafter, the processing when the scenario described with reference to Figs. 1 to 16 is selected will be described.

[0163] In S100, the game control unit 120 starts the training part. As the start process of the training part, the game control unit 120 accepts input of basic information of the main character, setting of an event character to be set in the event deck, and selection of a game item through a user operation. Specifically, the game control unit 120 displays a setting screen for inputting basic information about the main character on the display unit 106. The user operates the operation unit 105 to input information about the main character's name, position, dominant arm, and batting form (and pitching form). Then, the game control unit 120 displays the setting screen for the event deck shown in FIG. 2 on the display unit 106. The user operates the operation unit 105 to set the event character. Next, the game control unit 120 displays a screen for selecting game items to be used in the scenario on the display unit 106. The user operates the operation unit 105 to select game items to be used in the scenario. When these processes are completed, a training part for training the main character is started. Through these processes, the game control unit 120 updates the event deck data DT2, the main character data DT3, and the used item data DT4b.

[0164] In S102, the game control unit 120 sets cargo attributes for each practice at the departure destination. Specifically, the game control unit 120 sets a practice TBL100 in which cargo attributes are associated with each practice for each departure destination, and stores the association data DT5. FIG. 22 is a diagram showing an example of the practice TBL100 when the main character is a fielder. In the practice TBL100, one of five attributes is associated with each of the six types of practice for each departure destination. For example, at the departure destination "A", the attribute "circle" is associated with the practice "batting", the attribute "diamond" is associated with the practice "strength", the attribute "star" is associated with the practice "base running", the attribute "heart" is associated with the practice "shoulder strength", and the attribute "triangle" is associated with the practice "defense" and the practice "mental". Here, the attribute "circle" being associated with the practice "batting", means that when a cargo is associated with the practice "batting" of the option P511 on the practice screen G1100 at the departure destination "A", the attribute of the cargo is always "circle". Even if the main character is a pitcher, a training TBL is set for each destination, in which each of the six types of training - "pitch speed," "control," "stamina," "breaking ball," "defense," and "mental" - is associated with one of five attributes.

[0165] The game control unit 120 sets the practice TBL 100 based on predetermined data. The practice TBL 100 is adjusted so that the same attributes are not associated with all the practices, and the configuration of attributes associated with each practice is not the same between two departure destinations. The practice TBL 100 is the same data until the training part ends. However, the practice TBL 100 is not limited to predetermined data, and the game control unit 120 may set the attributes of the cargo to be associated with each practice by lottery for each departure destination each time the training part starts.

[0166] In S104, the game control unit 120 sets the selling price level of the cargo placed in the warehouse for each destination when the cargo is sold at the destination. Specifically, the game control unit 120 sets the selling price TBL101 that associates the selling price level with the cargo attribute for each destination, and stores the set in the association data DT5. FIG. 23 is a diagram showing an example of the selling price TBL 101. In the selling price TBL 101, one of three selling price levels is associated with each of five attributes for each departure destination. For example, at the departure destination "A", the selling price level "standard" is associated with the attributes "star" and "circle", the selling price level "level 1" is associated with the attributes "diamond" and "triangle", and the selling price level "level 2" is associated with the attribute "heart". Even when the same quantity of cargo is sold at the departure destination "A", the cargo with the attributes "diamond" or "triangle" associated with the selling level "level 1" can be sold at a higher price than the cargo with the attributes "star" or "circle" associated with the selling level "standard", that is, an additional benefit is given. Also, even when selling the same quantity of cargo at destination "A," cargo with the "heart" attribute associated with selling level "Level 2" can be sold for a higher price than cargo with the "diamond" or "triangle" attribute associated with selling level "Level 1," i.e., additional benefits will be granted.

[0167] The game control unit 120 sets the selling price TBL 101 based on predetermined data. The selling price TBL 101 is adjusted so that the same selling level is not associated with all five types of attributes, and the configuration of the selling levels associated with the five types of attributes is not the same between two sailing destinations. The selling price TBL 101 is the same data until the development part ends. However, the selling price TBL 101 is not limited to predetermined data, and the game control unit 120 may set the selling price level of the cargo for each sailing destination by lottery each time the development part starts.

[0168] In S106, the setting unit 127 sets initial destination-related information for displaying the destination when the user selects the destination. Specifically, the setting unit 127 generates destination-related information that associates the destination with options when displaying available destinations on a map, and stores the information in the game situation data DT6. 24A is a diagram showing an example of destination-related information DT102a. The destination-related information DT102a includes options P1401-P1404 for the first destination and options P1405-P1412 for the second destination. Different destinations are associated with each of the options P1401-P1404 and the options P1405-P1412. For example, destinations "B"-"E" are associated with the options P1401-P1404, respectively, and destinations "F"-"M" are associated with the options P1405-P1412, respectively.

[0169] The setting unit 127 determines the departure destination to be associated with each option by lottery from among all departure destinations (excluding the departure origin). At this time, the setting unit 127 adjusts so that the same departure destination is not associated with the options P1401 to P1412, and so that the departure origin, which is the current point, is not associated with the options P1401 to P1404. Furthermore, the setting unit 127 adjusts so that the departure origin, which is the current point, is not associated with the options P1401 to P1412 either. Therefore, the departure origin cannot be selected for the first departure destination and the second departure destination. Note that the destination related information DT102a is not limited to being generated each time the training part is started, and may be predetermined and always the same data.

[0170] After the provisional selection of one of the options P1401 to P1404 is confirmed and a voyage is started, the user cannot depart to any of the options P1405 to P1412, and can only depart to a specific second option corresponding to the option selected for the provisional selection of the options P1401 to P1404. In other words, a second destination that is available next to the first destination is associated in advance with each first destination. The association data DT5 stores option related information in which the second destinations of the options P1405 to P1412 are previously associated with the first destinations of the options P1401 to P1404.

[0171] FIG. 28 is a diagram showing an example of the option related information DT 106. In the option related information DT106, the options P1401 to P1404 are respectively related to one of the options P1405 to P1412, thereby indirectly relating the first departure destination to the second departure destination. In Fig. 28, for example, the option P1401 is related to three options P1412, P1405, and P1406. Therefore, by referring to the destination related information DT102a in Fig. 24A, the first departure destination "B" is related to the second departure destinations "M", "F", and "G". In addition, the option P1402 is associated with three options P1406, P1407, and P1408. Therefore, by referring to the destination related information DT102a in Fig. 24A, the first destination "C" is associated with the second destinations "G", "H", and "I". In addition, the choice P1403 is related to the choices P1408, P1409, and P1410. Therefore, by referring to the destination related information DT102a in Fig. 24A, the first destination "D" is related to the second destinations "I", "J", and "K". Also, the option P1404 is associated with three options P1410, P1411, and P1412. Therefore, by referring to the destination related information DT102a in Fig. 24A, the first destination "E" is associated with the second destinations "K", "L", and "M".

[0172] Conversely, options P1405, P1407, P1409, and P1411 are each associated with only one option. On the other hand, options P1406, P1408, P1410, and P1412 are each associated with multiple (two) options. Therefore, by referring to the destination-related information DT102a in Fig. 24A, for example, the second destinations "F", "H", "J", and "L" are associated with only one first destination, and the second destinations "G", "I", "K", and "M" are associated with two first destinations. However, multiple first destinations may be associated with all second destinations. Also, the option related information DT106 does not have to be predetermined and always the same data, and the second destinations of the options P1405-P1412 to be associated with each of the first destinations of the options P1401-P1404 may be determined by lottery.

[0173] In S108, the progression unit 125 performs a section start process. Specifically, the progression unit 125 adds 1 to the number of sections stored in the game situation data DT6. When the number of sections is 1, it indicates that the first section will start, and when the number of sections is 2, it indicates that the second section will start. In this embodiment, as described above, there are four sections (first section to fourth section). Furthermore, the game control unit 120 displays on the display unit 106 that a section is starting.

[0174] In S110, the progression unit 125 performs a turn start process. Specifically, the game control unit 120 adds 1 to the number of turns stored in the game situation data DT6. When the number of turns is 1, it indicates that the first turn will start, and when the number of turns is 2, it indicates that the second turn will start. In this embodiment, as described above, the first section to the third section each consist of 12 turns (the first turn to the twelfth turn), and only the fourth section consists of 15 turns (the first turn to the fifteenth turn). In addition, when the departure possible flag is on, the game control unit 120 adds 1 to the number of turns since the departure possible flag was turned on. The departure possible flag is turned on by transitioning to a departure possible state. The game control unit 120 stores the number of turns since the departure possible flag was turned on in the game situation data DT6.

[0175] In S112, the game control unit 120 associates teammates who will practice together with each of the six types of practice. Specifically, the game control unit 120 draws teammates for each practice, generates practice / teammate related information that associates the drawn teammates with the practice, and stores it in the association data DT5. If the practice / teammate related information is already stored in the association data DT5, the practice / teammate related information is updated. At this time, if attributes and favorite practices are associated with teammates in the event character data DT1, the game control unit 120 also associates attributes and favorite practices with teammates in the practice / teammate related information. In this embodiment, the number of teammates associated with one practice is 0 at minimum and 6 at maximum. Teammates include event characters specific to the scenario, event characters arranged in the event deck, non-event characters, and joint practice characters. The process of S112 is performed after the turn start process, so that the teammates associated with each practice change for each turn.

[0176] In S114, the game control unit 120 associates a load with each of the six types of practice. The load is composed of two different types of elements. Specifically, the load is composed of one of five types of attributes associated with a component quantity. First, the game control unit 120 determines the composition quantity of the cargo to be associated with the practice based on the number of teammates associated with the practice in S112. Specifically, the game control unit 120 adds 1 to the composition quantity when there is at least one teammate associated with the practice, and adds a number according to the number of event characters to the composition quantity when the teammate has an event character set in the event deck. Note that, when there is no teammate associated with a practice, the game control unit 120 does not associate the cargo with that practice.

[0177] Next, the game control unit 120 determines the attributes of the cargo to be associated with the practice based on the practice TBL100 shown in FIG. 22. Specifically, first, the game control unit 120 acquires information on the current point from the game situation data DT6. Next, the game control unit 120 associates the attributes associated with the practice of the departure destination corresponding to the acquired current point in the practice TBL100 with the cargo. For example, when the current point is destination "A", since the attribute "circle" is associated with the practice "hitting" of destination "A" in the practice TBL100, the game control unit 120 determines the attribute to be associated with the practice "hitting" to be "circle". The game control unit 120 generates practice / cargo related information that associates each practice with cargo associated with a constituent quantity and an attribute, and stores the information in the association data DT5. If practice / cargo related information is already stored in the association data DT5, the practice / cargo related information is updated. Each practice is associated with cargo that may differ in at least one of the attributes and the constituent quantity. The attributes and constituent quantity of the cargo associated with each practice are not limited to those based on the practice TBL 100 or the number of teammates, but may be determined by lottery or may be predetermined for each turn.

[0178] In S116, the game control unit 120 associates the bell information for transitioning to a state in which the boat can depart with the practice. Specifically, the game control unit 120 generates practice / bell related information that associates the bell information with a practice in which the number of associated teammates is five or more among the six types of practice, or a practice in which the number of predetermined event characters or joint practice characters is three or more, and stores the information in the association data DT5. Note that if the practice / bell related information has already been stored in the association data DT5, the practice / bell related information is updated. In addition, whether or not to associate the bell information with each practice is not limited to the number of teammates associated with the practice, and may be determined by lottery or may be predetermined for each turn.

[0179] In S118, the game control unit 120 judges whether or not to generate a morning event based on information about the event of the event character set in the event deck, which is included in the event character data DT1, and information about the scenario event that is predetermined and specific to that scenario. In this process, the game control unit 120 performs an event generation lottery, and generates a morning event if the lottery is won. If the result of this judgment is that a morning event is to be generated, the process proceeds to S120, and if the morning event is not to be generated, the process proceeds to S122.

[0180] There are several types of morning events, and each of these events has its own occurrence conditions (evaluation value for the main character, whether or not related events occur, number of turns, etc.). For all event character events and scenario events related to this training part, one event is generated that is determined by lottery from among the events that are determined to satisfy the occurrence conditions based on the game situation. If there is no event that satisfies the occurrence conditions, no event will occur. Some events, such as scenario events, are prioritized over other events regardless of the lottery results. Such scenario events have priority occurrence conditions set.

[0181] In S120, the game control unit 120 generates the event that was selected by lottery. Specifically, the game control unit 120 generates a screen according to the story of the event and displays it on the display unit 106. At this time, the game control unit 120 updates the main character data DT3 so as to give experience points to the main character, recover physical strength, increase the evaluation value of the event character appearing in the event with respect to the main character, and change the "motivation" of the main character.

[0182] In S122, the game control unit 120 displays the main screen G800 shown in FIG. 8 on the display unit 106. At this time, the game control unit 120 displays the loading status of the cargo already loaded in the warehouse in the display area A806 based on the cargo display information included in the association data DT5. In addition, the game control unit 120 displays bell objects in the display area A809 close to the option P808, with the number based on the bell addition number included in the game situation data DT6. Note that, when the forced departure flag stored in the game situation data DT6 is on, the selection unit 121 allows only the "departure" option P808 and the "ability improvement" option P410 to be selected. Here, even if the "ability improvement" option P410 is selected, the turn does not advance, so as a result, the user is forced to select the "departure" option P808 to advance the turn.

[0183] In S124, the game control unit 120 determines whether any of the options P407 to P413 (or the menu button B403) has been selected from the main screen G800 by the user's operation. If the result of this determination is that the "Practice" option P408 has been selected, the process proceeds to S136. If the "Set Sail" option P808 has been selected, the process proceeds to S144. On the other hand, if an option other than the "Practice" option P408 and the "Set Sail" option P808 has been selected, the process proceeds to S126. In S126, the game control unit 120 determines whether or not the "ability improvement" option P410 is selected by the user's operation. If the "ability improvement" option P410 is selected, the process proceeds to S128, and if not, the process proceeds to S130.

[0184] In S128, the game control unit 120 displays a setting screen G600 for increasing the basic abilities of the main character as shown in Fig. 6 on the display unit 106, and performs processing for increasing the basic abilities of the main character and acquiring special abilities in response to a user operation. In this processing, the game control unit 120 switches between the screen shown in Fig. 6 and the screen shown in Fig. 7 in response to a user operation. When a back button (not shown) is selected on these screens, the process returns to S122. Note that when the user operation consumes experience points to increase the main character's basic abilities or acquire a special ability, the game control unit 120 updates the main character data DT3.

[0185] In S130, the game control unit 120 determines whether or not the menu button B403 has been selected by a user operation on the main screen G800. If the result of this determination is that the menu button B403 has been selected, the process proceeds to S132, and if the menu button B403 has not been selected, the process proceeds to S134. In S132, the game control unit 120 displays a menu screen on the display unit 106. While viewing this menu screen, the user can interrupt the scenario midway or change other game-related settings. When an instruction to close the menu screen is received from the user's operation, the game control unit 120 closes the menu screen and returns to S122.

[0186] In S134, the game control unit 120 performs processing according to the selected option. When the option P407 of "rest" is selected by the user's operation, the game control unit 120 updates the main character data DT3 to restore the physical strength of the main character. When the option P411 of "visit to hospital" is selected by the user's operation, the game control unit 120 performs a lottery to cure the illness of the main character, and if the lottery is won, updates the main character data DT3 for the illness. When the option P412 of "play" is selected by the user's operation, the game control unit 120 updates the main character data DT3 to restore the physical strength and "motivation" of the main character. When the option P413 of "date" is selected by the user's operation, the physical strength of the main character is restored and experience points are granted to the main character according to the content of the date. In response to this, the game control unit 120 updates the main character data DT3. Note that, if necessary, the game control unit 120 displays information such as the increase in physical strength on the display unit 106.

[0187] In S136, the game control unit 120 displays a practice screen G1100 as shown in FIG. 11 on the display unit 106. At this time, if there is a cargo associated with the practice of the option, the game control unit 120 displays the cargo attribute and the composition quantity in a position close to the option so that they can be identified. Specifically, the game control unit 120 displays the cargo attribute and the composition quantity associated with the practice based on the practice / cargo related information stored in the association data DT5. The game control unit 120 displays, for example, cargoes P1101 to P1106 on the practice screen G1100 shown in FIG. 11. Also, if there is information on a bell associated with the practice of the option, the game control unit 120 displays a bell object in a position close to the option. Specifically, the game control unit 120 displays a bell associated with the practice based on the practice / bell related information stored in the association data DT5. The game control unit 120 displays, for example, a bell P1107 on the practice screen G1100 shown in FIG. 11. Also, the game control unit 120 displays the loading state of the cargo placed in the warehouse. Specifically, the game control unit 120 displays the loading state of the cargo based on the cargo display information stored in the game situation data DT6. The game control unit 120 displays, for example, as in the display area A806 of the practice screen G1100 shown in FIG.

[0188] In S138, the game control unit 120 executes a process related to the cargo. Here, the process related to the cargo will be described with reference to the flowchart of FIG. First, in S200, the selection unit 121 judges whether or not any of the options P511 to P516 has been provisionally selected by the user's operation. The provisional selection here means that the user provisionally selects the option before finalizing the option. By provisionally selecting, the user can confirm the experience points that will be granted when the provisionally selected option is finalized, whether or not the cargo associated with the option can be loaded in the warehouse, the loading state when the cargo is placed in the warehouse, whether or not the special tag practice, the shipping bonus, or the shipping tag practice occurs, and the experience points that will be additionally granted when the shipping bonus or the shipping tag practice occurs. Therefore, the user can provisionally select the option and confirm the experience points and the loading state of the warehouse before finalizing the option. The selection unit 121 judges that the option has been provisionally selected by touching any of the options P511 to P516. If the option is provisionally selected, the process proceeds to S202, and if the option is not provisionally selected, the selection unit 121 waits for the provisional selection. When proceeding to S200 for the first time after starting the turn of S110, a predetermined practice from among the options P511 to P516 is provisionally selected.

[0189] In S202, the game control unit 120 judges whether or not a load is associated with the practice of the provisionally selected option. Specifically, the game control unit 120 judges based on the practice / load related information stored in the association data DT5. If a load is associated with the practice, the process proceeds to S210, and if a load is not associated with the practice, the process proceeds to S204.

[0190] In S204, the game control unit 120 displays which option is the provisionally selected option. Specifically, the game control unit 120 displays an arrow P510 in a position close to the provisionally selected option. In addition, the game control unit 120 displays the teammates associated with the practice of the provisionally selected option. Specifically, the game control unit 120 displays the teammates based on the practice / teammate related information stored in the association data DT5, and displays the evaluation value of the teammates (progress level in the case of a joint practice character) based on the main character data DT3. Note that, if the teammates associated with the practice of the option have attributes or favorite practices, the attributes and favorite practices are displayed in a position close to the teammates. The game control unit 120 displays, for example, the display areas A505 to A507 and A1108 of the practice screen G1100 shown in FIG. 11. In addition, the game control unit 120 displays the experience points to be granted when the user confirms the practice of the provisionally selected option. Specifically, first, the bonus granting unit 123 determines the experience points to be granted based on the bonus granting TBL stored in the bonus granting data DT7. Here, experience points are determined mainly based on the provisionally selected practice level, the number of teammates associated with the practice, the motivation parameter of the main character, etc. The game control unit 120 displays, for example, the display area A502 of the practice screen G1100 shown in Fig. 11. Note that these display items are displayed in the same way even when a cargo is associated with the provisionally selected option.

[0191] In S206, the selection unit 121 judges whether or not the practice of the provisionally selected option has been confirmed. Specifically, the selection unit 121 judges that the practice of the provisionally selected option has been confirmed by touching the provisionally selected option again. If it has been confirmed, the process proceeds to S208, and if it has not been confirmed, the process returns to S200. In S208, the benefit providing unit 123 adds the experience points determined in S204 to the experience point providing information stored in the game situation data DT6 to update it, and then returns to S138 in the flowchart of FIG. 19B.

[0192] In S210, the game control unit 120 determines whether or not the provisionally selected practice option satisfies both the conditions of the special tag practice and the conditions of the shipping bonus. The game control unit 120 determines whether the conditions for the special tag practice are met in the following manner. If there is an event character among teammates associated with the provisionally selected practice whose favorite practice matches the provisionally selected practice and whose evaluation value for the main character is equal to or greater than a predetermined value (progress level 1 or greater in the case of a joint practice character), the game control unit 120 determines that the conditions for the special tag practice are met. The game control unit 120 can determine the favorite practice of a teammate based on the practice / teammate related information stored in the association data DT5, and can determine the evaluation value of a teammate (progress level in the case of a joint practice character) based on the main character data DT3.

[0193] Next, the game control unit 120 determines whether the conditions for the shipping bonus are met in the following manner. The game control unit 120 determines that the conditions for the shipping bonus are met when the attributes of the teammates associated with the provisionally selected practice match the attributes of the cargo associated with the provisionally selected practice. The game control unit 120 can determine the attributes of the cargo based on the practice / cargo related information stored in the association data DT5, and can determine the attributes of the teammates based on the practice / teammate related information stored in the association data DT5. If both the conditions for the special tag practice and the conditions for the shipping bonus are met, the process proceeds to S248, and if not, the process proceeds to S212.

[0194] In S212, the associating unit 122 determines whether or not the cargo associated with the practice of the provisionally selected option can be placed in the warehouse, i.e., whether or not the cargo can be associated, based on the upper limit of the warehouse and the quantity of cargo already placed in the warehouse. Specifically, the associating unit 122 determines whether or not the cargo can be placed based on the cargo loading information stored in the game situation data DT6.

[0195] FIG. 25A is a diagram showing an example of cargo loading information DT103a. In the cargo loading information DT103a, an upper limit for the amount of cargo that can be placed is set for each of the first warehouse to the third warehouse. FIG. 25A shows an example in which the upper limit quantity for the first warehouse is "5", the upper limit quantity for the second warehouse is "5", and the upper limit quantity for the third warehouse is "10". The upper limit quantity for each warehouse matches the upper limit quantity for each warehouse in the warehouse object shown in FIG. 9A. Moreover, the cargo loading information DT103a includes the "quantity of cargo placed" and the "quantity of cargo that can be placed" for each of the first to third warehouses. FIG. 25A shows an example of a state in which no cargo is placed in the first and second warehouses, and a cargo is placed in the third warehouse. In the first and second warehouses, the "quantity of cargo placed" is "0", and the "quantity of cargo that can be placed" is the same as the upper limit. Meanwhile, in the third warehouse, the "quantity of cargo placed" is "6", and the "quantity of cargo that can be placed" is "4", which is the upper limit minus the "quantity of cargo placed". Note that the "quantity of cargo placed" includes "before compression" and "after compression", but here, the "before compression" quantity will be explained, and the "after compression" will be explained later.

[0196] The associating unit 122 judges whether or not the cargo can be placed in the warehouse by referring to the cargo loading information. Specifically, the associating unit 122 judges that the cargo can be placed in a warehouse where the "quantity of cargo that can be placed" obtained by subtracting the "quantity of cargo placed" from the upper limit quantity in the cargo loading information is equal to or greater than the constituent quantity of the cargo associated with the practice of the option. On the other hand, the associating unit 122 judges that the cargo cannot be placed in a warehouse where the "quantity of cargo that can be placed" obtained by subtracting the "quantity of cargo placed" from the upper limit quantity in the cargo loading information is smaller than the constituent quantity of the cargo associated with the practice of the option. At this time, the associating unit 122 judges whether or not the cargo can be placed in the order of the first warehouse, the second warehouse, and the third warehouse as a predetermined procedure. The associating unit 122 can judge the constituent quantity of the cargo associated with the practice of the option based on the practice / cargo related information stored in the association data DT5. For example, in the case of the cargo loading information DT103a shown in FIG. 25A, when the constituent quantity of the cargo associated with the practice option is "3", the association unit 122 first judges the first warehouse and determines that the cargo can be placed in the first warehouse because the "quantity of cargo that can be placed" in the first warehouse is "5".

[0197] 25B is a diagram showing an example of cargo loading information DT103b. The cargo loading information DT103b shows an example in which cargo has already been placed, and the "quantity of placed cargo" in the first warehouse is "2", and the "quantity of cargo that can be placed" is "3", which is the upper limit quantity minus "quantity of placed cargo" "2". For example, in the case of the cargo loading information DT103b shown in FIG. 25B, when the constituent quantity of the cargo associated with the practice option is "4", the association unit 122 first judges the first warehouse and judges that the cargo cannot be placed in the first warehouse since the "quantity of cargo that can be placed" in the first warehouse is "3", then judges the second warehouse and judges that the cargo can be placed in the second warehouse since the "quantity of cargo that can be placed" in the second warehouse is "5". On the other hand, for example, in the case of the cargo loading information DT103b shown in FIG. 25B, when the constituent quantity of the cargo associated with the practice option is "6", the association unit 122 first judges the first warehouse and determines that it cannot be placed in the first warehouse, then judges the second warehouse and determines that it cannot be placed in the second warehouse, and finally judges the third warehouse and determines that it cannot be placed in the third warehouse, thereby determining that it cannot be placed in any of the warehouses. If the cargo can be placed, the process proceeds to S220, and if the cargo cannot be placed in any warehouse, the process proceeds to S214.

[0198] In S214, the game control unit 120 displays the provisionally selected option, the teammates associated with the practice of the provisionally selected option, the attributes and favorite practices of the teammates, and the experience points to be given when the user confirms the practice of the provisionally selected option. This process is the same as S204. In S214, even if the practice of the provisionally selected option is confirmed, the game control unit 120 displays that the cargo cannot be placed in any of the first to third warehouses. Specifically, the game control unit 120 displays a message such as "Over," changes the color of the warehouse to a color different from that of the warehouse when it is possible to place the cargo, or changes the color of the option when it is possible to place the cargo.

[0199] In S216, the selection unit 121 determines whether or not the practice of the provisionally selected option has been confirmed. This process is the same as that in S206. If it has been confirmed, the process proceeds to S218, and if it has not been confirmed, the process returns to S200. In S218, the benefit granting unit 123 adds the experience points determined in S214 to the experience point grant information stored in the game situation data DT6 to update it, and then proceeds to S264, which will be described later.

[0200] On the other hand, in S220, the game control unit 120 judges whether or not the provisionally selected practice option satisfies the condition for the shipping bonus. This process is performed in the same manner as in S210 described above in which it is judged whether or not the condition for the shipping bonus is satisfied. If the condition for the shipping bonus is not satisfied, the process proceeds to S222, and if the condition for the shipping bonus is satisfied, the process proceeds to S232. In S222, the game control unit 120 judges whether or not the practice of the provisionally selected option satisfies the conditions for the special tag practice. This process is performed in the same manner as in S210 described above in which it is judged whether or not the conditions for the special tag practice are satisfied. If the conditions for the special tag practice are not satisfied, the process proceeds to S224, and if the conditions for the special tag practice are satisfied, the process proceeds to S240.

[0201] In S224, the game control unit 120 displays the provisionally selected option, the teammates associated with the practice of the provisionally selected option, the attributes and favorite practices of the teammates, and the experience points to be granted when the user confirms the practice of the provisionally selected option. This process is the same as S204. However, in S224, the game control unit 120 displays the loading state of the cargo associated with the practice of the provisionally selected option when it is provisionally placed in the warehouse. Specifically, the game control unit 120 displays based on the cargo display information for provisional placement generated based on the cargo display information stored in the game situation data DT6.

[0202] FIG. 26A is a diagram showing an example of cargo display information DT104a. In the cargo display information DT104a, information on the attributes of the placed cargo is associated with the identification number of each space for each of the first warehouse to the third warehouse. The cargo display information DT104a shown in FIG. 26A includes identification numbers 1 to 5 for each space of the first warehouse and the second warehouse, and identification numbers 1 to 10 for each space of the third warehouse. The cargo display information DT104a shown in FIG. 26A shows an example of a state in which no cargo is placed in the first warehouse and the second warehouse, and cargo with the attribute "star" is placed in identification numbers 1 to 6 of the third warehouse.

[0203] The association unit 122 generates cargo display information for provisional placement that associates the constituent quantity and attributes of the cargo associated with the practice of the provisionally selected option with the warehouse that was determined to be available for placement in S212, and stores the information in the game situation data DT6. For example, in the case of the display information DT104a shown in Fig. 26A, if the constituent quantity of the cargo associated with the practice of the provisionally selected option is "2" and the attribute is "circle", it is determined in S212 that it can be placed in the first warehouse. Therefore, the associating unit 122 generates cargo display information for provisional selection in which the attribute "circle" is associated with the identification No. 1 to No. 2 of the first warehouse.

[0204] 26B is a diagram showing an example of cargo display information DT104b for temporary selection. In the cargo display information DT104b for temporary placement, the attribute "circle" is associated with the identification No. 1 to No. 2 of the first warehouse. However, the attribute "circle" associated with the identification No. 1 to No. 2 is added with selection identification information to identify that it is a temporary selection. Here, the attribute "circle" is shown with a dashed line as identification information.

[0205] The game control unit 120 displays the loading state of the cargo when provisionally placed, based on the cargo display information for provisional placement stored in the game situation data DT6. The game control unit 120 displays cargo objects so as to overlap at the position of the warehouse identification number corresponding to the identification number of the cargo display information for provisional placement, and also displays marks corresponding to the attributes associated with each identification number. At this time, if selection identification information is added to the attribute, the game control unit 120 displays the cargo object by blinking so that the user can recognize that it is the cargo associated with the provisionally selected option. Therefore, the user can check in advance how the cargo associated with the provisionally selected option will be placed when it is placed in the warehouse, before finalizing it.

[0206] In S226, the selection unit 121 determines whether or not the practice of the provisionally selected option has been confirmed. This process is the same as that in S206. If it has been confirmed, the process proceeds to S228, and if it has not been confirmed, the process returns to S200. In S228, the associating unit 122 places the cargo associated with the practice of the confirmed option in a warehouse where the cargo can be placed and associates the cargo. Specifically, the associating unit 122 updates the cargo display information by replacing the cargo display information stored in the game situation data DT6 with the cargo display information for temporary placement generated in S224. At this time, the associating unit 122 deletes the selection identification information added in the cargo display information for temporary placement.

[0207] In addition, the association unit 122 updates the cargo loading information stored in the game situation data DT6. Specifically, the association unit 122 updates the "quantity of cargo placed" and the "quantity of cargo that can be placed" of the warehouse in which the confirmed cargo is placed among the cargo loading information, based on the constituent quantity of the cargo associated with the practice of the confirmed option. For example, assume that the cargo loading information DT103a shown in FIG. 25A is before confirmation, and the constituent quantity of the cargo associated with the confirmed practice is "2". In this case, the association unit 122 updates the "quantity of cargo placed" of the first warehouse from "0" to "2" and the "quantity of cargo that can be placed" from "5" to "3" as shown in the cargo loading information DT103b shown in FIG. 25B.

[0208] Moreover, the accumulation unit 124 updates the benefit granting information stored in the game situation data DT6. FIG. 27A is a diagram showing an example of the privilege granting information DT105a. The privilege granting information DT105a includes the quantity of cargo placed in each of the first to third warehouses, divided by attribute. It also includes the total number obtained by adding up the quantities for each attribute for all of the first to third warehouses. It also includes the total number of cargo. FIG. 27A shows an example in which the quantity of the attribute "star" in the third warehouse is 6, and the other warehouses do not include the quantity of the attribute, so the total number is the quantity of "star" of "6", and the total number of cargo is "6".

[0209] The accumulation unit 124 adds the constituent quantity of the cargo associated with the practice of the confirmed option to the number of the corresponding attributes of the warehouses with which the cargo is associated. For example, assume that the bonus granting information DT105a shown in FIG. 27A was used before the confirmation, and the constituent quantity of the cargo associated with the confirmed practice was "2", the attribute was "circle", and the cargo was placed in the first warehouse. In this case, the accumulation unit 124 adds "2" to the attribute "circle" of the first warehouse, as shown in the bonus granting information DT105b shown in FIG. 27B, adds "2" to the attribute "circle" of the total number, and adds "2" to the total number to update it to "8". In this way, the accumulation unit 124 adds the constituent quantity of the cargo associated with the practice of the confirmed option for each attribute of the cargo, thereby updating the cargo as a bonus element. Accumulate. In S230, the benefit granting unit 123 adds the experience points determined in S224 to the experience point grant information stored in the game situation data DT6 to update it, and then proceeds to S264, which will be described later.

[0210] On the other hand, if the conditions for the shipping bonus are met in S220, the process proceeds to S232. In S232, the game control unit 120 displays the provisionally selected option, the loading state of the cargo when provisionally placed in the warehouse, the teammates associated with the practice of the provisionally selected option, the attributes and favorite practices of the teammates, and the experience points to be given when the user confirms the practice of the provisionally selected option. This process is the same as S224. However, in S232, the game control unit 120 displays to the user in a manner that the practice of the provisionally selected option satisfies the conditions for the shipping bonus in a manner that is identifiable to the user. In addition, the game control unit 120 displays the normal experience points and the shipping bonus as added points separately as the experience points to be granted. The bonus granting unit 123 determines the experience points and the shipping bonus to be granted based on the bonus granting TBL stored in the bonus granting data DT7. Here, the shipping bonus is determined based on the level and number of favorite practices of the teammates determined to match the attributes of the cargo associated with the provisionally selected practice, the motivation parameter of the main character, and the like. The game control unit 120 displays the shipping bonus, for example, as in the display area A1109 of the practice screen G1100 shown in FIG. 11.

[0211] In S234, the selection unit 121 determines whether or not the practice of the provisionally selected option has been confirmed. This process is the same as that in S206. If it has been confirmed, the process proceeds to S236, and if it has not been confirmed, the process returns to S200. In S236, the associating unit 122 places the cargo associated with the practice of the confirmed option in the warehouse where it can be placed, and associates it. Specifically, the associating unit 122 replaces the cargo display information stored in the game situation data DT6 with the cargo display information for temporary placement generated in S232, and updates the cargo display information.

[0212] Furthermore, the associating unit 122 updates the cargo loading information stored in the game situation data DT6. Specifically, the associating unit 122 changes and updates the "quantity of cargo placed" and the "quantity of cargo that can be placed" of the warehouse in which the confirmed cargo is placed among the cargo loading information, based on the constituent quantity of the cargo associated with the practice of the confirmed option. In addition, the accumulation unit 124 updates the privilege granting information stored in the game situation data DT6. Specifically, the accumulation unit 124 adds the constituent quantity of the cargo associated with the practice of the confirmed option to the number of the corresponding attributes among the warehouses associated with the cargo. These processes are the same as those in S228.

[0213] In S238, the benefit granting unit 123 adds the experience points determined in S232 to the experience point grant information stored in the game situation data DT6 to update it, and then proceeds to S264, which will be described later. Here, the bonus giving unit 123 adds a shipping bonus as additional points to the experience point giving information in addition to the normal experience points. Therefore, when the conditions for the shipping bonus are met, more experience points are given than when the conditions for the shipping bonus are not met.

[0214] On the other hand, if the conditions for special tag training are met in S222, proceed to S240. In S240, the game control unit 120 displays the provisionally selected option, the loading state of the cargo when provisionally placed in the warehouse, the teammates associated with the practice of the provisionally selected option, the attributes and favorite practice of the teammates, and the experience points to be given when the user confirms the practice of the provisionally selected option. This process is the same as S224. However, in S222, the game control unit 120 displays to the user in a manner that enables the user to discern that the practice of the provisionally selected option satisfies the conditions for the special tag practice. Furthermore, the game control unit 120 displays the experience points to be granted in a state in which the added points for the special tag practice are added to the normal experience points. The bonus granting unit 123 determines the normal experience points and the added points for the special tag practice based on the bonus granting TBL stored in the bonus granting data DT7. The game control unit 120 displays the experience points obtained by adding the normal experience points and the added points for the special tag practice determined by the bonus granting unit 123.

[0215] In S242, the selection unit 121 determines whether or not the practice of the provisionally selected option has been confirmed. This process is the same as that of S206. If it has been confirmed, the process proceeds to S244, and if it has not been confirmed, the process returns to S200. In S244, the associating unit 122 places the cargo associated with the practice of the confirmed option in the warehouse where it can be placed, and associates it. Specifically, the associating unit 122 replaces the cargo display information stored in the game situation data DT6 with the cargo display information for temporary placement generated in S240, and updates the cargo display information.

[0216] Furthermore, the associating unit 122 updates the cargo loading information stored in the game situation data DT6. Specifically, the associating unit 122 changes and updates the "quantity of cargo placed" and the "quantity of cargo that can be placed" of the warehouse in which the confirmed cargo is placed among the cargo loading information, based on the constituent quantity of the cargo associated with the practice of the confirmed option. In addition, the accumulation unit 124 updates the privilege granting information stored in the game situation data DT6. Specifically, the accumulation unit 124 adds the constituent quantity of the cargo associated with the practice of the confirmed option to the number of the corresponding attributes among the warehouses associated with the cargo. These processes are the same as those in S228.

[0217] In S246, the benefit granting unit 123 adds the experience points determined in S240 to the experience point grant information stored in the game situation data DT6 to update it, and then proceeds to S264, which will be described later. Here, the bonus giving unit 123 adds the additional points for the special tag training to the experience point giving information in addition to the normal experience points. Therefore, when the special tag training is satisfied, more experience points are given than when the special tag training is not satisfied.

[0218] On the other hand, if both the conditions for the special tag practice and the conditions for the shipping bonus are met in S210, the process proceeds to S248. In S248, the association unit 122 determines whether or not a cargo associated with the practice of the provisionally selected option can be placed in the warehouse, i.e., whether or not it can be associated, by compressing the size of the cargo already placed in the warehouse by half. Specifically, instead of compressing the size of the cargo already placed by half, the association unit 122 determines whether or not the cargo can be placed in the warehouse by halving the constituent quantity of the cargo already placed. First, the association unit 122 generates cargo loading information for provisional selection in which the constituent quantity of the cargo already placed is halved, based on the cargo loading information stored in the game situation data DT6.

[0219] FIG. 25C is a diagram showing an example of cargo loading information DT103c for provisional selection. The cargo loading information DT103c for provisional selection shown in FIG. 25C is obtained by halving the component quantities of cargo already placed in warehouses based on the cargo loading information DT103b shown in FIG. 25B. In the cargo loading information DT103b shown in FIG. 25B, the "quantity of placed cargo" of the first warehouse and the third warehouse is "2" and "6" before compression, respectively, but by halving each of them, they are changed to "1" and "3" after compression, respectively, as in the cargo loading information DT103c for provisional selection shown in FIG. 25C. Therefore, the "quantity of cargo that can be placed" of the first warehouse and the third warehouse is "4" and "7", which are the quantities obtained by subtracting the "quantity of placed cargo" of "1" and "3" from the upper limit, respectively.

[0220] The associating unit 122 determines that the cargo can be placed in the cargo loading information for provisional selection when there is a warehouse in which the "quantity of cargo that can be placed" is equal to or greater than the constituent quantity of the cargo associated with the practice of the option. At this time, the associating unit 122 determines whether the cargo can be placed in the order of the first warehouse, the second warehouse, and the third warehouse, as a predetermined procedure. For example, in the case of the cargo loading information DT103c for provisional selection shown in FIG. 25C, when the constituent quantity of the cargo associated with the practice option is "3", the association unit 122 first determines whether the cargo can be placed in the first warehouse, and determines that the cargo can be placed in the first warehouse because the "quantity of cargo that can be placed" in the first warehouse is "4". Also, for example, in the case of the cargo loading information DT103c for provisional selection shown in Fig. 25C, when the constituent quantity of the cargo associated with the practice of the option is "6", the associating unit 122 first determines that the first warehouse cannot be placed if the "quantity of cargo that can be placed" in the first warehouse is "4", then determines that the cargo cannot be placed in the first warehouse if the "quantity of cargo that can be placed" in the second warehouse is "5", then determines that the cargo cannot be placed in the second warehouse, then determines that the third warehouse can be placed since the "quantity of cargo that can be placed" in the third warehouse is "7". Note that if the cargo is not compressed and remains as it is in the cargo loading information DT103b shown in Fig. 25B, it is determined that the cargo cannot be placed in any of the first to third warehouses.

[0221] In this way, when both the conditions for special tag practice and the conditions for the shipping bonus are met and cargo that has already been placed can be placed by compressing it, it is determined that a larger quantity of cargo can be placed than when at least neither of the conditions are met. If the cargo can be compressed and placed, the process proceeds to S250, and if the cargo cannot be placed in any warehouse, the process proceeds to S258.

[0222] In S250, the game control unit 120 displays the provisionally selected option, the loading state of the cargo when provisionally placed in the warehouse, the teammates associated with the practice of the provisionally selected option, the attributes and favorite practices of the teammates, and the experience points to be given when the user confirms the practice of the provisionally selected option. This process is the same as S224. However, in S250, the game control unit 120 displays to the user in a manner that the practice of the provisionally selected option satisfies both the conditions of the special tag practice and the conditions of the shipping bonus, so that the practice satisfies the conditions of the shipping tag in a manner that is identifiable to the user. Also, similar to S232, the game control unit 120 displays the normal experience points and the shipping tag bonus as added points separately as the experience points to be granted. The bonus granting unit 123 determines the experience points and the shipping tag bonus to be granted based on the bonus granting TBL stored in the bonus granting data DT7. At this time, similar to S232, the bonus granting unit 123 determines the shipping tag bonus based on the level and number of favorite practices of the teammates determined to match the attributes of the cargo associated with the provisionally selected practice, the motivation parameter of the main character, and the like. The game control unit 120 displays the shipping bonus, for example, as in the display area A1109 of the practice screen G1200 shown in FIG. 12. Also, the game control unit 120, as in S240, displays the experience points to be awarded in a state where the points added for the special tag training are added to the normal experience points.

[0223] Furthermore, when displaying the loading state of the cargo associated with the practice of the provisionally selected option when it is provisionally placed in the warehouse, the game control unit 120 displays the density of the cargo to be compressed in a darker manner so that it can be understood that the size of the cargo already placed is compressed to half. The game control unit 120 displays based on the cargo display information for provisional placement generated based on the cargo display information stored in the game situation data DT6.

[0224] The association unit 122 generates cargo display information for provisional placement that associates the constituent quantity and attributes of the cargo associated with the practice of the provisionally selected option with the warehouse that was determined to be available for placement in S248, and stores the information in the game status data DT6. For example, let us take the case of the cargo display information DT104b in FIG. 26B from which the identification information has been deleted. In the cargo display information DT104b shown in FIG. 26B, when the cargo associated with the practice of the provisionally selected option has a constituent quantity of "3" and an attribute of "circle", it is determined in S248 that the cargo with a constituent quantity of "2" and an attribute of "circle" that has already been placed in the first warehouse can be placed in the first warehouse by compressing it. Therefore, the association unit 122 generates cargo display information for provisional selection in which the attribute "circle" is associated with the first warehouse. Here, the association unit 122 divides the cell with the identification No. 1 in the first warehouse into two, and assigns the quantity of the cargo already placed to one of the two divided cells, thereby reassociating the cargo already placed in the two divided cells.

[0225] FIG. 26C is a diagram showing an example of the cargo display information DT104c for provisional selection. The cargo display information DT104c for provisional placement reassociates the cargo already placed with both of the cells obtained by dividing the identification No. 1 of the first warehouse in two. In this way, by associating the cargo with both of the cells obtained by dividing the cell of the identification No. 1 of the first warehouse in two, it is shown that the size of the cargo has been compressed to 1 / 2 while the constituent quantity of the cargo remains "2". In addition, the attribute "circle" associated with both of the cells obtained by dividing the identification No. 1 in two is added with compression identification information to identify that it has been compressed. In addition, the attribute "circle" of the cargo with the constituent quantity "3" associated with the practice of the provisionally selected option is associated with the identifications No. 2 to No. 4 of the first warehouse. Here, selection identification information is added in which the attribute "circle" is shown by a dashed line to identify that it is a provisionally selected option.

[0226] The game control unit 120 displays the loading state of the cargo when provisionally placed, based on the cargo display information for provisional placement stored in the game situation data DT6. The game control unit 120 displays cargo objects so that they overlap at the position of the warehouse identification number corresponding to the identification number in the cargo display information for provisional placement, and also displays marks corresponding to the attributes associated with each identification number. At this time, the game control unit 120 displays the compressed cargo so that it can be recognized if compression identification information has been added, and displays the cargo so that it can be recognized as the cargo associated with the provisionally selected option if selection identification information has been added.

[0227] FIG. 9C is a diagram showing an example of the loading state displayed in the display area A806 shown in FIG. 11. Here, the loading state is displayed based on the cargo display information DT104c for temporary placement in FIG. 26C. In the loading state shown in FIG. 9C, a compressed cargo P905 is placed at a position corresponding to identification No. 1 in the first warehouse P901, and the density of the cargo P905 is increased so that it can be recognized as a compressed cargo. In addition, a cargo P906 associated with the practice of the provisionally selected option is placed at a position corresponding to identification No. 2 to No. 4 in the first warehouse P901, and is displayed in a blinking manner so that it can be recognized as a provisionally selected cargo. In addition, an uncompressed cargo P907 is placed at a position corresponding to identification No. 1 to No. 6 in the third warehouse P903. Thus, the user can check in advance how cargo that has already been placed will be compressed and how the cargo associated with the provisionally selected option will be positioned when it is placed in the warehouse before finalizing the process.

[0228] In S252, the selection unit 121 determines whether or not the practice of the provisionally selected option has been confirmed. This process is the same as that in S206. If it has been confirmed, the process proceeds to S228, and if it has not been confirmed, the process returns to S200. In S254, the associating unit 122 places the cargo associated with the practice of the confirmed option in a warehouse where the cargo can be placed and associates the cargo. Specifically, the associating unit 122 replaces the cargo display information stored in the game situation data DT6 with the cargo display information for temporary placement generated in S250 to update the cargo display information. At this time, the associating unit 122 deletes the selection identification information added in the cargo display information for temporary placement.

[0229] The associating unit 122 also updates the cargo loading information stored in the game situation data DT6. Specifically, the associating unit 122 updates the "quantity of cargo placed" and the "quantity of cargo that can be placed" of the warehouse in which the confirmed cargo is placed among the cargo loading information for provisional selection, based on the constituent quantity of the cargo associated with the practice of the confirmed option. For example, when the cargo loading information DT103b for provisional selection shown in FIG. 25B is displayed before confirmation, and the option for practice associated with a cargo whose constituent quantity is "3" is confirmed, the associating unit 122 changes the constituent quantity of the cargo already placed in the first warehouse from "2" to "1", which is half of the constituent quantity, as shown in the cargo loading information DT103d shown in FIG. 25D, and then adds the constituent quantity "3" of the cargo associated with the practice of the confirmed option, thereby changing the "quantity of cargo placed" from "2" to "4" and changing the "quantity of cargo that can be placed" from "3" to "1" to update.

[0230] The accumulation unit 124 also updates the bonus granting information stored in the game situation data DT6. The accumulation unit 124 adds the constituent quantity of the cargo associated with the practice of the confirmed option to the number of the corresponding attribute among the warehouses associated with the cargo. For example, when the bonus granting information DT105b shown in FIG. 27B is used before the confirmation, and the practice associated with the cargo with the constituent quantity "3" and the attribute "yen" is confirmed, the accumulation unit 124 adds the constituent quantity "3" of the cargo associated with the practice of the confirmed option to the quantity "2" of the attribute "yen" of the cargo already placed in the first warehouse, as shown in the bonus granting information DT105c shown in FIG. 27C, changing it from "2" to "5", changing the quantity of the attribute "yen" in the total number from "2" to "5", and adding "3" to the total number to update it to "11". That is, the accumulation unit 124 adds the constituent quantity of the cargo already placed in the first warehouse without halving it. In this manner, by updating the privilege granting information, the quantity of cargo as a privilege element, specifically the attribute of cargo, is accumulated.

[0231] In S256, the benefit granting unit 123 adds the experience points determined in S250 to the experience point grant information stored in the game situation data DT6 to update it, and then proceeds to S264, which will be described later. Here, the bonus granting unit 123 adds an additional point that is greater than the shipping bonus as an additional point to the experience point granting information in addition to the experience points of the special tag practice. Therefore, when the conditions of the shipping bonus and the special tag practice are satisfied, more experience points are granted than when at least one of the conditions of the shipping bonus and the special tag practice is not satisfied.

[0232] On the other hand, if it is determined in S248 that the cargo associated with the practice of the provisionally selected option cannot be placed in the warehouse even if the cargo is compressed, the process proceeds to S258. In S258, the game control unit 120 displays the provisionally selected option, the teammate associated with the practice of the option, the attributes and favorite practice of the teammate, and the experience points to be given when the user confirms the practice of the provisionally selected option. This process is the same as S204. However, in S258, the game control unit 120 displays to the user in a manner that enables the user to discern that the practice of the provisionally selected option satisfies the conditions for the special tag practice. Furthermore, the game control unit 120 displays the experience points to be granted in a state in which the added points for the special tag practice are added to the normal experience points. The bonus granting unit 123 determines the normal experience points and the added points for the special tag practice based on the bonus granting TBL stored in the bonus granting data DT7. The game control unit 120 displays the experience points obtained by adding the normal experience points and the added points for the special tag practice determined by the bonus granting unit 123. Furthermore, in S258, the game control unit 120 displays that the cargo cannot be placed in any of the first to third warehouses even if the practice of the provisionally selected option is confirmed. Specifically, the game control unit 120 displays a message such as "Over," changes the color of the warehouse to a color different from that of the warehouse when it is possible to place the cargo, or changes the color of the option when it is possible to place the cargo.

[0233] In S260, the selection unit 121 determines whether or not the practice of the provisionally selected option has been confirmed. This process is the same as that in S206. If it has been confirmed, the process proceeds to S262, and if it has not been confirmed, the process returns to S200. In S262, the benefit granting unit 123 adds the experience points determined in S258 to the experience point grant information stored in the game situation data DT6 to update it, and then proceeds to S264, which will be described later. Here, the bonus giving unit 123 adds the additional points for the special tag training to the experience point giving information in addition to the normal experience points. Therefore, when the special tag training is satisfied, more experience points are given than when the special tag training is not satisfied.

[0234] In S264, the game control unit 120 determines whether or not bell information is associated with the practice of the confirmed option. Specifically, the game control unit 120 determines whether or not bell information is associated with the practice of the confirmed option based on the practice / bell related information stored in the association data DT5. If bell information is associated, the process proceeds to S266, and if bell information is not associated, the process returns to S138 of the flowchart in FIG. 19B.

[0235] In S266, the game control unit 120 judges whether the bell addition number is a predetermined number. Specifically, the game control unit 120 judges whether the bell addition number is a predetermined number, here "3", based on the bell addition number stored in the game situation data DT6. If the bell addition number is the predetermined number, the process returns to S138 in the flowchart of FIG. 19B, and if the bell addition number is not the predetermined number, the process proceeds to S268. In S268, the game control unit 120 adds "1" to the bell addition count. Specifically, the game control unit 120 adds "1" to the bell addition count stored in the game situation data DT6 to update it. The bell addition count is added up to the above-mentioned predetermined number "3". After that, the process returns to S138 in the flowchart of FIG. 19B.

[0236] In S140, the game control unit 120 judges whether or not to generate an afternoon event based on information about the event of the event character set in the event deck, which is included in the event character data DT1 and the game situation data DT6, and information about the scenario event that is unique to the scenario and predetermined. In this process, the game control unit 120 performs an event generation lottery in the same manner as for the morning event, and generates an afternoon event if the lottery is won. If the result of this judgment is that an afternoon event is not to be generated, the process proceeds to S146, and if an afternoon event is to be generated, the process proceeds to S142. The conditions for generating an afternoon event are the same as those for the morning event.

[0237] In S142, the event that was selected by lottery is generated. Specifically, the game control unit 120 generates a screen according to the story of the event and displays it on the display unit 106. At this time, like the morning event, the game control unit 120 updates the main character data DT3 to give experience points to the main character, recover physical strength, increase the evaluation value of the event character appearing in the event with respect to the main character, and change the "motivation" of the main character. Note that, in a specified turn of the fourth section, a baseball game (a qualifying round or a Koshien game) occurs as an afternoon event. In this case, the game control unit 120 updates information related to the outcome of the game as the game situation data DT6.

[0238] On the other hand, if the "Depart" option P808 is selected in S124, the process proceeds to S144. In S144, the game control unit 120 executes processing related to departure. Here, the processing related to departure will be described with reference to the flowchart of FIG. First, in S300, the game control unit 120 displays a departure screen G1300 on the display unit 106, for example, as shown in Fig. 13. The game control unit 120 displays bell objects in a display area A1304 near the "depart" option P1302, with the number of bell objects based on the bell addition number included in the game situation data DT6. Note that the selection unit 121 makes the "depart" option P1302 unselectable when the bell addition number is not three, specifically when the departure possible flag stored in the game situation data DT6 is not on, and makes the "depart" option P1302 selectable when the bell addition number is three, specifically when the departure possible flag stored in the game situation data DT6 is on.

[0239] In addition, the game control unit 120 displays the departure information in the display area A1305 on the departure screen G1300, and the information of the joint training character associated with the departure origin, which is the current point, in the display area A1306. Here, as the departure information, the name of the departure origin, which is the current point, and the name of the departure destination of the provisionally selected option are displayed in the display area A1307, the current loading status in the display area A1308, attribute-specific loading information in the display area A1309, and the selling price level for each attribute of the cargo according to the departure destination of the provisionally selected option in the display area A1310. Note that the game control unit 120 displays the name of the departure origin, which is the current point, based on the information of the current point stored in the game situation data DT6. In addition, when proceeding to S300 from the flowchart of FIG. 19B, the game control unit 120 displays the name of the departure destination associated with the option P1401 from the departure destination-related information stored in the game situation data DT6. The game control unit 120 also displays the current loading status based on the cargo display information stored in the game status data DT6. The game control unit 120 also displays attribute-specific loading information based on the bonus grant information stored in the game status data DT6. The game control unit 120 also displays the selling price level for each cargo attribute according to the departure destination based on the selling price TBL101 stored in the association data DT5. When displaying information on a joint training character, the game control unit 120 also displays the attributes, favorite training, and progress of the joint training character.

[0240] In S302, the selection unit 121 determines whether any of the options P1301 to P1303 has been selected from the departure screen G1300 by the user's operation. If the result of this determination is that the "Return" option P1303 has been selected, the process returns to S122 in the flowchart of Fig. 19B. If the "Change destination" option P1301 has been selected, the process proceeds to S304, and if the "Departure" option P1302 has been selected, the process proceeds to S312.

[0241] In S304, the game control unit 120 displays, for example, a destination map screen G1400A as shown in FIG. 14A on the display unit 106. Specifically, the game control unit 120 displays options P1401-P1412 in association with a destination based on destination-related information stored in the game status data DT6. On the destination map screen G1400A shown in FIG. 14A, the game control unit 120 displays first destinations "B"-"E" in options P1401-P1404, respectively, and second destinations "F"-"M" in options P1405-P1412, respectively. The current location is the departure point "A". Furthermore, the game control unit 120 displays the options P1401-P1404 in a circular display area A1420 centered on the current point, and displays the options P1405-P1412 in an annular display area A1421 centered on the current point. Furthermore, the game control unit 120 displays the options P1401-P1404 in the display area A1420 so as to be positioned clockwise from the top, and displays the options P1405-P1412 in the display area A1421 so as to be positioned clockwise from the top.

[0242] The game control unit 120 displays a display item indicating a second destination that can be provisionally selected and confirmed next after the provisionally selected first destination is confirmed, based on the option-related information stored in the association data DT5. On the destination map screen G1400A shown in Fig. 14A, the game control unit 120 displays arrows P1422a-1422c from the provisionally selected destination "B" of option P1401 to the destination "M" of option P1412, the destination "F" of option P1405, and the destination "G" of option P1406, respectively. Furthermore, when the departure destination "C" of option P1402 is provisionally selected, the game control unit 120 displays arrows P1422a-1422c from the provisionally selected departure destination "C" of option P1402 toward the departure destination "G" of option P1406, the departure destination "H" of option P1407, and the departure destination "I" of option P1408, respectively. Furthermore, when the departure destination "D" of option P1403 is provisionally selected, the game control unit 120 displays arrows P1422a-1422c from the provisionally selected departure destination "D" of option P1403 toward the departure destination "I" of option P1408, the departure destination "J" of option P1409, and the departure destination "K" of option P1410, respectively. In addition, when the departure destination "E" of option P1404 is provisionally selected, the game control unit 120 displays arrows P1422a-1422c pointing from the provisionally selected departure destination "E" of option P1404 to the departure destination "K" of option P1410, the departure destination "L" of option P1411, and the departure destination "M" of option P1412, respectively.

[0243] However, if any of the first departure destinations is no longer available, the game control unit 120 displays that fact. Specifically, the game control unit 120 identifies the departure destination based on the no-departure information stored in the game status data DT6, and displays that departure is not available. Therefore, for example, if there is a display indicating that the tentative selection of the first departure destination "B" cannot be confirmed, the user can recognize that departure to destination "B" is not available, even if it is the next destination.

[0244] In addition, the game control unit 120 displays, on the destination map screen G1400A, attribute-specific loading information in the display area A1430, the selling price level for each attribute of the cargo corresponding to the destination of the provisionally selected option in the display area A1431, the information of the joint training character associated with the provisionally selected destination in the display area A1432, and the attributes of the cargo associated with the training at the provisionally selected destination in the display area A1433. The game control unit 120 displays the attribute-specific loading information based on the bonus grant information stored in the game situation data DT6. In addition, the game control unit 120 displays the selling price level for each attribute of the cargo corresponding to the destination based on the selling price TBL101 stored in the association data DT5. In addition, the game control unit 120 displays the attributes of the cargo associated with the training at the destination based on the training TBL100 stored in the association data DT5. In addition, when displaying the information of the joint training character, the game control unit 120 displays the attributes of the joint training character, the favorite training, and the progress degree. Furthermore, the game control unit 120 displays a "Decide destination" option P1440 and a "Return" option P1441 on the departure destination map screen G1400A.

[0245] In S306, the selection unit 121 judges whether or not any of the options P1401 to P1412 on the departure screen G1300 has been provisionally selected by the user's operation. Here, provisional selection means that the user provisionally selects the departure destination of the option before finalizing it. The selection unit 121 judges that the option has been provisionally selected by touching any of the options P1401 to P1412. At this time, not only the first departure destination options P1401 to P1404 but also the second departure destination options P1405 to P1412 that cannot be set sail at the present time can be provisionally selected. In addition, an option whose provisional selection cannot be finalized can also be provisionally selected. If a provisional selection has been made, the process returns to S304, and if a provisional selection has not been made, the process proceeds to S308.

[0246] When returning to S304, the game control unit 120 changes and displays the destination map screen according to the provisionally selected destination. Specifically, the game control unit 120 changes and displays the selling price level for each cargo attribute according to the provisionally selected destination, the information of the joint training character associated with the provisionally selected destination, the cargo attributes associated with the training at the provisionally selected destination, and the like.

[0247] In S308, the selection unit 121 determines whether the "Decide Destination" option P1440 has been selected from the departure screen G1300 by a user operation. If the "Decide Destination" option P1440 has been selected, the process returns to S300; if not, the process proceeds to S310. Note that if the provisionally selected option is any of the second departure destinations of the options P1405 to P1412, or is a destination that cannot be departed from even if it is a first departure destination of the options P1401 to P1404, the selection unit 121 makes it impossible to select the "Decide Destination" option P1440.

[0248] In addition, when returning to S300 and the provisionally selected destination has been changed from the previous time, the game control unit 120 changes and displays the name of the provisionally selected destination and the selling price level for each cargo attribute according to the provisionally selected destination.

[0249] In S310, the selection unit 121 determines whether the "Return" option P1441 is selected from the departure screen G1300 by the user's operation. If the "Return" option P1441 is selected, the process returns to S300, and if not, the process returns to S308.

[0250] On the other hand, if the "Depart" option P1302 is selected in S302, the process proceeds to S312. In S312, the game control unit 120 confirms the provisionally selected departure destination and performs departure processing. Specifically, the game control unit 120 changes the information of the current location stored in the game situation data DT6 to information of the confirmed departure destination. The game control unit 120 also turns off the departure possible flag stored in the game situation data DT6. The game control unit 120 also turns off the forced departure flag when the forced departure flag stored in the game situation data DT6 is on. The game control unit 120 also deletes the departure impossible information when departure impossible information is stored in the game situation data DT6. The game control unit 120 also adds 1 to the number of departures stored in the game situation data DT6. At this time, the game control unit 120 stores the number of sections and the number of turns at the time of departure in the game situation data DT6.

[0251] In S314, the bonus granting unit 123 grants a bonus according to the cargo placed in the warehouse. The bonus granting unit 123 grants a bonus of higher value as the quantity of cargo placed in the warehouse increases. Here, the bonus of higher value means that, for the same type of bonus, the bonus is higher when the quantity of cargo is larger than when it is smaller. For different types of bonus, the bonus is more effective for training in the training part when the quantity of cargo is larger than when it is smaller. For different types of bonus, the bonus is, for example, a game item that allows a game to proceed more advantageously in a match part when the quantity of cargo is larger than when it is smaller. The bonus granting unit 123 grants a bonus according to the attributes in addition to the constituent quantity of the cargo placed in the warehouse and associated with it.

[0252] Specifically, the bonus granting unit 123 grants a bonus based on the bonus granting information stored in the game situation data DT6. First, the bonus granting unit 123 counts the total number of cargoes for each attribute from the bonus granting information, and grants a bonus according to the total number of cargoes for each attribute. Specifically, the bonus granting unit 123 increases the level of practice according to the attribute for the largest cargo attribute among the total number of cargoes for each attribute, based on the attribute TBL110 stored in the association data DT5. For example, assuming that the main character is a fielder, if the largest cargo attribute among the total number of cargoes for each attribute is a "star", the level of practice "muscle strength" is increased, if the attribute is a "diamond", the level of practice "batting" is increased, if the attribute is a "circle", the level of practice "base running" is increased, if the attribute is a "heart", the level of practice "shoulder strength" is increased, and if the attribute is a "triangle", the level of practice "defense" is increased. Also, if the main character is a pitcher, if the attribute of the largest cargo among the total number of cargoes per attribute is "star", then the level of the "pitch speed" training will be increased, if the attribute is "diamond", then the level of the "control" training will be increased, if the attribute is "circle", then the level of the "curveball" training will be increased, if the attribute is "heart", then the level of the "stamina" training will be increased, and if the attribute is "triangle", then the level of the "defense" training will be increased. The privilege granting unit 123 does not directly grant experience points according to the attribute of the cargo with the largest total number of cargoes per attribute, but increases the level of the type of practice in order to grant more experience points.

[0253] In addition, the bonus granting unit 123 grants experience points to the second to fifth largest attributes of the total number of cargoes for each attribute, as the total number increases. Specifically, the bonus granting unit 123 grants experience points to the types of experience points associated with the attributes of the second to fifth largest attributes of the total number of cargoes for each attribute, based on the attribute TBL110 stored in the association data DT5. For example, assuming that the main character is a fielder, if the attribute of the second largest cargo among the total number of cargoes for each attribute is "star", experience points are granted to the experience point type "strength", if the attribute is "diamond", experience points are granted to the experience point type "technique", if the attribute is "circle", experience points are granted to the experience point type "agility", if the attribute is "heart", experience points are granted to the experience point type "spirit", and if the attribute is "triangle", experience points are granted to all types. For example, if the main character is a pitcher, if the attribute of the second largest cargo among the total number of cargoes per attribute is "star", then experience points will be awarded in the experience point type "strength", if the attribute is "diamond", then experience points will be awarded in the experience point type "skill", if the attribute is "circle", then experience points will be awarded in the experience point type "curveball", if the attribute is "heart", then experience points will be awarded in the experience point type "spirit", and if the attribute is "triangle", then experience points will be awarded in all types. The bonus imparting unit 123 directly imparts experience points according to the attribute of the cargo having the second or subsequent largest total number of cargoes for each attribute.

[0254] Fig. 27D is a diagram showing an example of the privilege granting information DT105d. The privilege granting information DT105d shown in Fig. 27D is obtained by further adding the quantity "4" of the attribute "triangle" to the privilege granting information DT105c shown in Fig. 26C. The game control unit 120 displays the benefit to be given in the display area A1504, for example, as in the benefit giving screen G1500 shown in FIG. 15, based on the benefit giving information DT105c shown in FIG. 26C. In the benefit giving information DT105c shown in FIG. 26C, the total number of cargoes with the attribute "star" is "6", which is the attribute of the largest cargo, so the level of the practice "muscle strength" associated with the attribute "star" is increased by 1. In addition, in the benefit giving information DT105c shown in FIG. 26C, the total number of cargoes with the attribute "circle" is "5", which is the attribute of the second largest cargo, so experience points are given to the experience point type "agility" associated with the attribute "circle". In addition, the total number of cargoes with the attribute "triangle" is "4", which is the attribute of the third largest cargo, so experience points are given to the "total experience points" associated with the attribute "triangle".

[0255] In this way, the type of benefit according to the attribute of the cargo with the largest total number of cargoes per attribute is different from the type of benefit according to the attribute of the cargo with the second largest total number or greater. In particular, when a user wants to obtain a benefit according to the attribute of the cargo with the second largest total number or greater, the user does not place cargoes with the same attributes only, but selects cargoes so that the cargoes with the attributes corresponding to the desired benefit are placed second and greater. Note that the same type of benefit may be granted regardless of the order of the total numbers. In this case, the greater the total number, the more benefits may be granted, or more benefits may be granted for the attributes of the cargoes with the second largest total number or greater than for the attributes of the cargoes with the largest total number.

[0256] Secondly, the bonus granting unit 123 grants an additional bonus based on the selling price level for each attribute of the cargo according to the confirmed departure destination. Specifically, when there is cargo with an attribute associated with the selling price level "Level 1" or "Level 2" based on the selling price TBL101 stored in the association data DT5, the bonus granting unit 123 grants experience points according to the total number of cargo with the attribute. For example, if the main character is a fielder, if the attribute associated with the selling price level "Level 1" or "Level 2" is "star", experience points are added to the experience point type "strength", if the attribute is "diamond", experience points are added to the experience point type "technique", if the attribute is "circle", experience points are added to the experience point type "agility", if the attribute is "heart", experience points are added to the experience point type "spirit", and if the attribute is "triangle", experience points are added to all types. For example, if the main character is a pitcher, then if the attribute associated with selling price level "Level 1" or "Level 2" is "star", experience points are given in addition to the experience point type "strength", if the attribute is "diamond", experience points are given in addition to the experience point type "skill", if the attribute is "circle", experience points are given in addition to the experience point type "curveball", if the attribute is "heart", experience points are given in addition to the experience point type "spirit", and if the attribute is "triangle", experience points are given in addition to all types. In this case, if the total number of cargoes for each attribute is the same, more experience points are given to the attribute associated with selling price level "Level 2" than to the attribute associated with selling price level "Level 1". The game control unit 120 displays the additionally awarded bonus in the display area A1505, for example, as in a bonus award screen G1500 shown in FIG.

[0257] In this way, additional benefits are given based on the selling price level for each cargo attribute according to the destination, so that the user selects a destination to which additional benefits are given according to the current benefit giving information when selecting a destination. Also, when a user has a desired destination, the user refers to the selling price level for each cargo attribute according to the desired destination and selects cargo with selling price level "Level 1" or "Level 2" to be placed in the warehouse.

[0258] Thirdly, the bonus granting unit 123 grants an additional bonus when the cargo is placed at a predetermined ratio or more with respect to the upper limit of the warehouse. Specifically, the bonus granting unit 123 acquires information on the total number of cargo from the bonus granting information, divides the acquired total number of cargo by the available quantity obtained by adding the upper limits of the first warehouse to the third warehouse, and multiplies the result by 100 to calculate the ratio of the cargo to the upper limit of the warehouse. The bonus granting unit 123 determines whether the calculated ratio is a predetermined ratio or more, here 120% or more. If the calculated ratio is the predetermined ratio or more, the bonus granting unit 123 grants a special ability tip. Note that, as described above, when the conditions for the shipping tag are satisfied, the constituent quantity of the cargo already placed in the warehouse is halved, but the bonus granting information adds the constituent quantity of the cargo placed in the warehouse without halving it. Therefore, the total number of cargo exceeds the available quantity, and the proportion of the cargo can be 100% or more. In this way, when cargo is placed at a predetermined ratio or more relative to the warehouse's upper limit, an additional bonus is given, encouraging the user to place more cargo in the warehouse.

[0259] Fourthly, the bonus granting unit 123 grants a bonus according to the progress of the joint training character associated with the departure origin. Specifically, the bonus granting unit 123 grants a bonus when the progress of the joint training character stored in the main character data DT3 is equal to or greater than a predetermined value, here, equal to or greater than progress level 1. The bonus granting unit 123 grants experience points according to the attribute associated with the joint training character whose evaluation value is equal to or greater than a predetermined value. For example, when the attribute associated with the joint training character is "star", experience points are granted in addition to the experience point type "strength", when the attribute is "diamond", experience points are granted in addition to the experience point type "technique", when the attribute is "circle", experience points are granted in addition to the experience point type "curveball", when the attribute is "heart", experience points are granted in addition to the experience point type "spirit", and when the attribute is "triangle", experience points are granted in addition to all types. Also, the bonus granting unit 123 grants a larger bonus when the progress level is 2 than when the progress level is 1. In this way, by providing additional benefits according to the progress of the joint training character, the user is encouraged to select cargo that has a joint training character associated with it for the training option as much as possible.

[0260] Fifth, the bonus granting unit 123 grants an additional bonus when a specific character is set in the event deck and cargo with a predetermined or more types of attributes is placed in the warehouse. Specifically, the bonus granting unit 123 determines whether a specific character is included in the characters stored in the event deck data DT2 and whether the cargo has a predetermined or more types of attributes, three or more types in this case, from the bonus granting information. When the condition is met, the bonus granting unit 123 grants additional experience points according to the total number for the attribute with the smallest total number (excluding 0). For example, if the main character is a fielder, if the attribute with the smallest total number is "star", the experience points are granted in addition to the experience point type "strength", if the attribute is "diamond", the experience points are granted in addition to the experience point type "technique", if the attribute is "circle", the experience points are granted in addition to the experience point type "curveball", if the attribute is "heart", the experience points are granted in addition to the experience point type "spirit", and if the attribute is "triangle", the experience points are granted in addition to all types. For example, if the main character is a pitcher, then if the attribute with the smallest total number is "star", then experience points are awarded in the experience point type "strength", if the attribute is "diamond", then experience points are awarded in the experience point type "skill", if the attribute is "circle", then experience points are awarded in the experience point type "curveball", if the attribute is "heart", then experience points are awarded in the experience point type "spirit", and if the attribute is "triangle", then experience points are awarded in all types. In this way, when cargo with a predetermined or more types of attributes is placed in the warehouse, an additional benefit is given, allowing the user to select cargo so that cargo with multiple types of attributes can be placed in the warehouse.

[0261] Sixth, the bonus granting unit 123 grants an additional bonus according to the number of departures. Specifically, the bonus granting unit 123 determines whether the number of departures stored in the game status data DT6 is a predetermined number, here seven times. If the number of departures is the predetermined number, the bonus granting unit 123 grants a tip for a special ability. In this way, additional rewards are awarded according to the number of times the user sets sail, and the user selects exercises associated with bells so that they can set sail as often as possible.

[0262] In S316, the setting unit 127 updates and sets the departure destination related information stored in the game situation data DT6 in preparation for the next time the departure destination map screen is displayed on the display unit 106. At this time, the setting unit 127 updates and sets the departure destination related information based on at least one of the departure destinations of the options P1401 to P1404 before the departure destination is confirmed.

[0263] First, the setting unit 127 associates the departure destination based on the confirmed destination with the options P1401-P1403 to be updated among the destination-related information. Specifically, the setting unit 127 refers to the option-related information stored in the association data DT5 and associates the departure destination of the option associated with the option P1401 corresponding to the confirmed destination with the options P1401-P1403 to be updated. For example, when the departure destination of the option P1401 is confirmed, the setting unit 127 associates the departure destinations associated with the options P1412, P1405, and P1406 before the departure destination was confirmed with the options P1401, P1402, and P1403 to be updated, respectively. When the departure destination of the option P1402 is confirmed, the setting unit 127 associates the departure destinations associated with the options P1406, P1407, and P1408 before the departure destination was confirmed with the options P1401, P1402, and P1403 to be updated, respectively. When the departure destination of the option P1403 is confirmed, the setting unit 127 associates the departure destinations associated with the options P1408, P1409, and P1410 before the departure destination was confirmed with the options P1401, P1402, and P1403 to be updated, respectively. Furthermore, when the departure destination of option P1404 is confirmed, the setting unit 127 associates the departure destinations that were associated with options P1410, P1411, and P1412 before the departure destination was confirmed with the updated options P1401, P1402, and P1403, respectively.

[0264] Next, the setting unit 127 associates an option based on all of the options P1401-P1404 before the departure destination was confirmed with the option P1404 to be updated. Specifically, the setting unit 127 associates with the option P1404 to be updated a departure destination determined by lottery from among the departure destinations that were not associated with any of the options P1401-P1404 and the options P1405-P1412 before the departure destination was confirmed. As a result, the updated options P1401-P1404 are associated with a departure destination different from any of the departure destinations associated with the options P1401-P1404 before the departure destination was confirmed. Note that the setting unit 127 may associate the updated options P1401-P1404 with at least one of the departure destinations that was not associated with any of the options P1401-P1404 before the departure destination was confirmed.

[0265] At this time, the setting unit 127 does not associate the departure origin before the departure destination was confirmed with the option P1404 to be updated among the departure destination related information. As a result, since the departure origin before the departure destination was confirmed is not associated with any of the options P1401 to P1404, departure from the confirmed departure destination to the departure origin is not possible, and immediate return to the departure origin is restricted. The setting unit 127 also newly associates with the updated options P1405-P1412 the departure destination determined by lottery from among the departure destinations that were not associated with any of the options P1401-P1404 and the options P1405-P1412 before the departure destination was confirmed, after all of the departure destinations. Furthermore, the setting unit 127 does not associate with the departure origin before the departure destination was confirmed, with the updated options P1405-P1412.

[0266] Fig. 24B is a diagram showing an example of the departure destination related information DT102b. The departure destination related information DT102b shown in Fig. 24B is updated and set by the setting unit 127 when the departure destination is confirmed to be the destination "B" of the option P1401 in the departure destination related information DT102a shown in Fig. 24A. As shown in FIG. 24B, the options P1401-P1403 are associated with the departure destinations "M", "F", and "G" that were associated with the options P1412, P1405, and P1406 before the departure destination was confirmed. The option P1404 is associated with the departure destination "X", which is different from any of the departure destinations that were associated with the options P1401-P1412 before the departure destination was confirmed. The options P1405-P1412 are associated with new departure destinations "O"-"V", which are different from any of the departure destinations that were associated with the options P1401-P1412 before the departure destination was confirmed. None of the options P1401-P1412 includes the departure destination "A" that was the departure origin just before the departure destination was confirmed.

[0267] When the process proceeds to S304 again after the process of S316 (when displaying the destination map screen with the confirmed destination), the game control unit 120 displays the destination map screen based on the destination related information DT102b shown in Fig. 24B. In this case, as shown in Fig. 16, the destination map screen G1600 is displayed in which the destinations "M", "F", "G", and "X" are associated with the options P1401 to P1404, respectively, and the destinations "O" to "V" are associated with the options P1405 to P1412, respectively. Furthermore, if the process proceeds to S316 again (if the departure destination is confirmed as "M", "F", "G", or "X" among the options P1401 to P1404 shown in Figure 16), the setting unit 127 updates and sets the departure destination related information DT102b shown in Figure 24B stored in the game status data DT6.

[0268] 24C is a diagram showing an example of the departure destination related information DT102c. The departure destination related information DT102c shown in FIG. 24C is updated and set by the setting unit 127 when the departure destination is confirmed to be the departure destination "M" of the option P1401 in the departure destination related information DT102b shown in FIG. 24B. This was done. As shown in Fig. 24C, the options P1401 to P1403 are associated with the destinations "V", "O", and "P" that were associated with the options P1412, P1405, and P1406 before the destination was determined, respectively. Also, the option P1404 is associated with the destination "Y", which is different from any of the destinations associated with the options P1401 to P1412 before the destination was determined, i.e., in the destination related information DT102b of Fig. 24B. Also, the options P1405 to P1412 are associated with the destinations "AA" to "AH", which are different from any of the destinations associated with the options P1401 to P1412 before the destination was determined, i.e., in the destination related information DT102b of Fig. 24B. However, the setting unit 127 associates the departure destination "A", which is the departure origin before the departure destination is confirmed, with the departure destination of option P1404 and any one of the departure destinations of options P1405 to P1412 according to a lottery. Therefore, the user may be able to return to the same departure destination again. However, none of the options P1401 to P1412 includes the departure destination "B", which was the departure origin confirmed one before the departure destination was confirmed.

[0269] 19B, and proceeds to the turn end process of S166. On the other hand, after the event process is completed in S142, or if no afternoon event is generated in S140, the process proceeds to S146. In S146, the game control unit 120 judges whether or not the following conditions are satisfied: the number of remaining turns in the section is equal to or less than a predetermined number, the ship has not departed even once in the section, and the bell information has not been acquired in the current turn. The game control unit 120 can judge whether the number of remaining turns is equal to or less than a predetermined number, "4" or less here, based on the current number of turns stored in the game status data DT6. The game control unit 120 can also judge whether or not the ship has departed in the section based on the number of sections at the time of departure stored in the game status data DT6. If the conditions are satisfied, the process proceeds to S148; if the conditions are not satisfied, the process proceeds to S154.

[0270] In S148, the game control unit 120 adds 1 to the bell addition number stored in the game situation data DT6. Therefore, when the condition in S146 is satisfied, the bell addition number is added by 1 even if the bell information is not associated with the practice of the confirmed option. In S150, the game control unit 120 judges whether the bell addition number is a predetermined number. Specifically, the game control unit 120 judges whether the bell addition number is "3" based on the bell addition number stored in the game status data DT6. If the bell addition number is the predetermined number, the process proceeds to S152, and if the bell addition number is not the predetermined number, the process proceeds to S166.

[0271] In S152, the game control unit 120 turns on the departure possible flag and the forced departure flag, and stores them in the game status data DT6. With the departure possible flag turned on, the "departure" option P1302 can be selected in S300. On the other hand, with the forced departure flag turned on, the "departure" option P808 and the "ability improvement" option P410 can be limited to be selected in S124.

[0272] In addition, the reduction processing unit 126 reduces the number of destinations so that the first destination cannot be a specific destination. Specifically, the reduction processing unit 126 stores the destinations associated with the options P1401, P1402, and P1403 in the destination-related information as destinations that cannot be departed in the non-sailable information. If the non-sailable information already includes destinations associated with the options P1401, P1402, and P1403, the reduction processing unit 126 adds destinations associated with the options that are not included. In this way, by storing the non-sailable destinations in the non-sailable information, the user cannot depart to the destinations included in the non-sailable information. On the other hand, since the non-sailable information does not include the destinations associated with the option P1404, the user can depart to at least the destinations associated with the option P1404. Furthermore, because the forced departure flag is on, the turn can only proceed by selecting the “Departure” option P808, so the user cannot proceed with the turn unless he or she provisionally selects and confirms the departure destination associated with option P1404.

[0273] On the other hand, if it is determined in S146 that the condition is not satisfied, the process proceeds to S154. In S154, the game control unit 120 judges whether or not the bell addition number has reached a predetermined number in the current turn. Specifically, the game control unit 120 judges whether or not the bell addition number has reached "3" based on the bell addition number stored in the game status data DT6. If the bell addition number has reached the predetermined number, the process proceeds to S156, and if the bell addition number has not reached the predetermined number, the process proceeds to S158. In S156, the game control unit 120 turns on the sailing possible flag and stores it in the game situation data DT6. Therefore, the sailing possible flag is turned on by confirming the practice of the option associated with the bell information three times. In other words, by turning on the sailing possible flag, the option P1302 "Sail" can be selected in S300.

[0274] In S158, the game control unit 120 judges whether or not the number of turns since the departure possible flag was turned on for the current turn is within a predetermined range. Specifically, the game control unit 120 judges whether or not the number of turns is within the range of "1" to "3" based on the number of turns since the departure possible flag was turned on, stored in the game situation data DT6. If the number of turns is within the predetermined range, the process proceeds to S160, and if it is not within the predetermined range, the process proceeds to S162. Note that if the process proceeds to S158 immediately after the departure possible flag was turned on in S156, the number of turns since the departure possible flag was turned on is "0", so the number of turns is not included in the range of "1" to "3". Also, if the number of turns since the departure possible flag was turned on is "4", the number of turns is not included in the range of "1" to "3".

[0275] In S160, the reduction processing unit 126 reduces the number of departure destinations based on a predetermined rule. Specifically, the reduction processing unit 126 reduces the number of departure destinations based on the number of turns since the departure possible flag was turned on. When the number of turns since the departure possible flag was turned on is "1", the decrease processing unit 126 stores the destination associated with option P1401 in the departure destination related information as a destination that cannot be departed in the departure impossible information. When the number of turns since the departure possible flag was turned on is "2", the decrease processing unit 126 stores the destination associated with option P1402 in the departure destination related information as a destination that cannot be departed in the departure impossible information. When the number of turns since the departure possible flag was turned on is "3", the decrease processing unit 126 stores the destination associated with option P1403 in the departure destination related information as a destination that cannot be departed in the departure impossible information. In order to proceed from S158 to S160, at least the departure possible flag must be on. Therefore, the decrease processing unit 126 transitions from a state in which the departure destinations are not decreased to a state in which the departure destinations are decreased, triggered by the bell addition number reaching a predetermined number, "3" in this case, and the departure possible flag being turned on.

[0276] In this way, the reduction processing unit 126 reduces the destinations associated with the options one by one in the order of options P1401, P1402, and P1403 as the turn progresses, according to a predetermined rule. Therefore, as the turn progresses, the range of destinations that the user can provisionally select and confirm gradually narrows. However, in the above-mentioned S158, if the number of turns since the departure possible flag was turned on is "4", the process does not proceed to S160, and therefore the departure destination associated with option P1404 in the departure destination related information is not made unsuitable for departure. In other words, the reduction processing unit 126 stops the process of reducing the departure destination when the number of turns since the departure possible flag was turned on is "4". Therefore, the user can at least select the departure destination associated with option P1404. can be set sail.

[0277] In S162, the game control unit 120 determines whether the number of turns since the departure ready flag was turned on exceeds a predetermined range. Specifically, the game control unit 120 determines whether the number of turns exceeds the range of "1" to "3" and is "4" based on the number of turns since the departure ready flag was turned on, which is stored in the game situation data DT6. If the number of turns exceeds the predetermined range, proceed to S162, and if it is not within the predetermined range, proceed to S166.

[0278] In S164, the game control unit 120 turns on the forced departure flag and stores it in the game situation data DT6. By turning on the forced departure flag, in S124, the player is restricted to select only the "departure" option P808 and the "ability improvement" option P410. Note that by turning on the forced departure flag, the progression unit 125 can only progress the turn by selecting the "departure" option P808, and therefore the user cannot progress the turn unless he or she provisionally selects and confirms the departure destination associated with the option P1404.

[0279] In S166, the progression unit 125 performs a turn end process. Specifically, the progression unit 125 updates the main character data DT3 so as to recover a certain amount of the main character's physical strength, and updates the game situation data DT6 to transition to the next turn. In S168, the progression unit 125 judges whether the current turn is the last turn of each section. If it is the last turn, the process proceeds to S170, and if it is not the last turn, the process returns to S110. If the player loses the match in the middle of the fourth section, the fourth section is forcibly ended, and the current turn becomes the last turn. If the player continues to win matches and progresses to the 15th turn of the fourth section, the current turn becomes the last turn.

[0280] In S170, the progression unit 125 determines whether the current section is the last section. If it is the last section, the process proceeds to S172. On the other hand, if it is not the last section, the progression unit 125 displays a screen on the display unit 106 indicating that the section has ended, updates the game situation data DT6 to move on to the next section, and returns to S108.

[0281] In S172, the game control unit 120 performs the end process of the training part. Specifically, first, the game control unit 120 displays on the display unit 106 a setting screen G600 for increasing the basic abilities of the main character as shown in FIG. 6. That is, the user is prompted to consume all remaining experience points held to improve the basic abilities and acquire special abilities. Then, when the remaining experience points are consumed for the basic abilities and special abilities by the user's operation, the game control unit 120 updates the main character data DT3 as the abilities of the main character that are finally determined, and ends the scenario, which is the training part.

[0282] As described above, according to the present embodiment, the program for executing a game in which cargo is associated with a warehouse having an upper limit that can be associated includes a selection process for allowing a user to select one of a plurality of options associated with cargoes that may have different constituent quantities, an association process for associating a cargo associated with an option selected by the user with a warehouse when the cargo can be associated with the warehouse in relation to the upper limit of the warehouse and the constituent quantity of the cargo already associated with the warehouse, and a bonus granting process for repeatedly executing the selection process and the association process and granting a bonus according to the cargo associated with the warehouse by the association process until a predetermined termination condition is satisfied. Therefore, when the user selects an option, the interest can be improved by considering selecting an option with which the cargo is associated so as not to exceed the upper limit of the warehouse until a predetermined termination condition is satisfied.

[0283] According to the present embodiment, the reward process provides a reward of higher value to the user as the number of cargoes associated with the warehouse by the association process increases until a predetermined termination condition is satisfied. Therefore, when the user selects an option, the user can select an option associated with a cargo that has as large a number of cargoes as possible within the range that does not exceed the upper limit of the warehouse, thereby improving the user's interest.

[0284] According to the present embodiment, there are multiple warehouses to which cargo can be associated, and in the association process, the cargo associated with the option selected by the user in the selection process is associated with one of the multiple warehouses. In this way, by having multiple warehouses, the number of patterns for associating cargo with warehouses increases, which can further increase interest.

[0285] According to the present embodiment, the multiple warehouses include warehouses with different upper limits to which cargo can be associated. Therefore, when a user selects an option, the user selects an option with which cargo is associated, taking into consideration the different upper limits of the warehouses, thereby improving the user's interest.

[0286] According to the present embodiment, a cargo is associated with one of a plurality of attributes, and in the reward granting process, a reward is granted according to the attributes and the constituent quantity of the cargo associated with the warehouse by the association process until a predetermined termination condition is satisfied. Therefore, by taking into consideration the attributes of the cargo when the user selects an option, it is possible to further increase the interest of the user.

[0287] According to the present embodiment, the association process associates the cargo associated with the option selected by the user in the selection process with one of a plurality of warehouses based on a predetermined procedure, which eliminates the need for the user to select the warehouse to associate the cargo with, thereby improving operability.

[0288] According to the present embodiment, the association process determines whether the cargo associated with the option selected by the user in the selection process can be associated with multiple warehouses in a predetermined order, and associates the cargo with the warehouse that is determined to be the first to be associated. When the user selects an option, the user can know in advance the warehouse to which the cargo will be associated, and the interest can be improved by considering the selection of an option associated with a cargo suitable for association with the warehouse.

[0289] According to the present embodiment, in the reward granting process, if the cargo associated with the warehouse by the association process is associated with the upper limit of the warehouse at a predetermined ratio or more until a predetermined termination condition is satisfied, a reward is additionally granted. When the user selects an option, the user is encouraged to select an option associated with the cargo so that the ratio is equal to or greater than the predetermined ratio, which can further increase the interest of the user.

[0290] According to the present embodiment, in the association process, when a condition is met that the attributes of the cargo associated with the option selected by the user in the selection process match the attributes of the teammates associated with the option, a larger number of cargoes can be associated with the warehouse than when the condition is not met. When the user selects an option, the teammates are further taken into consideration to select an option associated with the cargo, which can further increase the interest.

[0291] According to the present embodiment, in the association process, when the condition that the attributes of the cargo match the attributes of the teammate associated with the option is satisfied, at least one of the cargo already associated with the warehouse by the association process and the cargo to be associated by the association process is compressed, so that a larger number of cargoes can be associated with the warehouse than when the condition is not satisfied. When the user selects an option, the user can select an option associated with a cargo that satisfies the condition, thereby improving the interest of the user.

[0292] According to the present embodiment, the reward granting process changes the value of the reward corresponding to the cargo associated with the warehouse by the association process based on the selling price level preset for each of the multiple attributes of the cargo until a predetermined termination condition is satisfied. Since the value of the reward changes depending on the attributes of the cargo, it is possible to further increase the interest.

[0293] Further, according to the present embodiment, the program for executing a game that provides a benefit according to cargo based on a benefit providing condition includes an accumulation process for accumulating cargo, a progression process for progressing a turn according to the accumulation of cargo, a selection process for having the user select one of a plurality of sailing destinations associated with different selling price levels, a benefit providing process for providing a benefit according to the accumulated cargo based on the selling price level associated with the selected sailing destination, and a reduction process for reducing the sailing destinations that the user can select from the plurality of sailing destinations as the turn progresses. Therefore, when the user selects a sailing destination, cargo accumulates as the turn progresses, but there is a risk that a sailing destination with a desired selling price level cannot be selected, so by considering selecting a sailing destination at an appropriate timing, the interest can be improved.

[0294] According to the present embodiment, the reduction process reduces the number of destinations that the user can select from a plurality of destinations based on a predetermined rule. Therefore, the user can know the destinations that will be reduced in advance, and if there is a desired destination, the user can accumulate cargo until the destination is reduced, which can further improve the interest of the user.

[0295] In addition, according to this embodiment, in the reduction process, when the number of destinations selectable by the user is reduced to one from the multiple destinations, the process of reducing the number of destinations selectable by the user is stopped. Therefore, even if the number of destinations is reduced, there are still destinations to be selected, and the opportunity to receive a special offer is provided, which can further increase the interest.

[0296] According to this embodiment, in the progress process, when the process of reducing the number of options that the user can select by the reduction process is stopped, the turn does not proceed unless the remaining destination is selected. Therefore, since the user is forced to select a destination, it is possible to improve the interest by considering the case where the forcibly selected destination is not the desired destination and selecting the destination at an appropriate time.

[0297] According to the present embodiment, the reduction process shifts from a state in which the number of destinations selectable by the user from among multiple destinations is not reduced as the turns proceed, to a state in which the number of destinations selectable by the user from among multiple destinations is reduced as the turns proceed by satisfying a predetermined condition. By varying the range of destinations selectable between the state before the predetermined condition is satisfied and the state in which the predetermined condition is satisfied, it is possible to further increase the interest.

[0298] According to the present embodiment, a bonus element selection process is further executed to allow the user to select one of a plurality of practice options to which information on cargo and bells can be associated, and in the accumulation process, cargo associated with the bonus element option selected by the user in the bonus element selection process is accumulated, and in the reduction process, it is determined whether a predetermined condition is met based on bell information associated with the practice option selected by the user in the bonus element selection process. When the user selects a destination, the user can consider whether to continue accumulating cargo without reducing the destination by not selecting a practice option associated with bell information, or to accumulate cargo even if it reduces the destination by selecting a practice option associated with bell information, thereby improving the interest of the user.

[0299] Furthermore, according to this embodiment, the program is for executing a game in which the user progresses by selecting an option, and when any one of a plurality of destinations selectable by the user is selected, a setting process is performed to set a plurality of destinations selectable by the user based on at least one of the plurality of destinations. Therefore, it is possible to improve the interest of the game compared to a case in which the plurality of destinations set when the user selects any one of the plurality of destinations are set arbitrarily.

[0300] According to the present embodiment, when any one of a plurality of departure destinations is selected, the setting process sets a plurality of departure destinations selectable by the user based on the selected destination. Therefore, the plurality of departure destinations set when the user selects any one of a plurality of departure destinations can be more interesting than when the destinations are set arbitrarily and not based on the destination selected by the user.

[0301] According to the present embodiment, when any one of the multiple departure destinations is selected, the setting process sets multiple destinations selectable by the user based on all of the multiple departure destinations. Therefore, the multiple departure destinations set when the user selects any one of the multiple departure destinations can be more interesting than when they are arbitrarily set not based on all of the multiple departure destinations.

[0302] According to the present embodiment, in the setting process, when any one of the multiple departure destinations is selected, multiple departure destinations that the user can select are set from multiple departure destinations including at least one departure destination different from any of the multiple departure destinations. Therefore, since the multiple departure destinations that are set when the user selects any one of the multiple departure destinations include at least one departure destination different from any of the multiple departure destinations, different departure destinations can be selected, which can improve the interest.

[0303] According to the present embodiment, in the setting process, when any one of the multiple departure destinations is selected, multiple departure destinations that are different from any of the multiple departure destinations are set as selectable destinations for the user. Therefore, the multiple departure destinations that are set when the user selects any one of the multiple departure destinations are different from any of the multiple departure destinations, which can increase the interest.

[0304] According to the present embodiment, in the setting process, when any one of the multiple departure destinations is selected, multiple departure destinations that the user can select are set from multiple departure destinations that do not include the destination selected immediately before the selection. Therefore, the multiple departure destinations that are set when the user selects any one of the multiple departure destinations do not include the destination selected immediately before, so that the interest can be improved by preventing the user from immediately selecting the same departure destination.

[0305] According to the present embodiment, in the setting process, when any one of a plurality of departure destinations is selected, a plurality of departure destinations selectable by the user are set based on a plurality of departure destinations previously associated with the selected departure destination, and a plurality of options that can be selected by the user when the user selects the option are newly associated with each of the plurality of options set. Therefore, the plurality of second departure destinations set when the user selects any one of a plurality of first departure destinations include a plurality of second departure destinations previously associated with the first departure destination selected by the user, so that the user can select the first departure destination while taking the second departure destination into consideration, thereby improving the interest.

[0306] According to the present embodiment, in the setting process, at least one option among the multiple options that are set in association with each of the multiple options selectable by the user is set in association with at least two or more options among the multiple options selectable by the user. When there is a second destination that the user wishes to select, the user can consider which of the multiple first destinations associated in advance to select, thereby improving the interest.

[0307] [4. Modifications] Although the embodiment of the present invention has been described in detail with reference to the drawings, the specific configuration is not limited to the above embodiment and can be appropriately modified without departing from the gist of the present invention.

[0308] In the above embodiment, the case where the user tentatively selects the options P511 to P516 or the options P1401 to P1404 and then confirms the selection has been described, but this is not limited to the case. For example, the user may confirm the selection by pressing one of the options P511 to P516 with a finger or the like. Also, for example, the user may confirm the selection by pressing one of the options P1401 to P1404 with a finger or the like.

[0309] Further, in the above embodiment, a case has been described in which a cargo attribute is associated with each practice in the practice TBL, but this is not limited to the case, and a cargo attribute may be associated with the options P511 to P516.

[0310] In the above embodiment, the cargo object is placed in the warehouse object, but the present invention is not limited to this. For example, the present invention can be applied to a game in which a fluid object such as a liquid or gas is stored in an object such as a container. In this case, the associating unit 122 stores the fluid associated with the option selected by the user in the container when the fluid can be stored in the container based on the relationship between the upper limit volume of the container and the constituent quantity of the fluid already stored in the container. In this case, the constituent quantity of the fluid is the volume of the fluid.

[0311] In the above embodiment, the case where the cargo object is placed on the warehouse object has been described, but the present invention is not limited to this case. For example, the present invention can be applied to a game in which an object such as a weight is loaded on an object such as a loading platform. In this case, the associating unit 122 loads the weight associated with the option selected by the user on the loading platform when the weight can be loaded on the loading platform based on the relationship between the load capacity, which is the upper limit of the loading platform, and the number of weights already loaded on the loading platform. In this case, the number of weights is the weight of the weight.

[0312] In the above embodiment, the case where the number of destinations that the user can select from among a plurality of destinations is reduced as the turn progresses has been described, but the present invention is not limited to this case. For example, the present invention can be applied to a game in which the number of products that the user can purchase is reduced from a plurality of products. In this case, for example, the accumulation unit 124 can accumulate currency for purchasing products as the turn progresses. Therefore, when purchasing a product, the user must consider purchasing the product at an appropriate time, since while currency is accumulated as the turn progresses, there is a risk that the user will not be able to select the product he or she desires.

[0313] In the above embodiment, the case where the user selects a sailing destination when any one of a plurality of sailing destinations selectable by the user is selected has been described, but the present invention is not limited to this case. For example, the present invention can be applied to a game in which a plurality of products that the user can next purchase are set when the user selects any one of a plurality of products that the user can purchase. In this case, for example, the setting unit 127 can set a plurality of products that the user can next purchase based on at least one of the plurality of products that the user can purchase. Therefore, the interest can be improved compared to the case where a plurality of products are arbitrarily set by the user.

[0314] In the above embodiment, the game content of the training part in baseball has been described, but it may be a sport other than baseball, or the game may have a training part related to academics. For example, when training through sports in general, the content of the practice options may be changed to types such as "baseball," "soccer," and "volleyball," and when training through academics, options such as "Japanese," "English," and "math" may be used.

[0315] In addition, while the above-described embodiment mainly relates to a game in which a main character is trained, the present invention does not necessarily have to be a game in which a main character is trained. For example, the present invention may be a game in which a main character earns money, or any other type of game.

[0316] In the above embodiment, the processing is described as being performed on the game device 10 side, but a part of the processing may be performed on the server device 30. For example, the event character data DT1 and the game situation data DT6 may be held on the server device 30 side, and the above-mentioned processing may be realized while communicating with the server device 30. For example, among the processing of the game control unit 120, the processing of displaying on the display unit 106 may be performed on the game device 10 side, and all or a part of the other processing may be performed on the game device 10 side or the server device 30.

[0317] [5. Notes] From the above description, the present invention can be understood, for example, as follows.

[0318] (1-1) A program according to a first aspect of the present invention is a program for executing a game in which a second object is associated with a first object having an upper limit on the number of objects that can be associated, the program causing a computer to execute a selection process in which a user selects one of a plurality of options with which second objects, each of which may have a different number of constituent objects, are associated; an association process in which the second object associated with the option selected by the user is associated with the first object if it can be associated with the first object in relation to the upper limit of the first object and the number of constituent objects of the second objects already associated with the first object; and a bonus granting process in which the selection process and the association process are repeatedly executed until a predetermined termination condition is satisfied, and a bonus is granted according to the second object associated with the first object by the association process.

[0319] (1-12) A game control method according to a first aspect of the present invention is a game control method for controlling a game in which a second object is associated with a first object having an upper limit of associable objects, the method comprising: a selection process for allowing a user to select one of a plurality of options with which second objects, each of which may have a different constituent quantity, are associated; an association process for associating the second object associated with the option selected by the user with the first object if the second object can be associated with the first object in relation to the upper limit of the first object and the constituent quantity of the second objects already associated with the first object; and a bonus granting process for repeatedly executing the selection process and the association process and granting a bonus according to the second object associated with the first object by the association process until a predetermined termination condition is satisfied.

[0320] (1-13) A game device according to a first aspect of the present invention is a game device that plays a game in which a second object is associated with a first object having an upper limit of associable objects, and is characterized in having a selection means that allows a user to select one of a plurality of options with which second objects, each of which may have a different configuration quantity, are associated, an associating means that associates the second object associated with the option selected by the user with the first object if it is possible to associate the second object with the first object in relation to the upper limit of the first object and the configuration quantity of second objects already associated with the first object, and a bonus granting means that repeatedly executes processing by the selection means and processing by the associating means, and grants a bonus according to the second object associated with the first object by the associating means until a predetermined termination condition is satisfied.

[0321] (1-14) A game system according to a first aspect of the present invention is a game system that plays a game in which a second object is associated with a first object having an upper limit of associable objects, and is characterized in having a selection means that allows a user to select one of a plurality of options with which second objects, each of which may have a different constituent quantity, are associated, an associating means that associates the second object associated with the option selected by the user with the first object if it is possible to associate the second object with the first object in relation to the upper limit of the first object and the constituent quantity of the second objects already associated with the first object, and a bonus granting means that repeatedly executes processing by the selection means and processing by the associating means, and grants a bonus according to the second object associated with the first object by the associating means until a predetermined termination condition is satisfied.

[0322] According to the invention related to the above (1-1), (1-12), (1-13) or (1-14), when the user selects an option, the user is given consideration in selecting an option associated with a second object so as not to exceed the upper limit of the first object before a predetermined termination condition is satisfied, thereby making it possible to further improve interest.

[0323] (1-2) In the first aspect of the present invention, in the above aspect (1-1), the bonus granting process may be configured to grant a bonus of higher value the greater the number of second objects associated with the first object by the association process until the predetermined termination condition is satisfied. According to the above aspect (1-2), when the user selects an option, the user is given the opportunity to select an option associated with a second object that has as large a number of second objects as possible within a range that does not exceed the upper limit of the first object, thereby making it more interesting.

[0324] (1-3) In a first aspect of the present invention, in the above aspect (1-1) or (1-2), there may be a plurality of first objects to which the second object (cargo) is associated, and in the association process, the second object associated with the option selected by the user in the selection process may be associated with any one of the plurality of first objects. According to the above aspect (1-3), the presence of a plurality of first objects increases the number of patterns for associating a second object with a first object, thereby making the game more interesting.

[0325] (1-4) In the first aspect of the present invention, in the above aspect (1-3), the plurality of first objects may include objects with different upper limits to which the second object can be associated. According to the above aspect (1-4), when the user selects an option, the user selects an option with which the second object is associated, taking into consideration the different upper limits of the first objects, thereby improving the interest.

[0326] (1-5) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-4), the second object may be associated with any of a plurality of attributes, and in the bonus granting process, a bonus may be granted according to the attribute and the number of the second object associated with the first object by the association process until the predetermined termination condition is satisfied. According to the above aspect (1-5), the user can take into consideration the attribute of the second object when selecting an option, thereby further improving the interest.

[0327] (1-6) In the first aspect of the present invention, in any of the above aspects (1-1) to (1-5), the associating process may associate the second object associated with the option selected by the user in the selection process with any of the plurality of first objects based on a predetermined procedure. According to the above aspect (1-6), it is possible to omit an operation for the user to select a first object to associate with the second object, thereby improving operability.

[0328] (1-7) In the first aspect of the present invention, in the aspect (1-6) above, the association process may determine, as the predetermined procedure, whether the second object associated with the option selected by the user in the selection process can be associated with a plurality of the first objects in a predetermined order, and associate the second object with the first object that is determined to be associated with the first object that is associated with the option. According to the aspect (1-7) above, when the user selects an option, the first object to which the second object is associated can be known in advance, so that the interest can be further improved by considering the selection of an option associated with a second object suitable for association with the first object.

[0329] (1-8) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-7), the bonus granting process may additionally grant a bonus if the second object associated with the first object by the association process is associated with the first object at a predetermined ratio or more of the upper limit of the first object until the predetermined end condition is satisfied. According to the above aspect (1-8), when the user selects an option, the user is given the opportunity to select an option associated with the second object at a predetermined ratio or more, thereby making the game more interesting.

[0330] (1-9) In a first aspect of the present invention, in any one of the aspects (1-1) to (1-8) above, in the associating process, when a condition is satisfied that an attribute of the second object associated with the option selected by the user in the selection process matches an attribute of a benefit granting element associated with the option, a larger number of the second objects may be associated with the first object than when the condition is not satisfied. According to the above aspect (1-9), when the user selects an option, the user further takes into consideration the bonus element and selects the option associated with the second object, thereby making the game more interesting.

[0331] (1-10) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-9), when the condition is satisfied, the associating process may compress at least one of the second objects already associated with the first object by the associating process and the second objects to be associated by the associating process, thereby making it possible to associate a larger number of the second objects with the first object than when the condition is not satisfied. According to the above aspect (1-10), when the user selects an option, the user is given consideration to selecting an option associated with a second object that satisfies the condition, thereby making it possible to further improve interest.

[0332] (1-11) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-10), the bonus granting process may change a value of a bonus corresponding to the second object associated with the first object by the association process until the predetermined termination condition is satisfied, based on information preset for each of the multiple attributes of the second object. According to the above aspect (1-11), the value of the bonus changes depending on the attribute of the second object, thereby further improving the entertainment value.

[0333] (2-1) A program according to a second aspect of the present invention is a program for executing a game in which a bonus corresponding to a bonus element is awarded based on a bonus awarding condition, and causes a computer to execute an accumulation process for accumulating the bonus elements, a progression process for progressing the game in accordance with the accumulation of the bonus elements, a selection process for having a user select one of a plurality of options, each of which is associated with a different bonus awarding condition, a bonus awarding process for awarding a bonus corresponding to the accumulated bonus element based on the bonus awarding condition associated with the selected option, and a reduction process for reducing the options selectable by the user from the plurality of options in accordance with the progress of the game.

[0334] (2-7) A game control method according to a second aspect of the present invention is a game control method for controlling a game in which a bonus corresponding to a bonus element is awarded based on a bonus awarding condition, and is characterized in having an accumulation process for accumulating the bonus elements, a progression process for progressing the game in accordance with the accumulation of the bonus elements, a selection process for having a user select one of a plurality of options each associated with a different bonus awarding condition, a bonus awarding process for awarding a bonus corresponding to the accumulated bonus element based on the bonus awarding condition associated with the selected option, and a reduction process for reducing the options selectable by the user from the plurality of options in accordance with the progress of the game.

[0335] (2-8) A game device according to a second aspect of the present invention is a game device that executes a game in which a bonus corresponding to a bonus element is awarded based on a bonus awarding condition, and is characterized in having an accumulation means for accumulating the bonus elements, an advancement means for progressing through the game in accordance with the accumulation of the bonus elements, a selection means for having a user select one of a plurality of options, each of which is associated with a different bonus awarding condition, a bonus awarding means for awarding a bonus corresponding to the accumulated bonus elements based on the bonus awarding condition associated with the selected option, and a reduction means for reducing the options selectable by the user from the plurality of options in accordance with the progress of the game.

[0336] (2-9) A game system according to a second aspect of the present invention is a game system that runs a game in which a bonus corresponding to a bonus element is awarded based on a bonus awarding condition, and is characterized in having an accumulation means for accumulating the bonus elements, an advancement means for progressing through the game in accordance with the accumulation of the bonus elements, a selection means for having a user select one of a plurality of options, each of which is associated with a different bonus awarding condition, a bonus awarding means for awarding a bonus corresponding to the accumulated bonus elements based on the bonus awarding condition associated with the selected option, and a reduction means for reducing the options selectable by the user from the plurality of options in accordance with the progress of the game.

[0337] According to the invention related to the above (2-1), (2-7), (2-8) or (2-9), when the user selects an option, the bonus elements are accumulated and the game progresses. However, there is a risk that the option that satisfies the desired bonus granting conditions may not be selectable. Therefore, by giving consideration to selecting an option at an appropriate time, it is possible to further increase the interest of the game.

[0338] (2-2) In a second aspect of the present invention, in the above aspect (2-1), the reduction process may reduce the options selectable by the user from the multiple options based on a predetermined rule. According to the above aspect (2-2), the user can know in advance which options will be reduced, so that if there is a desired option, the user can accumulate the bonus elements until the option is reduced, thereby further improving the interest.

[0339] (2-3) In a second aspect of the present invention, in the above aspect (2-1) or (2-2), the process of reducing the number of options selectable by the user may be stopped when the number of options selectable by the user from the multiple options is reduced to one option remaining. According to the above aspect (2-3), even if the number of options is reduced, the options are not exhausted, and an opportunity to receive a special benefit is provided, thereby further increasing interest.

[0340] (2-4) In a second aspect of the present invention, in the above aspect (2-3), in the progression process, in a state in which the process of reducing the number of options selectable by the user by the reduction process is stopped, the game may not progress unless the remaining one option is selected. According to the above aspect (2-4), since the user is forced to select an option, it is possible to further increase interest by considering the case in which the option that is forcibly selected is not the desired option and selecting an option at an appropriate timing.

[0341] (2-5) In a second aspect of the present invention, in any of the above aspects (1-1) to (1-4), the reduction process may transition from a state in which the number of options selectable by the user from the multiple options is not reduced according to the progress of the game to a state in which the number of options selectable by the user from the multiple options is reduced according to the progress of the game by satisfying a predetermined condition. According to the above aspect (2-5), the range of options available for selection is changed between a state before the predetermined condition is satisfied and a state in which the predetermined condition is satisfied, thereby making the game more interesting.

[0342] (2-6) In a second aspect of the present invention, in the above aspect (2-5), a bonus element selection process is further executed to allow the user to select one of a plurality of bonus element options to which the bonus element and the predetermined information can be associated, and the accumulation process may accumulate the bonus elements associated with the bonus element option selected by the user through the bonus element selection process, and the reduction process may determine whether the predetermined condition is satisfied based on the predetermined information associated with the bonus element option selected by the user through the bonus element selection process. According to the above aspect (2-6), when the user selects an option, the user may consider whether to continue accumulating bonus elements without reducing the options by not selecting an option associated with the predetermined information, or to accumulate bonus elements even if it reduces the options by selecting an option associated with the predetermined information, thereby improving the interest of the user.

[0343] (3-1) A program according to a third aspect of the present invention is a program for executing a game in which the user progresses by selecting options, and when any of a plurality of options selectable by the user is selected, the program causes a computer to execute a setting process for setting a plurality of options selectable by the user based on at least one of the plurality of options.

[0344] (3-9) A game control method according to a third aspect of the present invention is a game control method for controlling a game that progresses while a user selects options, and is characterized in that it includes a setting process for setting a plurality of options selectable by the user based on at least one of the plurality of options when any of the plurality of options selectable by the user is selected.

[0345] (3-10) A game device according to a third aspect of the present invention is a game device which executes a game in which the user progresses by selecting options, and is characterized in having a setting means which, when any of a plurality of options selectable by the user is selected, sets a plurality of options selectable by the user based on at least one of the plurality of options.

[0346] (3-11) A game system according to a third aspect of the present invention is a game system that executes a game in which the user progresses by selecting options, and is characterized in having a setting means that, when any of a plurality of options selectable by the user is selected, sets a plurality of options selectable by the user based on at least one of the plurality of options.

[0347] According to the invention relating to the above (3-1), (3-9), (3-10) or (3-11), it is possible to improve the interest of the plurality of options that are set when the user selects one of the plurality of options, compared to the case where the plurality of options are set arbitrarily.

[0348] (3-2) In a third aspect of the present invention, in the above aspect (3-1), the setting process may set a plurality of options selectable by the user based on the selected option when any of the plurality of options is selected. According to the above aspect (3-2), the plurality of options set when the user selects any of the plurality of options can be more interesting than when they are arbitrarily set not based on the option selected by the user.

[0349] (3-3) In a third aspect of the present invention, in the above aspect (3-1) or (3-2), the setting process may set a plurality of options selectable by the user based on all of the plurality of options when any of the plurality of options is selected. According to the above aspect (3-3), the plurality of options set when the user selects any of the plurality of options can be more interesting than when they are arbitrarily set not based on all of the plurality of options.

[0350] (3-4) In a third aspect of the present invention, in the above aspect (3-3), the setting process may set a plurality of options selectable by the user, including at least one option different from any of the plurality of options when any of the plurality of options is selected. According to the above aspect (3-4), the plurality of options set when the user selects any of the plurality of options includes at least one option different from any of the plurality of options, so that different options can be selected, thereby improving interest.

[0351] (3-5) In a third aspect of the present invention, in the above aspect (3-3) or (3-4), the setting process may set a plurality of options selectable by the user, which are different from any of the plurality of options when any of the plurality of options is selected. According to the above aspect (3-5), the plurality of options set when the user selects any of the plurality of options are different from any of the plurality of options, thereby improving interest.

[0352] (3-6) In a third aspect of the present invention, in any of the aspects (3-1) to (3-5) above, the setting process may be configured such that, when any of the multiple options is selected, multiple options selectable by the user are set from multiple options that do not include the option selected immediately before the selection. According to the aspect (3-6) above, the multiple options set when the user selects any of the multiple options do not include the option selected immediately before, thereby preventing the user from immediately selecting the same option, thereby improving interest.

[0353] (3-7) In a third aspect of the present invention, in any of the aspects (3-1) to (3-6) above, in the setting process, when any of the multiple options is selected, multiple options selectable by the user are set based on multiple options previously associated with the selected option, and multiple options that become selectable by the user when the user selects the option are newly associated and set for each of the multiple options set. According to the aspect (3-7) above, when the user selects any of the multiple options that are set when the user selects any of the multiple options, the next selectable option is newly associated and set, so that the user can select the next option while considering the options two options ahead, thereby improving interest.

[0354] (3-8) In a third aspect of the present invention, in the above aspect (3-7), the setting process may be configured to set at least one option among the multiple options that are set in association with each of the multiple options selectable by the user in association with at least two or more options among the multiple options selectable by the user. According to the above aspect (3-8), when there is a second option that the user desires to select, the user can consider which option to select from the multiple first options that are associated in advance, thereby further improving interest.

[0355] The present invention has been described above in conjunction with the above-mentioned embodiments, but the present invention is not limited to only the above-mentioned embodiments, and modifications and the like are possible within the scope of the present invention, and the above-mentioned embodiments or modified examples may be combined as appropriate. [Explanation of symbols]

[0356] 1 Game system, 10 Game device, 20 Network, 30 Server device, 101, 301 CPU, 102, 302 ROM, 103, 303 RAM, 104, 304 Communication unit, 105 Operation unit, 106 Display unit, 107, 305 Storage device, 1071 Data storage unit, 120 Game control unit, 121 Selection unit, 122 Association unit, 123 Benefit granting unit, 124 Accumulation unit, 125 Progression unit, 126 Reduction processing unit, 127 Setting unit DT1 Event character data, DT2 Event deck data, DT3 Main character data, DT4a Retained item data, DT4b Used item data, DT5 Association data, DT6 Game status data, DT7 Benefit granting data, A110 to A115 Display area, A210 to A222 Display area, A2221 to A2222 Display area, A310~A316 Display area, A3161~A3162 Display area, A401~A402 Display area, B403 Menu button, A404~A405 Display area, P407~P413 Choices, A414 Display area, A501~A502 Display area, B504 Back button, A505~A508 Display area, P510 Arrows, P511~P516 Choices, A601~A604 Display area, B611~B612 Select button, B613 Arrow buttons, A701~A702 Display area, B713 Arrow buttons, A806~A807 Display area, P808 Options, P901~P903 Warehouse, P904~P906 Cargo, P1001~P1005 Attributes, P1101~P1106 Cargo, P1107 Bell, A1108~A1110 Display area, P1301~P1303 Options, A1304~A13110 Display area, P1304a Number of turns until forced departure, P1401~P1412 A1420~A1421 Display area, P1422a~P1422c Arrows, P1424 Options, P1425 Time over, A1431~A1433 Display area, P1441~P1442 Options, A1501~A1505 Display area, G100~G1600 Screen, TBL100 Attribute TBL, TBL101 Selling price TBL, DT102a~DT102c Destination related information, DT103a~DT103d Cargo loading information, DT104a~DT104c Cargo display information, DT105a~DT105d Bonus information, DT106 Options related information

Claims

1. A program for executing a game in which a character is developed, comprising: A selection process for allowing a user to select one or more of the parameters held by the character and one of a plurality of options each associated with a special feature; a first benefit providing process for providing a character with a parameter associated with the option selected by the selection process each time the option is selected by the selection process; an accumulation process for accumulating a bonus element associated with the option selected by the selection process each time the option is selected by the selection process; A second bonus granting process that grants parameters to a character based on bonus elements accumulated by the accumulation process in accordance with a timing selected by a user different from the timing of granting parameters by the first bonus granting process.

2. The program described in Claim 1, characterized in that in the second bonus granting process, parameters are determined based on attributes associated with the bonus element.

3. A program as described in claim 1 or 2, further causing a computer to execute a modification process that changes attributes of bonus elements associated with each of the multiple options by satisfying specified conditions.

4. The program described in Claim 3, characterized in that the modification process changes the attributes of the bonus elements associated with each of the multiple options after assigning parameters based on the bonus elements accumulated by the accumulation process.

5. A program described in any one of claims 1 to 4, characterized in that when a parameter based on the bonus element accumulated by the accumulation process is assigned, the program further causes the computer to execute a process of eliminating the bonus element accumulated by the accumulation process.

6. When the plurality of options are a plurality of first options and the selection process is a first selection process, a second selection process for allowing the user to select one of a plurality of second options different from the plurality of first options; The program described in any one of claims 1 to 5, characterized in that in the second bonus granting process, a parameter based on the bonus element accumulated by the accumulation process is granted depending on the timing at which the second option is selected by the second selection process.

7. The program described in Claim 6, characterized in that in the second bonus granting process, parameters are determined based on the bonus elements accumulated by the accumulation process and the second option selected by the second selection process.

8. The reward element is an object associated with an option, 2. The program according to claim 1, wherein said storing process stores said object each time an option is selected by said selection process.

9. The program described in Claim 8, characterized in that in the second bonus granting process, parameters are determined based on attributes associated with the objects accumulated by the accumulation process.

10. The program described in claim 8 or 9, characterized in that in the accumulation process, an upper limit on the amount of objects that can be accumulated is set.

11. If the object is a first object, The program described in any one of claims 8 to 10, characterized in that in the second benefit granting process, when an option associated with a second object of a different type from the first object is selected in the selection process, a parameter is granted based on the number of times the option associated with the second object was selected.

12. A game control method for controlling a game in which a character is developed in a server device or a game device, comprising: A selection process in which a selection means allows a user to select one parameter or two or more parameters among a plurality of parameters held by the character, and one of a plurality of options each associated with a special benefit element; a first benefit granting process in which a first benefit granting means grants a parameter associated with the option selected by the selection process to a character each time an option is selected by the selection process; an accumulation process in which an accumulation means accumulates a bonus element associated with the option selected by the selection process each time the option is selected by the selection process; A game control method characterized in that a second bonus granting means performs a second bonus granting process to grant parameters to a character based on bonus elements accumulated by the accumulation process in accordance with a timing selected by a user that is different from the timing of granting parameters by the first bonus granting process.

13. A game device for executing a game in which a character is developed, comprising: A selection means for allowing a user to select one or more of the parameters held by the character and one of a plurality of options each associated with a special feature; a first benefit providing means for providing a character with a parameter associated with the option selected by the selection means each time the option is selected by the selection means; a storage means for storing a bonus element associated with the option selected by the selection means each time the option is selected by the selection means; and a second bonus granting means for granting to a character parameters based on the bonus elements stored by the storage means in accordance with a timing selected by a user different from the timing at which the parameters are granted by the first bonus granting means.

14. A game system for executing a game in which a character is developed, comprising: A selection means for allowing a user to select one or more of the parameters held by the character and one of a plurality of options each associated with a special feature; a first benefit providing means for providing a character with a parameter associated with the option selected by the selection means each time the option is selected by the selection means; a storage means for storing a bonus element associated with the option selected by the selection means each time the option is selected by the selection means; and a second bonus granting means for granting to a character parameters based on the bonus elements accumulated by the accumulation means in accordance with a timing selected by a user different from the timing at which the parameters are granted by the first bonus granting means.