Game control device, game system, and program

JP2024138380A5Active Publication Date: 2025-02-06KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024109680
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-08
Publication Date
2025-02-06
Estimated Expiration
2038-07-12

AI Technical Summary

Benefits of technology

)を示す情報である。例えば、イベント情報は、イベントの発生によって主人公キャラクタに付与される経験点又は能力パラメータの種類や量に関する情報を含む。なお、イベントが発生する確率や条件を示す情報もイベントフィールドに格納される。

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Abstract

To provide a game control device, a game system, and a program which: display an object having a plurality of positions set with which respective task information associated; when particular task information is achieve, sets the position associated with the task information as an achieved position; and when a plurality of achieved positions satisfy a predetermined positional relationship, executes a predetermined process, thus enhancing the amusement of the game.SOLUTION: When a task indicated by task information is achieved, the position of the target object with which the task information is associated is set as an achieved position. When a plurality of achieved positions in the first object satisfy a positional relation condition while the first object is a target object, a target change unit (1080) changes the target object to a second object. Before the target object is changed to the second object, a second display control unit (1030) performs control to cause the information relating to the second object to be displayed on display means.SELECTED DRAWING: Figure 27
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Description

[Technical field]

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

[0002] Games are known in which an object is displayed with multiple positions associated with task information indicating a task in a game, and when it is determined that the task indicated by the task information has been accomplished through game play, the position associated with the task information is set as an accomplished position, and when the multiple accomplished positions satisfy a predetermined positional relationship condition, a predetermined process is executed (for example, determining that a game related to the object has been cleared or giving a reward to the user).

[0003] One example of such a game is a game in which a bingo sheet is displayed that includes squares arranged in a matrix of N vertical by N horizontal (N: an integer greater than or equal to 3), with each square associated with a task; when it is determined that a task has been completed, the square with which the task is associated is set as a completed square; and when all N squares lined up vertically, horizontally, or diagonally become completed squares, it is determined that bingo has been completed (set). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2003-144746 A Summary of the Invention [Problem to be solved by the invention]

[0005] Conventionally, in games such as those described above, as the user continues playing the game, the game becomes a monotonous repetition of completing tasks associated with squares (positions), and there is a risk that the user may feel dissatisfied in terms of interest.

[0006] The present invention has been made in consideration of the above-mentioned problems, and its object is to provide a game control device, game system, and program that can increase the interest of a game by displaying an object having multiple positions each associated with task information that indicates a task in a game, and when it is determined that the task indicated by the task information has been accomplished through game play, setting the position associated with the task information as an accomplished position, and executing a specified processing when the multiple accomplished positions satisfy a specified positional relationship condition. [Means for solving the problem]

[0007] In order to solve the above problem, a game control device according to one aspect of the present invention includes a target setting means for setting one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in a game, as a target object, a first display control means for controlling display of the target object on a display means, an achievement determination means for determining whether or not the task indicated by the task information has been achieved by game play, a first achievement setting means for setting, when it is determined that the task indicated by the task information has been achieved, one of the plurality of positions in the target object, the position associated with the task information, as an achieved position, a predetermined condition determination means for determining whether or not the multiple achieved positions in the target object satisfy a predetermined positional relationship condition, and a first object of the plurality of objects. a target changing means for changing the target object from the first object to a second object of the plurality of objects when it is determined that the plurality of achieved positions in the first object satisfy the predetermined positional relationship condition while the first object is set as the target object; a second achieved setting means for, when the target object is changed to the second object, setting, as the achieved position, a position among the plurality of positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object; and a second display control means for controlling the display means to display information regarding the second object before the target object is changed to the second object.

[0008] A game system according to one aspect of the present invention includes a target setting means for setting one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in a game, as a target object, a first display control means for controlling display of the target object on a display means, an achievement determination means for determining whether the task indicated by the task information has been achieved by game play, a first achievement setting means for setting, when it is determined that the task indicated by the task information has been achieved, one of the plurality of positions in the target object, the position associated with the task information, as an achieved position, a predetermined condition determination means for determining whether the multiple achieved positions in the target object satisfy a predetermined positional relationship condition, and a first object of the plurality of objects being set as the target object. the target object is set as the first object and when it is determined that the multiple achieved positions in the first object satisfy the predetermined positional relationship condition, a target change means for changing the target object from the first object to a second object among the multiple objects; a second achieved setting means for, when the target object is changed to the second object, setting as the achieved position a position among the multiple positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object; and a second display control means for controlling the display means to display information regarding the second object before the target object is changed to the second object. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing an example of a detailed image of an original character. [Diagram 3] FIG. 13 is a diagram showing an example of an event deck setting image. [Figure 4] FIG. 13 is a diagram showing an example of a main command image. [Diagram 5] FIG. 13 is a diagram showing an example of a practice command image. [Figure 6] FIG. 11 is a diagram showing an example of practice effect data. [Figure 7] FIG. 13 is a diagram showing an example of a practice result image. [Figure 8A] FIG. 13 is a diagram showing an example of a performance improvement image. [Figure 8B] FIG. 13 is a diagram showing an example of a performance improvement image. [Figure 9] FIG. 13 is a diagram showing an example of a bingo sheet. [Figure 10] FIG. 4 is a diagram showing an example of assignment data. [Figure 11] FIG. 13 is a diagram for explaining the conditions for achieving bingo. [Figure 12] FIG. 2 is a diagram showing an example of multiple bingo sheets. [Figure 13] FIG. 13 is a diagram for explaining a chain reaction for achieving bingo. [Figure 14] FIG. 13 is a diagram showing an example of task reward point data. [Figure 15] FIG. 13 is a diagram showing an example of bingo reward point data. [Figure 16] FIG. 13 is a diagram showing an example of chain bonus data. [Figure 17] FIG. 13 is a diagram showing an example of section remuneration data. [Figure 18] FIG. 13 is a diagram showing another example of a main command image. [Figure 19] FIG. 13 is a diagram illustrating parts of a main command image. [Figure 20] FIG. 13 is a diagram showing an example of a detailed image of a bingo sheet. [Figure 21] FIG. 13 is a diagram for explaining parts of a detailed image of a bingo sheet. [Figure 22] FIG. 13 is a diagram showing another example of a detailed image of a bingo sheet. [Figure 23] FIG. 13 is a diagram showing another example of a detailed image of a bingo sheet. [Figure 24] FIG. 13 is a diagram showing another example of a detailed image of a bingo sheet. [Diagram 25] FIG. 13 is a diagram showing an example of a task achievement image. [Figure 26] FIG. 13 is a diagram showing an example of a bingo achievement image. [Figure 27] 1 is a functional block diagram of a game system according to an embodiment of the present invention. [Figure 28] FIG. 11 is a diagram showing an example of bingo sheet data. [Figure 29] FIG. 13 is a diagram showing an example of event deck data. [Diagram 30] FIG. 11 is a diagram illustrating an example of growth status data. [Diagram 31] FIG. 2 is a diagram illustrating an example of a process executed in the game system. [Diagram 32] FIG. 11 is a diagram illustrating another example of the processing executed in the game system. [Figure 33A] FIG. 11 illustrates an example of an achievement determination process. [Figure 33B] FIG. 11 illustrates an example of an achievement determination process. [Diagram 34] FIG. 11 is a diagram illustrating another example of the processing executed in the game system. [Diagram 35] FIG. 11 is a diagram illustrating another example of the processing executed in the game system. [Diagram 36] FIG. 11 is a diagram illustrating another example of the processing executed in the game system. [Figure 37] FIG. 11 is a functional block diagram of a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0011] [1. Configuration of the Game System] Fig. 1 shows the configuration of a game system according to an embodiment of the present invention. As shown in Fig. 1, the game system 1 according to this embodiment includes a game terminal 10 and a server 30. The game terminal 10 can perform data communication with the server 30 via a network N.

[0012] A game terminal 10 is a computer that a user uses to play a game. For example, the game terminal 10 is a mobile phone (including a smartphone), a personal digital assistant (including a tablet computer), a desktop computer, a laptop computer, a home game machine (a stationary game machine), a portable game machine, or an arcade game machine installed in an amusement facility or the like.

[0013] 1, game terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, a display unit 15, and an audio output unit 16. The control unit 11 includes at least one microprocessor (CPU) and executes processes according to programs stored in the storage unit 12. The storage unit 12 includes a main storage unit (e.g., RAM) and an auxiliary storage unit (e.g., non-volatile semiconductor memory, a hard disk drive, or a solid state drive), and stores programs and data. The communication unit 13 is for communicating data with other devices via a network N.

[0014] The operation unit 14 is for the user to perform various operations. The display unit 15 is for displaying various images, and is, for example, a liquid crystal display or an organic EL display. Although the operation unit 14 and the display unit 15 are shown separately in FIG. 1, the operation unit 14 and the display unit 15 may be integrally configured as a touch panel. It is not essential that the operation unit 14 and the display unit 15 are integrally configured as a touch panel, and the operation unit 14 may be provided separately from the display unit 15, such as a button (key), a lever (stick), a touch pad (track pad), or a mouse. The operation unit 14 may also be for the user to perform operations by voice or gesture. The audio output unit 16 is for outputting audio data, and is, for example, a speaker or a headphone. The operation unit 14, the display unit 15, and the audio output unit 16 may be provided in the game terminal 10 itself, or may be provided as an external device connected to the game terminal 10.

[0015] The server 30 is, for example, a server computer. As shown in Fig. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The control unit 31, the storage unit 32, and the communication unit 33 are similar to the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10. The server 30 can access a database 34. The database 34 may be built in the server 30, or may be built in a server computer separate from the server 30.

[0016] Programs and data are supplied from a remote location to game terminal 10 or server 30 via network N, and stored in storage unit 12 or storage unit 32. Game terminal 10 or server 30 may be provided with a component (e.g., an optical disk drive or a memory card slot) for reading programs and data stored in an information storage medium (e.g., an optical disk or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.

[0017] In the following, it is assumed that game terminal 10 is a smartphone or tablet computer equipped with a touch panel.

[0018] [2. Overview of the Game] In the game system 1, various games can be executed by executing a program on the game terminal 10. For example, various games can be executed regardless of game format or genre, such as sports games (games based on baseball, soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or training games. These games may be executed by the game terminal 10 alone, or may be executed by data communication between the game terminal 10 and the server 30.

[0019] In the following, as an example of a game executed by the game system 1, an object is displayed with multiple positions associated with task information indicating a task in the game, and when it is determined that the task indicated by the task information has been accomplished by game play, the position associated with the task information is set as an accomplished position, and when the multiple accomplished positions satisfy a predetermined positional relationship condition, a predetermined process is executed. Specifically, a baseball game having such a game part will be described.

[0020] The baseball game described here has two game parts: a training part and a competition part. In the training part, a scenario in which a game character to be trained (hereinafter referred to as the "main character") appears is executed, and the user trains the main character by having the main character practice, etc. while progressing through the scenario, to create his or her own original character. Meanwhile, in the competition part, the user organizes a team using the original characters created in the training part, and uses this team to compete against an opposing team. The training part will be described in detail below.

[0021] [2-1] Before explaining the flow of the training part, an example of an original character created in the training part will be described.

[0022] Fig. 2 shows an example of an original character detail image showing detailed information about an original character (protagonist character). As shown in Fig. 2, the original character detail image G100 includes parts P110, P120, P130, and P140. A "part" is an element that constitutes an image, such as text, an image, or an area.

[0023] Part P110 shows an image of the original character, and part P120 shows the original character's name (X), position (first baseman), batting form (open stance 5), and dominant arm (right-handed pitcher / batter).

[0024] Part P130 indicates the basic ability parameters of the original character. In FIG. 2, trajectory, hitting, power, running ability, arm strength, defensive ability, and catching parameters are shown, with a numerical value and a letter indicated for each basic ability parameter. The numerical value indicates the value of the basic ability parameter, and the letters (for example, S, A, B, C, D, E, F, G) indicate the level (stage) of the basic ability. "S" indicates that the basic ability is very high, and "G" indicates that the basic ability is very low.

[0025] The trajectory parameter indicates how high the ball hit by the original character will fly. The higher the trajectory parameter value, the higher the ball will fly. The contact parameter indicates the original character's contact ability (the ability to hit the ball thrown by the pitcher with the bat). The higher the contact parameter value, the higher the contact ability. The power parameter indicates the original character's power (the ability to hit the ball thrown by the pitcher with the bat and make it fly farther). The higher the power parameter value, the more likely it is that the ball hit by the original character with the bat will fly farther.

[0026] The running ability parameter indicates the speed of the original character's feet. The higher the value of the running ability parameter, the faster the feet. The shoulder strength parameter indicates the speed of the original character's throwing. The higher the value of the shoulder strength parameter, the faster the throwing. The defensive ability parameter indicates the original character's defensive skill. The higher the value of the defensive ability parameter, the better the defense. The ball catching parameter indicates the original character's ball catching skill. The higher the value of the ball catching parameter, the better the ball catching (less likely to make errors).

[0027] Part P140 indicates the special abilities that the original character has acquired. In FIG. 2, the special abilities shown are "Chance ○", "Against left-handed pitchers ○", "Stealing bases ○", and "Injury resistance ◎". "◎" and "○" indicate the level of the special ability, with "◎" indicating a higher level of the special ability than "○".

[0028] If an original character has acquired "Chance ○", the basic abilities of the original character will increase when a chance arises, making the original character stronger in these situations. If an original character has acquired "Against Left-Handed Pitchers ○", the basic abilities of the original character will increase when the opposing pitcher is a left-hander, making the original character stronger against left-handers. If an original character has acquired "Stealing Bases ○", the original character will be more likely to succeed in stealing bases. If an original character has acquired "Injury Resistance ◎", the original character will be less likely to get injured.

[0029] In Fig. 2, the original character is a fielder, so the basic abilities and special abilities related to fielders are displayed. If the original character is a pitcher, the basic abilities and special abilities related to pitchers are displayed.

[0030] [2-2] When starting the training part (scenario), the user sets up an event deck. Here, the "event deck" will be explained. In the scenario, various events occur, such as events that are advantageous or disadvantageous to improving the abilities of the main character. In this regard, in this embodiment, the events that occur in the scenario are not fixed, and the events that occur in the scenario change depending on one or more game characters incorporated in the event deck. That is, in the scenario, the game characters incorporated in the event deck appear as teammates of the main character, and events related to the game characters occur. Therefore, the user can select events that may occur in the scenario by selecting the game characters to be incorporated in the event deck. Hereinafter, the game characters that can be incorporated in the event deck (in other words, game characters for generating events) are referred to as "event characters".

[0031] FIG. 3 shows an example of an event deck setting image for a user to set an event deck. As shown in FIG. 3, the event deck setting image G200 includes parts P210 and P220. Part P210 indicates the name of the event deck. Part P220 is also associated with a process for displaying an image for changing the name of the event deck. When the user selects part P220 (i.e., when the user performs a tap operation (touching for a short time) on part P220), an image for changing the name of the event deck is displayed on the display unit 15, and the user can change the name of the event deck.

[0032] The event deck setting image G200 also includes an event deck area A230. The event deck area A230 is provided with six setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 for setting event characters that will be members of the event deck.

[0033] In this embodiment, a plurality of event characters are given to the user when playing this baseball game for the first time. The user can also obtain event characters by lottery, as a reward in the game, or from other users. In this embodiment, the user can arbitrarily incorporate up to five event characters from among the event characters owned by the user into the event deck. The setting frames P231-1 to P231-5 are frames for setting the event characters owned by the user as members of the event deck.

[0034] In this embodiment, only one event character owned by another user can be incorporated into the event deck as a helper. The setting frame P232 is a frame for setting an event character owned by another user as a member of the event deck.

[0035] When the user taps on any of the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232, an image for selecting an event character to be set in the setting frame or changing the event character set in the setting frame to another event character is displayed on the display unit 15. The setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 display the rarity and level of the event character along with the image of the event character set in the setting frame. For example, the part P231-1 displays "R" and "Lv.8" as the rarity and level, respectively.

[0036] "Rarity" indicates, for example, how difficult it is to obtain an event character. The higher the rarity of an event character, the more difficult it is to obtain that event character. For example, each event character is associated with one of several levels of rarity: PSR (Powerful Super Rare), SR (Super Rare), PR (Powerful Rare), R (Rare), PN (Powerful Normal), and N (Normal). In order from highest to lowest, these are PSR, SR, PR, R, PN, and N.

[0037] "Level" indicates the level of the event character. The higher the level of the event character, the stronger the effect of the event generated by the event character.

[0038] The event deck setting image G200 also includes parts P240 and P250. Part P240 is associated with a process for automatically setting the event deck according to the user's request. When the user selects part P240, an appropriate event character is selected by the computer and incorporated into the event deck.

[0039] Part P250 indicates the favorite practice of the event character incorporated in the event deck. In this embodiment, one of ten types of practice, "batting", "muscle strength", "base running", "arm strength", "defense", "mentality", "ball speed", "control", "stamina", and "curve ball", is set as the favorite practice of each event character. Note that "muscle strength", "base running", "arm strength", and "defense" are practice items related to fielders, "ball speed", "control", "stamina", and "curve ball" are practice items related to pitchers, and "mentality" is a practice item related to both fielders and pitchers.

[0040] FIG. 3 shows that, of the 10 types of practice, "batting," "muscle strength," "base running," and "shoulder strength," which are not associated with a cross, are set as the favorite practice of the event character incorporated in the event deck. FIG. 3 also shows that the number (2) is associated with each of "muscle strength" and "shoulder strength." This shows that, of the event characters incorporated in the event deck, there are two event characters whose favorite practice is "muscle strength," and there are two event characters whose favorite practice is "shoulder strength."

[0041] [2-3] After the event deck is set up, the scenario begins. For example, the main character joins a high school baseball team, practices with his teammates, earns a spot on the starting lineup, participates in baseball tournaments (regional qualifying tournaments and the national tournament), and aims to be scouted as a professional baseball player in the fall of his third year of high school.

[0042] Event characters incorporated in the event deck appear in the scenario. For example, the event characters incorporated in the event deck appear as teammates (players, managers, etc.) of the main character. Also, certain game characters (for example, one manager, one scout, and seven teammates) are preset as characters in the scenario. These game characters appear in the game even if they are not incorporated in the event deck. For this reason, the event characters incorporated in the event deck can be said to be game characters added as characters.

[0043] In this embodiment, the scenario progresses as the user repeatedly selects actions (practice, rest, play, etc.) to be performed by the main character. The scenario is divided into a plurality of sections, and each section is made up of a plurality of turns. For example, one turn corresponds to one week in the game. Each time one turn is completed, one week of virtual time in the game advances, thereby progressing the scenario. Note that one turn may also correspond to one day in the game, etc.

[0044] In each turn, the user selects one of a plurality of options regarding the main character's actions as the action to be performed by the main character.

[0045] [2-3-1] Figure 4 shows an example of a main command image for selecting an action to be performed by the main character. As shown in Figure 4, the main command image G300 includes parts P310, P320, and P330. Part P310 indicates a point in time in the game.

[0046] Part P320 indicates the motivation parameter of the main character. The motivation parameter is a parameter that indicates the motivation (condition) of the main character. In this embodiment, the motivation of the main character is expressed in five stages: "Excellent", "Good", "Average", "Poor", and "Extremely Poor". In FIG. 4, text such as "Excellent" is displayed as part P320, but an image (such as a face image) indicating the level of motivation may also be displayed as part P320.

[0047] Part P330 is a gauge image showing the main character's physical strength parameter. For example, when the main character practices, the value of the physical strength parameter decreases, and when the main character takes a break from practice, the value of the physical strength parameter increases (recovers). When the physical strength parameter value decreases, the probability that the main character will be injured during practice increases.

[0048] Furthermore, the main command image G300 includes a command area A340. The command area A340 includes parts P341, P342, P343, P344, P345, and P346.

[0049] The part P341 is associated with a process for making the main character practice, and the user can make the main character practice by selecting the part P341. Details will be described later (see FIG. 5).

[0050] The part P342 is associated with a process for resting the main character, and the user can rest the main character by selecting the part P342. By resting the main character, the main character's physical strength parameters increase (recover).

[0051] Part P343 is associated with a process for making the main character visit a hospital, and the user can make the main character visit a hospital by selecting part P343. For example, if the main character becomes ill or injured, the main character can be made to visit a hospital to have the illness or injury cured. Note that there are cases where the main character's illness or injury cannot be cured by a single visit to the hospital. In such cases, it is necessary to make the main character visit the hospital multiple times to cure the main character's illness or injury.

[0052] The part P344 is associated with a process for making the main character play, and the user can make the main character play by selecting the part P344. By making the main character play, the main character's motivation parameter increases.

[0053] The part P345 is associated with a process for making the main character go on a date, and the user can make the main character go on a date by selecting the part P345. Depending on the outcome of the date, the main character's motivation parameter may increase or decrease.

[0054] The part P346 is associated with a process for improving the abilities of the main character, and the user can improve the abilities of the main character by selecting the part P346. Details will be described later (see Figs. 8A and 8B).

[0055] Furthermore, the main command image G300 includes a bingo area A350. The bingo area A350 will be described in detail later.

[0056] [2-3-2] Fig. 5 shows an example of a practice command image for making the main character practice. The practice command image G400 shown in Fig. 5 is displayed on the display unit 15 when the part P341 of the main command image G300 is selected.

[0057] 5, the practice command image G400 includes parts P410, P420, and P430, which are similar to the parts P310, P320, and P330 of the main command image G300.

[0058] Moreover, the practice command image G400 includes a command area A440. The command area A440 includes parts P441, P442, P443, P444, P445, and P446, each of which corresponds to a plurality of practice items. In this embodiment, a level is set for each practice item, and each of the parts P441 to P446 displays the name and level of the associated practice item. The level of a practice item increases when the number of times the practice is performed reaches a predetermined number. For example, when the number of times the batting practice is performed reaches a first predetermined number, the level of the batting practice increases from "1" to "2", and when the number of times the batting practice is performed reaches a second predetermined number, the level of the batting practice increases from "2" to "3".

[0059] The part P441 is associated with a process of having the main character perform batting practice. The part P442 is associated with a process of having the main character perform muscle training. The part P443 is associated with a process of having the main character perform base running practice. The part P444 is associated with a process of having the main character perform shoulder training. The part P445 is associated with a process of having the main character perform defensive practice. The part P446 is associated with a process of having the main character perform mental training. Since FIG. 5 shows a case in which the main character is a fielder, parts P441 to P446 associated with processes for performing practice items related to fielders are displayed, but if the main character is a pitcher, parts associated with processes for performing practice items related to pitchers are displayed.

[0060] For example, when the user wants the main character to practice base running, the user first selects the part P443 corresponding to the base running practice. In this case, the part P443 is provisionally selected. In this state, the part P443 is displayed in a manner different from the other parts P441, P442, P444 to P446, and it is shown that the part P443 is provisionally selected. In FIG. 5, the position of the part P443 in the vertical direction of the screen is different from the other parts P441, P442, P444 to P446, and the part P447 corresponding to the cursor is associated with the part P443. In this state, the part P448 indicating the probability of getting injured during practice is displayed in association with the part P443. This probability is determined based on the value of the physical strength parameter of the main character. The smaller the value of the physical strength parameter of the main character, the higher the probability of getting injured during practice.

[0061] The practice command image G400 also includes a part P450. The part P450 indicates the experience points of the main character (i.e., the experience points currently possessed by the main character). In this embodiment, five types of experience points are set: strength, agility, technique, curveball, and mental points. Fig. 5 shows a case where the main character's strength, agility, technique, curveball, and mental points are each 0 points.

[0062] In addition, in Fig. 5, "+2" and "+8" are displayed in association with the strength and agility points, respectively. This indicates that if the provisionally selected practice item (base running practice) is performed, the main character's strength points will increase by 2 points and agility points will increase by 8 points.

[0063] In this embodiment, the type and amount of experience points that are gained by performing each practice are determined for each practice item. The higher the level of the practice item, the greater the amount of experience points that are gained when the practice is performed.

[0064] FIG. 6 shows an example of practice effect data D1001. The practice effect data D1001 indicates effect information for each practice item. In other words, the practice effect data D1001 indicates, for each practice item, the type of experience points that increase as a result of each practice and the amount of increase. As shown in FIG. 6, the practice effect data D1001 includes "practice ID," "name," and "effect" fields. The practice ID field indicates identification information for uniquely identifying each practice item. The name field indicates the name of the practice item.

[0065] The effect field indicates effect information. As shown in FIG. 6, the effect field includes subfields "Lv.1", "Lv.2", "Lv.3", "Lv.4", and "Lv.5". The Lv.1 field indicates the content of the effect that occurs when the level 1 practice is performed. That is, the Lv.1 field indicates how much of each of the experience points of strength, agility, technique, curveball, and mental points will increase when the level 1 practice is performed. For example, "strength +2" indicates that strength points are increased by 2 points. As shown in FIG. 6, when the level 1 batting practice is performed, strength, technique, and mental points are increased by 2 points, 7 points, and 1 point, respectively. The Lv.2, Lv.3, Lv.4, and Lv.5 fields are the same as the Lv.1 field.

[0066] Moreover, the practice command image G400 includes a teammate area A460. The teammate area A460 shows information such as a teammate character assigned to the provisionally selected practice (base running practice).

[0067] In this embodiment, a teammate character, a manager character, a scout character, or the like is assigned to each practice item, and game characters other than the main character are also shown performing or watching over one of the practices. The teammate character, etc. assigned to the provisionally selected practice item is displayed in the teammate area A460. The teammate character, etc. assigned to each practice item changes with each turn.

[0068] In the following, it is assumed that there are 14 teammate characters T1 to T14 as teammates of the main character. Furthermore, among these, teammate characters T1 to T6 are event characters incorporated into the event deck (i.e., event characters set in setting slots P231-1, P231-2, P231-3, P231-4, P231-5, and P232).

[0069] In Fig. 5, since base running practice is provisionally selected, teammate characters etc. assigned to base running practice are displayed in teammate area A460. In Fig. 5, parts P461-1, P461-2, and P461-3 corresponding to three teammate characters T1, T2, and T10 assigned to base running practice, respectively, are displayed in teammate area A460.

[0070] Part P461-1 shows the image and name (T1) of teammate character T1. Part P461-1 also includes parts P462-1 and P463-1. Part P462-1 corresponds to a gauge image and shows the evaluation of teammate character T1 relative to the main character. The longer the gauge (the shaded area in FIG. 5) in part P462-1, the higher the evaluation of teammate character T1 relative to the main character. Part P463-1 shows the favorite practice of teammate character T1 (base running practice).

[0071] Parts P461-2 and P461-3 are also similar to part P461-1. Parts P462-2 and P462-3 included in parts P461-2 and P461-3 are also similar to part P462-1, and P463-2 included in part P461-2 is also similar to part P463-1. Note that the favorite practice is only displayed when the teammate character is an event character. Part P461-3 corresponds to teammate character T10, which is not an event character, and therefore part P461-3 does not include a part corresponding to part P463-1.

[0072] When the user selects one of the practice items while it is provisionally selected, the practice item is confirmed as the practice item to be executed (the practice item to be executed by the main character). For example, when the user selects the part P443 while the base running practice is provisionally selected (i.e., the part P447 is pointing to the part P443 corresponding to the base running practice), the base running practice is confirmed as the practice item to be executed.

[0073] When any practice item is determined to be the one to be executed, the main character executes the practice of that practice item. In this case, the experience points of the main character are increased based on the practice item executed (see FIG. 6). For example, when level 1 base running practice is executed, the main character's strength points are increased by 2 points and agility points are increased by 8 points.

[0074] In FIG. 5, the favorite practice (base running practice) of the teammate character T1 shown in part P463-1 matches the provisionally selected practice (base running practice). That is, the teammate character T1 (event character) who has set base running practice as his favorite practice is assigned to base running practice. In this state, if the main character performs base running practice, and if the evaluation of the teammate character T1 with respect to the main character is higher than a predetermined standard (for example, if the evaluation is at the maximum value), a special event occurs. That is, a special tag practice event with the teammate character T1 occurs. In this case, the increase in experience points is greater than in the normal case.

[0075] If the favorite practice of both teammate characters T1 and T2 is base running practice, and the evaluation of both teammate characters T1 and T2 with respect to the main character is higher than a predetermined standard, a special tag practice event with the two teammate characters T1 and T2 occurs. In this case, the amount of experience points gained is greater than in a special tag practice event with one teammate character T1. In this way, the more teammate characters that participate in the special tag practice event, the greater the amount of experience points gained.

[0076] In FIG. 5, the teammate character T1 is assigned to the same practice item as the player's favorite practice, but the teammate character is not necessarily assigned to the same practice item as the player's favorite practice, and may be assigned to a practice item different from the player's favorite practice. The practice item to which the teammate character is assigned is determined (randomly) based on probability information for each turn.

[0077] When the main character performs a practice, the evaluations of the teammate characters, manager characters, and scout characters for the main character increase slightly (see P543 in FIG. 7). Note that the evaluations of the main character for the teammate characters, manager characters, or scout characters assigned to the practice performed by the main character increase more than usual (see P542 in FIG. 7).

[0078] [2-3-3] When the main character performs a practice (i.e., when any practice item is confirmed as the one to be performed), a practice result image showing the main character's practice results is displayed on the display unit 15. FIG. 7 shows an example of a practice result image. As shown in FIG. 7, practice result image G500 includes parts P510, P520, and P530. These are similar to parts P310, P320, and P330 of the main command image G300. However, as a result of the main character's physical strength parameters decreasing as a result of the practice being performed, the gauge in part P530 is shorter than in FIGS. 4 and 5.

[0079] Furthermore, practice result image G500 includes part P540. Part P540 shows the practice result of the main character, and includes text showing the changes in various parameters as a result of the main character performing the practice.

[0080] Fig. 7 shows a case where the main character performs base running practice of level 1. In Fig. 7, part P540 includes (a) part P541 indicating that the main character has performed base running practice, resulting in an increase in strength points of 2 points, an increase in agility points of 8 points, and a decrease in physical strength parameters of 25 points, (b) part P542 indicating that the evaluations of the main character of teammate characters T1, T2, and T10 assigned to the base running practice have increased by 7 points, and (c) part P543 indicating that the evaluations of the main character of other teammate characters, manager character, and scout character have increased by 1 point.

[0081] After practice result image G500 is displayed, the next turn begins and main command image G300 is again displayed on display unit 15. Furthermore, when part P341 (practice) is selected, practice command image G400 is again displayed on display unit 15.

[0082] [2-3-4] The user can improve the abilities of the main character by using (consuming) the experience points of the main character granted as described above.

[0083] 8A and 8B show an example of an ability improvement image for improving the abilities of the main character. The ability improvement image G600 shown in Fig. 8A and 8B is displayed on the display unit 15 when the part P346 of the main command image G300 is selected.

[0084] As shown in Figures 8A and 8B, the ability improvement image G600 includes a first area A610, which includes a pitcher ability tab P611 and a fielder ability tab P612. The pitcher ability tab P611 displays changes to basic ability parameters related to pitcher ability, and the fielder ability tab P612 displays changes to basic ability parameters related to fielder ability. As shown in Figures 8A and 8B, the fielder ability tab P612 displays the values ​​before and after the change for each of the basic ability parameters related to fielder ability, namely, trajectory, meet, power, running ability, shoulder strength, defensive ability, and catching parameters.

[0085] The ability improvement image G600 also includes a second area A620, which includes a basic ability tab P621 and a special ability tab P622. As shown in Fig. 8A, the basic ability tab P621 displays the experience points (strength, agility, technique, curveball, and mental points) currently possessed by the main character. Fig. 8A shows that the strength, agility, technique, curveball, and mental points currently possessed by the main character are 77 points, 94 points, 39 points, 15 points, and 70 points, respectively.

[0086] In the Basic Ability tab P621, the values ​​of the main character's basic ability parameters (trajectory, hitting, power, running ability, arm strength, defensive ability, or catching parameters) can be increased in exchange for some or all of the experience points currently possessed by the main character.

[0087] In the basic ability tab P621, the ability value required to increase the value of the basic ability parameter by 1 point from the current value is displayed in association with each basic ability parameter. For example, the basic ability tab P621 shown in FIG. 8A shows that 30 points each of strength, technique, and mental points are required to increase the value of the trajectory parameter by 1 point from the current value.

[0088] Furthermore, in the basic ability tab P621, parts P623-1, P623-2, P623-3, P623-4, P623-5, P623-6, and P623-7 are displayed in association with each basic ability parameter.

[0089] For example, part P623-1 is associated with a trajectory parameter, and a process for increasing the trajectory parameter by one point in exchange for a predetermined experience point is associated with part P623-1. By selecting part P623-1, the user can increase the trajectory parameter by one point from the current value in exchange for 30 strength points, 30 technique points, and 30 mental points. In this case, the trajectory parameter is increased by one point, and a message to that effect is displayed in the first area A610, and the required experience points are subtracted from the "current experience points" in the second area A620.

[0090] Like part P623-1, the other parts P623-2 to P623-7 are associated with hitting, power, running ability, arm strength, defensive ability, and catching parameters, respectively, and parts P623-2 to P623-7 are associated with processes for increasing these parameters by one point in exchange for a specified experience point.

[0091] When the user selects the special ability tab P622 in the state shown in Fig. 8A, the state switches to that shown in Fig. 8B. As shown in Fig. 8B, the special ability tab P622 also displays the experience points (strength, agility, technique, curveball, and mental points) currently possessed by the main character.

[0092] In the special ability tab P622, the main character can acquire a special ability in exchange for some or all of the experience points currently held by the main character. In FIG. 8B, the special abilities that the main character can acquire are displayed as "Chance ○", "Against Left-Handed Pitchers ○", "Stealing ○", "Base Running ○", "Throwing ○", "Hard to Get Injured ◎", and "Average Hitter". "Chance ○" is a special ability that is strong in opportunities. "Against Left-Handed Pitchers ○" is a special ability that is strong against left-handed pitchers. "Stealing ○" is a special ability that makes stealing better. "Throwing ○" is a special ability that makes it harder to throw the ball. "Hard to Get Injured ◎" is a special ability that makes it rare to get injured. "Average Hitter" is a special ability that makes it easier to hit a hit ball.

[0093] In the special ability tab P622, the experience points required for the main character to acquire each special ability are displayed in association with each special ability. For example, the special ability tab P622 shown in FIG. 8B indicates that 15 points, 30 points, and 105 points of agility, technique, and spirit points are required, respectively, to acquire the "Chance ○" skill of the main character. Note that, for special abilities that the main character has already acquired, a message is displayed indicating that the special ability has been acquired.

[0094] Furthermore, in the special ability tab P622, parts P624-1, P624-2, P624-3, P624-4, P624-5, and P624-6 are displayed in association with each special ability.

[0095] For example, part P624-1 is associated with "Chance O", and part P624-1 is associated with a process for making the main character acquire "Chance O" in exchange for a certain amount of experience points. By selecting part P624-1, the user can make the main character acquire "Chance O" in exchange for 15 agility points, 30 technique points, and 105 spirit points.

[0096] Like part P624-1, other parts P624-2 to P624-6 are associated with "against left-handed pitchers ○", "stealing bases ○", "base running ○", "throwing ○", and "average hitter", respectively, and parts P624-2 to P624-6 are associated with a process for making the main character acquire these special abilities in exchange for a certain amount of experience points. Note that since the main character has already acquired "injury resistance ◎", no part is associated with "injury resistance ◎".

[0097] In FIG. 8B, "Lv.1" is displayed in association with "Chance ○" and "Stolen Base ○". "Lv.1" indicates the knack level of "Chance ○" and "Stolen Base ○". If the main character has grasped the knack for acquiring a special ability, the experience points required for the main character to acquire the special ability are reduced. Also, the higher the knack level, the less experience points required for the main character to acquire the special ability.

[0098] At the beginning of the training part, the tips level for each special ability is set to zero (i.e., the player has not yet mastered the tips for each special ability). For example, in the training part, an event may occur in which an event character teaches the main character the tips for a special ability based on the practice item selected as the execution target, and when such an event occurs, the tips level for the special ability increases.

[0099] 8A and 8B, the ability improvement image G600 includes parts P630, P640, and P650. Part P630 is associated with a process for returning to the image that was displayed one time before. Therefore, when the user selects part P630, a main command image G300 is displayed on the display unit 15.

[0100] The part P640 is associated with a process for canceling the change in the main character's abilities and restoring them to their pre-change states. Therefore, when the user selects the part P640, the main character's abilities are restored to their pre-change states. The part P650 is associated with a process for finalizing the change in the main character's abilities. Therefore, when the user selects the part P650, the main character's abilities are finalized to their post-change states.

[0101] As described above, in the training part, experience points are given to the main character based on the options selected by the user (practice items, etc.), and the user can use the experience points to improve the main character's abilities (for example, the main character's basic abilities can be increased or the main character can acquire special abilities). Also, in the training part, the occurrence of an event may result in experience points being given to the main character or the main character's abilities being improved. When the scenario progresses to the end, the training of the main character is completed, and the main character is completed, for example, as shown in FIG. 2. The main character whose training is complete is registered as an original character. After the training part is finished, another original character can be trained by starting the training part again from the beginning.

[0102] [2-4] In this embodiment, the training part is provided with a bingo function. In the bingo function, a bingo sheet including a plurality of squares, each of which is associated with a task (goal) related to training of the main character, is presented to the user. When it is determined that the task associated with a square has been accomplished, the square is set as an accomplished square, and reward points are given to the user. In addition, when a bingo is achieved by an accomplished square, reward points are also given to the user. Therefore, in the training part, the user aims to train a main character with high abilities, and to acquire as many reward points as possible by the end of the training part. The bingo function will be described in detail below.

[0103] [2-4-1] In the bingo function, a bingo sheet is set that has N squares in the vertical direction and N squares in the horizontal direction (N: an integer of 3 or more), and each square is associated with a task. FIG. 9 shows an example of a bingo sheet. Bingo sheet B shown in FIG. 9 includes nine squares M11, M12, M13, M21, M22, M23, M31, M32, and M33, which are three squares in the vertical direction and three squares in the horizontal direction. In the following, when there is no need to distinguish between the individual squares M11, M12, M13, M21, M22, M23, M31, M32, and M33, they will be collectively referred to as "square M."

[0104] Each square M on the bingo sheet B is associated with various tasks to be accomplished in the development part. FIG. 10 shows an example of task data D1002 showing a list of tasks. As shown in FIG. 10, the task data D1002 includes "Task ID", "Task content", "Simple display", and "Detailed display" fields. The task ID field indicates identification information for uniquely identifying each task. The task content field indicates the content of the task. The simple display field indicates the display text when the task is displayed in simple display, and the detailed display field indicates the display text when the task is displayed in detailed display.

[0105] Among the tasks illustrated in FIG. 10, the task with task ID "1" is a task to perform batting practice a predetermined number of times. This task is achieved when the number of times the main character performs batting practice reaches a predetermined value. In the bingo sheet B illustrated in FIG. 9, the task with task ID "1" is associated with square M33, and the predetermined number of times (predetermined value) is set to "1." Although omitted in FIG. 10, similar tasks are set as tasks with task IDs "2" to "6" for each practice item other than batting practice (strength practice, base running practice, shoulder strength practice, defensive practice, and mental practice).

[0106] The task with task ID "10" is to raise the level of batting practice to a predetermined value or higher. When the level of batting practice reaches the predetermined value or higher, this task is achieved. Although omitted in FIG. 10, similar tasks are set as tasks with task IDs "11" to "15" for each practice item other than batting practice (muscle strength practice, base running practice, shoulder strength practice, defensive practice, and mental practice).

[0107] The task with task ID "20" is to increase the total experience points to a predetermined value or more. This task is achieved when the cumulative total of experience points (strength, agility, technique, curveball, and mental points) given to the main character from the start of the training part to the present time reaches a predetermined value or more. In the bingo sheet B illustrated in FIG. 9, the task with task ID "20" is associated with square M22, and the predetermined value is set to "300".

[0108] The task with task ID "21" is to increase the strength points to a predetermined value or more. This task is achieved when the cumulative total of strength points given to the main character from the start of the training part to the present time reaches a predetermined value or more. In the bingo sheet B illustrated in FIG. 9, the task with task ID "21" is associated with square M12, and the predetermined value is set to "100". Although omitted in FIG. 10, similar tasks are set as tasks with task IDs "22" to "25" for each experience point other than strength points (agility, technique, curveball, mental points).

[0109] The task with task ID "30" is to increase the trajectory parameter of the main character to a predetermined value or more. This task is achieved when the value of the trajectory parameter of the main character reaches the predetermined value or more. Although omitted in FIG. 10, similar tasks are set for each basic ability parameter other than the trajectory parameter (hitting, power, running ability, arm strength, defensive ability, and catching parameters) as tasks with task IDs "31" to "36."

[0110] The task with task ID "40" is a task to make the total of the tips levels acquired by the main character equal to or greater than a predetermined value. For example, as shown in FIG. 8B, if the main character has a tip level of 1 for "Chance ○" and a tip level of 1 for "Stolen Base ○", the total of the tips levels will be "2". This task is achieved when the total of the tips levels acquired by the main character reaches a predetermined value. In the bingo sheet B illustrated in FIG. 9, the task with task ID "40" is associated with square M23, and the predetermined value is set to "1".

[0111] The task with task ID "41" is to have the main character acquire a certain number of first-class special abilities. Similarly, the task with task ID "42" is to have the main character acquire a certain number of second-class special abilities, and the task with task ID "43" is to have the main character acquire a certain number of third-class special abilities.

[0112] In this embodiment, the multiple special abilities that the main character can acquire are grouped into three types: first type special abilities, second type special abilities, and third type special abilities. Among the multiple special abilities that the main character can acquire, some are easy to acquire (for example, those that require few experience points to acquire), and some are difficult to acquire (for example, those that require many experience points to acquire). In this embodiment, the multiple special abilities are divided into the above three groups in terms of ease of acquisition. The first type special abilities are a group to which special abilities that are easy to acquire belong, the third type special abilities are a group to which special abilities that are difficult to acquire belong, and the second type special abilities are a group to which special abilities that are more difficult to acquire than the first type special abilities and easier to acquire than the third type special abilities belong. Note that the method of grouping the special abilities is not limited to this example, and other methods may be adopted.

[0113] When the number of special abilities belonging to the first type of special abilities among the special abilities acquired by the main character reaches or exceeds a predetermined value, the task with task ID "41" is completed. Similarly, when the number of special abilities belonging to the second type of special abilities among the special abilities acquired by the main character reaches or exceeds a predetermined value, the task with task ID "42" is completed. Furthermore, when the number of special abilities belonging to the third type of special abilities among the special abilities acquired by the main character reaches or exceeds a predetermined value, the task with task ID "43" is completed. In the bingo sheet B shown in FIG. 9, the task with task ID "41" is associated with square M32, and the predetermined value is set to "1".

[0114] The task with task ID "44" is a task to have the main character acquire a specific special ability among the first type special abilities. This task is accomplished when the main character acquires the specific special ability among the first type special abilities. In the bingo sheet B illustrated in FIG. 9, the task with task ID "44" is associated with square M11, and "steal ○" is set as the specific special ability. The task with task ID "44" is also associated with square M21, and "bunt ○" is set as the specific special ability.

[0115] The task with task ID "45" is to have the main character acquire a specific special ability among the second type special abilities, and the task with task ID "46" is to have the main character acquire a specific special ability among the third type special abilities. These are similar to the task with task ID "44".

[0116] The task with task ID "50" is to perform special tag practice a predetermined number of times. This task is accomplished when the number of times the special tag practice is performed reaches a predetermined value. In the bingo sheet B illustrated in FIG. 9, the task with task ID "50" is associated with square M31, and the predetermined number of times (predetermined value) is set to "1."

[0117] The task with task ID "51" is to perform special tag practice with a predetermined number of event characters or more a predetermined number of times. This task is accomplished when the number of times special tag practice with a predetermined number of event characters or more reaches a predetermined value.

[0118] The task with the task ID "52" or "53" is to make the manager character's or scout character's evaluation of the main character equal to or above a predetermined value. When the manager character's or scout character's evaluation of the main character equals or above a predetermined value, the task with the task ID "52" or "53" is accomplished.

[0119] The task with the task ID "54" is for the main character to be selected as a starting member. This task is accomplished when the main character is selected as a starting member in a match that is executed in the scenario of the training part.

[0120] The task with task ID "55" is to increase the main character's motivation parameter by a predetermined number of stages in total by executing the play command (part P344). This task is achieved when the cumulative number of stages to which the main character's motivation parameter has been increased by the play command reaches a predetermined value or more. In the bingo sheet B illustrated in FIG. 9, the task with task ID "55" is associated with square M13, and the predetermined value is set to "2."

[0121] The task with task ID "56" is to make the total progress of the date between the main character and the lover character reach or exceed a predetermined value. This task is accomplished when the progress of the date between the main character and the lover character reaches or exceeds a predetermined value. The task with task ID "57" or "58" is to have the main character spend Christmas or Valentine's Day with the lover character, and is accomplished when an event occurs in the scenario of the development part in which the main character spends Christmas or Valentine's Day with the lover character.

[0122] When the task associated with a square M is completed by the user, the square M is set as a completed square. When the completed square satisfies the bingo completion condition, bingo is completed and the bingo sheet B is cleared. That is, in a bingo sheet B having N squares M in length and N squares M in width, when all N squares M arranged vertically, horizontally, or diagonally in a straight line become completed squares, bingo is completed and the bingo sheet B is cleared. For example, as shown in FIG. 11, in a bingo sheet B having 3 squares M in length and 3 squares M in width, when all three squares M arranged vertically (e.g., squares M13, M23, and M33) become completed squares, bingo is completed and the bingo sheet B is cleared. For example, bingo is also achieved and bingo sheet B is cleared when three squares M arranged horizontally (e.g., squares M11, M12, and M13) are all completed squares, or when three squares M arranged diagonally (e.g., squares M11, M22, and M33) are all completed squares.

[0123] 9 and 11, all the squares M are associated with a task, but the bingo sheet B may include squares M that are not associated with a task. When determining whether or not a bingo has been achieved, the squares M that are not associated with a task may be regarded as completed squares.

[0124] [2-4-2] In the bingo function, multiple bingo sheets B are set. FIG. 12 shows an example of multiple bingo sheets B. In FIG. 12, 10 bingo sheets B-1 to B-10 are set. Note that FIG. 12 is merely an example, and 11 or more bingo sheets B may be set, or 9 or less bingo sheets B may be set.

[0125] In FIG. 12, the first and second bingo sheets B-1 and B-2 are set as bingo sheets B having 9 squares M, 3 vertical and 3 horizontal. The third to sixth bingo sheets B-3 to B-6 are set as bingo sheets B having 16 squares M, 4 vertical and 4 horizontal. The seventh to tenth bingo sheets B-7 to B-10 are set as bingo sheets B having 25 squares M, 5 vertical and 5 horizontal. In this way, in FIG. 12, the number of squares M on the bingo sheet B increases stepwise. By doing so, the user can be provided with the interest of changing the number of squares M on the bingo sheet B. However, it is not essential to change the number of squares M on the bingo sheet B, and the number of squares M on the bingo sheets B-1 to B-10 may be the same.

[0126] At the beginning of the training part, the first bingo sheet B-1 is set as the bingo sheet B (hereinafter referred to as the "current sheet") to be cleared by the user. Then, when the first bingo sheet B-1 is cleared, the current sheet is changed from the first bingo sheet B-1 to the second bingo sheet B-2. In this way, when the current sheet is the i-th bingo sheet Bi (i: an integer equal to or greater than 1) and the i-th bingo sheet Bi is cleared, the current sheet is changed from the i-th bingo sheet Bi to the j-th bingo sheet Bj (j: an integer where j=i+1).

[0127] The bingo sheets B-1 to B-10 may be created in advance by a game developer, or may be generated by a computer. That is, before the start of the training part, the control unit 11 (or the control unit 31) may generate the bingo sheets B-1 to B-10 by determining (randomly) the tasks to be associated with each square M according to probability information based on the task data D1002.

[0128] [2-4-3] In the bingo function, a bingo may be achieved in a chain reaction between the i-th bingo sheet Bi and one or more subsequent bingo sheets B. Such a chain reaction of achieving a bingo will be described.

[0129] FIG. 13 is a diagram for explaining a chain of bingo achievements, showing an example of the state of the first and second bingo sheets B-1 and B-2 when the first bingo sheet B-1 is the current sheet.

[0130] In Fig. 13, among the nine squares M11-1, M12-1, M13-1, M21-1, M22-1, M23-1, M31-1, M32-1, and M33-1 on the first bingo sheet B-1, the squares M12-1, M22-1, M23-1, and M33-1 are completed squares. In this case, when any of the squares M11-1, M13-1, M21-1, and M32-1 become completed squares, a bingo is achieved on the first bingo sheet B-1.

[0131] In this embodiment, when the i-th bingo sheet Bi is the current sheet, the task of the square M of the bingo sheet B after the i-th bingo sheet Bi may be accomplished. In Fig. 13, when the first bingo sheet B-1 is the current sheet, the tasks of the squares M13-2, M22-2, and M31-2 of the nine squares M11-2, M12-2, M13-2, M21-2, M22-2, M23-2, M31-2, M32-2, and M33-2 of the second bingo sheet B-2 are accomplished. These squares M13-2, M22-2, and M31-2 do not become accomplished squares, but become reserved completion squares, until the second bingo sheet B-2 becomes the current sheet. The "reserved achievement square" is a square that has already been determined to have been achieved and is reserved to become an accomplished square when the second bingo sheet B-2 becomes the current sheet. The squares M13-2 and M31-2 on the second bingo sheet B-2 are associated with the same type of task (muscle strength points, batting practice) as the squares M12-1 and M33-1 on the first bingo sheet B-1, but the first bingo sheet B-1 does not have a square M associated with the same type of task (base running practice) as the square M22-2 on the second bingo sheet B-2. In this way, while the first bingo sheet B-1 is the current sheet, even if the square M associated with the same type of task does not exist on the first bingo sheet B-1, the task associated with the square M on the second bingo sheet B-2 may be achieved.

[0132] In FIG. 13, on the second bingo sheet B-2, three achievement reservation squares (squares M13-2, M22-2, and M31-2) are arranged in a straight line in a diagonal direction, and the achievement reservation squares satisfy the bingo achievement condition. In this case, when bingo is achieved on the first bingo sheet B-1 and the current sheet is changed to the second bingo sheet B-2, bingo is achieved by the three achievement reservation squares becoming achieved squares. In other words, when bingo is achieved on the first bingo sheet B-1, bingo is achieved on the second bingo sheet B-2 in a chain reaction. In such a case, it is determined that one chain of bingo achievements has occurred. Note that, as in the second bingo sheet B-2 illustrated in FIG. 13, a state in which the bingo achievement condition is satisfied by the achievement reservation squares is a state in which bingo achievement is reserved, and such a state will be referred to as a "bingo reservation state" below.

[0133] Although the third bingo sheet B-3 is not shown in FIG. 13, if the third bingo sheet B-3 is also in a bingo reserved state, when a bingo is achieved on the first bingo sheet B-1, a bingo will also be achieved on the second bingo sheet B-2 and the third bingo sheet B-3 in a chain reaction. In this case, it is determined that two bingos have been achieved in a chain. Note that three or more bingos may also be achieved in a chain reaction.

[0134] [2-4-4] The bingo function also awards users with reward points as described below.

[0135] [2-4-4-1] For example, when a task associated with square M on a bingo sheet B is completed, reward points (task reward points) are awarded to the user. By awarding such reward points to the user, it is possible to improve the motivation to complete the task.

[0136] FIG. 14 shows an example of task reward point data that defines task reward points. As shown in FIG. 14, the task reward point data D1003 includes "bingo sheet number" and "task reward points" fields. The bingo sheet number field indicates which bingo sheet B it is. The task reward point field indicates the reward points (task reward points) that are granted to the user when it is determined that the task associated with square M of the bingo sheet B has been completed (in other words, when square M of the bingo sheet B is set as a completed square).

[0137] In FIG. 14, the bingo sheet number "1" is associated with the task reward point "100." This indicates that when a task associated with any square M on the first bingo sheet B-1 is accomplished, 100 points will be awarded to the user as task reward points. In FIG. 14, the larger the bingo sheet number, the more task reward points will be awarded. In other words, the task reward points are changed according to the bingo sheet number. Note that the task reward points may be changed according to the task content (such as the difficulty of the task).

[0138] In addition, the task reward points for completing the task of square M are only awarded when it is determined for the first time that the task of the square M has been completed (i.e., when the square M changes from a state in which it is not a completed square to a completed square). For example, the task of "perform batting practice once" is associated with square M33 on the bingo sheet B illustrated in FIG. 9. In this case, when the first batting practice is performed, it is determined that the task of square M33 has been completed, and the task reward points for completing the task of square M33 are awarded to the user. However, even if further batting practice is performed thereafter, the task of square M33 has already been completed, so task reward points are not awarded to the user for square M33.

[0139] In this embodiment, as described above, when the i-th bingo sheet Bi is the current sheet, the task of the square M of the bingo sheet B after the i-th bingo sheet Bi may be accomplished, but the task reward points are not given to the user at that time. For example, in the state illustrated in Fig. 13, the tasks of the squares M13-2, M22-2, and M31-2 of the second bingo sheet B-2 are also accomplished, but since the first bingo sheet B-1 is the current sheet at this time, the task reward points of these squares M12-1, M22-1, M23-1, and M33-1 are not given to the user, and will be given to the user when the second bingo sheet B-2 becomes the current sheet.

[0140] In this embodiment, it is possible that the task of square M of a bingo sheet B before the i-th bingo sheet Bi is completed when the i-th bingo sheet Bi is the current sheet, but in this case, no task reward points are awarded to the user.

[0141] [2-4-4-2] Also, for example, when bingo is achieved on the current sheet (i.e., when the current sheet is cleared), reward points (bingo reward points) are awarded to the user. By awarding such reward points to the user, it is possible to increase the motivation to achieve bingo.

[0142] Fig. 15 shows an example of bingo reward point data that defines bingo reward points. As shown in Fig. 15, the bingo reward point data D1004 includes "bingo sheet number" and "bingo reward point" fields. The bingo sheet number field is the same as the bingo sheet number field of the task reward point data D1003. The bingo reward point field indicates reward points (bingo reward points) that are awarded to a user when a bingo is achieved on bingo sheet B.

[0143] In FIG. 15, the bingo sheet number "1" is associated with the bingo reward point "500". This indicates that when a bingo is achieved on the first bingo sheet B-1, 500 points are given to the user as bingo reward points. In FIG. 15, the larger the bingo sheet number, the more bingo reward points are given. That is, the bingo reward points are changed according to the bingo sheet number. Note that the bingo reward points may be changed according to the number of squares M. In addition, when multiple bingoes are achieved simultaneously on the current sheet, the bingo reward points may be more than when one bingo is achieved. In this case, the bingo reward points may be increased according to the number of bingoes achieved simultaneously.

[0144] [2-4-4-3] For example, a chain bonus is awarded to the user when a chain of bingo is achieved on the current bingo sheet B and one or more subsequent bingo sheets B. By awarding such a chain bonus to the user, it is possible to provide the user with the excitement of aiming to achieve a chain of bingo.

[0145] FIG. 16 is an example of chain bonus data that defines a chain bonus. As shown in FIG. 16, the chain bonus data D1005 includes a "chain number" and a "chain bonus" field. The chain number field indicates the number of chains for achieving bingo. The chain bonus field indicates the chain bonus. In FIG. 16, a multiplier for the bingo reward points is defined as the chain bonus.

[0146] For example, when bingo is achieved in a chain between the first bingo sheet B-1 and the second bingo sheet B-2, the chain number is "1". In this regard, in FIG. 16, the chain number "1" corresponds to the chain bonus "×1.5". The normal bingo reward points for the second bingo sheet B-2 are "700" (see FIG. 15), but when bingo is achieved in a chain between the first bingo sheet B-1 and the second bingo sheet B-2, points calculated by multiplying 700 points by 1.5 are awarded to the user as the bingo reward points for the second bingo sheet B-2. In other words, points calculated by multiplying 700 points by 0.5 are awarded to the user in addition to the normal bingo reward points as a bonus for achieving one chain.

[0147] For example, when bingo is achieved in a chain on the first bingo sheet B-1, the second bingo sheet B-2, and the third bingo sheet B-3, the chain number is "2". In this regard, in FIG. 16, the chain number "2" is associated with the chain bonus "×1.9". The normal bingo reward points for the third bingo sheet B-3 are "900" (see FIG. 15), but when bingo is achieved in a chain on the first bingo sheet B-1, the second bingo sheet B-2, and the third bingo sheet B-3, the points calculated by multiplying 900 points by 1.9 are awarded to the user as the bingo reward points for the third bingo sheet B-3. That is, the points calculated by multiplying 900 points by 0.9 are awarded to the user in addition to the normal bingo reward points as a bonus for achieving two chains.

[0148] In Fig. 16, the chain bonus is set in the form of a multiplier, but a predetermined fixed amount of reward points may be set as the chain bonus. In Fig. 16, the chain bonus is given when a chain is achieved, but the chain bonus may be given only when the number of chains is a predetermined number (an integer of 2 or more, for example, 3) or more.

[0149] [2-4-4-4] For example, at the end of each section, reward points (section reward points) are awarded to the user according to the number of bingo sheets B cleared up to that point. By awarding such reward points to the user, it is possible to provide the user with the interest of trying to clear as many bingo sheets B as quickly as possible.

[0150] Fig. 17 shows an example of section reward point data that defines section reward points. As shown in Fig. 17, the section reward point data D1006 includes a "cleared number" and a "section reward point" field. The cleared number field indicates the number of bingo sheets B that have been cleared by the end of the section. The section reward point field indicates the section reward points that are awarded to the user.

[0151] In FIG. 17, the number of cleared sheets "1" corresponds to the section reward points "1250". This indicates that when the number of bingo sheets cleared by the end of the section is "1", 1250 points are awarded to the user as the section reward points. In FIG. 17, the more sheets cleared, the more section reward points are awarded.

[0152] [2-4-5] Returning to Fig. 4, the bingo area A350 of the main command image G300 will be described. As shown in Fig. 4, the bingo area A350 includes parts P351, P352, P353, P354, and P355 related to the bingo function.

[0153] Part P351 indicates the current sheet, bingo sheet B. Part P352 indicates which bingo sheet B the current sheet is. Figure 4 shows the case where the bingo sheet B shown in Figure 9 is the current sheet, so part P351 corresponds to the bingo sheet B shown in Figure 9.

[0154] In part P351, text indicating the assignment content of each cell M of the current sheet is displayed in each cell M. This text is displayed based on the simplified display field of the assignment data D1002. In FIG. 4, text indicating the assignment content is displayed in each cell M, but in addition to or instead of displaying the text, an image indicating the assignment content (such as a sign or icon) may be displayed in each cell M.

[0155] In addition, a target value may be displayed in a cell M associated with a task including a numerical target, or a remaining value required to achieve the task (i.e., a numerical value obtained by subtracting a current value from a target value) may be displayed. For example, for a cell M associated with a task of "increase muscle strength points to 100 or more," when the current value of muscle strength points is 20 points, a target value of "100" may be displayed in the cell M, or a remaining value of "80" may be displayed in the cell M. In this case, for ease of explanation, the target value is displayed in the cell M, but if the remaining value is displayed in the cell M, the user can easily grasp the remaining value required to achieve the task.

[0156] When the user selects any of the squares M on the current sheet displayed as part P351, details of the task in that square M are displayed. Fig. 18 shows a case where the user selects the square M in the lower right. Therefore, in Fig. 18, part P356 is displayed that shows details of the task in the square M in the lower right (perform batting practice once).

[0157] 4 and 18 show a case where none of the squares M on the current sheet are completed squares. FIG. 19 shows an example of part P351 when some squares M on the current sheet are completed squares, and shows an example of part P351 in the state shown in FIG. 13. As shown in FIG. 19, part P351 displays completed squares and other squares so that the user can distinguish them. In FIG. 19, a sign indicating that it is a completed square (the task has been completed) is displayed in square M that is an completed square.

[0158] In addition, when the first bingo sheet B-1 is the current sheet and the second bingo sheet B-2 is in a bingo reservation state, as shown in Figure 13, part P357 corresponding to the second bingo sheet B-2 is displayed slightly offset from part P351 behind part P351 indicating the first bingo sheet B-1, which is the current sheet, as shown in Figure 19.

[0159] For example, if the first bingo sheet B-1 is the current sheet and the second bingo sheet B-2 and the third bingo sheet B-3 are in bingo reservation status, part P357 corresponding to the second bingo sheet B-2 is displayed behind part P351 indicating the first bingo sheet B-1, which is the current sheet, and is slightly shifted from part P351, and further, a part corresponding to the third bingo sheet B-3 is displayed behind part P357, shifted from parts P351 and P357.

[0160] In the bingo sheet detail image described below (see Figures 20, 22, etc.), the bingo sheet B after the current sheet can be confirmed, so the user can check whether the second bingo sheet B-2, etc. is in a bingo reserved state by transitioning to the bingo sheet detail image. However, by using parts P357, etc., the user can know that the second bingo sheet B-2, etc. is in a bingo reserved state without transitioning to the bingo sheet detail image.

[0161] Part P353 is a part for checking details of the tasks in each square M of bingo sheet B. Part P353 is associated with a process for displaying, on display unit 15, a bingo sheet detailed image showing details of the tasks in each square M of bingo sheet B. Therefore, when the user selects part P353, the bingo sheet detailed image is displayed on display unit 15. The bingo sheet detailed image will be described later (see FIGS. 20, 22, etc.).

[0162] Part P354 indicates the total number of achievement reservation squares on bingo sheet B after the current sheet. In the bingo sheet detail image (see FIGS. 20, 22, etc.) described below, the bingo sheet B after the current sheet can be confirmed, so the user can check whether there are achievement reservation squares on bingo sheet B after the current sheet and the total number of achievement reservation squares by transitioning to the bingo sheet detail image, but part P354 allows the user to know whether there are achievement reservation squares on bingo sheet B after the current sheet and the total number of achievement reservation squares without transitioning to the bingo sheet detail image.

[0163] Part P355 indicates the cumulative score. The cumulative score is the cumulative total of reward points that the user has earned from the start of the training part to the present time.

[0164] [2-4-6] A bingo sheet detailed image displayed on display unit 15 when the user selects part P353 will be described. Fig. 20 shows an example of a bingo sheet detailed image. As shown in Fig. 20, bingo sheet detailed image G700 includes parts P710, P720, P730, P740, P750, P760, and P770-1.

[0165] Part P710 indicates a bingo sheet B. Part P720 indicates which bingo sheet B is being displayed as part P710.

[0166] As with part P351, part P710 displays text within each square M of the bingo sheet B indicating the task content of that square M. This text is displayed based on the detailed display field of the task data D1002.

[0167] Also, in the same manner as in part P351, in part P710, with respect to a cell M associated with a task including a numerical target, the target value may be displayed in the cell M, or the remaining value required to achieve the task (i.e., the numerical value obtained by subtracting the current value from the target value) may be displayed in the cell M. Note that, for ease of explanation, the target value will be described here as being displayed in the cell M.

[0168] Part P730 is a part that shows information about bingo sheet B displayed as part P710. Part P730 has a first display mode and a second display mode. Part P740 is associated with a process for switching the display mode of part P730. When a user selects part P740, the display mode of part P730 switches between the first display mode and the second display mode. FIG. 20 shows an example of part P730 in the first display mode, and FIG. 21 shows an example of part P730 in the second display mode.

[0169] As shown in Fig. 20, part P730 in the first display mode shows the bingo reward points of the bingo sheet B displayed as part P710. Part P730 in Fig. 20 shows that the user can earn 500 reward points when a bingo is achieved on the bingo sheet B displayed as part P710.

[0170] As shown in FIG. 21, the part P730 in the second display mode shows details of the task of the square M selected from the bingo sheet B displayed as the part P710. FIG. 21 shows a case where the central square M of the bingo sheet B displayed as the part P710 is selected. The part P730 in the second display mode also includes a part P731 corresponding to a gauge image showing the progress (achievement) of the task of the selected square M. For example, the length of the gauge (shaded portion) in the part P731 is set to a length corresponding to the ratio of the current value to the target value. Furthermore, the part P730 in the second display mode shows the task reward points of the task of the selected square M. The part P730 in FIG. 21 shows that the user can earn 100 reward points when the task of the selected square M is accomplished.

[0171] Part P750 indicates the current cumulative score. In other words, part P750 indicates the cumulative total of reward points that the user has earned from the start of the training part to the current time.

[0172] The part P760 is associated with a process for returning to the previously displayed image. Therefore, when the user selects the part P760, the main command image G300 is displayed on the display unit 15.

[0173] Part P770-1 is associated with a process for changing the bingo sheet B displayed as part P710 to the bingo sheet immediately following the bingo sheet B currently displayed as part P710. In Fig. 20, the first bingo sheet B-1 is displayed as part P710, so when the user selects part P770-1, the second bingo sheet B-2 is displayed as part P710. Then, when the user further selects part P770-1, the third bingo sheet B-3 is displayed as part P710.

[0174] 22 shows an example of a bingo sheet detailed image G700 in which a third bingo sheet B-3 is displayed as part P710. Since the third bingo sheet B-3 is a bingo sheet B having 16 squares M, 4 vertically and 4 horizontally (see FIG. 12), the bingo sheet B having 16 squares M is displayed as part P710. In this case, as the bingo sheet B displayed as part P710 is changed, the display contents of parts P720 and P730 are updated.

[0175] The bingo sheet detailed image G700 shown in Fig. 22 includes part P770-2. Part P770-2 is associated with a process for changing the bingo sheet B displayed as part P710 to the bingo sheet immediately before the bingo sheet B currently displayed as part P710. In Fig. 22, since the third bingo sheet B-3 is displayed as part P710, when the user selects part P770-2, the second bingo sheet B-2 is displayed as part P710. Then, when the user further selects part P770-2, the first bingo sheet B-1 is displayed as part P710, and the bingo sheet detailed image G700 returns to the state shown in Fig. 20.

[0176] When the user selects part P770-1 in the state shown in Fig. 22, the fourth bingo sheet B-2 is displayed as part P710. Furthermore, when the user further selects part P770-1 three times, the seventh bingo sheet B-7 is displayed as part P710. Since the seventh bingo sheet B-7 is a bingo sheet B having 25 squares M, 5 vertically and 5 horizontally (see Fig. 12), in this case, the bingo sheet B having 25 squares M is displayed as part P710.

[0177] As described above, the user can check any of the bingo sheets B among the first to tenth bingo sheets B-1 to B-10 by selecting the parts P770-1 and P770-2.

[0178] 20 and 22 show a case where none of the squares M are completed squares. Figs. 23 and 24 show an example of a bingo sheet detailed image G700 where some squares M of the current sheet are completed squares, or some squares M of a bingo sheet B after the current sheet are reserved squares. Specifically, Figs. 23 and 24 show a bingo sheet detailed image G700 in the state shown in Fig. 13.

[0179] Fig. 23 shows an example of a bingo sheet detailed image G700 in which the first bingo sheet B-1 (current sheet) in the state shown in Fig. 13 is displayed as a part P710. As shown in Fig. 23, in this case, the part P710 is displayed so that the user can distinguish between the completed squares and other squares. In Fig. 23, the completed squares are lined with diagonal lines, and a part P780 corresponding to a sign indicating that the square is completed (the task has been completed) is associated with the completed squares.

[0180] Fig. 24 shows an example of a bingo sheet detailed image G700 in which the second bingo sheet B-2 in the state shown in Fig. 13 is displayed as a part P710. As shown in Fig. 24, in this case, the part P710 is displayed so that the user can distinguish between the achievement reservation squares and other squares. In Fig. 24, the achievement reservation squares are lined with diagonal lines, and parts P790 equivalent to signs indicating that they are achievement reservation squares are associated with the achievement reservation squares.

[0181] [2-4-7] Figure 25 shows an example of a task completion image. The task completion image G800 is an image that is displayed on the display unit 15 when any square M on the current sheet becomes a completed square (i.e., when the task of any square M on the current sheet is completed).

[0182] As shown in Fig. 25, the task achievement image G800 includes a part P810 indicating that the task has been achieved, a part P820 indicating the accomplished task, and a part P830 indicating reward points (task reward points) granted by accomplishing the task. Part P820 in Fig. 25 indicates that the task of "acquire one or more first-class special abilities" has been accomplished. If multiple tasks are accomplished, parts P820 indicating the multiple tasks are displayed.

[0183] FIG. 26 shows an example of a bingo achievement image. The bingo achievement image G900 is an image that is displayed on the display unit 15 when a bingo is achieved on the current sheet. For example, when the task of "acquire one or more first-class special abilities" is achieved in the state illustrated in FIG. 13, the square M32-1 on the current sheet (first bingo sheet B-1) becomes an achieved square, and so a bingo is achieved on the current sheet (first bingo sheet B-1). In such a case, the bingo achievement image G900 is displayed on the display unit 15.

[0184] As shown in FIG. 26, the bingo achievement image G900 includes a part P910 indicating that bingo has been achieved, a part P920 indicating bingo sheet B (current sheet) on which bingo has been achieved, and a part P930 indicating reward points (bingo reward points) awarded for achieving bingo.

[0185] [2-4-8] In the bingo function described above, when a bingo is achieved on the i-th (i: an integer equal to or greater than 1) bingo sheet Bi, which is the current sheet, the current sheet is changed from the i-th bingo sheet Bi to the j-th (j: an integer equal to or greater than i+1) bingo sheet Bj. Before the current sheet is changed from the i-th bingo sheet Bi to the j-th bingo sheet Bj, the user can check the j-th bingo sheet Bj by displaying the bingo sheet detail image G700 on the display unit 15. Therefore, before the current sheet is changed from the i-th bingo sheet Bi to the j-th bingo sheet Bj, the user can play the game while considering not only the tasks of each square M of the i-th bingo sheet Bi but also the tasks of each square M of the j-th bingo sheet Bj. According to this bingo function, before the current sheet is changed from the i-th bingo sheet Bi to the j-th bingo sheet Bj, the user can be provided with the interest of playing the game while considering not only the tasks associated with each square M of the i-th bingo sheet Bi but also the tasks associated with each square M of the j-th bingo sheet Bj. As a result, the interest of the game using the bingo sheet B in which tasks are associated with each square M can be increased.

[0186] In addition, in the bingo function, a task related to the same practice item, experience points, basic ability parameters, or special ability parameters is set on the ith bingo sheet Bi and the jth bingo sheet Bj, so that the user can efficiently change the square M on the ith bingo sheet Bi and the jth bingo sheet Bj to a completed square by aiming to achieve the task. As a result, the user can be provided with the fun of efficiently changing the square M on the ith bingo sheet Bi and the jth bingo sheet Bj to a completed square by aiming to achieve the task.

[0187] [3. Functional Blocks] FIG. 27 is a functional block diagram showing, among the functional blocks realized in the game system 1, functional blocks related to the bingo function in the training part.

[0188] As shown in FIG. 27, the game system 1 includes a data memory unit 1000, a target setting unit 1010, a first display control unit 1020, a second display control unit 1030, a game progression unit 1040, an achievement determination unit 1050, a first achievement setting unit 1060, a specified condition determination unit 1070, a target change unit 1080, a second achievement setting unit 1090, and a reward granting unit 1100.

[0189] The data storage unit 1000 is realized by at least one of the storage unit 12, the storage unit 32, and the database 34. Moreover, the functional blocks other than the data storage unit 1000 are realized by at least one of the control unit 11 and the control unit 31. That is, all of the functional blocks other than the data storage unit 1000 may be realized by the control unit 11, all of them may be realized by the control unit 31, or some of them may be realized by the control unit 11 and the rest may be realized by the control unit 31.

[0190] [3-1] The data storage unit 1000 stores data necessary for executing a game. Here, as an example of data stored in the data storage unit 1000, data necessary for executing the training part of the baseball game described above will be described.

[0191] For example, the data storage unit 1000 stores data indicating a list of users who play games on the game system 1, data indicating a list of event characters owned by each user, and data indicating a list of original characters (original characters created by each user) owned by each user. In addition to these data, as shown in Fig. 28, the data storage unit 1000 stores practice effect data D1001, task data D1002, task reward point data D1003, bingo reward point data D1004, chain bonus data D1005, section reward point data D1006, bingo sheet data D1007, event deck data D1008, and training status data D1009. Of these, the practice effect data D1001, the task data D1002, the task reward point data D1003, the bingo reward point data D1004, the chain bonus data D1005, and the section reward point data D1006 have already been explained (see Figures 6, 10, and 14 to 17), so explanations will be omitted here.

[0192] [3-1-1] Fig. 28 shows an example of bingo sheet data D1007. The bingo sheet data D1007 indicates the content and completion status of the tasks associated with each square M of a bingo sheet B. The bingo sheet data D1007 is stored for each bingo sheet B (associated with the bingo sheet number). As shown in Fig. 28, it includes fields for "square", "task", and "completed flag".

[0193] The square field indicates information that uniquely identifies each square M of the bingo sheet B. For example, the square field includes "row" and "column" fields as subfields. A "row" corresponds to a horizontal arrangement of squares, and a "column" corresponds to a vertical arrangement of squares. The row field indicates which row the square M is in, and the column field indicates which column the square M is in. In the case of the bingo sheet B illustrated in FIG. 9, the top row (squares M11, M12, M13) corresponds to the first row, the middle row (squares M21, M22, M23) corresponds to the second row, and the bottom row (squares M31, M32, M33) corresponds to the third row. In the case of bingo sheet B shown in Figure 9, the left column (squares M11, M21, M31) corresponds to the first column, the center column (squares M12, M22, M32) corresponds to the second column, and the right column (squares M13, M23, M33) corresponds to the third column.

[0194] The task field indicates the content of the task associated with the square M. For example, the task field includes a "task ID" and a "parameter" field as subfields. The task ID field indicates the task ID of the task associated with the square M. The parameter field indicates the content of the parameters related to the task. For example, in the case of a task that includes a numerical target, the target value is registered in the parameter field. Also, for example, in the case of a task related to a specific special ability, information indicating the specific special ability is registered in the parameter field.

[0195] The completed flag field indicates the completed flag of the task associated with the square M. The completed flag indicates whether or not the task associated with the square M has been completed. The completed flag is set to on (1) if the task has been completed, and is set to off (0) if the task has not been completed.

[0196] [3-1-2] Figure 29 shows an example of the event deck data D1008. The event deck data D1008 shows the event characters incorporated into the event deck. As shown in Figure 29, the event deck data D1008 includes fields such as "Setting Frame", "Event Character ID", "Owner", "Name", "Rarity", "Attribute", "Position", "Specialty Practice", "Experience Points", "Level", "Ability Parameter", and "Event".

[0197] The setting frame field indicates information indicating one of the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 in the event deck area A230 of the event deck setting image G200. In Fig. 29, the setting frames "1" to "5" correspond to the setting frames P231-1 to P231-5, respectively, and the setting frame "6" corresponds to the setting frame P232.

[0198] The event character ID, owner, name, rarity, position, favorite practice, experience value, and level fields indicate the event character ID, owner, name, rarity, position, favorite practice, experience value, and level of the event character set in the setting frame. The attribute field indicates whether the event character set in the setting frame is a "player" or a "manager", etc.

[0199] The ability parameter field indicates the ability parameters (basic ability parameters and special ability parameters) of the event character set in the setting frame. For example, when a match event occurs in the training part, the event character built into the event deck participates in the match as a teammate of the main character. When such a match event is executed, the ability parameters of the event character are referenced.

[0200] The event field indicates event information related to an event associated with the event character set in the setting frame. In other words, the event field indicates event information related to an event that may occur in the game when the event character is incorporated into the event deck. The event information is information indicating the name and content (effect) of the event. For example, the event information includes information regarding the type and amount of experience points or ability parameters that are granted to the main character by the occurrence of the event. Information indicating the probability and conditions for the occurrence of an event is also stored in the event field.

[0201] [3-1-3] Fig. 30 shows an example of the development status data D1009. The development status data D1009 shows the development status of the main character being developed. As shown in Fig. 31, the development status data D1009 includes the following fields.

[0202] The "Name" field indicates the name of the main character. The "Position" field indicates the baseball position that the main character is good at. The "Form" and "Dominant Arm" fields indicate the main character's form (batting form or pitching form) and dominant arm. The "Motivation Parameter" and "Stamina Parameter" fields indicate the main character's motivation parameter and stamina parameter at the current time. The "Injury / Illness" field indicates the main character's current injury or illness state. The "Evaluation" field indicates the current evaluation of each other game character (teammate character, manager character, or scout character) regarding the main character.

[0203] The "Experience Points" field shows the current and cumulative values ​​of each experience point (strength, agility, technique, curveball, and mental points). The "current value" is the amount of points currently possessed by the main character (i.e., the amount of points remaining at the current time). Meanwhile, the "cumulative value" is the cumulative amount of points acquired by the main character up to the current point. Although only strength points are shown in Figure 30, the current values ​​and cumulative values ​​are similarly registered for the other experience points (agility, technique, curveball, and mental points).

[0204] The "basic ability parameters" field indicates the main character's current basic ability parameters (trajectory, hitting, power, running ability, arm strength, defensive ability, and catching parameters). Although only the trajectory and hitting parameters are shown in FIG. 30, the other basic ability parameters (power, running ability, arm strength, defensive ability, and catching parameters) are registered in the same manner.

[0205] The "special ability parameter" field indicates the special ability parameters of the main character at the current time. The special ability parameters are parameters that indicate whether or not the main character has acquired each special ability. For example, in the "Chance ○" field in the special ability parameter field, "0" is registered if the main character has not acquired the special ability "Chance ○", and "1" is registered if the main character has acquired the special ability "Chance ○". In FIG. 30, for each of the first type special ability, second type special ability, and third type special ability, a parameter is registered that indicates whether or not the main character has acquired each of the special abilities that belong to that special ability.

[0206] The "Knack Level Parameter" field indicates the knack level parameter of the main character. The knack level parameter indicates the knack level of each special ability of the main character at the current time.

[0207] The "practice execution status" field shows the execution status (execution history) of practice up to the present time. In the practice execution status field, for each practice item, the current level, the cumulative number of times the practice has been performed, and the teammate character (and manager character and scout character) assigned to the practice item in the current turn are registered. Although only batting practice is shown in FIG. 30, other practice items (strength practice, base running practice, shoulder strength practice, defensive practice, and mental practice) are registered in the same manner.

[0208] The "special tag training execution status" field indicates the execution status (execution history) of the special tag training up to the present time.

[0209] The "Current Sheet Number" field indicates the bingo sheet number of the bingo sheet currently set as the current sheet. The "Cumulative Score" field indicates the cumulative reward points that the user has earned since the start of the training part to the present time.

[0210] The "progress status" field indicates the current progress status (progress history). For example, the number of remaining turns, the current in-game time, etc. are registered in the progress status field. For example, the progress status of the data is also registered in the progress status field. Other information registered in the progress status field includes whether or not the player was selected as a starting member, and whether or not the player spent Christmas or Valentine's Day with their partner.

[0211] [3-1-4] In addition to the data described above, for example, data relating to teammate characters other than event characters is stored in the data storage unit 1000.

[0212] [3-2] The target setting unit 1010 sets, as a target object, one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in the game.

[0213] A "task" is a task that a user must accomplish in a game. A "task" is set according to the content of the game. A "task" may include a numerical target. For example, a "task" may be represented by a parameter that is increased or decreased in a game and a target value of the parameter. For example, a "task" may be represented by an item to be executed in a game and the number of times (target number of times) that the item should be executed in the game. For example, the content of a "task" may be represented by an event that should occur in a game and the number of times (target number of times) that the event should occur in the game. The target number of times may be set to two or more times, or may be set to one time. A "task" may also be rephrased as, for example, a "goal," a "mission," a "quest," or the like.

[0214] An "object" is an object that has multiple positions set, and can be displayed on the display unit 15, for example.

[0215] For example, a sheet on which multiple squares are arranged corresponds to an example of an "object." Specifically, an object (such as a bingo sheet) on which squares are arranged in a matrix of N vertical by N horizontal is an example of the above-mentioned "object." In this case, the multiple squares correspond to an example of the above-mentioned "multiple positions."

[0216] Also, for example, an object having a structure in which multiple nodes are included and each node is connected to one or multiple other nodes is also an example of the above-mentioned "object." Specifically, an object including multiple nodes having a tree structure is also an example of the above-mentioned "object." In this case, the multiple nodes are an example of the above-mentioned "multiple positions."

[0217] Task information is associated with each of a plurality of positions set in an "object." "Associating a position with task information" means that data in which position identification information that identifies a position is associated with task information is stored in the data storage unit 1000. Note that an object may be set with one or more positions (e.g., masses or nodes) to which task information is not associated, in addition to a plurality of positions (e.g., masses or nodes) to which task information is associated.

[0218] "A plurality of objects each having a plurality of positions associated with each of the pieces of assignment information" means that a plurality of positions are set for each of the plurality of objects, and assignment information is associated with each of the plurality of positions set for each object. Note that the number of the plurality of positions may differ between objects. Also, the arrangement of the plurality of positions may differ between objects.

[0219] The task information differs between the multiple objects. However, task information indicating the same or similar task may be set for the multiple objects. In other words, at least one of the multiple positions set for an object may be associated with task information indicating the same or similar task as a task indicated by task information associated with one of the multiple positions in another object.

[0220] "Same kind of task" means the following tasks. For example, when a task is represented by a parameter that is increased or decreased in a game and a target value of the parameter, a task with the same parameter but different target value is an example of "same kind of task". For example, when a task is represented by an item to be performed in a game and the number of times that item should be performed in the game (target number of times), a task with the same item to be performed in the game but different target number of times is an example of "same kind of task". For example, when a task is represented by an event to be generated in a game and the number of times that event should be generated in the game (target number of times), a task with the same event to be generated in the game but different target number of times is an example of "same kind of task". For example, when a first task and a second task are the same kind of task, it means that they are in a relationship such that when the first task is achieved, the second task is also achieved to a certain extent.

[0221] The "target object" is, for example, an object that is the subject of judgment by the predetermined condition judgment unit 1070. In other words, it is an object that is the basis for the reward given by the reward granting unit 1100. That is, when a task indicated by task information associated with a position in the target object is accomplished, a reward is given (the first reward giving unit 1101 gives a reward), and even if a task indicated by task information associated with a position in an object that is not the target object is accomplished, a reward is not given (the first reward giving unit 1101 gives a reward). Alternatively, when a plurality of achieved positions in the target object satisfy a predetermined positional relationship condition, a reward is given (the second reward giving unit 1102 gives a reward), and even if a plurality of achieved positions in an object that is not the target object satisfy a predetermined positional relationship condition, a reward is not given (the second reward giving unit 1102 gives a reward).

[0222] "Setting any one of a plurality of objects as a target object" means selecting, as the target object, the first object among the objects that have not yet been set as target objects, in accordance with predetermined order information. Alternatively, "setting any one of a plurality of objects as a target object" may mean selecting, as the target object, any one of the objects that have not yet been set as target objects, based on probability information (randomly). Note that "setting any one of a plurality of objects as a target object" may mean setting, as the target object, an object selected by the user from among the objects that have not yet been set as target objects.

[0223] "Setting an object as a target object" may mean, for example, registering the identification information of the object in a storage area (such as a field) for storing the identification information of the object that is the target object. Also, "setting an object as a target object" may mean, for example, associating information indicating that it is a target object with the identification information of the object.

[0224] In the case of the baseball game described above, each task registered in the task data D1002 corresponds to an example of a "task in the game." Bingo sheet B corresponds to an example of an "object," the multiple squares M of bingo sheet B correspond to an example of a "multiple positions," and the current sheet corresponds to an example of a "target object." Target setting unit 1010 sets one of the multiple bingo sheets B-1 to B-10 as the current sheet.

[0225] [3-3] The first display control unit 1020 performs control for displaying the target object on the display unit 15.

[0226] "Displaying the target object on the display unit 15" means, for example, displaying each of a plurality of positions on the target object and the content of the task indicated by the task information associated with the position on the display unit 15 so that the user can grasp it. Note that "displaying the content of the task on the display unit 15 so that the user can grasp it" may mean displaying text indicating the content of the task on the display unit 15, or may mean displaying an image (such as a sign or an icon) indicating the content of the task on the display unit 15.

[0227] "Performing control to display a target object on display unit 15" means causing display unit 15 to display an image showing the target object. "Performing control to display a target object on display unit 15" may also mean causing display unit 15 of game terminal 10 to display an image showing the target object by transmitting data for displaying an image showing the target object to game terminal 10. "Data for displaying an image" may be data showing the image itself, or data for generating an image.

[0228] In the case of the baseball game described above, the first display control unit 1020 performs control to display a current sheet (an example of a target object) on the display unit 15. For example, the first display control unit 1020 performs control to display a main command image G300 including a part P351 indicating the bingo sheet B that is the current sheet on the display unit 15. Also, for example, the first display control unit 1020 performs control to display a bingo sheet detailed image G700 including a part P710 indicating the bingo sheet B that is the current sheet on the display unit 15.

[0229] [3-4] The game progression unit 1040 progresses the game based on the user's operation. In the case of the baseball game described above, the game progression unit 1040 progresses the training part based on the user's operation. For example, the game progression unit 1040 executes a process of having the main character perform a practice based on the practice item selected by the user as the one to be performed. In this process, the experience points of the main character are increased. Also, for example, the game progression unit 1040 updates the basic ability parameters and special ability parameters of the main character based on the user's operation in exchange for decreasing the experience points of the main character.

[0230] [3-5] The achievement determination unit 1050 determines whether or not the task indicated by the task information has been achieved through game play.

[0231] "Determining whether or not a task has been accomplished by game play" means determining whether or not a task has been accomplished by game play performed by a user. In other words, "determining whether or not a task has been accomplished by game play" means determining whether or not a task has been accomplished by a user playing a game. In yet other words, "determining whether or not a task has been accomplished by game play" means determining whether or not a task has been accomplished in a game progressed by the game progression unit 1040.

[0232] For example, if the task is "a parameter reaches a predetermined value," "determining whether the task has been accomplished by gameplay" means determining whether the parameter has reached a predetermined value through the user's gameplay. For example, if the task is "performing a predetermined item a predetermined number of times," "determining whether the task has been accomplished by gameplay" means determining whether the number of times the predetermined item has been performed through the user's gameplay has reached a predetermined number. For example, if the task is "a predetermined event occurs a predetermined number of times," "determining whether the task has been accomplished by gameplay" means determining whether the number of times the predetermined event has occurred through the user's gameplay has reached a predetermined number.

[0233] In the case of the baseball game described above, the achievement determination unit 1050 determines whether or not the task associated with each square M on the bingo sheets B-1 to B-10 has been achieved.

[0234] [3-6] When it is determined that the task indicated by the task information has been accomplished, the first achievement setting unit 1060 sets, among a plurality of positions on the target object, a position associated with the task information as an achievement position.

[0235] An "achieved location" is a location where it has been determined that the task indicated by the task information has been accomplished. In other words, an "achieved location" is a location associated with information indicating that the task indicated by the task information has been accomplished. In yet another way, an "achieved location" is a location where identification information has been registered in a memory area (such as a field) for storing identification information of the location where the task indicated by the task information has been accomplished. In yet another way, an "achieved location" is a location that has been displayed in a manner that indicates that the task indicated by the task information has been accomplished.

[0236] "Setting a location as an accomplished location" means, for example, associating information indicating that the task indicated by the task information has been accomplished with identification information of the location. Alternatively, "setting a location as an accomplished location" means, for example, registering identification information of the location in a memory area (such as a field) for storing identification information of the location where the task indicated by the task information has been accomplished. Alternatively, "setting a location as an accomplished location" means, for example, setting the display mode of the location to a display mode indicating that the task indicated by the task information has been accomplished.

[0237] In the case of the baseball game described above, the completed square corresponds to an example of an “completed position.” When it is determined that a task associated with any square M of the current sheet has been completed, the first completed setting unit 1060 updates the completed flag of the square M from OFF to ON, thereby setting the square M as a completed square.

[0238] [3-7] The predetermined condition determination unit 1070 determines whether or not a plurality of achieved positions in the target object satisfy a predetermined positional relationship condition.

[0239] The "predetermined positional relationship condition" is a condition regarding the positional relationship between the multiple achieved positions. "Determining whether the multiple achieved positions satisfy the predetermined positional relationship condition" can be rephrased as "Determining whether the multiple achieved positions have a predetermined positional relationship."

[0240] For example, a condition as to whether a predetermined number of achieved positions are lined up in a predetermined direction is set as the "predetermined positional relationship condition." Specifically, in an object in which squares are arranged in a matrix of N vertical by N horizontal, the condition as to whether all N squares lined up in a row in the vertical, horizontal, or diagonal direction are achieved is set as the "predetermined positional relationship condition."

[0241] In addition, even if N squares arranged in a row vertically, horizontally, or diagonally are composed of completed squares and special squares, it may be determined that "multiple completed positions satisfy the specified positional relationship condition." In other words, even if a predetermined number of positions arranged in a predetermined direction are composed only of multiple completed positions and special positions, it may be determined that "multiple completed positions satisfy the specified positional relationship condition." Here, a "special position (square)" is, for example, a position (square) that is not associated with task information and is set in advance as a position (square) equivalent to an completed position (square).

[0242] Also, for example, a condition as to whether all positions on a path from a specific position to another specific position are achieved positions is set as the "predetermined positional relationship condition." Specifically, in an object including a plurality of nodes having a tree structure, a condition as to whether all nodes from a root node (a node having no parent node) to a leaf node (a node having no child node) are achieved nodes is set as the "predetermined positional relationship condition."

[0243] In addition, even if all nodes from the root node to the leaf node are composed of achieved nodes and special nodes, it may be determined that "plural achieved positions satisfy the specified positional relationship condition." In other words, even if all positions on the path from a specific position to another specific position are composed only of multiple achieved positions and special positions, it may be determined that "plural achieved positions satisfy the specified positional relationship condition." Here, a "special position (node)" is, as described above, for example, a position (node) to which task information is not associated and which is set in advance as a position (node) equivalent to an achieved position (node).

[0244] In the case of the baseball game described above, the completed squares correspond to an example of an "completed position," and the bingo achievement condition corresponds to an example of a "predetermined positional relationship condition." In other words, on a bingo sheet B having squares M of N vertical by N horizontal, N completed squares lined up vertically, horizontally, or diagonally corresponds to an example of a "predetermined positional relationship condition." The predetermined condition determination unit 1070 determines whether the bingo achievement condition is satisfied by the completed squares on the current sheet.

[0245] [3-8] When it is determined that the multiple achieved positions in the target object satisfy a predetermined positional relationship condition, the target change unit 1080 changes the target object from the current object to another object among the multiple objects. For example, when it is determined that the multiple achieved positions in the first object satisfy a predetermined positional relationship condition in a state in which a first object among the multiple objects is set as the target object, the target change unit 1080 changes the target object from the first object to a second object among the multiple objects.

[0246] "Changing the target object from a first object to a second object" means changing from a state in which the first object is set as the target object to a state in which the second object is set as the target object. For example, "changing the target object from a first object to a second object" means changing the identification information registered in a storage area (field, etc.) for storing the identification information of the object that is the target object from the identification information of the first object to the identification information of the second object. Also, for example, "changing the target object from a first object to a second object" means changing the identification information associated with the information indicating that it is a target object from the identification information of the first object to the identification information of the second object.

[0247] The number of the positions set in the second object may be different from the number of the positions set in the first object. For example, the number of the positions set in the second object may be set to be greater than the number of the positions set in the first object.

[0248] Furthermore, at least one of the multiple positions on the second object may be associated with task information indicating a task that is the same as or similar to task information associated with any one of the multiple positions on the first object.

[0249] In the case of the baseball game described above, when the i-th (i: an integer equal to or greater than 1) bingo sheet Bi is set as the current sheet and it is determined that a bingo has been achieved on the i-th bingo sheet Bi, the target change unit 1080 changes the current sheet from the i-th bingo sheet Bi to the j-th (j: an integer equal to or greater than i+1) bingo sheet Bj.

[0250] [3-9] When the target object is changed to the second object, the second accomplished setting unit 1090 sets, as an accomplished position, a position among a plurality of positions on the second object where the task indicated by the task information has already been accomplished by game play performed before the target object was changed to the second object.

[0251] "A position where the task indicated by the task information has already been accomplished through game play performed before the target object was changed to the second object" refers to a position among multiple positions in the second object where the task indicated by the task information has already been accomplished at the time the target object was changed to the second object.

[0252] In the case of the baseball game described above, the achievement reserved square corresponds to an example of "a position where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object." When the current sheet is changed from the i-th (i: an integer equal to or greater than 1) bingo sheet Bi to the j-th (j: an integer where j=i+1) bingo sheet Bj, the second achievement setting unit 1090 regards the achievement reserved square among the multiple squares M on the j-th bingo sheet Bj as an achievement completed square.

[0253] [3-10] The second display control unit 1030 performs control for displaying information about the second object on the display unit 15 before the target object is changed to the second object.

[0254] For example, the second display control unit 1030 causes the second object itself (i.e., an image showing the second object) to be displayed on the display unit 15. That is, the second display control unit 1030 causes the display unit 15 to display each of a plurality of positions on the second object and the content of the task indicated by the task information associated with the position in such a manner that the user can grasp the position.

[0255] Also, for example, the second display control unit 1030 may simply cause the display unit 15 to display information related to the task information associated with each of the multiple positions in the second object. That is, the second display control unit 1030 may cause the display unit 15 to display the task information associated with each of the multiple positions in the second object without associating it with each position in the second object. Specifically, the second display control unit 1030 may cause the display unit 15 to list and display the contents of the tasks indicated by the task information associated with each of the multiple positions in the second object.

[0256] The second display control unit 1030 may cause all of the task information associated with each of the multiple positions in the second object to be displayed on the display unit 15, or may cause only a portion of the task information to be displayed on the display unit 15. For example, the second display control unit 1030 may cause the display unit 15 to display only task information, among the task information associated with each of the multiple positions in the second object, that indicates a task that is the same as or similar to a task indicated by task information associated with any of the multiple positions in the first object.

[0257] The second display control unit 1030 may cause the display unit 15 to display information about the second object together with an image showing the first object, which is the target object.

[0258] Alternatively, the second display control unit 1030 may cause the display unit 15 to display an image showing a first object, which is the target object, in response to a first specified operation, and cause the display unit 15 to display information regarding the second object in response to a second specified operation.

[0259] Alternatively, the second display control unit 1030 may cause the display unit 15 to display information related to the second object in response to a predetermined operation performed in a state in which an image showing a first object, which is a target object, is displayed on the display unit 15. In this case, the second display control unit 1030 may cause a transition from the image showing the first object to an image showing information related to the second object, or may cause the display unit 15 to display information related to the second object while keeping the image showing the first object displayed.

[0260] In the case of the baseball game described above, the second display control unit 1030 performs control to cause the display unit 15 to display a bingo sheet detailed image G700 including a part P710 indicating the jth bingo sheet Bj (an example of a second object) before the current sheet is changed from the ith (i: an integer greater than or equal to 1) bingo sheet Bi (an example of a first object) to the jth (j: an integer where j=i+1) bingo sheet Bj (an example of a second object).

[0261] [3-11] The first display control unit 1020 sets the display mode of the first object based on the number of positions among multiple positions in the second object where the task indicated by the task information has already been completed before the target object is changed to the second object.

[0262] "Setting the display mode of the first object" may mean setting the color, shape, size, etc. of the first object itself, or may mean displaying text or an image in association with the first object.

[0263] For example, the first display control unit 1020 displays, in association with the first object, text or an image corresponding to the number of positions where the task indicated by the task information has already been completed among a plurality of positions in the second object.

[0264] Specifically, for example, the first display control unit 1020 displays, in association with the first object, a text or image (such as a sign) indicating the number of positions where the task indicated by the task information has already been achieved among a plurality of positions in the second object. Note that this "image (such as a sign)" may indicate the number of positions where the task indicated by the task information has already been achieved, or may have a display form (such as a color) corresponding to the number of positions where the task indicated by the task information has already been achieved.

[0265] Alternatively, the first display control unit 1020 may display the first object in a display mode that corresponds to the number of positions where the task indicated by the task information has already been completed, among a plurality of positions on the second object.

[0266] Specifically, for example, the first display control unit 1020 may set the color, etc. of the first object to a color, etc. that corresponds to the number of positions among multiple positions in the second object where the task indicated by the task information has already been completed.

[0267] Also, for example, first display control unit 1020 may apply an effect to the first object that corresponds to the number of positions where the task indicated by the task information has already been accomplished, among a plurality of positions on the second object.

[0268] In the case of the baseball game mentioned above, in the main command image G300 before the current sheet is changed from the i-th (i: an integer equal to or greater than 1) bingo sheet Bi to the j-th (j: an integer where j=i+1) bingo sheet Bj, the first display control unit 1020 displays a part P354 indicating the total number of reserved achievement squares on the j-th to 10th bingo sheets Bj to B-10 in association with a part P351 indicating the current sheet (the i-th bingo sheet Bi).

[0269] In addition, in the main command image G300 before the current sheet is changed from the i-th (i: an integer equal to or greater than 1) bingo sheet Bi to the j-th (j: an integer where j=i+1) bingo sheet Bj, the first display control unit 1020 displays, in association with the part P351 indicating the current sheet (the i-th bingo sheet Bi), a part P357 indicating that the j-th bingo sheet Bj is in a bingo reserved state (i.e., the bingo achievement condition is satisfied by the achievement reservation square on the j-th bingo sheet Bj).

[0270] [3-12] The reward granting unit 1100 grants rewards to users.

[0271] A "reward" is, for example, an increase in a parameter that is more favorable to the user as the value is larger. Note that "favorable to the user" can be rephrased as "advantageous to the user" or "making it easier for the user to achieve the objective of the game." For example, a "reward" may be a decrease in a parameter that is more favorable to the user as the value is smaller. For example, a "reward" may be a game character or a game item, etc. Alternatively, a "reward" may be in-game currency, game points, a title, etc.

[0272] "Granting a reward to a user" means updating the data stored in the data storage unit 1000 so that the reward is granted to the user. It can also be said that "granting a reward to a user" means associating the reward with the user's identification information. "User identification information" is information for uniquely identifying a user. In other words, it is information for identifying a user. For example, a user ID, a user's name, a user account, or an email address are examples of "user identification information."

[0273] For example, "granting a reward to a user" means changing parameter data. That is, "granting a reward to a user" means increasing or decreasing a parameter related to the user (in other words, a parameter associated with the user's identification information). "Giving a reward to a user" may also mean increasing or decreasing a parameter related to the user's game object (such as a game character or game item) (in other words, increasing or decreasing a parameter of a game object associated with the user's identification information).

[0274] For example, "granting a reward to a user" means granting a game object (such as a game character or a game item) to the user. In other words, "granting a reward to a user" means granting a new game object that the user does not own to the user, or granting a game object that the user already owns to the user, thereby increasing the number of game objects owned by the user. In other words, "granting a reward to a user" means increasing the number of game objects associated with the user's identification information by associating a new game object with the user's identification information, or by further associating the game object with the user's identification information while the user's identification information and the game object are associated with each other.

[0275] For example, "granting a reward to a user" means granting in-game currency or game points to the user. In other words, "granting a reward to a user" means increasing the in-game currency or game points held by the user. In other words, "granting a reward to a user" means increasing the in-game currency or game points associated with the user's identification information by further associating the in-game currency or game points with the in-game currency or game points associated with the user's identification information.

[0276] For example, "granting a reward to a user" means granting a title to the user. In other words, "granting a reward to a user" means associating the title with the user's identification information.

[0277] As shown in FIG. 27, the reward granting unit 1100 includes a first reward granting unit 1101, a second reward granting unit 1102, and a third reward granting unit 1103. The first reward granting unit 1101 grants a first reward to the user when a position in the target object is set as an achieved position. The second reward granting unit 1102 grants a second reward to the user when it is determined that a plurality of achieved positions in the target object satisfy a predetermined positional relationship condition. The third reward granting unit 1103 grants a third reward to the user when it is determined that a plurality of achieved positions set by the second achieved setting unit 1090 satisfy a predetermined positional relationship condition.

[0278] The "first reward" and the "second reward" may be the same or the same type of reward, or may be different rewards. The "first reward" or the "second reward" may be set based on the target object. For example, the value of the "first reward" or the "second reward" may be increased based on which object the target object is, or the number of multiple positions set on the target object. The "first reward" or the "second reward" may be set based on the task that has been completed. For example, when the difficulty of the completed task is high, the value of the "first reward" or the "second reward" may be increased compared to when the difficulty of the completed task is low. Note that "increasing the value of the reward" means granting more rewards, granting rarer rewards, granting rewards with higher usefulness (performance, etc.), etc.

[0279] The "third reward" may be the same or the same type of reward as the "first reward" or the "second reward", or may be a different reward. The "third reward" may be set based on the target object. For example, the value of the "first reward" or the "second reward" may be increased based on the number of objects the target object is, or the number of multiple positions set for the target object. The "third reward" may be set based on the task that has been completed. For example, when the difficulty of the completed task is high, the value of the "third reward" may be increased compared to when the difficulty of the completed task is low.

[0280] In the case of the baseball game described above, the reward points are an example of a "reward." That is, the task reward points are an example of a "first reward," the bingo reward points are an example of a "second reward," and the chain bonus is an example of a "third reward."

[0281] The first reward granting unit 1101 grants a task reward point to the user when any square M on the current sheet is set as an accomplished square (i.e., when it is determined that a task associated with any square M on the current sheet has been accomplished). The second reward granting unit 1102 grants a bingo reward point to the user when it is determined that a bingo achievement condition is satisfied on the current sheet. The third reward granting unit 1103 grants a chain bonus to the user when it is determined that a bingo has been achieved in a chain reaction on the i-th (i: an integer equal to or greater than 1) bingo sheet Bi and the j-th (j: an integer where j=i+1) bingo sheet Bj that is next to the i-th bingo sheet Bi.

[0282] It should be noted that instead of or in addition to reward points, an event character or a game item (a game item that can be used in the training part or the battle part) may be given to the user as a reward.

[0283] [4. Processing] Next, the processing executed by the game system 1 will be described.

[0284] [4-1] Fig. 31 shows an example of a process executed at the start of each turn. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the process shown in Fig. 31 according to a program, so that the control unit 11 functions as the target setting unit 1010 and the first display control unit 1020. The process shown in Fig. 31 is executed based on data stored in the data storage unit 1000.

[0285] As shown in Fig. 31, the control unit 11 determines a teammate character to be assigned to each practice item (S100). For example, the control unit 11 selects (randomly) one of six practice items (batting, strength, base running, shoulder strength, defense, and mental practice) for each teammate character, manager character, and scout character based on probability information, and determines the selected practice item as the one to which the teammate character is assigned. The control unit 11 also registers the result of the determination in step S100 in the training status data D1009 (teammate character field).

[0286] Furthermore, control unit 11 references cultivation status data D1009 (current sheet number field) and acquires the current sheet number (S102).

[0287] Furthermore, the control unit 11 refers to the bingo sheet data D1007 of the current sheet and identifies the completed squares of the current sheet (S104). Specifically, the control unit 11 identifies the squares M of the current sheet whose completed flags are on as completed squares.

[0288] Furthermore, control unit 11 refers to bingo sheet data D1007 of bingo sheet B after the current sheet, and acquires the number of achievement reservation squares of bingo sheet B after the current sheet (S106). Specifically, control unit 11 acquires the number of squares M whose achievement flag is ON among squares M of bingo sheet B after the current sheet.

[0289] Furthermore, control unit 11 references development status data D1009 (cumulative score field) and acquires the cumulative score (S108).

[0290] Then, control unit 11 displays main command image G300 on display unit 15 (S110). In this case, control unit 11 displays part P351 based on bingo sheet data D1007 of the current sheet. Control unit 11 also displays the current sheet number acquired in step S102 as part P352. Control unit 11 also displays the number acquired in step S106 as part P354, and displays the cumulative score acquired in step S108 as part P355. Note that when one or more bingo sheets B following the current sheet are in a bingo reservation state, control unit 11 displays parts P357, etc., slightly shifted from part P351.

[0291] [4-2] Fig. 32 shows an example of a process executed when a main command image G300 is displayed on the display unit 15. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the process shown in Fig. 32 according to a program, whereby the control unit 11 functions as a first display control unit 1020, a game progression unit 1040, an achievement determination unit 1050, a first achievement setting unit 1060, a predetermined condition determination unit 1070, a target change unit 1080, a second achievement setting unit 1090, a first reward granting unit 1101, a second reward granting unit 1102, and a third reward granting unit 1103. The process shown in Fig. 32 is executed based on data stored in the data storage unit 1000.

[0292] As shown in Fig. 32, the control unit 11 judges whether or not any of the squares M of the current sheet displayed as part P351 has been selected (S120). If it is judged that any of the squares M has been selected (S120: Yes), the control unit 11 refers to the bingo sheet data D1007 of the current sheet, and displays part P356 indicating the task associated with the square M (S122). On the other hand, if it is judged that none of the squares M has been selected (S120: No), the control unit 11 judges whether or not a task confirmation icon has been selected (S124). Note that part P353 of the main command image G300 corresponds to the "task confirmation icon."

[0293] If it is determined that the task confirmation icon has been selected (S124: Yes), control unit 11 displays bingo sheet detailed image G700 on display unit 15 (S126). On the other hand, if it is determined that the task confirmation icon has not been selected (S124: No), control unit 11 determines whether or not any command has been selected (S128). Each of parts P341 to P346 of main command image G300 corresponds to a "command."

[0294] If it is determined that no command has been selected (S128: No), the control unit 11 returns to step S120. On the other hand, if it is determined that any command has been selected (S128: Yes), the control unit 11 determines whether or not the selected command is an ability-up command (S130). Note that part P346 corresponds to the "ability-up command."

[0295] If the selected command is an ability improvement command (S130: Yes), the control unit 11 displays an ability improvement image G600 on the display unit 15 (S132). On the other hand, if the selected command is not an ability improvement command (S130: No), the control unit 11 determines whether the selected command is a practice command (S134). Note that part P341 corresponds to a "practice command."

[0296] If the selected command is a practice command (S134: Yes), control unit 11 displays a practice command image G400 on display unit 15 (S136). On the other hand, if the selected command is not a practice command (S134: No), control unit 11 executes a game process corresponding to the selected command (S138).

[0297] For example, if the selected command is a rest command (part P342), the control unit 11 executes a process to increase the main character's physical strength parameter. Also, if the selected command is a play command (part P344), the control unit 11 executes a process to increase the main character's motivation parameter.

[0298] Furthermore, for example, if the selected command is a date command (part P345), the control unit 11 executes a date process. The date process includes, for example, a process of displaying an image showing the main character going on a date on the display unit 15, a process of advancing the progress of the main character's date, and a process of updating the main character's motivation parameter based on the results of the date.

[0299] Furthermore, for example, if the selected command is a hospital visit command (part P343), the control unit 11 executes a hospital visit process. The hospital visit process includes, for example, a process of (randomly) determining whether or not to cure the main character's injury or illness based on probability information, and a process of updating the training status data D1009 (injury / illness field) when it is determined that the main character's injury or illness is cured.

[0300] In step S138, in addition to the above-mentioned processes, the control unit 11 executes a process of generating an event related to an event character or an event set in a scenario. For example, the control unit 11 determines whether or not to generate an event based on probability information (randomly). Also, for example, the control unit 11 determines whether or not to generate an event based on whether or not a generation condition set for the event is satisfied. Then, when it is determined that an event is to be generated, the control unit 11 executes a process of generating the event, and updating the stamina parameter, motivation parameter, experience points, or knack level parameter of the main character based on the result of the event.

[0301] After executing step S138, the control unit 11 displays an execution result image showing the execution result of step S138 on the display unit 15 (S140). For example, if the parameters of the main character or the like have changed as a result of executing step S138, an execution result image showing the changes is displayed on the display unit 15.

[0302] After executing step S140, the control unit 11 executes an achievement determination process (S142). The achievement determination process is a process for determining whether or not a task associated with each square M on the bingo sheets B-1 to B-10 has been achieved, and for determining whether or not a bingo has been achieved.

[0303] 33A and 33B show an example of the achievement determination process. As shown in FIG. 33A, the control unit 11 determines whether or not a task associated with any of the squares M of a bingo sheet B subsequent to the current sheet has been achieved (S14200). That is, the control unit 11 refers to the bingo sheet data D1007 for each bingo sheet B having a bingo sheet number greater than the current sheet number, and determines whether or not a task associated with the square M has been achieved for each square M whose achievement flag is off. This determination is made based on the development status data D1009.

[0304] If it is determined that the task associated with any square M on a bingo sheet B subsequent to the current sheet has been accomplished (S14200: Yes), control unit 11 accesses bingo sheet data D1007 and sets the square M as a reserved accomplished square by turning on the accomplished flag of that square M (S14202). Note that if there are multiple squares M for which it is determined in step S14200 that the task has been accomplished, step S14202 is executed for each of those multiple squares M.

[0305] When step S14202 is executed, or when it is not determined in step S14200 that the task associated with any of the squares M on the bingo sheet B after the current sheet has been accomplished (S14200: No), the control unit 11 determines whether or not the task associated with any of the squares M on the current sheet has been accomplished (S14204). That is, for the bingo sheet B whose bingo sheet number is equal to the current sheet number, the control unit 11 refers to the bingo sheet data D1007 and determines whether or not the task associated with each square M whose accomplished flag is off has been accomplished. This determination is made based on the development status data D1009.

[0306] If it is determined that the task associated with any of the squares M on the current sheet has been completed (S14204: Yes), the control unit 11 accesses the bingo sheet data D1007 of the current sheet and sets the completed flag of the square M to ON, thereby setting the square as a completed square (S14206). Note that if there are multiple squares M for which it has been determined in step S14204 that the task has been completed, step S14206 is executed for each of the multiple squares M.

[0307] The control unit 11 also grants the task reward points to the user (S14208). That is, the control unit 11 refers to the task reward point data D1003 and acquires the amount of task reward points corresponding to the current sheet number. The control unit 11 then accesses the development status data D1009 and adds the amount of points calculated by multiplying the acquired amount of points by the number of squares M for which the task was determined to have been accomplished in step S14204 to the amount of points registered in the cumulative score field.

[0308] Then, control unit 11 displays task achievement image G800 on display unit 15 (S14210). In this case, control unit 11 displays part P820 indicating the task determined to have been achieved in step S14204. Control unit 11 also displays part P830 indicating the amount of points added to the cumulative score field of development status data D1009 in step S14208.

[0309] After executing step S14210, control unit 11 judges whether or not bingo has been achieved on the current sheet (S14212). That is, control unit 11 refers to bingo sheet data D1007 of the current sheet and judges whether or not the bingo achievement condition is satisfied. For example, in a bingo sheet B of N vertical by N horizontal, if the achievement flags of N squares M arranged vertically, horizontally, or diagonally are all ON, it is judged that the bingo achievement condition is satisfied.

[0310] If it is determined that BINGO has been achieved on the current sheet (S14212: Yes), the control unit 11 initializes the variable c to zero (S14214). The variable c is a variable for counting the number of chains for achieving BINGO.

[0311] The control unit 11 also grants bingo reward points to the user (S14216). That is, the control unit 11 refers to the bingo reward point data D1004 and acquires the amount of bingo reward points corresponding to the current sheet number. The control unit 11 then accesses the training status data D1009 and adds the acquired amount of points to the amount of points registered in the cumulative score field.

[0312] Then, control unit 11 displays bingo achievement image G900 on display unit 15 (S14218). In this case, control unit 11 causes part P930 indicating the amount of points added in the cumulative score field of development status data D1009 in step S14216 to be displayed.

[0313] 33B, control unit 11 increments the current sheet number to set the bingo sheet B immediately succeeding the bingo sheet B currently set as the current sheet as the new current sheet (S14220). That is, control unit 11 accesses development status data D1009 and adds 1 to the numerical value registered in the current sheet number field, thereby changing the current sheet to the bingo sheet B immediately succeeding the bingo sheet B currently set as the current sheet.

[0314] After executing step S14220, control unit 11 refers to the bingo sheet data D1007 of the new current sheet (bingo sheet B newly set as the current sheet) and determines whether or not a square M with an achievement flag set to ON exists in the new current sheet (S14222).

[0315] If it is determined that a square M with an achievement flag set to ON exists in the new current sheet (S14222: Yes), the control unit 11 grants the task reward points to the user (S14224). That is, the control unit 11 refers to the task reward point data D1003 and acquires the amount of task reward points corresponding to the current sheet number. The control unit 11 then accesses the development status data D1009 and adds the amount of points calculated by multiplying the acquired amount of points by the number of squares M with an achievement flag set to ON in the new current sheet to the amount of points registered in the cumulative score field.

[0316] Then, control unit 11 displays task achievement image G800 on display unit 15 (S14226). In this case, control unit 11 displays part P820 indicating the task associated with square M of the new current sheet for which the achievement flag is ON. Control unit 11 also displays part P830 indicating the amount of points added to the cumulative score field of the development status data D1009 in step S14224.

[0317] In addition, the control unit 11 judges whether or not bingo has already been achieved on the new current sheet (S14228). That is, the control unit 11 judges whether or not the bingo achievement condition is satisfied by referring to the bingo sheet data D1007 of the new current sheet. For example, in the bingo sheet B of N vertical by N horizontal, when the achievement flags of N squares M arranged vertically, horizontally, or diagonally are all ON, it is judged that the bingo achievement condition is satisfied.

[0318] If it is determined that bingo has already been achieved on the new current sheet (S14228: Yes), the control unit 11 increments the variable c (S14230). That is, the control unit 11 adds 1 to the variable c.

[0319] After execution of step S14230, control unit 11 determines a chain bonus (multiplication factor) (S14232). That is, control unit 11 refers to chain bonus data D1005 and acquires a chain bonus (multiplication factor) corresponding to the value of variable c (number of chains).

[0320] After executing step S14232, the control unit 11 grants bingo reward points to the user (S14234). That is, the control unit 11 refers to the bingo reward point data D1004 and acquires the amount of bingo reward points corresponding to the current sheet number. The control unit 11 then accesses the training status data D1009 and adds the amount of points calculated by multiplying the acquired amount of points by the magnification (chain bonus) determined in step S14232 to the amount of points registered in the cumulative score field.

[0321] Then, control unit 11 displays bingo achievement image G900 on display unit 15 (S14236). In this case, control unit 11 displays part P930 indicating the amount of points added in the cumulative score field of development status data D1009 in step S14234. After executing step S14236, control unit 11 returns to step S14220.

[0322] If in step S14204 it is determined that the task associated with any of the squares M on the current sheet has not been accomplished (S14204: No), if in step S14212 it is determined that bingo has not been accomplished on the current sheet (S14212: No), if in step S14222 it is determined that no square M with an accomplished flag on exists on the new current sheet (S14222: No), or if in step S14228 it is not determined that bingo has already been accomplished on the new current sheet (S14228: No), the control unit 11 ends this process and executes step S144 in Figure 32.

[0323] After executing step S142 (the achievement determination process shown in Figs. 33A and 33B), the control unit 11 executes the start process of the next turn (S144). That is, the control unit 11 executes the process shown in Fig. 31 again.

[0324] [4-3] Fig. 34 shows an example of a process executed when a bingo sheet detailed image G700 is displayed. For example, the control unit 11 of the gaming terminal 10 (an example of a game control device) executes the process shown in Fig. 34 according to a program, so that the control unit 11 functions as a first display control unit 1020 and a second display control unit 1030. The process shown in Fig. 34 is executed based on data stored in the data storage unit 1000.

[0325] As shown in FIG. 34, control unit 11 determines whether or not the next button has been selected (S150). Note that part P770-1 corresponds to the "next button." If it is determined that the next button has been selected (S150: Yes), control unit 11 displays the bingo sheet B immediately following the bingo sheet B currently displayed as part P710 as part P710 (S152), and returns to step S150. On the other hand, if it is determined that the next button has not been selected (S150: No), control unit 11 determines whether or not the previous button has been selected (S154). Note that part P770-2 corresponds to the "previous button."

[0326] If it is determined that the previous button has been selected (S154: Yes), control unit 11 displays the bingo sheet B immediately preceding the bingo sheet B currently displayed as part P710 as part P710 (S156), and returns to step S150. On the other hand, if it is determined that the previous button has not been selected (S154: No), control unit 11 determines whether or not the display switch button has been selected (S158). Note that part P740 corresponds to the "display switch button."

[0327] If it is determined that the display switching button has been selected (S158: Yes), the control unit 11 switches the display mode of the part P730 (S160) and returns to step S150. On the other hand, if it is determined that the display switching button has not been selected (S158: No), the control unit 11 determines whether or not the back button has been selected (S162). Note that the part P760 corresponds to the "back button."

[0328] If it is determined that the back button has been selected (S162: Yes), the control unit 11 displays the main command image G300 on the display unit 15 (S164). On the other hand, if it is determined that the back button has not been selected (S162: No), the control unit 11 returns to step S150.

[0329] [4-4] Fig. 35 shows an example of a process executed when a practice item to be executed is confirmed while a practice command image G400 is displayed. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the process shown in Fig. 35 according to a program, so that the control unit 11 functions as a game progression unit 1040, an achievement determination unit 1050, a first achievement setting unit 1060, a predetermined condition determination unit 1070, a target change unit 1080, a second achievement setting unit 1090, a first reward granting unit 1101, a second reward granting unit 1102, and a third reward granting unit 1103. The process shown in Fig. 35 is executed based on data stored in the data storage unit 1000.

[0330] 35, the control unit 11 monitors whether any practice item has been confirmed as the practice item to be executed (S170). For example, when any of the parts P441 to P446 of the practice command image G400 is provisionally selected and the part is further selected, the control unit 11 determines that the practice item to be executed has been confirmed.

[0331] If any practice item is confirmed as the practice item to be executed (S170: Yes), the control unit 11 refers to the training status data D1009 (practice execution status field) and acquires the level of the practice item to be executed (S172). The control unit 11 also refers to the practice effect data D1001 and acquires effect information corresponding to the practice item to be executed and the level acquired in step S152 (S174). That is, the control unit 11 identifies the type and increase amount of experience points registered in association with the combination of the practice item to be executed and the level acquired in step S152.

[0332] The control unit 11 also determines whether the occurrence condition of the special tag practice event is satisfied (S176). For example, the control unit 11 determines whether the practice item confirmed as the execution target is assigned to an event character (teammate character) for which the practice item is set as a favorite practice, based on the training status data D1009 (teammate character field) and the event deck data D1008 (favorite practice field). The control unit 11 also determines whether the evaluation of the event character with respect to the main character is equal to or higher than a predetermined standard, based on the training status data D1009 (evaluation field). Then, when the practice item confirmed as the execution target is associated with an event character (teammate character) for which the practice item is set as a favorite practice, and the evaluation of the event character with respect to the main character is equal to or higher than a predetermined standard, the control unit 11 determines that the occurrence condition of the special tag practice event is satisfied.

[0333] After executing step S176, the control unit 11 executes a practice process (S178). For example, the control unit 11 accesses the training status data D1009 (experience point field) and increases the experience points of the type specified in step S154 among the five types of experience points (strength, agility, technique, curveball, and mental point) by the increase amount specified in step S174. If the occurrence condition of the special tag practice event is satisfied, the control unit 11 accesses the training status data D1009 (experience point field) and increases the experience points of the type specified in step S174 among the five types of experience points (strength, agility, technique, curveball, and mental point) by twice the increase amount specified in step S154.

[0334] In addition to the above, the control unit 11 accesses the training status data D1009 (practice execution status field), increments the number of executions of the practice item to be executed by 1, and when the number of executions reaches a predetermined number, raises the level of the practice item by one. Also, in order to decrease the physical strength parameter of the main character in accordance with the execution of the practice, the control unit 11 accesses the training status data D1009 (physical strength parameter field) and decreases the value of the physical strength parameter. Furthermore, the control unit 11 accesses the training status data D1009 (evaluation field) and updates the evaluation of the teammate characters, etc., with respect to the main character.

[0335] After executing step S178, the control unit 11 executes other game processing (S180).

[0336] For example, the control unit 11 executes a process of generating an event related to an event character or an event set in a scenario. Specifically, the control unit 11 determines whether or not to generate an event based on probability information (randomly). Alternatively, the control unit 11 determines whether or not to generate an event based on whether or not a generation condition set for the event is satisfied. Then, when it is determined that an event is to be generated, the control unit 11 executes a process of generating the event, and updating the stamina parameter, motivation parameter, experience points, or knack level parameter of the main character based on the result of the event.

[0337] After executing step S180, control unit 11 displays practice result image G500 on display unit 15 based on the results of executing steps S178 and S180 (S182).

[0338] After executing step S182, the control unit 11 executes an achievement determination process (S184). This achievement determination process is similar to the achievement determination process shown in Figures 33A and 33B.

[0339] After executing step S184, the control unit 11 executes the start process of the next turn (S186). That is, the control unit 11 executes the process shown in FIG.

[0340] [4-5] Fig. 36 shows an example of a process executed when a change in the ability of the main character is confirmed while the ability improvement image G600 is displayed. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the process shown in Fig. 36 according to a program, so that the control unit 11 functions as a game progression unit 1040, an achievement determination unit 1050, a first achievement setting unit 1060, a predetermined condition determination unit 1070, a target change unit 1080, a second achievement setting unit 1090, a first reward granting unit 1101, a second reward granting unit 1102, and a third reward granting unit 1103. The process shown in Fig. 36 is executed based on data stored in the data storage unit 1000.

[0341] 36, the control unit 11 monitors whether the change in the ability of the main character has been confirmed (S190). For example, when the part P650 of the ability improvement image G600 is selected, the control unit 11 determines that the change in the ability of the main character has been confirmed.

[0342] If it is determined that the change in the abilities of the main character has been confirmed (S190: Yes), the control unit 11 accesses the training status data D1009 to confirm the abilities of the main character to their post-change state, and updates the main character's basic ability parameters and special ability parameters to their post-change state (S192). At this time, the control unit 11 also accesses the training status data D1009 to reduce the experience points consumed to change the abilities of the main character, and updates the current value of the experience points of the main character.

[0343] After executing step S192, the control unit 11 executes an achievement determination process (S194). This achievement determination process is similar to the achievement determination process shown in Figures 33A and 33B.

[0344] After executing step S194, the control unit 11 displays the main command image G300 on the display unit 15 (S196).

[0345] [4-6] At the end of each section, a process is executed to grant section reward points to the user. That is, when the section ends, the control unit 11 refers to the development status data D1009 and acquires the number of bingo sheets B that have been cleared since the development part started until the present time (the number obtained by subtracting 1 from the current sheet number). The control unit 11 also accesses the section reward point data D1006 and acquires the point amount of the section reward points corresponding to the acquired number (the number of cleared sheets). Then, the control unit 11 accesses the development status data D1009 and adds the acquired point amount to the point amount registered in the cumulative score field.

[0346] [5. Summary] In the game system 1 described above, when the i-th (i: an integer equal to or greater than 1) bingo sheet Bi is the current sheet and a bingo is achieved on the i-th bingo sheet Bi, the current sheet is changed from the i-th bingo sheet Bi to the j-th (j: an integer equal to i+1) bingo sheet Bj. Before the current sheet is changed from the i-th bingo sheet Bi to the j-th bingo sheet Bj, the user can check the j-th bingo sheet Bj in the bingo sheet detail image G700. Therefore, before the current sheet is changed from the i-th bingo sheet Bi to the j-th bingo sheet Bj, the user can play the game while considering not only the tasks associated with each square M of the i-th bingo sheet Bi but also the tasks associated with each square M of the j-th bingo sheet Bj. Therefore, according to the game system 1, before the current sheet is changed from the i-th bingo sheet Bi to the j-th bingo sheet Bj, the user can be provided with the interest of playing the game while considering not only the tasks associated with each square M of the i-th bingo sheet Bi but also the tasks associated with each square M of the j-th bingo sheet Bj. As a result, the interest of the game using the bingo sheet B in which tasks are associated with each square M can be improved.

[0347] Furthermore, in the game system 1, tasks related to the same practice items, experience points, basic ability parameters, or special ability parameters are set on the ith bingo sheet Bi and the jth bingo sheet Bj, so that the user can efficiently change the squares M on the ith bingo sheet Bi and the jth bingo sheet Bj to completed squares by aiming to achieve the tasks. According to the game system 1, the user can be provided with the fun of efficiently changing the squares M on the ith bingo sheet Bi and the jth bingo sheet Bj to completed squares by aiming to achieve the tasks described above.

[0348] Furthermore, in the game system 1, task reward points and bingo reward points are awarded to the user, which can increase motivation for completing tasks and for achieving bingo.

[0349] Furthermore, in the game system 1, when bingo is achieved in a chain reaction between the current sheet and one or more bingo sheets B following the current sheet, a chain bonus is awarded to the user, thereby providing the user with the excitement of aiming to achieve bingo in a chain reaction between the current sheet and one or more bingo sheets B following the current sheet.

[0350] In addition, in the game system 1, the number of squares M on the bingo sheet B is not fixed, so that the user can be provided with the excitement of the number of squares M varying between bingo sheets B.

[0351] Furthermore, in the game system 1, in the main command image G300 when the i-th bingo sheet Bi is the current sheet, a part P354 indicating the number of achievement reservation squares on the bingo sheet B after the i-th bingo sheet Bi is displayed in association with the part P351 indicating the i-th bingo sheet Bi. Therefore, the user can know the number of achievement reservation squares on the bingo sheet B after the i-th bingo sheet Bi by referring to the part P354 of the main command image G300, without having to transition to the bingo sheet detail image G700 to check the bingo sheet B after the i-th bingo sheet Bi.

[0352] Furthermore, in the game system 1, in the main command image G300 when the i-th bingo sheet Bi is the current sheet, a part P357 indicating that the j-th bingo sheet Bj is in a bingo reserved state is displayed in association with the part P351 indicating the i-th bingo sheet Bi. Therefore, the user can know that the j-th bingo sheet Bj is in a bingo reserved state by referring to the main command image G300, without transitioning to the bingo sheet detail image G700 to check the j-th bingo sheet Bj.

[0353] [6. Modifications] The present invention is not limited to the above-described embodiment.

[0354] [6-1] Instead of the bingo sheet B, another object may be displayed on the display unit 15. For example, an object having a structure (e.g., a tree structure) including a plurality of nodes each associated with a task, and each node being linked to one or a plurality of other nodes, may be displayed on the display unit 15. In this case, for example, when a path is created in which all nodes from the root node to the leaf nodes are completed nodes (nodes where the task has been completed), it may be determined that the object has been cleared by the user.

[0355] [6-2] In addition, the training part may realize the functions described below. When the functions described below are realized, the functional blocks related to the bingo function of the training part include a reception unit 1110, a task information setting unit 1120, a reference number setting unit 1130, and a third achievement setting unit 1140 as shown in FIG. 37 in addition to the functional blocks shown in FIG. 27.

[0356] [6-2-1] For example, a task to be associated with square M of bingo sheet B may be set based on the event deck. In other words, a task to be associated with square M of bingo sheet B may be set based on the data of an event character incorporated in the event deck.

[0357] For example, a task related to an event character incorporated in the event deck may be preferentially selected as a task to be associated with a square M of the bingo sheet B. For example, a task to be associated with a square M of the bingo sheet B may be selected (randomly) based on probability information, with the probability of selecting a task related to an event character set higher than the probability of selecting other tasks. Alternatively, for a predetermined number of squares M, a task related to an event character may be selected as a task to be associated with the square M.

[0358] "Tasks related to an event character" are, for example, tasks related to a favorite practice of an event character. For example, if an event character's favorite practice is batting practice, tasks related to the number of times the batting practice is performed, tasks related to the level of the batting practice, and tasks related to experience points (strength, technique, mental points) increased by the batting practice are examples of "tasks related to an event character's favorite practice." For example, information indicating tasks that should be preferentially selected may be stored in association with the identification information of the event character (event character ID). In this case, tasks associated with the identification information of the event character are equivalent to "tasks related to an event character."

[0359] Alternatively, the number of squares M on the bingo sheet B may be set based on the event deck. That is, the number of squares M on the bingo sheet B may be set based on the data of the event character incorporated in the event deck. For example, the higher the level or rarity of the event character incorporated in the event deck, the more (or less) the number of squares M on the bingo sheet B may be.

[0360] In this way, the user can be interested in setting the tasks to be associated with the squares M of the bingo sheet B and in setting the number of squares M of the bingo sheet B, depending on the event characters incorporated into the event deck.

[0361] The reception unit 1110 and the assignment information setting unit 1120 are functional blocks for realizing the above-mentioned functions.

[0362] The reception unit 1110 receives a selection of one or more game characters or game items from among a plurality of game characters or game items.

[0363] "Accepting the selection of one or more game characters or game items" may mean accepting an operation to select one or more game characters or game items, or may mean receiving data indicating that one or more game characters or game items have been selected. Note that the "game characters" or "game items" may be displayed in the form of game cards.

[0364] The task information setting unit 1120 sets task information to be associated with each of a plurality of positions set on the object, based on a game character or game item selected from a plurality of game characters or game items.

[0365] For example, the task information setting unit 1120 preferentially associates task information related to the selected game character or game item with each of the multiple positions set on the object. In other words, the task information setting unit 1120 determines the task information to be associated with each of the multiple positions set on the object based on probability information that sets the probability that task information related to the selected game character or game item is associated with a position set on the object higher than the probability that other task information is associated with a position set on the object.

[0366] Alternatively, the task information setting unit 1120 may set the number of multiple positions to be set for an object based on a game character or game item selected from multiple game characters or game items. That is, the task information setting unit 1120 may set the number of task information items to be associated with an object based on a game character or game item selected from multiple game characters or game items.

[0367] For example, the task information setting unit 1120 sets the number of multiple positions to be set on the object to a number corresponding to the parameters of the selected game character or game item. Specifically, for example, the task information setting unit 1120 increases the number of multiple positions to be set on the object as the performance or rarity of the selected game character or game item increases. Note that the task information setting unit 1120 may decrease the number of multiple positions to be set on the object as the performance or rarity of the selected game character or game item increases. Note that in these cases, for example, a correspondence relationship between the performance or rarity and the number of multiple positions to be set on the object is determined, and the setting by the task information setting unit 1120 is performed based on the correspondence relationship.

[0368] In the above example, the reception unit 1110 receives a selection of an event character to be incorporated into the event deck from among the event characters owned by the user or other users. The task information setting unit 1120 sets a task to be associated with the square M of the bingo sheet B based on the event character incorporated into the event deck. Alternatively, the task information setting unit 1120 sets the number of squares M of the bingo sheet B based on the event character incorporated into the event deck.

[0369] [6-2-2] For example, when multiple bingos are achieved simultaneously on the current sheet, at least one square M may be set as an achieved square on the new current sheet based on the number of bingos achieved simultaneously.

[0370] For example, in the state illustrated in FIG. 13, if the main character acquires the first-class special ability "steal bases ○", the task of the square M11-1 (acquire the first-class special ability "steal bases ○") and the task of the square M32-1 (acquire one or more first-class special abilities) will be achieved on the first bingo sheet B-1. In this case, bingo is achieved by the squares M11-1, M22-1, and M33-1, and bingo is also achieved by the squares M12-1, M22-1, and M32-1, so two bingos are achieved simultaneously. In such a case, on the second bingo sheet B-2, which becomes the new current sheet, the number of squares M corresponding to the number of bingos achieved simultaneously may be set as achieved squares. For example, when the number of bingos achieved simultaneously is k, the achievement flags of (k-1) of the cells M whose achievement flags are off may be changed to on in the second bingo sheet B-2 that becomes the new current sheet. In this case, the cells M whose achievement flags are changed to on may be selected according to a predetermined rule, or may be selected (randomly) based on probability information. Alternatively, the user may be allowed to specify the cells M whose achievement flags are changed to on.

[0371] In this way, the user can be provided with the excitement of achieving multiple bingos simultaneously on the current sheet, thereby changing at least one square M on the next bingo sheet B to an achieved square.

[0372] The third achieved setting unit 1140 is a functional block for realizing the above-mentioned function. When it is determined that the achieved positions in the first object satisfy the predetermined positional relationship condition in a state in which the first object is set as the target object, the third achieved setting unit 1140 sets at least one of the positions in the second object as an achieved position based on the number of combinations of the achieved positions that satisfy the predetermined positional relationship condition.

[0373] "The number of combinations of multiple achieved positions that satisfy a specified positional relationship condition, when it is determined that multiple achieved positions in a first object satisfy a specified positional relationship condition when the first object is set as the target object" is a number as described below.

[0374] For example, in a case where a predetermined number of achieved positions are lined up in a predetermined direction and it is determined that "a plurality of achieved positions satisfy a predetermined positional relationship condition," the number of combinations of the predetermined number of achieved positions lined up in a predetermined direction corresponds to the above-mentioned "number of combinations." Specifically, in an object in which squares are arranged in a matrix of N vertical by N horizontal, if there are N achieved squares lined up vertically and also N achieved squares lined up horizontally, each of the N achieved squares lined up vertically and the N achieved squares lined up horizontally corresponds to the above-mentioned "combination," and the above-mentioned "number of combinations" is 2.

[0375] Also, for example, in a case where all positions on a path from a specific position to another specific position are achieved positions and it is determined that "multiple achieved positions satisfy a predetermined positional relationship condition," the number of such paths corresponds to the above-mentioned "number of combinations." Specifically, in an object including multiple nodes having a tree structure, when there are two paths in which all nodes from the root node to the leaf node are achieved nodes, each of these two paths corresponds to the above-mentioned "combination," and the above-mentioned "number of combinations" is 2.

[0376] "Setting at least one of the multiple positions on the second object as the achieved position" means, for example, setting a position selected (randomly) based on probability information from the multiple positions on the second object as the achieved position. Also, for example, it may mean setting a position designated (selected) by the user from the multiple positions on the second object as the achieved position.

[0377] For example, when the number of combinations is equal to or greater than a predetermined number, the third achievement setting unit 1140 sets at least one of the multiple positions in the second object to an achievement position. That is, the third achievement setting unit 1140 sets at least one of the multiple positions in the second object to an achievement position when the number of combinations is equal to or greater than a predetermined number.

[0378] Also, for example, the third achievement setting unit 1140 may set the number of positions to be set as the achieved positions from among the multiple positions in the second object based on the number of combinations. Specifically, for example, the third achievement setting unit 1140 may set the number of positions to be set as the achieved positions as the number of combinations increases, or may set the number of positions to be set as the achieved positions as the number of combinations increases.

[0379] In the above example, when multiple bingos are achieved simultaneously on the i-th (i: an integer greater than or equal to 1) bingo sheet Bi, which is the current sheet, the third achievement setting unit 1140 changes the achievement flag of at least one square M of the j-th (j: an integer greater than or equal to i+1) bingo sheet Bj from off to on based on the number of bingos achieved simultaneously.

[0380] [6-2-3] In the embodiment described above, all bingo sheets B-1 to B-10 can be referenced in the bingo sheet detail image G700, but the bingo sheets B that can be referenced may be limited to the bingo sheets m sheets after the current sheet. For example, the bingo sheets B that the user can reference may be limited to the bingo sheets two sheets after the current sheet (if the current sheet is the first current sheet, the current sheets that the user can reference may be limited to the first to third current sheets).

[0381] That is, when the multiple objects include a first to an n-th object (n: an integer of 3 or more), the second display control unit 1030 may perform control to display information about each of a reference number of objects including the second object among the objects other than the first object on the display unit 15 before the target object is changed to the second object. Note that the "reference number" is a numerical value that is 1 or more and (n-1) or less.

[0382] The second display control unit 1030 may cause the display unit 15 to display an image including all of the reference number of objects, or may cause the display unit 15 to display images including a predetermined number of objects out of the reference number of objects in sequence according to the order information in response to a predetermined operation.

[0383] Furthermore, when limiting the bingo sheets B that a user can refer to as described above, the number of bingo sheets B that a user can refer to may be set based on the number of bingos achieved simultaneously.

[0384] For example, under normal circumstances, the number of available bingo sheets B may be set to a first numerical value, and when multiple bingos are achieved simultaneously on the current sheet, the number of available bingo sheets B may be set to a second numerical value greater than the first numerical value. In this case, a correspondence between the number of bingos achieved simultaneously and the number of available bingo sheets B may be set, and the number of available bingo sheets B may be set based on this correspondence. Alternatively, the number of available bingo sheets B may be increased each time multiple bingos are achieved simultaneously.

[0385] In this way, the user can enjoy the excitement of changing the number of Bingo sheets B that can be referred to by achieving multiple bingos at the same time.

[0386] The reference number setting unit 1130 is a functional block for realizing the above-mentioned function. The reference number setting unit 1130 sets a reference number based on the number of combinations of multiple achieved positions that satisfy a predetermined positional relationship condition when multiple achieved positions in a target object are determined to satisfy the predetermined positional relationship condition.

[0387] In addition, with regard to “the number of combinations of multiple achieved positions that satisfy a specified positional relationship condition when it is determined that multiple achieved positions in the first object satisfy a specified positional relationship condition when the first object is set as the target object,” this is the same as that of the third achieved setting unit 1140.

[0388] For example, the reference number setting unit 1130 sets the reference number to a number corresponding to the number of combinations. Specifically, for example, the reference number setting unit 1130 sets the reference number to a larger number as the number of combinations increases. Also, for example, the reference number setting unit 1130 may set the reference number to a larger number as the number of combinations decreases.

[0389] Also, for example, when the number of combinations is greater than the first threshold, the reference number setting unit 1130 may increase the reference number by a predetermined number (e.g., one) from the current value. Note that, when the number of combinations is less than the second threshold, the reference number setting unit 1130 may decrease the reference number by a predetermined number (e.g., one) from the current value.

[0390] [6-3] For example, all or part of the processes shown in Figs. 31, 32, 33A, 33B, 34, 35, and 36 may be executed by server 30 (an example of a game control device). In this case, data required for executing the processes by server 30 (such as game operation data related to game operations performed on game terminal 10) may be transmitted from game terminal 10 to server 30. Also, data required for displaying various images on display unit 15 (such as data showing the images themselves or data for generating images) may be transmitted from server 30 to game terminal 10.

[0391] [6-4] A battle mode may be realized in which multiple users compete for the highest cumulative score by sharing a set of bingo sheets B-1 to B-10 among multiple users. In this battle mode, each of the multiple users plays the training part on his / her own game terminal 10.

[0392] In the battle mode, when a user completes the task on square M on the current sheet, the square M is set as a completed square and the user is awarded task reward points. Once square M is set as a completed square, no other user will be awarded task reward points even if the other user completes the task on square M.

[0393] In addition, when a user completes the task on square M of a bingo sheet B that is later than the current sheet, that square M is set as the completion reservation square, and when that bingo sheet B becomes the current sheet, that user is awarded task reward points.

[0394] In addition, when a bingo is achieved on the current sheet by any user completing the task of any square M on the current sheet, the bingo reward points are given to the user. For example, in the state illustrated in FIG. 13, when a bingo is achieved by completing the task of square M13-1 on the first current sheet B-1 by user X among multiple users, the first current sheet B-1 is determined to have been cleared by user X, and bingo reward points are given only to user X. For example, even if the tasks of squares M23-1 and M33-1 are completed by another user Y, bingo reward points are not given to user Y, and bingo reward points are given only to user X who finally completes bingo. In this case, when bingo is achieved in a chain reaction on the first current sheet B-1 and the second current sheet B-2, the bingo reward points (including chain bonus) on the second current sheet B-2 are also given to user X.

[0395] Furthermore, when each user finishes each section, section reward points are awarded according to the number of Bingo Sheets B that the user has cleared up to that point.

[0396] In the battle mode described above, when all users have finished the training part, the user with the highest cumulative score becomes the winner.

[0397] [6-5] It is not necessary to set (display) an object such as Bingo sheet B. For example, the first to tenth task groups may be set, and when a threshold number of tasks among those included in the first task group (current group) are accomplished, the first task group is determined to have been cleared, and the current group is changed to the second task group. In this case, the i-th task group (i: an integer equal to or greater than 1) may be considered to correspond to the multiple tasks set in the multiple squares M of the i-th Bingo sheet Bi.

[0398] The number of tasks included in a task group may be increased in stages. The threshold value, which is the criterion for determining whether a task group has been cleared, may also be increased in stages. For example, the number of tasks included in the first and second task groups may be 10, the number of tasks included in the third to sixth task groups may be 15, and the number of tasks included in the seventh to tenth task groups may be 20. For example, the threshold value for the first and second task groups may be 5, the threshold value for the third to sixth task groups may be 8, and the threshold value for the seventh to tenth task groups may be 10.

[0399] In the above configuration, each functional block shown in FIG. 28 operates as follows.

[0400] The target setting unit 1010 sets one of a plurality of task information groups, each of which includes a plurality of task information indicating a task in a game, as a target task information group.

[0401] An "assignment information group" is a grouping of multiple assignment information. In other words, one assignment information group contains multiple assignment information. Assignment information indicating the same or similar assignment may be included in two or more assignment information groups. In other words, one assignment information group may contain assignment information indicating the same or similar assignment as assignment information included in another assignment information group.

[0402] "Multiple task information groups each containing multiple task information that respectively indicate tasks in a game" means that each of the multiple task information groups contains multiple task information, and each of the multiple task information indicates a task in the game.

[0403] The "target task information group" is, for example, a task information group that is the subject of judgment by a predetermined condition judgment means. In other words, the "target task information group" is a task information group that is the basis for reward granting by the reward granting unit 1100. For example, a set of task information associated with each square on the current bingo sheet is an example of a "target task information group".

[0404] The first display control unit 1020 performs control for causing the display unit 15 to display the target assignment information group.

[0405] "Displaying the target assignment information group on the display unit 15" means, for example, displaying a plurality of pieces of assignment information included in the target assignment information group on the display unit 15. Specifically, "displaying the target assignment information group on the display unit 15" means displaying the target assignment information group on the display unit 15 in such a way that the user can grasp the content of the assignment indicated by each piece of the plurality of pieces of assignment information included in the target assignment information group.

[0406] "Performing control to display the target task information group on display unit 15" means causing an image showing the target task information group to be displayed on display unit 15. "Performing control to display the target task information group on display unit 15" may also mean causing an image showing the target task information group to be displayed on display unit 15 of game terminal 10 by transmitting data for displaying the image to game terminal 10. Here, "data for displaying an image" may be data showing the image itself, or data for generating an image.

[0407] When it is determined that the task indicated by any one of the multiple pieces of task information included in the target task information group has been completed, the first accomplished setting section 1060 sets the task information as accomplished task information.

[0408] "Completed assignment information" is assignment information in which the assignment indicated by the assignment information has been determined to have been completed.

[0409] "Setting assignment information as completed assignment information" means, for example, associating information indicating that the assignment indicated by the assignment information has been completed with the assignment information (or identification information of the assignment information). Alternatively, "setting assignment information as completed assignment information" means, for example, registering the assignment information (or identification information of the assignment information) in a memory area (such as a field) for storing assignment information for which the assignment has been completed (or identification information of the assignment information for which the assignment has been completed). Alternatively, "setting assignment information as completed assignment information" means, for example, setting the display mode of the assignment information to a display mode that indicates that the assignment indicated by the assignment information has been completed.

[0410] The predetermined condition determination unit 1070 determines whether or not a plurality of completed assignment information pieces among a plurality of assignment information pieces included in the target assignment information group satisfy a predetermined condition.

[0411] The "predetermined condition" is a condition related to multiple completed task information. In other words, the "predetermined condition" is a condition for determining whether or not a target task information group has been cleared. The "predetermined condition" can also be described as a condition for determining whether or not a reward should be given to a user. For example, a condition as to whether or not the number of multiple completed task information has reached a predetermined number or a condition as to whether or not a specific combination of task information is included in the multiple completed task information is an example of a "predetermined condition".

[0412] When a first assignment information group of a plurality of assignment information groups is set as a target assignment information group, and it is determined that a plurality of completed assignment information among a plurality of assignment information included in the first assignment information group satisfies a predetermined condition, the target change unit 1080 changes the target assignment information group from the first assignment information group to a second assignment information group of the plurality of assignment information groups.

[0413] "Changing the target assignment information group from the first assignment information group to the second assignment information group" means changing a state in which the first assignment information group is set as the target assignment information group to a state in which the second assignment information group is set as the target assignment information group. Note that the second assignment information group may include assignment information that is the same as or indicates the same type of assignment as the assignment information included in the first assignment information group.

[0414] When the target task information group is changed to the second task information group, if the second task information group includes a plurality of task information pieces whose tasks have already been completed through game play performed before the target task information group was changed to the second task information group, the second accomplished setting unit 1090 sets the task information as accomplished task information.

[0415] "Task information in which the task has already been accomplished through game play performed before the target task information group was changed to the second task information group" refers to task information among the multiple task information included in the second task information group in which the task has already been accomplished at the time the target task information group was changed to the second task information group.

[0416] The second display control unit 1030 performs control to cause the display unit 15 to display information related to the second assignment information group before the target assignment information group is changed to the second assignment information group.

[0417] For example, the second display control unit 1030 may cause the display unit 15 to display the content of the assignments indicated by each of the multiple assignment information included in the second assignment information group.

[0418] Alternatively, the second display control unit 1030 may cause the display unit 15 to display the content of the assignment indicated by some of the multiple assignment information included in the second assignment information group. For example, the second display control unit 1030 may cause the display unit 15 to display the content of the assignment indicated by assignment information indicating the same or similar type of assignment as the assignment information included in the first assignment information group, among the multiple assignment information included in the second assignment information group. In other words, the second display control unit 1030 may cause the display means to display the content of the assignment indicated by the assignment information commonly included in both the first assignment information group and the second assignment information group.

[0419] Alternatively, the second display control unit 1030 may cause the display means to display whether or not the multiple pieces of task information included in the second task information group include task information that indicates the same or the same type of task as the task information included in the first task information group.

[0420] [6-6] In the above, the present invention has been mainly described as being applied to a game in which a game character of a baseball player is trained, but the present invention can also be applied to games in which other game characters are trained. The present invention can also be applied to games other than games in which a game character is trained. The present invention can be applied to various games in which an object is displayed in which multiple positions are set, each of which is associated with task information indicating a task in the game, and when it is determined that the task indicated by the task information has been achieved by game play, the position associated with the task information is set as an achieved position, and when the multiple achieved positions satisfy a predetermined positional relationship condition, a predetermined process is executed.

[0421] [7. Supplementary Note] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, the reference symbols shown in the drawings are written in parentheses as appropriate, but this does not limit the present invention to the illustrated embodiments.

[0422] 1) A game control device (10 or 30) according to one aspect of the present invention includes a target setting means (1010) for setting one of a plurality of objects (e.g., bingo sheets B-1 to B-10) each having a plurality of positions (e.g., squares M) associated with task information indicating a task in a game as a target object (e.g., a current sheet), a first display control means (1020) for controlling display of the target object on a display means (15), an achievement determination means (1050) for determining whether or not the task indicated by the task information has been achieved by game play, a first achievement setting means (1060) for setting, when it is determined that the task indicated by the task information has been achieved, a position of the plurality of positions in the target object associated with the task information as an achieved position, and a predetermined condition determination means (1070) for determining whether or not the plurality of achieved positions in the target object satisfy a predetermined positional relationship condition (e.g., a bingo achievement condition), and a target change means (1080) for changing the target object from the first object to a second object (e.g., bingo sheet B-2) of the plurality of objects when a first object (e.g., bingo sheet B-1) of the plurality of objects is set as the target object and it is determined that the plurality of achieved positions in the first object satisfy the predetermined positional relationship condition; a second achieved setting means (1090) for setting, when the target object is changed to the second object, a position among the plurality of positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object as the achieved position; and a second display control means (1030) for performing control to cause the display means to display information regarding the second object before the target object is changed to the second object.

[0423] 10) A game system (1) according to one aspect of the present invention includes a target setting means (1010) for setting one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in a game, as a target object, a first display control means (1020) for controlling the display of the target object on a display means, an achievement determination means (1050) for determining whether the task indicated by the task information has been achieved by game play, a first achievement setting means (1060) for setting, when it is determined that the task indicated by the task information has been achieved, a position of the plurality of positions in the target object associated with the task information as an achieved position, a predetermined condition determination means (1070) for determining whether the plurality of achieved positions in the target object satisfy a predetermined positional relationship condition, and a first of the plurality of objects. The game device includes a target change means (1080) for changing the target object from the first object to a second object of the multiple objects when it is determined that the multiple achieved positions in the first object satisfy the predetermined positional relationship condition while an object is set as the target object, a second achieved setting means (1090) for setting, when the target object is changed to the second object, a position among the multiple positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object as the achieved position, and a second display control means (1030) for performing control to cause the display means to display information regarding the second object before the target object is changed to the second object.

[0424] 11) Furthermore, a program according to one aspect of the present invention is a program for causing a computer to function as a game control device (10 or 30) described in any one of 1) to 9), or as a game system (1) described in 10).

[0425] 12) Furthermore, an information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 11) recorded thereon.

[0426] 13) A game control method (a control method for a game control device or a game system) according to one aspect of the present invention includes setting one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in a game, as a target object (S102); performing control for displaying the target object on a display means (S110); determining whether the task indicated by the task information has been accomplished by game play (S14200, S14204); when it is determined that the task indicated by the task information has been accomplished, setting one of the plurality of positions on the target object associated with the task information as an accomplished position (S14202, S14206); determining whether the multiple accomplished positions on the target object satisfy a predetermined positional relationship condition (S14212); and when it is determined that the plurality of achieved positions in the first object satisfy the predetermined positional relationship condition in a state in which a first object of a game is set as the target object, changing the target object from the first object to a second object of the plurality of objects (S14220); when the target object is changed to the second object, setting, as the achieved position, a position among the plurality of positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object (S14222); and performing control to display information related to the second object on the display means before the target object was changed to the second object (S152, S156).

[0427] According to the inventions described in 1), 10) to 13), when it is determined that a plurality of achieved positions in the first object satisfy a predetermined positional relationship condition in a state where the first object is set as a target object, the target object is changed from the first object to a second object, and among the plurality of positions in the second object, a position where the task indicated by the task information has already been achieved by a game play performed before the target object was changed to the second object is set as an achieved position. Furthermore, according to the present invention, before the target object is changed to the second object, information about the second object is displayed. Therefore, in the present invention, before the target object is changed to the second object (in a state where the first object is set as a target object), the game can be played taking into consideration not only the task information associated with each position in the first object but also the task information associated with each position in the second object. By doing so, it is possible to provide the user with the interest of playing the game taking into consideration not only the task information associated with each position in the first object but also the task information associated with each position in the second object in a state where the first object is set as a target object. As a result, according to the present invention, an object is displayed having multiple positions each associated with task information indicating a task in the game, and when it is determined that the task indicated by the task information has been accomplished, the position associated with the task information is set as an accomplished position, and when the multiple accomplished positions satisfy a specified positional relationship condition, a specified process is executed, thereby improving the interest of the game.

[0428] 2) In one aspect of the present invention, at least one of the multiple positions in the second object may be associated with task information indicating a task that is the same as or similar to task information associated with any one of the multiple positions in the first object.

[0429] According to the invention described in 2), since at least one of the multiple positions in the second object is associated with task information indicating a task that is the same or similar to task information associated with any of the multiple positions in the first object, in a state in which the first object is set as a target object, it becomes possible to efficiently change the position in the second object, together with the position in the first object, to an accomplished position by aiming to achieve the same or similar task associated with any of the multiple positions in the first object and at least one of the multiple positions in the second object. As a result, according to the present invention, it is possible to provide the user with the interest of efficiently changing the position in the second object, together with the position in the first object, to an accomplished position by aiming to achieve the same or similar task associated with any of the multiple positions in the first object and at least one of the multiple positions in the second object.

[0430] 3) In one aspect of the present invention, the system may include a first reward granting means (1101) for granting a first reward (e.g., task reward points) to a user when the position in the target object is set as the achieved position, and a second reward granting means (1102) for granting a second reward (e.g., bingo reward points) to the user when it is determined that the multiple achieved positions in the target object satisfy the specified positional relationship condition.

[0431] According to the invention described in 3), a first reward is given to the user when a position on the target object is set as an achieved position, and a second reward is given to the user when it is determined that multiple achieved positions on the target object satisfy a predetermined positional relationship condition. This can improve motivation to make a position on the target object an achieved position (i.e., to achieve the task indicated by the task information associated with the position on the target object) and motivation to make multiple achieved positions on the target object satisfy a predetermined positional relationship condition.

[0432] 4) In one aspect of the present invention, the game device may include a third reward granting means (1103) for granting a third reward (e.g., a chain bonus) to the user when it is determined that the multiple achieved positions set by the second achieved position setting means (1090) satisfy the specified positional relationship condition.

[0433] According to the invention described in 4), the third reward is given to the user when it is determined that the multiple achieved positions set by the second achieved setting means satisfy the specified positional relationship condition, so that the user can be provided with the interest of aiming for the multiple achieved positions set by the second achieved setting means to satisfy the specified positional relationship condition.

[0434] 5) In one aspect of the present invention, the number of the multiple positions set in the second object may be different from the number of the multiple positions set in the first object.

[0435] According to the invention described in 5), the number of multiple positions set in the second object is different from the number of multiple positions set in the first object, thereby providing the user with the interest that the number of positions associated with task information changes between the first object and the second object.

[0436] 6) In one aspect of the present invention, the first display control means (1020) may set a display mode of the first object based on the number of positions among the plurality of positions in the second object where the task indicated by the task information has already been completed before the target object is changed to the second object.

[0437] According to the invention described in 6), before the target object is changed to the second object, the display mode of the first object is set based on the number of positions among the multiple positions of the second object where the task indicated by the task information has already been completed. Therefore, before the target object is changed to the second object, the user can easily grasp the number of positions among the multiple positions of the second object where the task indicated by the task information has already been completed by referring to the display mode of the first object without having to display the second object.

[0438] 7) In one aspect of the present invention, the plurality of objects include a first to an nth object (n: an integer equal to or greater than 3), and the second display control means (1030) performs control to cause the display means (15) to display information regarding each of a reference number of objects including the second object among objects other than the first object before the target object is changed to the second object, and the game control device (10 or 30) may include a reference number setting means (1130) for setting the reference number based on the number of combinations of the plurality of achieved positions that satisfy the predetermined positional relationship condition when it is determined that the plurality of achieved positions in the target object satisfy the predetermined positional relationship condition.

[0439] According to the invention described in 7), before the target object is changed to the second object, information regarding each of a reference number of objects including the second object among the objects other than the first object is displayed on the display means. When it is determined that a plurality of achieved positions in the target object satisfy a predetermined positional relationship condition, the user can be provided with the enjoyment of changing the reference number depending on the number of combinations of a plurality of achieved positions that satisfy the predetermined positional relationship condition.

[0440] 8) In one aspect of the present invention, the method may include means (1140) for setting at least one of the multiple positions in the second object as the achieved position based on the number of combinations of the multiple achieved positions that satisfy the specified positional relationship condition when it is determined that the multiple achieved positions in the first object satisfy the specified positional relationship condition when the first object is set as the target object.

[0441] According to the invention described in 8), when a first object is set as a target object and a plurality of achieved positions in the first object are determined to satisfy a predetermined positional relationship condition, the user can be provided with the fun of changing at least one of the plurality of positions in the second object to an achieved position depending on the number of combinations of the plurality of achieved positions that satisfy the predetermined positional relationship condition.

[0442] 9) In one aspect of the present invention, the system may include at least one of: a receiving means (1110) for receiving a selection of one or more game characters or game items from a plurality of game characters or game items; a means (1120) for setting the number of the plurality of positions to be set on the object based on the game character or game item selected from the plurality of game characters or game items; and a means (1120) for setting the task information to be associated with each of the plurality of positions to be set on the object based on the game character or game item selected from the plurality of game characters or game items.

[0443] According to the invention described in 9), the number of multiple positions set on an object is set, or task information to be associated with each of the multiple positions set on an object is set, based on a game character or game item selected from a plurality of game characters or game items. Therefore, by selecting a game character or game item from a plurality of game characters or game items, the user can be provided with the excitement of being involved in setting the number of multiple positions set on an object, or setting task information to be associated with each of the multiple positions set on an object.

[0444] 14) A game control device (10 or 30) or game system (1) according to one aspect of the present invention includes a target setting means (1010) for setting one of a plurality of task information groups, each including a plurality of task information indicating a task in a game, as a target task information group, a first display control means (1020) for controlling display means (15) to display the target task information group, an achievement determination means (1050) for determining whether or not a task indicated by the task information has been achieved by game play, a first achievement setting means (1060) for setting the task information as accomplished task information when it is determined that a task indicated by any of the task information among the plurality of task information included in the target task information group has been achieved, a predetermined condition determination means (1070) for determining whether or not a plurality of the accomplished task information among the plurality of task information included in the target task information group satisfies a predetermined condition, and a first task information group among the plurality of task information groups. the plurality of task information groups included in the first task information group are determined to satisfy the predetermined condition; a target change means (1080) for changing the target task information group from the first task information group to a second task information group among the plurality of task information groups when the plurality of task information included in the first task information group are determined to satisfy the predetermined condition; a second accomplished setting means (1090) for setting the task information as the accomplished task information when the plurality of task information included in the second task information group is changed to the second task information group and the plurality of task information includes task information for which a task has already been accomplished by game play performed before the target task information group was changed to the second task information group; and a second display control means (1030) for controlling the display means to display information relating to the second task information group before the target task information group is changed to the second task information group.

[0445] 15) A program according to one aspect of the present invention is a program for causing a computer to function as the game control device (10 or 30) or game system (1) described in 14).

[0446] 16) Furthermore, an information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 15) recorded thereon.

[0447] 17) A game control method (a method for controlling a game control device or a game system) according to one aspect of the present invention includes the steps of: setting one of a plurality of task information groups, each including a plurality of task information indicating tasks in a game, as a target task information group (S102); performing control for displaying the target task information group on a display means (S110); determining whether or not a task indicated by the task information has been accomplished by game play (S14200, S14204); when it is determined that a task indicated by any of the task information among the plurality of task information included in the target task information group has been accomplished, setting the task information as accomplished task information (S14202, S14206); and when it is determined that the plurality of completed task information among the plurality of task information included in the first task information group satisfies the predetermined condition, changing the target task information group from the first task information group to a second task information group among the plurality of task information groups (S14220). When the target task information group is changed to the second task information group, if the plurality of task information included in the second task information group includes task information for which a task has already been completed by game play performed before the target task information group is changed to the second task information group, setting the task information as the completed task information (S14222). and before the target task information group is changed to the second task information group, performing control to display information related to the second task information group on the display means (S152, S156).

[0448] According to the inventions described in 14) to 17), when it is determined that a plurality of completed task information in the first task information group satisfies a predetermined position condition in a state where the first task information group is set as a target task information group, the target task information group is changed from the first task information group to the second task information group, and among the plurality of task information in the second task information group, task information for which a task has already been completed by a game play performed before the target task information group is changed to the second task information group is set as completed task information. Furthermore, according to the present invention, before the target task information group is changed to the second task information group, information on the second task information group is displayed. Therefore, in the present invention, before the target object is changed to the second task information group (in a state where the first task information group is set as the target task information group), the game can be played taking into consideration not only the task information in the first task information group but also the task information in the second task information group. By doing so, in a state where the first task information group is set as the target task information group, the user can be provided with the interest of playing the game taking into consideration not only the task information included in the first task information group but also the task information included in the second task information group. As a result, according to the present invention, a task information group is displayed, each of which contains multiple task information each indicating a task in a game, and when it is determined that a task indicated by the task information has been accomplished, the task information is set as accomplished task information, and when the multiple accomplished task information satisfy predetermined conditions, a predetermined process is executed, thereby improving the interest of the game. [Explanation of symbols]

[0449] 1 Game system, N Network, 10 Game terminal, 11 Control unit, 12 Memory unit, 13 Communication unit, 14 Operation unit, 15 Display unit, 16 Audio output unit, 30 Server, 31 Control unit, 32 Memory unit, 33 Communication unit, 34 Database, 1000 Data storage unit, 1010 Target setting unit, 1020 First display control unit, 1030 Second display control unit, 1040 Game progress unit, 1050 Achievement determination unit, 1060 First achieved setting unit, 1070 Predetermined condition determination unit, 1080 Target change unit, 1090 Second achieved setting unit, 1100 Reward grant unit, 1101 First reward grant unit, 1102 Second reward grant unit, 1103 Third reward grant unit, 1110 Reception unit, 1120 Task information setting unit, 1130 Reference number setting unit, 1140 Third achieved setting section, D1001 Practice effect data, D1002 Task data, D1003 Task reward point data, D1004 Bingo reward point data, D1005 Chain bonus data, D1006 Section reward point data, D1007 Bingo sheet data, D1008 Event deck data, D1009 Training status data, B, B-1, B-2, B-3, B-4, B-5, B-6, B-7, B-8, B-9, B-10 Bingo sheet, M, M11, M11-1, M11-2, M12, M12-1, M12-2, M13, M13-1, M13-2, M21, M21-1, M21-2, M22, M22-1, M22-2, M23, M23-1, M23-2, M31, M31-1, M31-2, M32, M32-1, M32-2, M33, M33-1, M33-2 Squares, G100 Original character details, P110, P120, P130, P140 Parts, G200 Event deck setting image, A230 Event deck area, P231-1, P231-2, P231-3, P231-4, P231-5, P232 Setting frame, P210, P220, P240, P250 parts, G300 main command image, A340 command area, A350 bingo area, P310, P320, P330, P341, P342, P343, P344, P345, P346, P351, P352, P353, P354, P355, P356, P357 parts, G400 practice command image, A440 command area, A460 teammate area, P410, P420,P430, P441, P442, P443, P444, P445, P446, P447, P448, P450, P461-1, P462-1, P463-1, P461-2, P462-2, P463-2, P461-3, P462-3 parts, G500 practice result images, P510, P520, P530, P540, P541, P542, P543 parts, G600 ability improvement images, A610 1st area, A620 2nd area, P611 pitcher ability tab, P612 fielder ability tab, P621 basic ability tab, P622 Special ability tab, P623-1, P623-2, P623-3, P623-4, P623-5, P623-6, P623-7, P624-1, P624-2, P624-3, P624-4, P624-5, P624-6 parts, G700 bingo sheet detailed image, P710, P720, P730, P731, P740, P750, P760, P770-1, P770-2, P780, P790 parts, G800 task achievement image, P810, P820, P830 parts, G900 bingo achievement image, P910, P920, P930 parts.

Claims

1. A game progression means for progressing a game based on a user's game play; a target setting means for setting, as a target object, one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task to be achieved by the user through game play in the game; a first display control means for controlling display of the target object on a display means; an achievement determination means for determining whether or not the task indicated by the task information has been achieved by playing the game; an accomplished setting means for setting, when it is determined that the task indicated by the task information has been accomplished, a position of the target object associated with the task information among the plurality of positions of the target object as an accomplished position; a predetermined condition determination means for determining whether or not the achieved positions of the target object satisfy a predetermined positional relationship condition; a target changing means for changing the target object from the first object to a second object of the plurality of objects when it is determined that the plurality of achieved positions of the first object satisfy the predetermined positional relationship condition in a state in which the first object of the plurality of objects is set as the target object; a second display control means for performing control to cause the display means to display information about the second object before the target object is changed to the second object; 13. A game control device comprising:

2. In the game control device according to claim 1, a parameter update means for sequentially increasing a parameter of a character in the game based on each of a plurality of operations by the user; The task information indicates a numerical target for the parameter, The achievement determination means determines whether or not the parameter has reached the numerical target indicated by the task information. Game control device.

3. A game progression means for progressing a game based on a user's game play; a target setting means for setting, as a target object, one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task to be achieved by the user through game play in the game; a first display control means for controlling display of the target object on a display means; an achievement determination means for determining whether or not the task indicated by the task information has been achieved by playing the game; an accomplished setting means for setting, when it is determined that the task indicated by the task information has been accomplished, a position of the target object associated with the task information among the plurality of positions of the target object as an accomplished position; a predetermined condition determination means for determining whether or not the achieved positions of the target object satisfy a predetermined positional relationship condition; a target changing means for changing the target object from the first object to a second object of the plurality of objects when it is determined that the plurality of achieved positions of the first object satisfy the predetermined positional relationship condition in a state in which the first object of the plurality of objects is set as the target object; a second display control means for performing control for causing the display means to display information about the second object before the target object is changed to the second object; A game system including:

4. A program for causing a computer to function as a game control device as described in claim 1 or 2, or as a game system as described in claim 3.