Game system, computer program used therefor and control method

The game system facilitates the transfer of trained characters to other game modes by changing training targets and releasing special characters, addressing the limitation of character utilization within the group training part.

JP2025006981APending Publication Date: 2025-01-17KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2023108066
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-30
Publication Date
2025-01-17

AI Technical Summary

Technical Problem

Existing game systems do not allow characters trained in a group training part to be effectively utilized in parts other than the group training part, limiting flexibility and gameplay options.

Method used

A game system that includes a display device and input device for training groups, allowing for the change of training targets and release of special characters under specific conditions, enabling their use in different game modes.

Benefits of technology

Enables the use of trained characters in other game modes, enhancing gameplay flexibility and utility by allowing special characters to be used outside the group training part.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system allowing some characters in a group trained in a group training part to be used in a part different from the group training part.SOLUTION: A game machine 3 (a game system) provides a baseball game including a group training mode for training high school club teams HT for every club team HT unit. Furthermore, when there are graduates in a club team HT, the game machine 3 replaces the graduates by freshmen to change a training target to a different next-generation club team HT, and when the graduates include professional athletes DC, lifts the ban on the use of the professional athletes DC in a tower mode different from the group training mode.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a game system that provides a user with a game including a group development part in which a group is developed on a group basis by giving instructions to the group, using a display device that displays a game screen for developing a group to which a plurality of characters belong, and an input device that inputs instructions to the group. [Background technology]

[0002] A game system is known that utilizes a display device that displays a game screen for developing a group to which multiple characters belong, and an input device for inputting instructions to the group, to provide a user with a game that includes a group development part in which the group is developed on a group-by-group basis by giving instructions to the group (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-174688 A Summary of the Invention [Problem to be solved by the invention]

[0004] The game device of Patent Document 1 provides a high school baseball game that includes a part in which high school baseball teams are trained as a team unit and a part in which the trained team is used to play a match. On the other hand, there is also a need to use some characters of the trained team in other parts, rather than as a team unit.

[0005] Therefore, an object of the present invention is to provide a game system etc. that allows some characters of a group raised in a group raising part to be used in a part other than the group raising part. [Means for solving the problem]

[0006] The game system of the present invention is a game system that provides a user with a game including a group development part in which the group is developed on a group-by-group basis by instructions to the group, utilizing a display device that displays a game screen for developing a group to which a plurality of characters belong, and an input device that inputs instructions to the group, and is equipped with a target change means that, when a predetermined change condition is satisfied, changes the development target in the group development part from the group to another group in which at least some of the plurality of characters differ from the group, and an individual release means that, when at least some of the characters include a special character that satisfies a special condition, releases the use of the special character in a part other than the group development part.

[0007] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the display device and the input device to function as each of the means of the game system described above.

[0008] In addition, the control method of the present invention utilizes a display device that displays a game screen for developing a group to which a plurality of characters belong, and an input device that inputs instructions to the group, to cause a computer incorporated in a game system that provides a user with a game including a group development part in which the group is developed on a group-by-group basis by instructions to the group, to execute a target change procedure that, when a predetermined change condition is satisfied, changes the development target in the group development part from the group to another group in which at least some of the plurality of characters differ from the group, and an individual release procedure that, when at least some of the characters include a special character that satisfies a special condition, releases the use of the special character in a part other than the group development part. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a network system to which a game system according to an embodiment of the present invention is applied; [Diagram 2] FIG. 2 is a functional block diagram showing a main part of a control system of the network system. [Diagram 3] FIG. 4 is a diagram illustrating an example of a home screen. [Figure 4] FIG. 13 is an explanatory diagram for explaining an overview of a group training mode. [Diagram 5] FIG. 13 is a diagram illustrating an example of a development screen. [Figure 6] FIG. 13 is a diagram illustrating an example of a scout screen. [Figure 7] FIG. 1 is an explanatory diagram for explaining an overview of a tower mode. [Figure 8] FIG. 4 is a diagram showing an example of a configuration of team data. [Figure 9] 11 is a flowchart showing an example of a procedure for a team reorganization process. [Figure 10] 10 is a flowchart showing an example of a procedure for a floor release process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] (Overall configuration of the network system) An example of a network system to which a game system according to an embodiment of the present invention is applied will be described below. First, with reference to FIG. 1, the overall configuration of a network system to which a game system according to an embodiment of the present invention is applied will be described. The network system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network 5. The center server 2 is configured as one logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may be configured by a single server unit. Alternatively, the center server 2 may be configured logically by using cloud computing.

[0011] The game machine 3 is an example of a game device that functions as one embodiment of the game system of the present invention, and is a device that provides a predetermined game. The game machine 3 may include various game devices (computer devices) that provide games, but in the example of FIG. 1, three (three types) of game machines 3A, 3B, and 3C are shown as the game machines 3. The game machine 3A is configured as a commercial (commercial) game machine 3 that allows users to play games within a range corresponding to the play fee in exchange for payment of a predetermined fee. This type of game machine 3 is sometimes called an arcade game machine. The game machine 3A (hereinafter, sometimes called the arcade game machine 3) is often installed in a predetermined facility such as a store with the main purpose of making a large number of users play games repeatedly to generate profits.

[0012] On the other hand, the game machines 3B and 3C are configured as user terminal devices provided for personal use by users. The user terminal device is a computer device that can be connected to a network and is provided for personal use by users. The user terminal device includes various computer devices that can be connected to a network and are provided for personal use by users, such as stationary or notebook personal computers (PCs), stationary home game machines, portable game machines, portable tablet terminal devices, and mobile phones including smartphones. Various user terminal devices can be used as the game machines 3B and 3C, but in the example of FIG. 1, a PC and a smartphone are used, respectively. Hereinafter, the game machines 3B and 3C may be referred to as a PC 3B or a smartphone 3C, respectively, and when there is no need to distinguish between them, they may be referred to as a personal game machine 3. In the example of FIG. 1, multiple types of game machines 3 are connected to the center server 2, but the game machines 3 connected to the center server 2 may be of one type, and the number of game machines may be appropriate.

[0013] The personal game machine 3 can allow users to enjoy various services provided by the center server 2 by implementing various computer software. The personal game machine 3 functions as a game machine 3 that provides games by implementing game applications (hereinafter, sometimes referred to as game apps) as such software. The game apps may be distributed for a fee or free of charge. Furthermore, whether the game apps are distributed for a fee or free of charge, they may include billing elements according to the progress of the game, etc., as appropriate.

[0014] The predetermined game is configured as a game including a group training part in which a group to which a plurality of characters belong is trained as a group unit. The group training part may be provided as a type of game in which parameters set for a group are trained, or may be provided as a type of game in which parameters for each character are trained individually through instructions to the group, and is provided as a game including both of these parameters as an example. Specifically, the parameters for each character change individually based on the behavior of the group in response to the instructions, and parameters calculated from the parameters of each character using a predetermined logic are set as the overall strength of the group. Therefore, the overall strength of the group also grows as each character grows. As an example, the group training part is provided as such a training game.

[0015] Each character includes not only a concept of a person appearing in the game, but also various concepts such as animals and objects (e.g., vehicles) that are given personality characteristics. Similarly, each character may be appropriately represented on the game screen, and may be represented as an object displayed in a virtual three-dimensional manner that actually moves, or as an object that imitates each character's card. The group development part may be provided as an appropriate game using characters, and may be provided as a part or the whole of various games such as action games, role-playing games, or simulation games, but the following will explain the case where it is provided as part of a baseball game.

[0016] A baseball game is a type of game in which the sport of baseball is played in a simulated manner. A baseball game may include various parts (or modes) with different ways of playing, such as a battle part in which teams compete against each other, as appropriate. Each part may be provided as a manual play in which the characters are directly operated, or as an auto-play in which the characters are automatically operated according to a predetermined rule. As an example, the group development part is provided as an auto-play in which each character automatically executes an action according to an instruction to the team (group). In other words, the group development part is provided as a type of simulation game in which the role of a baseball team manager is played. However, the group development part may include a match in which a team specified by the user plays against another team, and the match may be provided in a format in which the user selects between auto-play and manual play. In other words, the group development part may include manual play. The manual play may include a case in which the user directly operates all the players of the team, and a case in which the user directly operates only some of the characters. The baseball game will be described further below.

[0017] A user terminal device 4 may be connected to the network system 1 via a network 5. As described above, the user terminal device 4 may include various computer devices that can be connected to a network and are provided for personal use by the user, but the example in Fig. 1 shows a desktop or notebook personal computer 4A, or a mobile terminal device 4B such as a mobile phone (including a smartphone). By implementing appropriate computer software, these user terminal devices 4 can allow the user to enjoy various services provided by the center server 2.

[0018] The network 5 may be configured appropriately as long as it can connect the game machines 3 and the user terminal devices 4 to the center server 2. As an example, the network 5 includes the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects the center server 2 and the game machines 3 to the Internet.

[0019] The center server 2 provides various game machine services related to the baseball game to the game machines 3 or their users. The game machine services may include various services related to the baseball game, and include a distribution service as an example. The distribution service is a service for distributing and updating a program or data via the network 5. The center server 2 appropriately distributes various programs or data required for providing the baseball game to each game machine 3 through such a distribution service. The game machine services may also appropriately include, for example, a matching service for matching opponents (other users) in the battle part, an authentication service for receiving user identification information from the game machine 3 and authenticating the user, and a service for receiving and storing data such as the usage history of the authenticated user from the game machine 3.

[0020] The center server 2 also provides various Web services to users of the user terminal devices 4 via the network 5. The Web services may include appropriate services. For example, the Web services may include an information service that provides various information related to games provided by the game machines 3, a distribution service that distributes various data or software (including updates of data, etc.) to each user terminal device 4, a community service that provides a place for users to communicate, such as to transmit, exchange, and share information, and a service that assigns a user ID for identifying each user.

[0021] (Network system control system) Next, the main parts of the control system of the network system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program with an internal memory and other peripheral devices required for the operation.

[0022] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one storage unit, or may be configured to distribute and store data in multiple storage units. The storage unit 22 records a server program PG1 as an example of a computer program that causes the control unit 21 to execute processes required to provide various services to users.

[0023] The storage unit 22 also stores server data SD necessary for providing services for game machines. The server data SD may include various data, but in the example of FIG. 2, play data PD, character data CD, and team data TD are shown. The play data PD is data for managing information on play results for each user. The character data CD is data for defining each character that appears in the baseball game. Each character grows (various parameters that characterize each character change) through development in the group development part. The growth (change in parameters) of each character may be appropriately managed, or may be managed by the character data CD, but as an example, it is managed by the play data PD. For this reason, the character data CD manages information on initial parameters before growth (in other words, information on parameters that are commonly applied to all users when each character is used). The team data TD is data for managing teams and the like owned by each user. Teams or characters developed in the group development part can be used in other parts (modes). The team data TD manages information on teams and characters that can be used in other parts. The team data TD may be managed as a part of the play data PD, but is shown as separate data in the example of Figure 2. Details of the team data TD will be described later.

[0024] The server data SD may include various data for implementing various services, and may also include ID management data for managing various IDs, such as a user ID for identifying each user. The play data PD, character data CD, and team data TD are part of the game data GD described below, but may also include other game data GD such as image data for displaying various images for the game screen, or sound data for playing sound for the game (including GBM). Alternatively, the server data SD may not include the game data GD.

[0025] The control unit 21 is provided with a logical device realized by a combination of the hardware resources of the control unit 21 and the server program PG1 as a software resource. The control unit 21 may be provided with any appropriate logical device, but in the example of FIG. 2, a Web service management unit 23 and a game machine service management unit 24 are shown. The Web service management unit 23 is a logical device that executes various processes for realizing the above-mentioned Web service for the user terminal device 4. Similarly, the game machine service management unit 24 is a logical device that executes various processes for realizing the above-mentioned game machine service for the game machine 3. Note that an input device such as a keyboard, an output device such as a monitor, and the like may be connected to the control unit 21 as necessary. However, illustration of these devices is omitted.

[0026] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for the operation.

[0027] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 32 records a game program PG2 as an example of a computer program that causes the control unit 31 to execute various processes necessary to provide various services such as games. The storage unit 32 also records game data GD necessary to provide a game. The game data GD may include various data for a game, such as image data, audio data, or ID management data, as appropriate, and in the example of FIG. 2, play data PD, character data CD, and team data TD are shown.

[0028] The game data GD may be stored in the storage unit 32 by any suitable method. For example, it may be pre-installed in the game machine 3, or may be stored in the storage unit 32 via various recording media, but in the example of Fig. 2, the play data PD, character data CD, and team data TD are provided from the center server 2 through a distribution service.

[0029] In the control unit 31, various logical devices are configured by combining the hardware resources of the control unit 31 with the game program PG2 as a software resource. The control unit 31 executes various processes required for providing the game (including processes required for enjoying the game machine services provided by the game machine service management unit 24 of the center server 2) via the logical devices. The control unit 31 may be provided with any appropriate logical devices, but in the example of Fig. 2, a progress control unit 33 and a data management unit 34 are shown.

[0030] The progress control unit 33 is a logical device that performs various processes related to the progress of the baseball game. For example, in the group development part, the progress control unit 33 executes processes such as moving the team or each character belonging thereto in response to a user's instruction and changing the parameters of each character. The processes of the progress control unit 33 also include processes such as making the team, etc. developed in the group development part available for use in other parts and progressing other parts that use the team, etc. Specifically, the progress control unit 33 executes, for example, team reorganization processing and floor release processing as processes related to the progress of the baseball game. The details of the procedures of the team reorganization processing and floor release processing will be described later.

[0031] The data management unit 34 is a logical device that performs various processes related to the management of the game data GD recorded in the storage unit 32. The processes executed by the data management unit 34 include a process of acquiring game data GD, such as play data PD, character data CD, and team data TD, from the center server 2, a process of appropriately updating the game data GD, and a process of providing (transmitting) the game data GD to the center server 2.

[0032] The game machine 3 is provided with an appropriate output device and input device according to the type of the game machine 3, such as an arcade game machine 3 or a personal game machine 3. For example, the arcade game machine 3 may be provided with a stick-type operation unit for indicating the direction of a character or a cursor, and a control panel having push button switches used for various decisions, as input devices. In addition, a fee collection device for collecting a predetermined fee required for the game from a user using cash, substitute coins, medals, electronic currency (including points), a credit card function, or the like, may be provided as an input device. Similarly, the PC 3B is often provided with an input device such as a keyboard including multiple push buttons or a dedicated controller instead of this control panel. The following describes a case where a smartphone 3C is used as the game machine 3.

[0033] The game machine 3 may be provided with appropriate general-purpose output devices such as a camera and a communication device provided in a general smartphone, but in the example of FIG. 2, a monitor MO, a speaker SP, and a touch sensor TS are shown. The monitor MO is a display device for displaying a game screen including various images. The speaker SP is an audio playback device for outputting various sounds such as music such as background music, sound effects according to a user's instruction, or the voice of a character. The monitor MO and the speaker SP are both examples of output devices connected to the control unit 31 and are controlled according to an output signal from the control unit 31. The touch sensor TS is a detection device that detects the position of a touch operation, and is arranged on the display surface of the monitor MO so as to detect a user's instruction according to the position of the touch operation on the game screen. The touch sensor TS is an example of an input device connected to the control unit 31, and inputs (outputs) a signal according to the position of the user's touch operation to the control unit 31.

[0034] (Baseball game overview) Next, the baseball game will be further described with reference to Figs. 3 to 7. First, an overview of the baseball game will be described with reference to Fig. 3. Fig. 3 is a diagram showing an example of a home screen. The home screen 50 is a game screen that is displayed at the start of the game and serves as a starting point for screen transitions. As shown in Fig. 3, the home screen 50 includes eight icons 51 to 58 that respectively correspond to group training, battle, character list, my team, lottery, shop, league, and tower. Each of these icons 51 to 58 is an image that indicates a position where a touch operation should be performed, and functions as a virtual push button.

[0035] The group training icon 51 is an icon for instructing the start of the group training mode. When the group training icon 51 is touched, the group training mode is started. The group training mode is a mode for enjoying character training in team units. The group training mode may include a plurality of types of play methods (parts) with different training methods, etc., but as an example, it is provided by one type of play method and functions as the above-mentioned group training part. The group training mode (part) will be described in detail later.

[0036] The battle icon 52 is an icon for instructing the start of a battle mode. When the battle icon 52 is touched, the battle mode is started. The battle mode is a mode for enjoying playing against each other in a battle between teams. The battle mode may include any type of playing method, and may include, for example, a battle part (one example of the battle part described above) in which the team developed in the group development mode is used to battle against another team (which may be computer-controlled or may be another user).

[0037] The character list icon 53 is an icon for instructing the display of a character list. The game characters may be used as appropriate, for example, all characters may be selectively used unconditionally, but as an example, a plurality of characters to be granted are prepared in the game as candidates to be granted to the user and owned when a predetermined granting condition is met. The granting condition may be set as appropriate, for example, it is met according to a lottery or progress. For this reason, the user may own a character to be granted according to a lottery or the like. In the character list, characters to be granted to the user and owned (hereinafter, sometimes referred to as owned characters) are displayed. The owned characters may be used as appropriate, for example, as a member of a team to be developed in the group development mode, or as a character in an event (scenario) that occurs in the group development mode. In addition, a deck function may be provided in the baseball game. In the deck function, owned characters are appropriately registered by the user in a group called a deck. The owned characters registered in the deck may appear in various events proceeding in the group development mode as teammates, rivals, or various peripheral characters.

[0038] The My Team icon 54 is an icon for instructing the display and setting of information on some of the characters trained in the group training mode and the team composed of the some of the characters. A member of the team trained in the group training mode may be available for use in other modes, and the player can set his / her own team (My Team) using the trained characters through the My Team icon 54. In the group training mode, multiple characters may be available at once, or multiple characters may be used in multiple plays, and My Team is formed by these multiple characters. In addition, the order of My Team, including starting members and reserve members, is also set through the My Team icon 54. My Team may be used as appropriate, but as an example, it is used in the Tower mode that is unlocked after training the team in the group training mode.

[0039] The lottery icon 55 is an icon for instructing a lottery for a character to be given to a user. The owned character may be given as appropriate as described above, but as an example, the character may be given by lottery, and the lottery icon 55 is used for the lottery. The lottery may be performed unconditionally, but as an example, it may be performed with appropriate conditions. The lottery condition may be a time condition such as once a day, but as an example, the consumption of a predetermined value such as various items such as coins, medals, points, tickets, etc. (which may be given according to progress in the game or may be given in exchange for a predetermined value through so-called charging) is used as the lottery condition. In other words, the lottery is performed through the lottery icon 55 in exchange for a predetermined value.

[0040] The shop icon 56 is an icon for instructing the use of a shop function. A shop function is provided within the game for purchasing items and the like by consuming appropriate values ​​such as coins, medals, and points. By touching the shop icon 56, this shop function can be used.

[0041] The league icon 57 is an icon for instructing the start of the league battle mode. The league battle mode is a mode in which, when there is a team that has been trained in a specified training period in the group training mode, that team competes against other teams (which may be a computer or a team trained by another user) in a league system. The league battle mode may be playable unconditionally as long as there is a team that has been trained in the group training mode, but as an example, it is played in exchange for the consumption of a specified value (for example, a specified ticket). The league battle mode may be configured as appropriate, but is configured, for example, as follows.

[0042] Specifically, first, based on the overall strength of one's own team (hereinafter, sometimes referred to as a set type team) developed in a predetermined development period in the group development mode, three types of opponent teams (each including a predetermined number of characters) are determined by lottery: a team of the same level, a team with a higher overall strength than the set type team, and a team with a lower overall strength (each character belonging to the opponent team may be set appropriately, and for example, when data on teams developed by other users is shared via the center server 2, they may be set based on that data). The user selects an opponent from the three types of opponent teams to play against. In the league battle mode, multiple leagues are provided with different levels, and the user's set type team is made to belong to one of the leagues based on the results of the selected battle. After that, promotion, remaining, or demotion is determined based on the battle results in each league for a predetermined period (for example, one week) (for example, ranking based on the best score calculated based on the opponent's strength, wins and losses, pitching and batting results, or tactics, etc.). In addition, after the battle, rewards according to the battle results may be given, or rewards according to promotion, etc. may be given for each predetermined period.

[0043] The tower icon 58 is an icon for instructing the start of the tower mode. The tower mode is a mode for realizing a battle using the My Team set by the My Team icon 54. The tower mode may be playable unconditionally if the My Team exists, but as an example, it is played in exchange for consuming a predetermined value (for example, a predetermined ticket). A battle using the My Team can be realized appropriately, but as an example, the tower mode provides a battle between the My Team and a computer team (hereinafter, sometimes referred to as an NPC team) consisting of multiple non-player characters (characters automatically controlled according to a predetermined rule). Specifically, the tower mode is provided with multiple floors set for each NPC team so that the difficulty level gradually increases, and each floor is played so that the play of the next floor is unlocked when a predetermined release condition is met on one floor. The details of the tower mode will be described later.

[0044] (Group training mode) Fig. 4 is an explanatory diagram for explaining an overview of the group training mode (part). The baseball team in the group training mode may be set appropriately, but in the example of Fig. 4, a case is shown in which it is set to a team HT (hereinafter, sometimes referred to as a club team HT) including a plurality of characters belonging to a high school baseball club. In addition, in the group training mode ("group training"), training may be performed appropriately, but as an example, training is performed according to a scenario in which the player takes on the role of a baseball club manager and aims for Koshien.

[0045] The training of the club team HT continues until a predetermined change condition is met, and when the change condition is met, the training target club team HT is changed to another new club team HT. The change condition may be met in appropriate cases, such as when a change instruction is given by the user or when a specific item is used, but as an example, it is met when a predetermined period set as a training period has passed according to the passage of time in the game. Then, the group training mode is played so that a new club team HT is repeatedly trained every predetermined training period. The training period in the group training mode can be set as appropriate, but it is preferably three years until the freshmen graduate (the time that passes in the group training mode), and as an example, it is set to about one year from the start of the season to graduation. In the example of FIG. 4, the two training periods for training the two club teams HT, respectively, are conveniently shown as the first generation and the second generation in chronological order.

[0046] As shown in FIG. 4, both the first generation and the second generation of training periods proceed in the sequence of the start of the season, training, and graduation, and about one year after the start of the season, the time for graduation comes and the training period ends. When the training period ends, a set type team ST is formed by a predetermined member DG at the end of the training period, and the set type team ST (hereinafter, sometimes referred to as the first generation team ST1) is unlocked for use in other modes. Furthermore, some players (characters) DC who meet special conditions among the club activity team are registered in My Team MT, and are individually unlocked for use in other modes as members of My Team MT. The first generation team ST1 and other modes in which the use of player DCs who meet special conditions is unlocked may be the same common mode, but the example of FIG. 4 shows a league mode ("League") and a tower mode ("Tower") that are different from each other.

[0047] Specifically, first, at the start of the first generation season, the club team HT to be trained is set. The club team HT may be composed of appropriate characters, but as an example, it is set to include the owned characters selected by the user (hereinafter, sometimes referred to as owned characters). For this reason, at the start of the season, the user is given an opportunity to select the owned characters to be incorporated into the club team HT. The number of members of the club team HT may be set appropriately, but it is composed of many characters including bench players, reserve players, and auxiliary characters such as managers. The number of owned characters that can be incorporated into the club team HT may also be set appropriately, and may be limited or not limited. If there is no limit, the club team HT may be composed of only the owned characters, but in any case, the club team other than the owned characters (if there are no owned characters, all characters) is composed of mob characters (hereinafter, sometimes referred to as mob characters).

[0048] Mob characters generally refer to the majority of characters, but in group training mode, mob characters are not unique, and are defined by duplicating a pre-prepared, standard set of initial parameters. Multiple mob characters that appear in the game may be prepared (generated) in advance through duplicating the initial parameter set, but as an example, in the setting of the club activity team HT, they are generated for each setting.

[0049] The initial parameter set may be prepared as appropriate, but is set by combining parameters for each category, such as ability candidates such as low, medium, and high, ability values ​​(parameters indicating the ability of a player) in a range corresponding to the ability, and multiple appearance candidates (mainly face). The initial parameter set set for each mob character from among the ability candidates may be determined as appropriate, but as an example, it is determined by lottery for each category. In other words, a mob character having an initial parameter set that is a combination of a duplicate of parameters determined by lottery for each category of ability candidates is generated at the start of each season and set as a member of the club activity team HT. As a result, the club activity team HT to be trained is set to be a mixture of the characters owned by the user selected at the start of the season and the mob characters determined by lottery.

[0050] Once the club team HT is set (the season begins), training of the club team HT begins. This training is carried out on a team-by-team basis. Specifically, the user gives instructions to the entire club team HT to act, and each character belonging to the team acts in accordance with the instructions. Growth in accordance with the actions occurs in the parameters of each character. Instructions by the user are executed repeatedly during the training period, and as a result, training of the club team HT is also carried out continuously for about one year (the passage of time in the game). In this example, the first generation club team HT functions as the group of the present invention.

[0051] About one year after the start of the season, it is time for the third-year students belonging to the club team HT to graduate. At this time, the training period ends, and training of the first-generation club team HT ends. When the training period ends, the first-generation team ST1 is formed by certain members DG of the club team HT who satisfy a certain unlocking condition. The unlocking condition may be set appropriately, and may be set so that all members of the club team HT satisfy the condition, but as an example, it is set so that the regular members and bench members at the end of the training period satisfy the condition. In other words, when the training period ends, the first-generation team ST1 is formed by the regular members and bench members at the end of the training period.

[0052] The regular members and bench members (predetermined members DG) may be set to an appropriate number, and in the example of FIG. 4, only nine members are shown for convenience with black paint and diagonal lines on both sides, but as an example, both the regular members and bench members are set to nine. That is, when the training period ends, the first generation team ST1 is formed by the regular members and bench members at the end of the period (a total of 18 predetermined members DG), and the first generation team ST1 is allowed to be used in league mode. In this example, the 18 predetermined members DG and the set type team ST such as the first generation team ST1 function as the predetermined number of characters and the allowed team of the present invention, respectively. Also, the league mode functions as a different part of the present invention. And the opponent team in the league mode and the predetermined number of characters belonging thereto function as the other team and another predetermined number of characters of the present invention, respectively.

[0053] Furthermore, among the club members at the end of the training period, the character DC who satisfies the special conditions is released for use in tower mode as a member of My Team MT. The special conditions can be set as appropriate, but as an example, they are set to specify high-ability players among the third-year students (students who are scheduled to graduate) who are included in the club members. Specifically, a professional baseball team and a draft meeting event for joining the professional baseball team are provided in the game, and the third-year students are provided with the possibility of being nominated in the draft meeting event and going professional. The draft meeting event is held to nominate excellent players based on a predetermined logic using the parameters of each character. The special conditions are then satisfied by the player DC who is nominated to go professional in the draft meeting event (hereinafter, sometimes referred to as the professional player DC or the professional character DC). In the draft meeting event, an appropriate number of players can be nominated to go professional according to a predetermined logic, but in the example of FIG. 4, one player DC in black is nominated, and as a result, the special conditions are satisfied. In this case, with graduation (end of the training period), one professional player DC in black is released for use in tower mode as a member of My Team MT. In this example, the professional player DC and tower mode function as the special character and another part of the present invention, respectively.

[0054] In addition, appropriate corrections may be applied to the predetermined logic in the special condition (draft conference event). For example, corrections may be applied to the special condition, such as selecting one person from the club team HT in order to unlock tower mode, etc. (or selecting one person only for the first time so that at least one person is registered in My Team).

[0055] With the end of the training period of the first generation, the second generation begins. In the second generation, different club activity team HTs are trained as training targets than in the first generation. The second generation club activity team HTs (training targets) have all the characters replaced from the first generation club activity team HTs, and may be completely different from the first generation club activity team HTs, but as an example, they are set so that the third-year students at the end of the training period of the first generation are replaced by freshmen in the second generation.

[0056] Specifically, at the end of the training period of the first generation (when graduation time arrives), the third-year students graduate and are removed from the club team HT, but at the start of the second generation season, new students are added in place of the graduates. The number of graduates may vary, but in the example of FIG. 4, six graduates in the first generation are shown in black and with right-side diagonal lines. In this case, at the start of the second generation season, a new club team HT is set as a training target with six new students and current students (students who were in their first or second year in the first generation. For example, the three left-side diagonal lines among the specified member DG are current students.) In this example, the characters shown in black and with right-side diagonal lines (six graduates) function as some of the characters of the present invention. Also, the characters corresponding to the current students (such as the three left-side diagonal lines) function as the remaining characters of the present invention. And the second generation club team HT functions as another group of the present invention.

[0057] The freshmen added in the second generation may be set appropriately and may not include owned characters, but as an example, they are set to include owned characters selected by the user, as in the first generation. For this reason, an opportunity to select owned characters is provided at the start of the second generation season. In the owned character selection opportunity, up to six owned characters can be selected. As in the first generation, mob characters are set for the remaining characters other than the owned characters, even in the case of freshmen, but unlike the first generation, the mob characters added as freshmen may include scout students. In this case, the maximum number of owned characters that can be selected in the owned character selection opportunity is limited to the number excluding the scout students. For example, if one scout student is included in the freshmen, the number of owned characters that can be selected in the owned character selection opportunity is limited to the number remaining after subtracting one scout student from six, that is, five.

[0058] A scout student is a character scouted by a user. The scouting of a scout student may be realized appropriately, and may be realized through a function provided independently of the training of the club team HT as a scout function or the like (in this case, the first generation club team HT may include a scout student), but as an example, it is realized through options given to the user during the training of the first generation. Specifically, during the training of the club team HT, multiple options corresponding to actions to be performed by the club team HT are presented together with the number of days consumed by the action (see also the explanation of the training screen described later for details), and during a predetermined period during training, a scout of a new student may be added as one of the options. Then, when the scout of the new student is selected, the scout is executed. The scouting of a new student will be described further below in the explanation of the scout screen.

[0059] When a new club team HT is set at the start of the season, training of the new club team HT begins in the second generation as in the first generation. Also, when it is time to graduate, the training period ends. When the training period ends, as in the first generation, a set type team ST (hereinafter, sometimes referred to as the second generation team ST2) is formed with the specified members DG at that time (regular members and bench members), and the second generation team ST2 is allowed to be used in league mode. In the example of FIG. 4, the second generation team ST2 is composed of nine characters with dot patterns and checkered patterns for convenience of explanation, but it is composed of a total of 18 characters, just like the first generation. Also, when the second generation is over, the user will own two types of set type teams ST, the first generation team ST1 and the second generation team ST2, and will be able to use these teams ST properly.

[0060] Characters corresponding to students on the first generation team ST1 (for example, the three characters with a left diagonal line) may be included in the second generation team ST2, and may have different parameters from those of the first generation due to training in the second generation. In this case, characters common to both teams are managed as different characters with different parameters for each set type team ST. However, the parameters of the common characters may be adjusted to match one of them, for example, parameters after training in the second generation team ST2 are also applied to the first generation team ST1.

[0061] Also, when it is time to graduate, a draft meeting event is held in the second generation, and a player (character) DC who is drafted by the second generation club team HT, that is, a player DC who meets special conditions, may appear. In the example of FIG. 4, the character DC (professional player DC) drafted by the second generation club team HT is shown in a checkered pattern, and the character DC is allowed to be used in tower mode as a member of My Team MT. In this case, My Team MT is formed, including two professional player DCs, together with the professional player DC trained in the first generation. After that, the training of the club team HT is continuously carried out in the third generation, fourth generation, and so on, as in the second generation, but the explanation is omitted. The first generation team ST1, the second generation team ST2, and My Team MT are managed by team data TD as an example.

[0062] (Growth screen) FIG. 5 is a diagram showing an example of a training screen. The training screen 70 is a game screen used for training the club team HT in the group training mode. As shown in FIG. 5, the training screen 70 includes an instruction icon 71, a related character section 74, and a character image 75. The character image 75 is an image showing a character belonging to the club team HT. The character image 75 may be omitted, but as an example, the state of each character practicing is displayed through the character image 75. In the example of FIG. 5, one character image 75 is shown, but an appropriate number of various characters may be displayed on the training screen 70 through the character image 75 to show the state of practicing according to the content of the practice.

[0063] The instruction icon 71 is an icon for instructing the extracurricular team on the action to be performed. The instruction may have appropriate content, and may include not only practice but also various auxiliary actions related to the development of the team. In the example of FIG. 5, "batter hitter", "artist", "drill swing", "batting with a bat", "tee batting", and "machine batting" are shown as practice instructions, and "freshman scout" and "volunteer" are shown as auxiliary action instructions. Instructions through each instruction icon 71 can be executed appropriately, for example, by selection (which can be executed appropriately depending on the input device, such as a click operation via a cursor, but for example, when a touch sensor TS is used as the input device, a touch operation on the instruction icon 71) and designation of the selected instruction icon (touch operation). In the example of FIG. 5, the instruction icon 71 for "drill swing" is displayed larger than the other instruction icons 71. This indicates a state in which the instruction is being selected. In other words, the state in which the instruction is being selected is indicated by the size of the instruction icon 71. In this case, by further designating (touching) the selected instruction icon 71 for "practice swing," the designated practice swing action is instructed to the club team.

[0064] Although the explanation of the specific practice (action) contents corresponding to each of "batter hitter", "artist", "practice swing", "batting with a pitcher", "tee batting", and "machine batting" will be omitted, all of them are instruction icons 71 indicating practice for improving the batting power of each character. Appropriate parameters indicating baseball abilities such as various parameters related to defense, various parameters related to pitcher, and various parameters related to batting can be set for each character, and these parameters grow through these instructions. For example, in practice to improve batting power, various parameters related to batting increase appropriately according to the type of practice. Note that, in addition to batting practice, the practice instructions may include appropriate contents according to the role, such as pitcher practice to increase pitcher-related parameters, but the explanation of these will be omitted.

[0065] "Scout Freshman" is an icon for instructing the scouting of freshmen. When the instruction icon 71 for "Scout Freshman" is specified, a scout screen described later is launched, and the scouting of freshmen is performed through the scout screen. "Volunteer" is an icon for instructing volunteer behavior. Each character is set with an auxiliary parameter called reliability that increases or decreases through various actions such as practice, in addition to the parameters as a baseball player. Volunteer behavior is an action for increasing the reliability. The reliability has various effects as appropriate, such as the highest player being designated as captain, influencing various events, and influencing the strategy level during a match (for example, each character may be set with an appropriate skill that is activated by lottery, and the higher the reliability, the more favorable the lottery for skill activation), but detailed explanations thereof will be omitted.

[0066] In addition, each instruction icon 71 is provided with a days display section 71a such as "5", "1", or "3" at the top left. The days display section 71a indicates the number of days consumed in the training period with each instruction. For example, if the specified instruction icon 71 is "batter hitter" during the training period, the club team HT will consume five days, and if it is "practice swing", it will consume one day to perform the specified action. The number of days consumed may affect the effect of each practice, for example. The instruction icon 71 for "freshman scout" may also be provided with a days display section 71a, but in the example of FIG. 5, the days display section 71a is omitted. In this case, the training period is not consumed for the scouting of freshmen.

[0067] The effect of training such as "batter hitter" may be generated appropriately, for example, it may be generated so as to directly increase the parameters of each character, but as an example, it may be generated so as to indirectly increase the parameters depending on the training content. Specifically, the effect of various training is given as experience points, and the user can increase any parameter by consuming the experience points. Also, each action may require appropriate consumption other than the number of days, for example, the consumption of a stamina parameter set for each character is required, and stamina etc. needs to be appropriately restored through the use of items etc., but detailed explanations of these are omitted.

[0068] The related character section 74 is a section for displaying teammates (which may be only players, but may also include, for example, auxiliary characters such as managers and managers) who participate in each action when an action such as "batter hitter" is instructed. The participating teammates may be the same for each opportunity (turn) to instruct the action, but may differ depending on the action content, such as "batter hitter" and "artist". In the example of FIG. 5, the instruction icon 71 for "practice swing" is selected, and the related character section 74 displays five teammates who are scheduled to participate in the "practice swing" practice: "Tsunoda" (manager), "Fujino", "Kosugi", "Mob A", and "Mob B" (all four are players).

[0069] When each action is performed, each character in the related character section 74 (a teammate participating in that action) is given a greater effect (e.g., experience points) than other teammates (players not participating in the action). In addition, the related character section 74 may display appropriate information for each character, such as a thumbnail of the character image, name, condition information, ability rank information ranked by parameter values, or gauge information showing how much is needed to reach the next ability rank, but detailed explanations of these will be omitted.

[0070] In the example of FIG. 5, only the instruction icon 71 for instructing the whole club team HT to act is shown, but an instruction icon 71 for individual actions that individually instructs the action of a special character may be prepared as an instruction icon 71 (option) for individually training a specific character of the club team HT. As described above, the user is required to train a professional player DC. Alternatively, in consideration of the fact that current students will be passed on to the next generation, there may be a need to actively train underclassmen with an eye on the next generation. The instruction icon 71 for individual actions is effective for such training. However, such an instruction icon 71 for individual actions may be omitted, and the instruction icon 71 prepared in the group training mode may be only the instruction icon 71 for instructing the whole club team HT. The instruction icon 71 for individual actions functions as an example of an option of the present invention.

[0071] (Scout screen) FIG. 6 is a diagram showing an example of a scout screen. A promising character whose ability value is set high during a certain period of training may appear as a scholarship student candidate. The scout screen 80 is a game screen used to scout such scholarship student candidates as freshmen, and is displayed when the instruction icon 71 for "freshman scout" is specified on the training screen 70 shown in the example of FIG. 5. As shown in FIG. 6, the scout screen 80 includes a candidate display section 81 and a switching slider section 82.

[0072] The switching slider section 82 is a section where a slide operation is performed to switch the display of the candidate display section 81 displayed on the scout screen 80. The candidate display section 81 is a section for displaying information on each scholarship candidate. An appropriate number of candidate display sections 81 can be displayed on the scout screen 80, and in the example of FIG. 6, four candidate display sections 81 corresponding to four scholarship candidates are displayed. Each scholarship candidate can be prepared appropriately in the game, but as an example, a scholarship candidate is prepared for each prefecture so that it appears in at least a part of the 47 prefectures. In this case, an appropriate selection screen, such as a screen for selecting the prefecture to which each scholarship candidate belongs, can be interposed before the display of the scout screen 80, but illustration of these is omitted.

[0073] Each scholarship candidate may include various characters such as a special unique character (a character that is given a special name in advance and exists uniquely in the game) or, if friend registration with other users is permitted, a character related to the user who has registered as a friend, and one example includes a mob character. However, the mob characters of the scholarship candidate are set to have candidates with abilities of medium or above out of low, medium, and high, and ability values ​​according to that ability range. In other words, the scholarship candidate is set to have abilities higher than the average mob character. Each scholarship candidate appears in each prefecture according to an appearance probability based on a predetermined rule.

[0074] 6, thumbnail images (enlarged images of each character) of each scholarship candidate are displayed, names such as "Iijima", "Mukogo", "Terada", and "Miyazaki", defensive positions such as "pitcher" and "catcher" (however, if the defensive position has not been determined, "-" or the like is displayed), and reference information such as track record and brief review are displayed. In addition, pitcher-related parameter information such as "pitch speed", "control", "stamina", or "curve ball" for pitchers, and fielder-related parameter information such as "skillful hitting", "long hit", "base running", or "defense" for fielders are displayed as part of the parameters of each character.

[0075] Scouting of scholarship candidates can be realized as appropriate, but in the example of FIG. 6, it is realized by specifying the candidate display section 81 of the scholarship candidate desired to be scouted. For example, when the candidate display section 81 corresponding to “Iijima” is specified (an opportunity to confirm the intention of the specification may be provided as appropriate), “Iijima” is scouted. The success rate of the scout (the rate of acquiring the specified scholarship candidate) may be set as appropriate, for example, it may always be set to 100% (i.e., the scout may essentially be the selection of a new student), but as an example, it is set based on a predetermined logic. The predetermined logic can be set as appropriate, but for example, it is set using the attributes of the club team HT and the attributes of the scholarship candidate. Specifically, the reputation (attributes) such as weak, mediocre, middle-ranked, and strong are set for the high school to which the club team HT belongs according to the track record (the reputation may be determined by lottery at the first time), and the track record (attributes) according to the stage in which the scholarship candidate was active, such as the prefectural tournament and the regional tournament, is set for each scholarship candidate. The predetermined logic is then configured to utilize the reputations of those high schools and the track records of each scholarship candidate.

[0076] If the scouting is successful, the successfully scouted student will be added to the club team HT as a freshman at the start of the next generation's season. On the other hand, if the scouting is unsuccessful, the unsuccessfully scouted student will not be added as a freshman. As an example, using this scouting function, a user can specify a scholarship candidate (such as a mob character with high abilities) to be added to the next generation as a freshman, and the result of the specification is reflected in the next generation's team composition according to a predetermined logic. In this example, the scouting screen 80 including the candidate display section 81 functions as the specification opportunity of the present invention.

[0077] (Tower mode) FIG. 7 is an explanatory diagram for explaining the outline of the tower mode. The tower mode may be provided through an appropriate game screen, but as an example, it includes a plurality of floors of gradually increasing difficulty. Then, on each floor, My Team MT plays a game of baseball against the NPC team. In other words, each floor is configured as a team battle type game in which My Team MT and the NPC team battle each other. The example of FIG. 7 shows a case in which My Team MT at the time when the training period of the second generation in the example of FIG. 4 is ended is used in the tower mode. In this case, as shown in FIG. 7, first, the personnel that are insufficient for the battle against the NPC team are supplemented from the mob characters to My Team MT.

[0078] Specifically, the number of players required to play against an NPC team may be set appropriately, for example, to 9 players, the minimum number required for baseball, but as an example, it is set to 18 players including 9 bench members. Meanwhile, in the example of FIG. 4, when the training period of the second generation ends, My Team MT only contains two professional characters DC trained in the first and second generations, respectively, and does not have the 18 players required for the match. In this case, the missing 16 mob characters are automatically supplemented (added) to My Team MT to reach the 18 players required for the match.

[0079] The mob characters to be replenished may be determined as appropriate, but as an example, as in the case of the club activity team HT in the group training part, a mob character generated each time a replenishment is made using an initial parameter set based on a lottery is determined. Furthermore, this replenishment is limited to the current play, and the replenished mob character disappears when the current tower mode play ends, and the same replenishment is performed again the next time the play is performed. Note that the replenishment target is not limited to a mob character, and may be any appropriate character such as a owned character.

[0080] After the necessary number of mob characters are reached by replenishing the mob characters, My Team MT is first allowed to play on the first floor. An NPC team with strength (total strength) according to the difficulty level of the first floor is prepared for the first floor. My Team MT plays against the NPC team on the first floor. When My Team MT meets the release conditions in the match on the first floor, the second floor is released. Any suitable condition may be used as the release condition, for example, a certain number of points (whether or not there is a win), a shutout (multiple pitchers may be used), or a certain number of home runs or more may be used as a play situation, but in the example of FIG. 7, victory in a match is used. Therefore, the release conditions are met when the match against the NPC team is won. In other words, when My Team MT wins against the NPC team on the first floor, the second floor is released. In this example, My Team MT functions as the user team of the present invention.

[0081] When the second floor is unlocked, My Team MT is permitted to use the second floor. In other words, My Team MT can only proceed to the second floor after defeating the NPC team on the first floor. An NPC team with a strength that matches the difficulty level of the second floor is prepared for the second floor, and My Team MT competes against that NPC team on the second floor. Subsequent floors are unlocked sequentially under similar conditions. In other words, the use of the next floor is permitted if the match on the previous floor is won (the victory conditions are met). In this example, the multiple floors function as multiple stages of the present invention. Also, for example, the first floor and the second floor function as one stage and the next stage, respectively, of the present invention.

[0082] In addition, additional conditions for permitting a match may be set for some or all floors in the tower mode apart from the release. Appropriate conditions may be used as the additional conditions, such as conditions related to the user, such as collection of a predetermined fee, possession of a predetermined item, training of a predetermined number of characters, and playing for a predetermined time or more. As an example, a character condition related to the characters constituting My Team MT is used. The character condition may be set appropriately, but as an example, it is set so as to be satisfied when the attribute of a professional player DC (a trained character other than a supplemented mob character) of My Team MT corresponds to a specified attribute. Specifically, the character condition is satisfied when the professional player DC of My Team MT corresponds to a predetermined number or more characters (which may be the total of multiple training periods. Also, it may be either a mob character or a owned character. The mob character may include a scout student, or conversely, it may be only a scout student, or may be a character other than a scout student) who have a specified attribute, for example, belonging to the club team HT as a freshman.

[0083] The additional conditions can be set for any floor, but in the example of Figure 7, they are set for the Nth floor. In this case, if you win the match on the N-1th floor, the Nth floor will be unlocked and you will be able to enter (use) it, but you will not be able to play against the NPC team on the Nth floor until your My Team MT meets the character conditions. In other words, matches on the Nth floor will be restricted until your My Team MT meets the character conditions, and your My Team MT will be able to play against the NPC team on the Nth floor only after they meet the character conditions.

[0084] In addition, a special PV is provided on each floor. Any suitable element may be used as the special PV, for example, an element that favors the progress of the group training mode (training of the club team) (for example, the appearance of an item or a scholarship student). The special PV is given when a predetermined reward condition is met in a match on each floor. The reward condition may be met appropriately, for example, by various play situations such as obtaining a certain number of points, a shutout, or hitting a certain number of home runs, but as an example, it is met when the match is won. In other words, when the match on each floor is won, the user is given the special PV provided on each floor. The floors to which the special PV is given may be only some of the multiple floors, but in the example of FIG. 7, the special PV is given on all floors with the victory of the match. As an example, the tower mode is provided in this way.

[0085] (Team Stats) Next, the team data TD will be described in detail with reference to Fig. 8. Fig. 8 is a diagram showing an example of the configuration of the team data TD. As shown in Fig. 8, the team data TD includes a team record TDR for managing each team such as a set type team ST or a my team MT that each user has developed for each user. In order to realize such management, the team record TDR includes information such as "user ID", "team ID", "type", "character", and "status". In the team record TDR, these pieces of information are recorded so as to be mutually associated with each other.

[0086] The "user ID" and "team ID" are information indicating a user ID and a team ID that are uniquely assigned to each user or each team in order to identify each user and each team, respectively. The "type" is information indicating the type of each team. The teams that the user trains include two types of teams: a set type team ST formed at the end of training in the group training mode, and a My Team MT (there may be multiple My Teams MT) formed by players who have gone professional. Different types are set for these two types of teams in order to distinguish them from each other. For this reason, the type information is used to distinguish the type of team, such as a set type team ST or a My Team MT.

[0087] "Character" is information indicating the characters belonging to each team. As the "character" information, any suitable information capable of identifying each character may be used. As an example, character ID information uniquely assigned to each character is used to identify each character. When multiple characters exist, multiple character ID information corresponding to each of the multiple characters is described in "character". "Status" is information indicating the status (condition) of each character. In "status", various types of status information of the character may be appropriately described. As an example, various parameters (including skills) indicating baseball ability are described. Note that the team data TD is not limited to these and may include suitable information for defining each team. Alternatively, each of the above-mentioned information may be omitted as appropriate.

[0088] (Network system processing) Next, the steps of the team reorganization process and floor release process will be described with reference to Figs. 9 and 10. The team reorganization process is a process for changing the team of the training targets in the group training mode. The training targets are changed when a change condition is met, and as an example, the change condition is met by the arrival of graduation time (end of the training period). The change of the training targets may occur so that all members constituting the team are replaced, but as an example, it is executed so that a graduate student is replaced with a freshman. The example of Fig. 9 shows the team reorganization process when such a team change is executed.

[0089] When the graduation time arrives (when the training period ends), the progress control unit 33 starts the team reorganization process of FIG. 9, and first determines the graduating members who will graduate at that graduation time from the club activity team HT currently being trained (step S101). Similarly, the progress control unit 33 determines the predetermined members DG whose use is permitted on a team basis in other modes as the training period ends (step S102). The predetermined members DG are members who make up the set type team ST whose use is permitted on a team basis in other modes, and are set as regular members and bench members at the end of the training period, as an example. For this reason, the progress control unit 33 determines the regular members and bench members of the club activity team HT at the end of the training period as the predetermined members DG.

[0090] Next, the progress control unit 33 releases the use in other modes such as league mode in units of the predetermined member DG determined in step S102 (step S103). Specifically, the progress control unit 33 adds a team record TDR that defines the predetermined member DG as one set type team ST to the team data TD so that the use in other modes is enabled in units of the predetermined member DG.

[0091] Similarly, the progress control unit 33 determines whether or not a pro player DC (a player nominated as a pro player in a draft conference event) exists in the club activity team HT whose training period has ended (step S104). If a pro player DC exists (step S104: Yes), the progress control unit 33 releases the pro player DC for use in other modes (step S105). Specifically, the progress control unit 33 updates the team record TDR of the team data TD so that one or more player DCs who will become pros at the end of the current training can be used as members of My Team individually or in other modes such as Tower Mode. In other words, the progress control unit 33 updates information such as "character" in the team record TDR so that the current pro player DC belongs to My Team MT.

[0092] On the other hand, if there is no professional player DC (step S104: No), or after the use of the professional player DC is released in step S105, the progress control unit 33 provides an opportunity to select a owned character (step S106). The opportunity to select a owned character is an opportunity to select a owned character to be included in the club activity team HT, but from the second generation onwards, it is provided to select a owned character to be added as a new member to the next training target (next-generation club activity team HT).

[0093] Next, the progress control unit 33 reorganizes the extracurricular activity team HT to be the next training target (step S107). This reorganization is performed by excluding graduates of the previous generation from the extracurricular activity team HT and adding new freshmen in a number corresponding to the graduates. The freshmen also include the owned character selected in the owned character selection opportunity, the scouted students if the scouting was successful, and mob characters corresponding to the number of players that are lacking. Then, after reorganizing the extracurricular activity team HT to be the next training target, the progress control unit 33 ends this team reorganization process.

[0094] According to the procedure of FIG. 9, when the graduation time comes (when the change conditions are met), a set type team ST (for example, the first generation team HT1 in the example of FIG. 4) is formed by the specified members DG at the time of graduation, and the use of the set type team ST is permitted in other modes such as league mode. Furthermore, if there is a professional player DC among the graduates, the professional player DC is individually permitted to be used in other modes such as tower mode as a member of my team MT. Meanwhile, a new club activity team HT with new students (including owned characters, scout students, and mob characters as appropriate) added in place of the graduating third-year students is reorganized (set) as the training target for the next training period. In other words, the club activity team HT to be trained is changed.

[0095] The floor release process is a process for releasing each floor to the user in tower mode. The example of FIG. 10 shows the floor release process when additional conditions are set for at least some of the floors in tower mode. Each floor is released when the release condition is satisfied, and the release condition is satisfied, for example, when a match on the previous floor is won. The example of FIG. 10 shows the floor release process when such a release condition is adopted.

[0096] The progress control unit 33 starts the floor release process of the example of FIG. 10 every time a match on one floor ends, and first determines whether the match situation on that one floor satisfies the release condition (step S201). The release condition is satisfied when My Team MT (user's team) wins the match on that one floor, as described above. Therefore, the progress control unit 33 determines whether My Team MT has won the match on that one floor in step S201. If My Team MT has not won the match on that one floor, that is, if the match situation on that one floor does not satisfy the release condition (step S201: No), the progress control unit 33 skips the subsequent processes and ends the current floor release process. In this case, the next floor is not released.

[0097] On the other hand, if My Team MT wins the match on the first floor, that is, if the match situation on the first floor satisfies the release condition (step S201: Yes), the progress control unit 33 releases the next floor following the first floor (step S202). Specifically, the progress control unit 33 changes the state of the next floor so that it can be selected as a play target.

[0098] Next, the progress control unit 33 determines whether or not an additional condition is set for the next floor (step S203). If an additional condition is set for the next floor (step S203: Yes), the progress control unit 33 determines whether or not the additional condition is satisfied (step S204). The additional condition may be set as appropriate, but as an example, it is set to use the character condition as described above. In this case, the progress control unit 33 executes a determination as to whether or not the characters (attributes of the professional player DC) constituting the My Team MT satisfy the character condition to determine the additional condition.

[0099] If the characters constituting my team MT satisfy the character conditions, that is, if the additional conditions are satisfied (step S204: Yes), or if it is determined in step S203 that no additional conditions are set for the next floor (step S203: No), the progress control unit 33 allows a battle on the next floor (step S205). Specifically, the progress control unit 33 sets the state of the next floor to a state in which the NPC team and my team MT can battle each other.

[0100] On the other hand, if the characters constituting my team MT do not satisfy the character conditions, i.e., if the additional conditions are not satisfied (step S204: No), the progress control unit 33 does not permit a battle on the next floor (step S206). Specifically, the progress control unit 33 sets the state of the next floor to a state in which a battle between the NPC team and my team MT is not possible. Then, after setting the state of the next floor to a state in which a battle is possible or not possible, the progress control unit 33 ends the current floor release process.

[0101] According to the procedure in FIG. 10, the next floor is unlocked in order each time the unlocking conditions are met. Specifically, when My Team MT wins the match on the previous floor, the next floor is unlocked and can be selected as a play target. Then, if no additional conditions are set for the next floor, matches against the NPC team on the next floor are permitted. On the other hand, if additional conditions are set for the next floor, matches against the NPC team on the next floor are restricted until the additional conditions are met, and matches are permitted only after the additional conditions are met. Specifically, matches on the next floor are permitted only when the team composition of My Team MT meets the character conditions as additional conditions.

[0102] As described above, according to this form, when the time for graduation arrives in the group training part where the club team HT is trained (predetermined change conditions are met), the club team HT to be trained is changed, for example, from the first generation club team HT to the second generation club team HT in which graduates are replaced by freshmen. Then, if the graduates that differ between the club team HT before and after the change include a professional player DC (a character that satisfies a special condition), the use of the professional player DC in a tower mode (part) other than the group training part is released as a member of My Team MT. Therefore, the professional player DC among the club team HT trained in the group training part can be used in a tower mode other than the group training part. This makes it possible to meet the needs of wanting to use some characters of the club team HT trained in other modes by utilizing the special conditions. The professional player DC is selected from players with high abilities based on a predetermined logic. Therefore, only the highly capable players buried in a part of the set type team ST can be individually extracted and collected, freely organized as My Team MT, and used in play.

[0103] In the above embodiment, the progress control unit 33 of the game machine 3 functions as the target changing means, the individual unlocking means, and the group unlocking means of the present invention by executing the procedure of Fig. 9. Specifically, the progress control unit 33 functions as the group unlocking means by executing step S103 of the procedure of Fig. 9, as the individual unlocking means by executing step S105, and as the target changing means by executing step S107.

[0104] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an appropriate modified or altered form. The present invention may also be embodied in an appropriate combination of various technical means included in the above-mentioned embodiment and the following modified embodiment. In the above-mentioned embodiment, the game machine 3 provides a baseball game including a group development part. However, the present invention is not limited to such an embodiment. For example, the game machine 3 may provide a game using various groups, such as a basketball game, a soccer game, or a rugby game. The type of game is not limited to an action game, and may be various games (including games other than a competitive game) including a group development part, such as a role-playing game or a simulation game. In the group development part, an appropriate group may be developed according to the type of game.

[0105] In the above embodiment, graduation is used as a change condition for changing the composition of the extracurricular team HT (group). However, the present invention is not limited to such an embodiment. For example, the change condition may be satisfied by an event (trouble) during the training period, such as dropping out due to trouble, other than graduation, or may be satisfied by the user intentionally graduating (ending training) midway through.

[0106] In the above-mentioned embodiment, one club team HT is the training target in one training period. However, the present invention is not limited to such an embodiment. For example, multiple club teams HT may be trained in parallel in one training period. Also, for example, in the example of FIG. 4, only some characters (graduates and freshmen) are different between the first generation and the second generation, but as described above, all characters of the team to be trained may be different for each training period. In other words, the group training mode may be played so that training of a team ends in one training period, and a completely different team (which may be a team with a different concept and a different name, such as a team from a different high school) is trained from scratch in the next play. Alternatively, one training period that sets multiple periods may be set, and a team in which some characters (for example, graduates and freshmen) are replaced every period may be continuously trained over one training period. For example, three years (until the first-year students at the start of play graduate) may be set as the training period for a club team in which graduates and freshmen are replaced every year. In this case, players that can be incorporated into My Team MT (for example, professional player DC) and set type team ST may occur every year during the training period (may be unlocked for other modes), or may occur only in the last year of the training period. Alternatively, the conditions for occurrence (unlocking) may vary appropriately, such as a professional player DC occurring every year and being able to be incorporated into My Team MT every time it occurs, but a set type team ST occurring only at the end of the training period (three years later).

[0107] In the above embodiment, the network system 1 includes the center server 2. However, the present invention is not limited to such an embodiment. For example, in cases where an offline game that is played without connecting to a network 5 is provided, the center server 2 may be omitted and the game machine 3 may function alone as the game system of the present invention. Alternatively, conversely, the center server 2 may execute all or part of the role of the game machine 3 (various processes, etc.). In this case, a combination of the game machine 3 and the center server 2 (for example, the network system 1), or the center server 2 alone (including a case where it is composed of multiple server devices) may function as the game system of the present invention.

[0108] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.

[0109] The game system of the present invention is a game system (3) that utilizes a display device (MO) that displays a game screen (70) for developing a group (HT) to which a plurality of characters belong, and an input device (TS) that inputs instructions to the group, to provide a user with a game including a group development part in which the group is developed on a group-by-group basis by instructions to the group, and is equipped with a target change means (33) that, when a predetermined change condition is satisfied, changes the development target in the group development part from the group to another group (HT) in which at least a portion of the characters differ from the group, and an individual release means (33) that releases the use of the special character in a part other than the group development part when at least a portion of the characters includes a special character (DC) that satisfies a special condition.

[0110] According to the present invention, when a predetermined change condition is satisfied, the group to be raised in the group raising part is changed. Then, when at least some of the characters that differ between the groups before and after the change include a special character that satisfies a special condition, the use of the special character in a part other than the group raising part is permitted. Therefore, the special character of the group raised in the group raising part can be used in a part other than the group raising part. This makes it possible to meet the need to use some characters of the raised group in other parts by utilizing the special condition.

[0111] Various characters may be prepared in the game as appropriate, and the group to be developed may be set to include these various characters as appropriate. For example, the game may include characters such as a plurality of characters to be granted to a user and owned when a predetermined granting condition is satisfied, a unique character that is not owned by the user but is given a unique personality (parameter), or a plurality of mob characters (characters that are paired with a unique character and are defined by duplicating a previously prepared initial parameter set, such as having a duplicated appearance). The group to be developed may include characters such as the characters to be granted, the unique characters, or the mob characters as appropriate.

[0112] Specifically, for example, in one aspect of the game system of the present invention, the game may be provided with a plurality of grant target characters that are granted to the user and owned when a predetermined grant condition is satisfied, and at least one of the group and the other group may be set to include a grant target character designated by the user among the portion of the grant target characters when the user owns a portion of the plurality of grant target characters. Also, the game may include a plurality of mob characters as characters defined by duplicating a previously prepared initial parameter set, and at least one of the group and the other group may be set to include a portion of the plurality of mob characters.

[0113] In addition, when a mob character is included in the group to be raised, the mob character may be determined randomly (by lottery), or may be determined according to various achievements such as the playing situation, or may be determined so as to reflect the user's intention. The user's intention may be appropriately reflected, for example, by designating a tendency of a parameter that defines a character (for example, in a baseball game, a tendency of a character that is strong at batting or a character that is good at defense), or by designating a specific character. In addition, when a user designates a tendency, the designation may be reliably reflected, or may be reflected with a certain probability through a predetermined logic or the like. For example, in an embodiment in which the group to be raised includes a mob character, at least one of the group and the other group may be set so that when a designation opportunity (80) for designating at least one of the multiple mob characters is provided to the user, the designation result of the designation opportunity may be reflected according to a predetermined logic.

[0114] The other part in which the use of the special character is released may be played appropriately and may have an appropriate configuration. For example, the other part may be composed of one stage or may include multiple stages. When including multiple stages, each stage may be unconditionally playable or conditionally playable. Also, each stage may be played appropriately via the special character. For example, each stage may be played via a single special character, or via multiple special characters, or may be played by a group including the special character and various other characters such as mob characters. Furthermore, each stage may be configured as an appropriate type of game such as an action game, a simulation game, or a role-playing game.

[0115] Specifically, for example, in one aspect of the game system of the present invention, the other part may include a plurality of stages of gradually increasing difficulty, and each stage may be provided so that the next stage is unlocked when a predetermined release condition is satisfied in one stage. In this aspect, each stage may be configured as a team battle type game in which a battle is performed between an opponent team consisting of a plurality of non-player characters as characters automatically controlled according to a predetermined rule and a user team (MT) including the special character. In this aspect, the user team may be set so that, when the number of the special characters is not sufficient for the number required for the battle in the team battle type game, mob characters are added in a number up to the required number. In addition, in an aspect including a plurality of stages, the plurality of stages may include a stage that grants a privilege (PV) for granting advantageous progress in the group training part when a predetermined reward condition is satisfied. Similarly, in an aspect including a plurality of stages, a character condition that is satisfied when the attribute of the special character of the user team corresponds to a specified attribute may be set in at least a portion of the plurality of stages, and battles in the portion of the stages may be restricted until the character condition is satisfied.

[0116] The group development part may be provided as an appropriate type of game, such as an action game, a simulation game, or a role-playing game. Therefore, the group to be developed may be an appropriate group according to the type of game. A plurality of characters included in the group may also be set appropriately. For example, the characters may include not only human concepts, but also various concepts that can be given personality characteristics, such as animals and objects (e.g., vehicles). The characters may be appropriately represented as objects or cards displayed in a virtual three-dimensional manner in the game. For example, in one aspect of the game system of the present invention, the game may be configured as a baseball game, and the group development part may be provided to develop a baseball team (HT) as the group.

[0117] Various conditions may be appropriately adopted as the change condition. For example, the change condition may be satisfied in various cases, such as when the user executes a predetermined selection, when the play situation corresponds to a predetermined situation, or when the result of a predetermined lottery is satisfied. In addition, when the change condition is satisfied in a predetermined play situation, the play situation may be appropriately set according to the type of game, etc. For example, a situation such as when a predetermined score is acquired, when the play time corresponds to a predetermined time, or when a certain period of time has passed in the game may be used as the predetermined play situation. Specifically, in one aspect of the game system of the present invention, the change condition may be satisfied when a predetermined period of time has passed according to the passage of time in the group development part.

[0118] The populations to be trained before and after the change may differ as appropriate. For example, all characters in the populations before and after the change may be different from each other. In other words, the populations before and after the change may be completely different populations. Alternatively, some characters may overlap between the populations before and after the change. In other words, the population after the change may be partially different from the population before the change. For example, in one aspect of the game system of the present invention, the at least some characters are part of the population, and the remaining characters of the population excluding the some characters may belong to another group and be continuously trained through training of the another group until the another group satisfies the change condition.

[0119] In the group training part, only training on a group basis may be permitted, or not only training on a group basis but also training of individual characters of the group may be permitted. For example, in one aspect of the game system of the present invention, the group training part may be provided with an option for individually training a specific character of the group.

[0120] When the change condition is satisfied and the group to be trained is changed, the group before the change may be appropriately utilized. For example, with the change of the training target, the use of the group before the change in the game may be restricted not only in the group training part but also in other modes. Alternatively, the group before the change may be used in other parts as appropriate. In this case, the use in other parts may be limited not only to all characters of the group before the change but also to a predetermined number of characters. Also, the part in which the group before the change is used may be the same as or different from the part in which the use of special characters is released. For example, as one aspect of the game system of the present invention, a mode may be adopted in which a group release means (33) is provided for releasing the use of the released team in a part different from the group training part so that a release team (ST) as a predetermined number of characters (DG) that satisfy the release condition among the group is used in units of the released team when the change condition is satisfied. In this aspect, the different part may be provided as a part that provides a play against another team to which a predetermined number of characters other than the released team belongs.

[0121] On the other hand, the computer program of the present invention is configured to cause a computer (31) connected to the display device and the input device to function as each of the means of the game system described above.

[0122] The control method of the present invention uses a display device (MO) that displays a game screen (70) for developing a group (HT) to which a plurality of characters belong, and an input device (TS) that inputs instructions to the group, to cause a computer (31) incorporated in a game system (3) that provides a user with a game including a group development part in which the group is developed in units of the group by instructions to the group to execute a target change procedure for changing the development target in the group development part from the group to another group (HT) in which at least a portion of the characters differ from the group when a predetermined change condition is satisfied, and an individual release procedure for releasing the use of the special character in a part other than the group development part when at least a portion of the characters includes a special character (DC) that satisfies a special condition. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of symbols]

[0123] 3. Game consoles (game systems) 31 Control unit (computer) 33 Progress control section (target change means, individual release means, group release means) 70 Training screen (game screen) 80 Scout screen (specified opportunity) DC Pro Players (Special Characters) DG A given member (a given number of characters) HT Club team (group, separate group) ST Set Type Team (Unlocked Team) MO monitor (display device) TS Touch sensor (input device) PG2 Game Program (Computer Program)

Claims

1. A game system that provides a user with a game including a group development part in which the group is developed on a group basis by using a display device that displays a game screen for developing a group to which a plurality of characters belong, and an input device that inputs instructions to the group, the game system comprising: a target changing means for changing a target for development in the group development part from the group to another group having at least a part of the plurality of characters different from the group when a predetermined change condition is satisfied; an individual unlocking means for unlocking the use of a special character in a part other than the group training part when the at least some of the characters include a special character that satisfies a special condition; A game system comprising:

2. The game includes a plurality of characters to be awarded to the user when a predetermined awarding condition is satisfied, the characters being awarded to the user and owned by the user; The game system of claim 1, wherein at least one of the group and the other group is set to include a character to be given an end specified by the user among the plurality of characters to be given an end when the user owns a portion of the plurality of characters to be given an end.

3. The game includes a plurality of mob characters as characters defined by duplicating a pre-prepared initial parameter set, The game system according to claim 2 , wherein at least one of the group and the other group is set to include a portion of the plurality of mob characters.

4. The game system described in claim 3, wherein at least one of the group and the other group is set to reflect the result of a designation opportunity to designate at least one of the plurality of mob characters when the user is provided with such an opportunity in accordance with a predetermined logic.

5. The other part includes a plurality of stages of gradually increasing difficulty in sequence; 5. The game system according to claim 4, wherein each stage is provided such that when a predetermined unlocking condition is satisfied in one stage, the next stage is unlocked for play.

6. The game system according to claim 5, wherein each stage is configured as a team-based game in which an opponent team made up of a plurality of non-player characters that are automatically controlled according to predetermined rules competes against a user team including the special character.

7. The game system described in claim 6, wherein the user team is set up so that if the number of special characters is less than the number required for a match in the team-based game, a number of mob characters are added to reach the required number.

8. 8. The game system according to claim 7, wherein the plurality of stages includes a stage that awards a benefit for advantageous progress in the group training part when a predetermined reward condition is satisfied.

9. A character condition is set for at least a portion of the plurality of stages, the character condition being satisfied when the attribute of the special character of the user team corresponds to a designated attribute; The game system according to claim 8 , wherein battles in said certain stages are restricted until said character conditions are satisfied.

10. The game is configured as a baseball game, The game system according to any one of claims 1 to 9, wherein the group development part is provided to develop a baseball team as the group.

11. 10. The game system according to claim 1, wherein the change condition is satisfied when a predetermined period of time has elapsed in accordance with the passage of time in the group development part.

12. the at least some characters are part of the population; A game system according to any one of claims 1 to 9, wherein the remaining characters of the group, excluding the portion of the characters, belong to the other group and are continuously trained through training of the other group until the other group satisfies the change condition.

13. The game system according to any one of claims 1 to 9, wherein the group training part provides an option for individually training a specific character of the group.

14. A game system as described in any one of claims 1 to 9, further comprising a group unlocking means for unlocking the use of the unlocked team in a part other than the group development part so that, when the change condition is met, the unlocked team, which is a predetermined number of characters from the group that satisfy the unlocking condition, can be used as a unit of the unlocked team.

15. The game system according to claim 14 , wherein the different part is provided as a part offering a play against another team including a predetermined number of characters different from the unlocked team.

16. A computer program configured to cause a computer connected to the display device and the input device to function as each of the means of the game system according to any one of claims 1 to 9.

17. A computer is incorporated in a game system that provides a user with a game including a group development part in which the group is developed on a group basis by using a display device that displays a game screen for developing a group to which a plurality of characters belong and an input device that inputs instructions to the group, the computer comprising: a target changing step of changing a target of development in the group development part from the group to another group having at least a part of the plurality of characters different from the group when a predetermined change condition is satisfied; an individual unlocking step for unlocking the use of a special character in a part other than the group training part when the at least some of the characters include a special character that satisfies a special condition; A control method for executing the above.

Citation Information

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