Game System, Game Control Device, Program, and Game Control Method

JP2025010326A5Active Publication Date: 2025-07-10KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024191002
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-30
Publication Date
2025-07-10
Estimated Expiration
2035-06-18

AI Technical Summary

Technical Problem

Existing games allow event generation characters to be fixed with high training ability, leading to a lack of variation in game effects and reduced player interest.

Method used

A game system that includes first and second game execution means, with the ability to change or set parameters of a first game object based on user operation, and determine whether the change has occurred, generating advantageous or disadvantageous effects in the second game based on the determination.

Benefits of technology

Prevents the fixation of event generation characters, enhancing game variability and maintaining player interest by dynamically changing game effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

To prevent stabilization of a game object such as an event generation character.SOLUTION: First game execution means (1020) of a game system (1) includes first effect generation means (1021) that generates effects on a first game related to a change or setup of a parameter on the basis of at least one selected from a plurality of second game objects. Second object execution means (1170) includes; determination means (1171) for determining whether or not a parameter of a first game object for use in a second game is changed or set up in the first game executed with a specific second game object selected; and second effect generation means (1172) that generates an effects advantageous or disadvantageous to a user on the second game on the basis of the determination result of the determination means (1171).SELECTED DRAWING: Figure 37
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Description

[Technical field]

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

[0002] Conventionally, games that aim to set parameters of game characters, etc. to desired states are known. For example, Patent Document 1 discloses that in a game in which a user trains a game character, if a game character different from the game character to be trained is set in an event deck as an event generating character, an event corresponding to the event generating character occurs, making training advantageous. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-233323 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, for example, in the game of Patent Document 1, the user may strategically use the trained game characters by using them according to the game scene, or by switching the game character to be used if the trained character is better, but there is a possibility that the event generating character will be fixed to the event generating character with high training ability. If the event generating character is fixed, the user cannot feel the change in the effect occurring in the game, and the interest of the game cannot be improved satisfactorily.

[0005] The present invention has been made in consideration of the above-mentioned problems, and its object is to provide a game system, a game control device, and a program that are capable of preventing game objects, such as event generation characters, from being fixed. [Means for solving the problem]

[0006] In order to solve the above problem, a game system according to one embodiment of the present invention includes a first game executing means for executing a first game in which a parameter of a first game object is changed or set based on a user's operation, and a second game executing means for executing a second game in which the first game object is used, wherein the first game executing means includes a first effect generating means for generating an effect in the first game related to the change or setting of the parameter based on at least one selected from a plurality of second game objects, and the second game executing means includes a determination means for determining whether a parameter of the first game object used in the second game is one that has been changed or set in the first game executed with a specific second game object selected, and a second effect generating means for generating an effect that is advantageous or disadvantageous to the user in the second game based on a result of the determination by the determination means.

[0007] A game system according to one embodiment of the present invention includes a first game executing means for executing a first game in which a user aims to set parameters of a first game object to a desired state, and a second game executing means for executing a second game in which the first game object is used, wherein the first game executing means includes a first effect generating means for generating an effect in the first game that is advantageous or disadvantageous to setting the parameters to the desired state based on at least one selected from a plurality of second game objects, and the second game executing means includes a determination means for determining whether the parameters of the first game object used in the second game were set in the first game executed with a specific second game object selected, and a second effect generating means for generating an effect in the second game that is advantageous or disadvantageous to the user based on a result of the determination by the determination means.

[0008] A game control device according to one embodiment of the present invention includes a first game executing means for executing a first game in which a parameter of a first game object is changed or set based on a user's operation, and a second game executing means for executing a second game in which the first game object is used, wherein the first game executing means includes a first effect generating means for generating an effect in the first game related to the change or setting of the parameter based on at least one selected from a plurality of second game objects, and the second game executing means includes a determination means for determining whether a parameter of the first game object used in the second game is one that has been changed or set in the first game executed with a specific second game object selected, and a second effect generating means for generating an effect that is advantageous or disadvantageous to the user in the second game based on a result of the determination by the determination means.

[0009] A game control device according to one embodiment of the present invention includes a first game executing means for executing a first game in which a user aims to set parameters of a first game object to a desired state, and a second game executing means for executing a second game in which the first game object is used, wherein the first game executing means includes a first effect generating means for generating an effect in the first game that is advantageous or disadvantageous to setting the parameters to the desired state based on at least one selected from a plurality of second game objects, and the second game executing means includes a determination means for determining whether the parameters of the first game object used in the second game were set in the first game executed with a specific second game object selected, and a second effect generating means for generating an effect in the second game that is advantageous or disadvantageous to the user based on a result of the determination by the determination means. [Brief description of the drawings]

[0010] [Figure 1] 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing an example of a home screen image of a baseball game. [Diagram 3] FIG. 13 is a diagram showing an example of the flow of the success part. [Figure 4] FIG. 13 is a diagram showing an example of a main character registration screen image for registering basic information of a main character. [Diagram 5] FIG. 13 is a diagram showing an example of an event deck setting screen image. [Figure 6] A diagram showing the contents displayed in the event deck setting area. [Figure 7] FIG. 13 is a diagram showing an example of an event character screen image. [Figure 8] FIG. 13 is a diagram showing an example of a bonus details screen image. [Figure 9] FIG. 13 is a diagram showing an example of an event character change screen image. [Figure 10] A figure showing an example of an event deck setting area. [Figure 11] FIG. 13 is a diagram showing an example of an automatic setting menu screen image. [Figure 12] FIG. 13 is a diagram showing an example of a main command screen image in a success part. [Figure 13] FIG. 13 is a diagram showing an example of a practice screen image. [Figure 14] FIG. 13 is a diagram showing an example of a practice result screen image. [Figure 15] FIG. 13 is a diagram showing an example of an event screen image. [Figure 16] FIG. 13 is a diagram showing an example of an ability change screen image. [Figure 17] FIG. 13 is a diagram showing an example of an ability change screen image. [Figure 18] FIG. 13 is a diagram showing an example of a section completion screen. [Figure 19] FIG. 13 is a diagram showing an example of an upcoming episode preview screen image. [Figure 20] FIG. 13 is a diagram showing an example of an event character menu screen image. [Figure 21] A figure showing an example of an event deck editing screen image. [Figure 22] A figure showing the content displayed in the event deck editing area. [Figure 23] FIG. 13 is a diagram showing an example of a base character selection screen image. [Figure 24] FIG. 13 is a diagram showing an example of a reinforced screen image. [Diagram 25] FIG. 13 is a diagram showing an example of a material character selection screen image. [Figure 26] FIG. 13 is a diagram showing a reinforcement screen image when a material character is selected. [Figure 27] FIG. 13 illustrates an enrichment result window. [Figure 28] FIG. 13 is a diagram showing a My Team menu screen image. [Figure 29] FIG. 13 is a diagram showing a regular order editing screen image. [Diagram 30] FIG. 13 is a diagram showing a time-limited order editing screen image. [Diagram 31]A figure showing an example of an event deck setting screen image during a limited-time event. [Diagram 32] A figure showing an example of the event deck setting area of ​​the event deck setting screen image during a limited-time event. [Diagram 33] FIG. 13 is a diagram showing conditions for generating a score bonus. [Diagram 34] FIG. 13 is a diagram showing a home screen image when a processing object is selected. [Diagram 35] FIG. 13 is a diagram showing the flow of a regular match and a limited-time event match. [Diagram 36] FIG. [Figure 37] 2 is a functional block diagram showing functions related to the present invention among functions realized in the game system. FIG. [Figure 38] FIG. 11 illustrates an example of a user table. [Figure 39] FIG. 13 is a diagram showing an example of an event character table. [Diagram 40] FIG. 13 is a diagram showing an example of an event deck table. [Diagram 41] FIG. 11 is a diagram showing an example of an original character table. [Diagram 42] FIG. 11 is a diagram illustrating an example of an order table. [Diagram 43] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Diagram 44] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Diagram 45] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Diagram 46] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 47] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 48] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 49]FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 50] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 51] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 52] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Diagram 53] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 54] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 55] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 56] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 57] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 58] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 59] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 60] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 61] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 62] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 63] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 64] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 65] FIG. 4 is a flow diagram showing an example of a process executed in the game system. [Figure 66]FIG. 4 is a flow diagram showing an example of a process executed in the game system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the drawings, the same or corresponding components are denoted by the same reference numerals, and repeated description may be omitted.

[0012] [1. Overall structure of the game system] Fig. 1 shows an overall configuration of a game system 1 according to an embodiment of the present invention. As shown in Fig. 1, the game system 1 according to the present embodiment includes a plurality of user terminals 10-1, 10-2, ..., 10-N and a server 30. Note that, in the following, content common to the user terminals 10-1, 10-2, and 10-N may be described as "user terminal 10."

[0013] The user terminal 10 and the server 30 are connected to a network N. Therefore, data communication between the user terminal 10 and the server 30 is possible.

[0014] The user terminal 10 is a terminal device (computer) used by a user. In this embodiment, the user terminal 10 is a computer used by a user to play a game. For example, the user terminal 10 is a mobile phone (including a smartphone), a tablet computer, a laptop computer, a desktop computer, a portable game machine, a stationary game machine, an arcade game machine, or a multi-function television receiver (smart TV) equipped with an information processing function. In the following, a case will be described in which the user terminal 10 is a mobile phone (smartphone) equipped with a touch panel, and a program supplied from the server 30 is executed on the mobile phone (smartphone).

[0015] As shown in FIG. 1, the user terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an input unit 14, and a display unit 15.

[0016] The control unit 11 includes, for example, at least one microprocessor, and executes processes according to an operating system and other programs. The storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, non-volatile semiconductor memory), and is used to store programs and data. For example, when the user terminal 10 is a stationary game machine, an arcade game machine, a laptop computer, a desktop computer, or the like, the storage unit 12 may include an auxiliary storage unit such as a hard disk drive or a solid state drive.

[0017] The communication unit 13 is for performing data communication via the network N. The input unit 14 includes, for example, a touch panel, a button, etc., and is for the user to perform input operations such as game operations. The input unit 14 may be for the user to perform input operations by voice or gesture. When the user terminal 10 is a stationary game machine, a portable game machine, an arcade game machine, a laptop computer, a desktop computer, etc., the input unit 14 may include a key, a lever, a game controller (game pad), a mouse, a touch pad, a keyboard, etc. The display unit 15 is, for example, a liquid crystal display panel or an organic EL display, etc., and displays a screen according to an instruction from the control unit 11. Note that the input unit 14 and the display unit 15 may not be built into the user terminal 10, and may be external devices connected to the user terminal 10.

[0018] The server 30 is realized by, for example, a server computer. As shown in FIG.

[0019] The control unit 31 and the communication unit 33 have the same functions as the control unit 11 and the communication unit 13 of the user terminal 10. The storage unit 32 includes a main storage unit (e.g., RAM) and an auxiliary storage unit (e.g., a hard disk drive or a solid state drive), and is used to store programs and data.

[0020] The programs and data described as being stored in the storage unit 12 or the storage unit 32 may be supplied to the user terminal 10 or the server 30 via the network N. The user terminal 10 or the server 30 may include components for reading the programs or data stored in an information storage medium (e.g., an optical disk or a memory card). The programs and data may be supplied to the user terminal 10 or the server 30 via the information storage medium.

[0021] [2. Game Overview] In the game system 1, a game is executed by executing a program on the user terminal 10. Various games can be executed in the game system 1. For example, various games can be executed regardless of game format or genre, such as sports games (games based on baseball, soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or training games.

[0022] In the following, a first game in which a first parameter of a first game object is changed or set based on a user's operation and a second game in which the first game object is used will be described as an example of a game executed by the game system 1. Each of the first game and the second game may be a part of a certain game, or may be separate games. That is, each of the first game and the second game may be a part of a game executed by a certain game program, or the first game may be executed by the first game program and the second game may be executed by the second game program.

[0023] Before describing the details of the first game and the second game having the above-mentioned characteristics, the terms "game object" and "parameter" will be explained below.

[0024] A "game object" is, for example, an object that can be operated, instructed, used, or developed in a game. Also, a "game object" is, for example, something that is given to a user in a game. Specifically, for example, a game character, a game item, or a game card is an example of a "game object."

[0025] The "first game object" is a game object for which the user changes or sets a first parameter. For example, the "first game object" is a game object for which the user improves abilities (performance). For example, the "first game object" is a game character that the user is training.

[0026] The "first parameter" is, for example, a capability parameter related to the capability (performance) of the first game object. The "capability parameter" may be, for example, information indicating the magnitude or high level of capability, or information indicating the presence or absence of a specific capability. The "first parameter" may be a status parameter related to the state (condition) of the first game object. The "status parameter" is, for example, information indicating a good state. If the first game object is a game character, the "first parameter" may be information indicating the personality of the first game object. The "first parameter" is a level parameter related to the strength (level) of the first game object. The "level parameter" is, for example, information indicating the magnitude of the level. The "first parameter" may be information indicating the capability, etc., by a numerical value or a flag, or information indicating the capability, etc., by a symbol (including letters).

[0027] "Changing or setting the first parameter" means changing the value of the first parameter or deciding (determining) the value of the first parameter. For example, if the first parameter is a numerical value, increasing or decreasing the numerical value corresponds to "changing the first parameter", and deciding on the increased or decreased numerical value corresponds to "setting the first parameter". For example, if the first parameter is a flag, turning the flag on or off (enabled or disabled) corresponds to "changing the first parameter", and deciding on the changed value corresponds to "setting the first parameter". For example, if the first parameter is a symbol, changing the current symbol to another symbol corresponds to "changing the first parameter", and deciding on the other symbol corresponds to "setting the first parameter".

[0028] The "first game" is, for example, a game in which the main objective is to change or set the first parameter. The "first game" is not limited to a game in which the only objective is to change or set the first parameter, but may be a game in which changing or setting the first parameter is one of the objectives. For example, the "first game" is a breeding game in which a first game object is bred.

[0029] In other words, the "first game" is a game in which the user aims to make the first parameter of the first game object into a desired state. The "desired state" is a state in which the first parameter is a predetermined value or more than a predetermined value. For example, the "desired state" is a state in which the ability is at its highest state or at its standard level within the range in which the ability parameter can be. For example, when the ability parameter varies between 0 and 99, the state in which the ability is at its highest state is a state in which the ability parameter is 99, which is the highest value. The state in which the ability is at its standard level or more is a state in which the ability parameter is at its threshold value (e.g., 80) or more. For example, the "desired state" is a state in which the ability parameter indicates that the user has a specific ability. In addition, the "desired state" is a state in which the state parameter is at its best state or at its standard level within the range in which the state parameter can be. For example, when the state parameter is one of a plurality of stages (e.g., five stages: best, good, normal, bad, and worst), the best state is the best state among these plurality of stages. At or above the standard is a state at or above the standard level (e.g., good or above). In addition, for example, the "desired state" is a state in which the state parameter indicates a specific state. Also, the "desired state" is the best state of the personality within the range that the personality parameter can take, or a state where the personality is above the standard. For example, if the personality parameter can take one of multiple stages of personality (for example, five stages: best, good, normal, bad, and worst), the best personality is the best personality among these multiple stages of personality. Above the standard is a personality above the standard stage (for example, good or above). For example, the "desired state" is a state in which the personality parameter shows a specific personality. For example, the "desired state" is a state where the level parameter is at the highest level or above the standard level within the range that the level parameter can take. For example, if the level parameter changes between 0 and 99, the highest level is a state where the level parameter is at the highest value of 99. A state where the standard level is above the standard level is a state where the level parameter is at a threshold value (for example, 80).

[0030] The "first game" may be a game in which the parameters of each of a plurality of first game objects are changed or set. That is, the number of first game objects whose first parameters can be changed or set in the "first game" may be not only one but also multiple. For example, the "first game" may be a game that a user can play repeatedly, and the first parameter of a new first game object may be changed or set for each play.

[0031] In this embodiment, the "first game" is a game in which a game effect related to changing or setting a first parameter occurs based on a second game object. In other words, the "first game" is a game in which an effect advantageous to bringing the first parameter into a desired state occurs based on a second game object.

[0032] The "second game object" is a game object different from the first game object. The "second game object" is, for example, an effect generating game object for generating an effect in the game related to a change or setting of the first parameter. The "second game object" may be a game object of the same type as the first game object, or may be a game object of a different type. For example, when the "first game object" is a game character, the "second game object" may be a game item. The second game object is associated with a second parameter.

[0033] The "second parameter" is, for example, a level parameter related to the strength (level) of the second game object. For example, the level parameter is a numerical value or a symbol indicating the level. For example, the "second parameter" is a rarity parameter related to the rarity of the second game object. For example, the rarity parameter is a numerical value or a symbol indicating the rarity. For example, the "second parameter" is a capability parameter related to the capability (performance) of the second game object. The meaning of the capability parameter is the same as that described for the first parameter. The "second parameter" may be changeable or setable based on the user's operation, or may be restricted so as not to be changeable. For example, the second parameter may be changed or set when the user performs an operation to strengthen the second game object.

[0034] An "effect in the first game related to changing or setting the first parameter" may be, for example, generating an effect in the first game that is advantageous for changing or setting the first parameter. For example, it may be generating an event that changes or sets the first parameter, or giving the user a game item that changes or sets the first parameter. For example, it may be generating an effect in the first game that makes it easier to change or set the first parameter. For example, it may be generating a game event that makes it easier to improve the first parameter, or giving the user a game object that makes it easier to improve the first parameter. Or it may be branching into a game story that makes it easier to change the first parameter.

[0035] Note that the "effect on the first game related to changing or setting the first parameter" includes both an effect for directly changing or setting the first parameter and an effect for indirectly changing or setting the first parameter. Changing or setting the first parameter directly means, for example, changing or setting the first parameter immediately when an event occurs. Changing or setting the first parameter indirectly means, for example, that the first parameter is not changed or set when an event occurs, but a parameter for changing or setting the first parameter (for example, experience points for changing or setting the ability parameter in FIG. 16 and FIG. 17 described later) is increased, or a game object for changing or setting the first parameter (for example, a game item for changing or setting the ability parameter) is given to the user. For example, the user can change or set the first parameter such as an ability parameter by using experience points (FIG. 16, FIG. 17, etc.) or a game item. For example, a user may use these to change or set a first parameter, such as an ability parameter, immediately after gaining experience points or being awarded a game item, or may use these to change or set the first parameter when the user plays or accesses the game after time has passed (e.g., after the date has changed).

[0036] An "effect beneficial to bringing the first parameter to a desired state" is an effect that makes it easier to bring the first parameter to a desired state. For example, it is an effect of changing the amount of change in the first parameter so that the first parameter approaches the desired state. For example, if the first parameter is a skill parameter, it is an effect of increasing the amount of increase in the skill parameter.

[0037] The "second game" is, for example, a game executed based on the first game object. For example, the "second game" is a game in which a given game task is accomplished based on the first game object. In other words, the "second game" is a game in which the user aims to accomplish a game task based on the first game object.

[0038] A "game task" is a task to be accomplished in a game. For example, a "game task" is to achieve a predetermined result in a second game. The "game task" varies depending on the content of the second game. For example, if the second game is a fighting game in which a first game object whose first parameter has been changed in the first game is used, winning the battle may correspond to a "game task."

[0039] A "competitive game" is a game in which a user competes against an opponent. The opponent may be another user or a computer. For example, a "competitive game" is a game in which a match is played based on a first game object owned by the user and a first game object owned by the opponent. For example, a "competitive game" is a game in which a sports match is played.

[0040] The "second game" may be a game in which rewards are awarded according to the content or results of the game. In this case, obtaining as many rewards as possible corresponds to the "game task."

[0041] A "reward" is a game object (such as a game item) or parameter (such as points or in-game currency) that is given to a user. The content of the "reward" changes depending on the outcome or content of the game, and users play the game with the aim of obtaining better rewards. A better reward means that there are more rewards or that the rewards are rare.

[0042] Next, an overview of the first and second games will be explained using a baseball game as an example. The main terms explained above correspond to the terms in the baseball game explained below as follows: "First game": Success part "Second game": Stadium part "First game object": Main character or original character "Second game object": Event character "First parameter": Ability parameter of main character or original character "Second parameter": Level parameter of event character

[0043] Fig. 2 shows an example of a home screen image of a baseball game. As shown in Fig. 2, various parameters related to a user playing a baseball game are displayed in an upper area A110 of a home screen image G100. The upper area A110 includes areas A111 to A116 for displaying various parameters related to the user.

[0044] Area A111 shows the user name. Area A112 shows the amount of coins owned by the user. "Coins" are virtual currency used in the game and are used to strengthen event characters, which will be described later (see Figures 23 to 27). Area A113 shows the number of power stones owned by the user. "Power stones" are game items required for participating in a lottery (gacha) to obtain event characters, or for exceptionally recovering parameters that are normally recovered over time all at once.

[0045] Area A114 shows the user's success points. Success points are points required to play the success part (see Figs. 3 to 19) described below. As described below, the success part is a game part in which the user trains a game character (an example of a first game object) that is a baseball player to create his or her own original character. Success points are reduced (consumed) when the user starts playing the success mode, and increase (recover) over time. Area A114 may also display the time remaining until the success points are fully recovered.

[0046] Area A115 indicates the rank and overall strength of the user's team. In this baseball game, the user can organize his / her own team using original characters that he / she has previously trained in the success part (see Figs. 29 and 30), and can also play against other users' teams (see Figs. 34 and 35). For example, in the example shown in Fig. 2, the alphabet (B) displayed in area A115 indicates the rank of the user's team. "B" is a lower rank than "A" and a higher rank than "C". The number (10200) displayed in area A115 indicates the overall strength of the user's team. For example, the higher the number, the higher the overall strength. The overall strength is calculated based on the abilities of the game characters belonging to the team.

[0047] Area A116 shows the number of game tickets owned by the user. A "game ticket" is a game item required to play against other users' teams in the stadium part described below. A user can use one game ticket to play against another user's team. The number of game tickets increases (recovers) over time. Area A116 may also display the time remaining until the number of game tickets increases.

[0048] A plurality of processing objects P121 to P125 are displayed in the lower area A120 of the home screen image G100. A "processing object" is, for example, an image, a symbol, or text associated with a process. Specifically, for example, a button, an icon, or a link is an example of a "processing object". When a processing object is selected, the process associated with the processing object is executed.

[0049] The processing object P121 is associated with a process for returning to the home screen image G100. When a screen image other than the home screen image G100 is displayed on the display unit 15, if the user selects the processing object P121 displayed on the screen image, the home screen image G100 is displayed on the display unit 15.

[0050] The processing object P122 is associated with a process for displaying a screen image for organizing a user's team. Details will be described later (see Figs. 28 to 30). The processing object P123 is associated with a process for displaying a screen image for checking the event characters owned by the user, organizing a deck of event characters, and strengthening the event characters. Details will be described later (see Figs. 20 to 27).

[0051] The processing object P124 is associated with a process for displaying a screen image for conducting a lottery (gacha) to obtain an event character. When the user selects the processing object P124, the screen image for conducting the lottery is displayed on the display unit 15.

[0052] The processing object P125 is associated with a process for displaying a screen image for purchasing power stones or recovering success points or game tickets in exchange for real-world currency (e.g., dollars or yen) or currency used outside the game (e.g., electronic money or points). When the user selects the processing object P125, a screen image for purchasing power stones or recovering success points or game tickets in exchange for real-world currency is displayed on the display unit 15.

[0053] The home screen image G100 also includes a processing object P130. The processing object P130 is associated with a process for displaying a menu screen image. When the user selects the processing object P130, the menu screen image is displayed on the display unit 15. Through this menu screen image, the user can establish relationships (for example, friendships or companionship) with other users and check notifications from the game provider.

[0054] Furthermore, the home screen image G100 includes processing objects P140, P150, and P160. This baseball game has three parts: a success part, a stadium part, and a challenge part, and the processing objects P140, P150, and P160 are for the user to select one of these parts.

[0055] The processing object P140 is associated with the success part, and the user can play the success part by selecting the processing object P140. As described above, the success part is a game part in which a game character is trained, and the details of the success part will be described later (see FIGS. 3 to 19).

[0056] The processing object P150 is associated with the stadium part, and the user can play the stadium part by selecting the processing object P150. As described above, the stadium part is a game part in which the user plays against another user's team, and the details of the stadium part will be described later (see FIGS. 34 and 35).

[0057] The processing object P160 is associated with the challenge part, and the challenge part is executed by the user selecting the processing object P160. In this baseball game, a plurality of game tasks, such as "develop three player characters in the success part" and "achieve 100 wins in the stadium part", are set in advance. In the challenge part, the user can check the achievement status of each game task and can receive a reward associated with the game task that the user has achieved. The above-mentioned tasks may be set daily, weekly, or monthly.

[0058] As shown in FIG. 2, processing objects P140, P150, and P160 are displayed at positions corresponding to the three vertices of an erect triangle, and when the user selects one of the processing objects P140, P150, and P160, the selected processing object is displayed at a position corresponding to the upper vertex.

[0059] The example shown in Fig. 2 shows a state in which a processing object P140 associated with the success part is selected. In this state, processing objects P141 to P143 related to the success part are displayed as shown in Fig. 2.

[0060] In the success part, the user advances through the scenario and trains the game character (hereinafter referred to as the "protagonist character") by having the character practice, etc., to create his or her own original character. Note that the "scenario" here refers to the game story that unfolds as the game progresses.

[0061] As an example of the above scenario, a game story is provided in which the main character becomes a professional baseball player from the summer of his second year of high school. For example, the main character joins the baseball team at his high school, practices with his teammates, wins a regular spot, and participates in baseball games (regional qualifying tournaments and national tournaments, etc.). If the evaluation of the main character's practice and games by a scout from a professional baseball team is above a certain standard, the main character will be scouted as a professional baseball player in the fall of his third year of high school.

[0062] In this embodiment, a plurality of scenarios are provided as the scenarios in the success part. For example, the high school to which the main character belongs is different among these plurality of scenarios. Specifically, a scenario in which the main character belongs to an ordinary high school, a scenario in which the main character belongs to a prestigious baseball high school, and a scenario in which the main character belongs to a high school in which the number of male students and female students is much higher than that of the other are provided as the plurality of scenarios.

[0063] 2, scenario A (A High School), scenario B (B High School), and scenario C (C High School) are associated with processing objects P141, P142, and P143, respectively. When the user selects one of the processing objects P141 to P143, the selected processing object is displayed in the center of the home screen image G100.

[0064] 2 shows a state in which a processing object P142 associated with scenario B (B High School) is selected. If the user further selects processing object P142 in this state, the success part is executed. In this case, the scenario of the success part becomes scenario B.

[0065] Here, the flow of the success part will be explained. Figure 3 shows an example of the flow of the success part. As shown in Figure 3, in the success part, the pre-part is executed, and then the main part is executed. In the pre-part, information required for executing the main part is registered and set.

[0066] As shown in Fig. 3, in the prepart, first, basic information of the main character is registered. Fig. 4 shows an example of a main character registration screen image for registering the main character's basic information. Note that the upper area A210, the lower area A220, and the processing object P130 in the main character registration screen image G200 shown in Fig. 4 are similar to the upper area A110, the lower area A120, and the processing object P130 in the home screen image G100, so a description thereof will be omitted here.

[0067] As shown in FIG. 4, the main character registration screen image G200 includes a main character registration area A240. The main character registration area A240 is an area for registering basic information about the main character who is to be developed in the success part. For example, the basic information includes the name, voice, defensive position, dominant arm, and batting form (or pitching form). Note that "voice" refers to the pronunciation of the main character's name when it is output as voice. Also, if the "defensive position" is other than pitcher, the basic information includes "batting form," and if the "defensive position" is pitcher, the basic information includes "pitching form."

[0068] In this embodiment, basic information of the main character is automatically initialized and displayed in the main character registration area A240. In the main character registration area A240, processing objects P241 to P245 are displayed in association with each item, and the user can change the content of the item by selecting the processing object associated with the item he or she wants to change. For example, in the example shown in FIG. 4, since the processing object P241 is associated with "name," the user can change the name of the main character to any name by selecting the processing object P241.

[0069] The main character registration screen image G200 also includes processing objects P230 and P250. The processing object P230 is associated with a process for returning to the screen image that was displayed one time before. Therefore, when the user selects the processing object P230, the home screen image G100 is displayed on the display unit 15.

[0070] On the other hand, the processing object P250 is associated with a process for completing the setting of the main character's basic information. As shown in FIG. 3, when the registration of the main character's basic information is completed, the event deck is set. Therefore, when the user selects the processing object P250, an event deck setting screen image for setting the event deck is displayed on the display unit 15. The details will be described later, but the event character set in the event deck affects the development of the main character.

[0071] Fig. 5 is an example of an event deck setting screen image. The upper area A310, lower area A320, and processing object P130 in the event deck setting screen image G300 shown in Fig. 5 are similar to the upper area A110, lower area A120, and processing object P130 in the home screen image G100, so their explanations are omitted here. The processing object P330 in the event deck setting screen image G300 is for returning to the screen image displayed one before (i.e., the main character registration screen image G200), similar to the processing object P230 in the main character registration screen image G200.

[0072] As shown in Fig. 5, the event deck setting screen image G300 includes an event deck setting area A340. Note that in Fig. 5, the contents displayed in the event deck setting area A340 are omitted, and the contents displayed in the event deck setting area A340 are shown in Fig. 6.

[0073] Here, the "event deck" will be explained. As described later, various events occur during the main part (scenario) of the success part. For example, an event that is advantageous for improving the abilities of the main character occurs. In this respect, in this embodiment, the events that occur during the main part of the success part are not fixed, and various events occur according to one or more game characters that the user has incorporated into the event deck. Therefore, the user can select events that may occur in the main part by selecting the game characters to be incorporated into the event deck. In the following, the game characters that can be incorporated into the event deck (in other words, game characters for generating events) are referred to as "event characters".

[0074] In the example shown in Fig. 6, the event deck setting area A340 includes an area A341 and a processing object P342. The area A341 indicates the name of the event deck. In addition, the processing object P342 is associated with a process for displaying a screen image for changing the name of the event deck. When the user selects the processing object P342, a screen image for changing the name of the event deck is displayed on the display unit 15, and the user can change the name of the event deck.

[0075] In addition, the event deck setting area A340 is provided with six setting frames A344-1, A344-2, A344-3, A344-4, A344-5, and A345 for setting event characters that will be members of the event deck.

[0076] In this embodiment, a predetermined number of event characters are given to the user when the user plays the baseball game for the first time. The user can also obtain event characters by lottery, obtain event characters as a reward in the game, or obtain event characters from other users. The event characters are given to the user in the form of game cards (digital cards), and the user can own the event characters in the form of game cards. In this regard, in this embodiment, the user can arbitrarily incorporate up to five event characters from among the event characters owned by the user into the event deck. The setting frames A344-1, A344-2, A344-3, A344-4, and A344-5 are frames for setting the event characters owned by the user as members of the event deck. For example, as shown in FIG. 6, an image showing the event characters set in the event deck by the user is displayed in the event deck setting area A340 together with the level and rarity of the event characters.

[0077] In this embodiment, only one event character owned by another user can be incorporated into the event deck as a helper. The setting frame A345 is a frame for setting an event character owned by another user as a member of the event deck.

[0078] In the example shown in FIG. 6, the upper limit of the number of event characters that can be incorporated into the event deck from among the event characters owned by the user is set to "5", and the upper limit of the number of event characters that can be incorporated into the event deck from among the event characters owned by other users is set to "1". For example, these upper limits may be changed by satisfying a certain condition. Specifically, for example, the upper limit may be increased when the progress of the game reaches a standard. Alternatively, the upper limit may be increased by charging (for example, by consuming a charged item). Alternatively, the upper limit may be increased by consuming a certain amount of in-game points, in-game currency, etc. In addition, the upper limit may be changed by satisfying various other conditions.

[0079] When the user performs a long press operation (an operation of continuing to touch for a predetermined period of time or longer) on any of the setting frames, an event character screen image showing detailed information about the event character set in that setting frame is displayed on the display unit 15.

[0080] Fig. 7 shows an example of an event character screen image G400. As shown in Fig. 7, the event character screen image G400 includes a first area A410, a second area A420, and a third area A440.

[0081] The first area 410 displays the name, image, rarity, level, experience value, event power, player ability, and favorite practice of the event character. Here, the event power, player ability, favorite practice, etc. differ for each event character. In particular, because the favorite practice differs for each event character, the user has options and strategies when incorporating the event character into the event deck.

[0082] "Rarity" indicates, for example, how difficult it is to obtain an event character. The higher the rarity of an event character, the more difficult it is to obtain that event character. Generally, the higher the rarity of an event character, the more useful the event character is (its abilities, effects, etc.), so "rarity" can also be said to indicate the usefulness of the event character.

[0083] In the example shown in FIG. 7, "R" displayed on the left side of the image of the event character indicates the rarity of the event character. In this embodiment, one of multiple stages of rarity, PSR (powerful super rare), SR (super rare), PR (powerful rare), R (rare), PN (powerful normal), and N (normal), is associated with each event character. In addition, when these are arranged from highest to lowest, they are PSR, SR, PR, R, PN, and N. That is, PSR indicates the highest rarity, and N indicates the lowest rarity. In addition, the same event character may have six types of rarity, PSR, SR, PR, R, PN, and N. The same event character here is an event character with the same name, and can also be said to be an event character with the same appearance (image). For example, when the event character is a person, being the same person corresponds to being the same event character.

[0084] "Level" indicates the level of the event character. In the example shown in Figure 7, "Lv.8 / 22(+2)" indicates the level of the event character. This indicates that the current level of the event character is "8" and the maximum level (upper limit) is "22."

[0085] In the example shown in Fig. 7, the gauge area A411 indicates the current experience value of the event character. As will be described later, in this embodiment, an experience value is given to an event character by combining the event character with another event character (see Figs. 23 to 27). When the experience value of the event character reaches a predetermined value, the level of the event character increases by one. Note that a state in which the gauge in the gauge area A411 extends to the right end of the gauge area A411 corresponds to a state in which the experience value of the event character has reached a predetermined value.

[0086] An event character's level is limited so that it does not exceed the maximum level. The maximum level varies depending on the rarity. The higher the rarity, the higher the maximum level. In addition, if an event character is synthesized with another event character, the maximum level of the event character may increase. "Lv.8 / 22(+2)" indicates that the event character's maximum level has been increased by 2. In other words, the original maximum level of the event character was "20", and the event character has been strengthened, raising the maximum level to "22".

[0087] "Event power" indicates the potential of events associated with an event character (i.e., events that may occur in the main part depending on the event character). The higher the event power value, the easier it is to increase the abilities of the main character. The higher the rarity, the higher the event power value.

[0088] "Player ability" indicates the ability of the event character as a player. In the main part, a match event occurs during the main part (scenario) of the success part, and a match is played between the high school the main character belongs to and another high school. In this match, the event characters built into the event deck participate as teammates of the main character. Player ability indicates the level of ability that the event character can demonstrate in such a match.

[0089] In the example shown in FIG. 7, letters and numbers indicating player ability are displayed. The higher the number, the higher the ability that the event character can demonstrate as a player in a match. Additionally, one of the letters S, A, B, C, D, E, or F is associated with the event character according to the above-mentioned number. "S" indicates very high player ability, and "F" indicates very low player ability.

[0090] The player ability remains in a predetermined state and does not change. That is, even if an event character is combined with another event character, the player ability of the event character does not change. The event character screen image G400 includes a processing object P430 associated with a process for displaying details of the player ability of the event character. When the user selects the processing object P430, a screen image showing details of the player ability of the event character is displayed on the display unit 15.

[0091] "Favourite Practice" refers to the practice that the event character is good at. As will be described later, in the main part (scenario) of the success part, the protagonist character's abilities can be improved by having the protagonist practice. Also, if the protagonist character practices the event character's favourite practice together with the event character, it is easier to improve the protagonist's abilities than in the normal case.

[0092] The second area A420 shows an event list, an event bonus, and a profile of the event character. As shown in Fig. 7, the second area A420 includes a first tab T421, a second tab T422, and a third tab T423.

[0093] The first tab T421 shows an event list for the event character. The "event list" shows a list of events that may occur in the main part of the success part when the event character is incorporated into the event deck. The third tab T423 shows the profile of the event character. Note that, in the example shown in FIG. 7, the second tab T422 is mainly displayed, but the user can select the first tab T421 or the third tab T423 to display the first tab T421 or the third tab T423 instead of the second tab T422.

[0094] The second tab T422 shows the event bonus of the event character. In the main part of the success part, the event character incorporated in the event deck generates an effect (bonus) that is advantageous for increasing the ability of the main character. "Event bonus" shows the effect that occurs in the main part of the success part when the event character is incorporated in the event deck.

[0095] In the example shown in Figure 7, "Initial Evaluation 15", "Special Tag Bonus 20%", "Hands-on Event Bonus 20%", and "Favorite Training Rate Up 10%" are set as the event bonuses for the event character. Details of these event bonuses will be described later (see the explanations of Figures 13, 16, and 17).

[0096] The effect generated by the event character may differ depending on the combination of the event character and the scenario of the success part selected by the user. For example, the event or event bonus generated by the event character may change depending on the scenario. In this case, the effect of each scenario may be made identifiable in the event character screen image G400. Also, in the success part, a match is held in which the main character participates, and the event character can also participate in this match. However, the event character cannot participate in the match in the stadium part.

[0097] In this embodiment, as the level of the event character increases, the event bonus (the above-mentioned effect) also becomes stronger. As shown in Fig. 7, the second tab T422 includes a processing object P424 associated with a process for displaying the correspondence between the level of the event character and the event bonus. When the user selects the processing object P424, a bonus detail screen image showing the correspondence between the level of the event character and the event bonus is displayed on the display unit 15.

[0098] Fig. 8 shows an example of a bonus detail screen image. As shown in Fig. 8, the bonus detail screen image G500 displays the correspondence between the level of the event character and the event bonus. That is, the bonus detail screen image G500 displays the bonus associated with the level of the event character. The event bonus associated with the level "n" of the event character indicates an event bonus that occurs in the main part of the success part when the level of the event character is level "n" or higher.

[0099] Also, the bonus details screen image G500 displays an event bonus associated with a level equal to or lower than the current level of the event character, and an event bonus associated with a level higher than the current level of the event character.

[0100] Furthermore, in the bonus detail screen image G500, the event bonus associated with a level lower than the current level of the event character and the event bonus associated with a level higher than the current level of the event character are displayed so that the user can distinguish between them. In the example shown in FIG. 8, the check object is displayed in association with a level lower than the current level of the event character. In the example shown in FIG. 8, since the current level of the event character is "8" (see FIG. 7), the check objects C510 and C520 are displayed in association with levels "1" and "5". This makes it easier for the user to understand "what kind of event bonus will occur in the main part of the success part by incorporating the event character in the current state into the event deck". Note that instead of the above check objects C510 and C520, the color or brightness of the area of ​​the level lower than the current level of the event character (i.e., the area showing the effect occurring at the current level of the event character) may be changed in the bonus detail screen image G500. Conversely, the color or brightness of the area showing the effect not occurring at the current level of the event character may be changed in the bonus detail screen image G500.

[0101] The bonus detail screen image G500 also includes a processing object P530 associated with a process for closing the bonus detail screen image G500. When the user selects the processing object P530, the bonus detail screen image G500 disappears and the event character screen image G400 is displayed.

[0102] As shown in FIG. 7, the third area A440 of the event character screen image G400 includes processing objects P441, P442, and P443.

[0103] The processing object P441 is a processing object associated with a process for closing the event character screen image G400. Therefore, when the user selects the processing object P441, the event character screen image G400 disappears and the event deck setting screen image G300 is displayed.

[0104] The processing object P442 is a processing object associated with a process for locking an event character. "Locking an event character" means making the event character unable to be sold or combined with another event character. When the user selects the processing object P442, the event character displayed in the event character screen image G400 is locked. When the event character displayed in the event character screen image G400 is locked, the processing object P442 is an associated processing object with a process for unlocking the event character.

[0105] The processing object P443 is a processing object associated with a process for setting an event character as a leader. Therefore, when the user selects the processing object P443, the event character displayed in the event character screen image G400 is set as the leader. The event character set as a leader by the user can be rented to other users as a helper. Conversely, the user can rent an event character set as a leader by another user to play the success part.

[0106] When an event character set by a user as a leader is rented as a helper, a reward is given to the user. For example, when an event character set by a user as a leader is rented as a helper, a notification indicating that the event character is rented as a helper and that a reward is given is displayed on the display unit 15 at the time of starting the game, etc. The reward may be given automatically, or may be given when the user performs an operation to receive the reward. The reward may be, for example, gacha points, coins, store medals, game items, etc., or the experience value or level of the event character owned by the user may be improved, or the ability parameters of the main character or original character may be improved. In addition, the content of the reward may change depending on the result of the success part in which the event character is used as a helper.

[0107] In the event deck setting area A340 shown in Figure 6, when the user performs a tap operation (touching for a short period of time) on any of the setting frames A344-1, A344-2, A344-3, A344-4, A344-5, the event character set in that setting frame is selected as the source of change, and an event character change screen image for changing the event character selected as the source of change to another event character is displayed on the display unit 15.

[0108] Fig. 9 shows an example of an event character change screen image. The upper area A610, the lower area A620, and the processing object P130 in the event character change screen image G600 shown in Fig. 9 are similar to the upper area A110, the lower area A120, and the processing object P130 in the home screen image G100, so their explanations are omitted here. Also, the processing object P630 in the event character change screen image G600 is for returning to the screen image displayed one before (i.e., the event deck setting screen image G300) like the processing object P230 in the main character registration screen image G200.

[0109] The event character change screen image G600 includes an event character list area A640. The event character list area A640 shows a list of event characters owned by the user. In the event character list area A640, the event characters incorporated in the event deck and the event characters not incorporated in the event deck are displayed so that the user can distinguish between them. In the example shown in FIG. 9, the text (or image) "in use" is displayed in association with the event characters incorporated in the event deck, and the same event characters are not selectable so that they cannot be incorporated in the event deck in duplicate. The user selects one of the event characters not incorporated in the event deck as the change destination. When the user selects one of the event characters as the change destination, the event character selected as the change destination is incorporated in the event deck instead of the event character selected as the change source.

[0110] The event character list area A640 includes a processing object P641 associated with a process for removing the event character selected as the source of change from the event deck. Therefore, when the user selects the processing object P641, the event character selected as the source of change is removed from the event deck.

[0111] The processing object P650 is associated with a process for sorting the display order of the event characters displayed in the event character list area A640. Here, multiple conditions can be specified, and the event characters can be sorted, for example, by "order of acquisition," "order of rarity," "order of level," "order of favorite training (described in detail later)," "order of event power," "order of player ability," "order of name," and "order of lock."

[0112] In addition, in the event deck setting area A340 shown in Figure 6, when the user performs a tap operation (touching for a short period of time) on the setting frame A345, a screen image for selecting a helper from among the event characters owned by other users is displayed on the display unit 15.

[0113] FIG. 10 shows an example of the event deck setting area A340 when the event character in the setting frame A344-5 is changed to another event character and a helper is selected from among the event characters owned by other users.

[0114] As shown in FIG. 6 and FIG. 10, the event deck setting area A340 includes a favorite practice area A346. The favorite practice area A346 shows the favorite practice of the event character incorporated in the event deck. As shown in FIG. 6 and FIG. 10, the event deck setting area A340 displays the event characters shown in the setting frames A344-1 to A344-5, A345 and the favorite practice shown in the favorite practice area A346. That is, the event character and the favorite practice corresponding to the event character are displayed on the same screen. Therefore, the user can easily visually recognize the favorite practice that he / she desires and the event character having it, and can intuitively understand whether the event character incorporated in the event deck is ideal or not.

[0115] In this embodiment, one of ten types of practice, "batting," "muscle strength," "base running," "shoulder strength," "defense," "mentality," "pitch speed," "control," "stamina," and "curve ball," is set as the preferred practice of the event character. Of these, "defense" and "mentality" are practice items common to both fielders and pitchers. "batting," "muscle strength," "base running," and "shoulder strength" are practice items for fielders. "pitch speed," "control," "stamina," and "curve ball" are practice items for pitchers. These practices are performed by the main character in the success part described below.

[0116] As shown in Figures 6 and 10, the 10 types of practices are displayed in the favorite practice area A346, and among the 10 types of practices, practices that are set as favorite practice for the event character incorporated in the event deck and practices that are not set as favorite practice for the event character incorporated in the event deck are displayed in a manner that allows the user to distinguish between them.

[0117] In the favorite practice area A346, the practice mainly for fielders (hitting, strength, base running, shoulder strength, defense) is displayed on one side (left side), and the practice mainly for pitchers (ball speed, control, stamina, curveball) is displayed on the other side (right side). And the practice (mental) for both fielders and pitchers is displayed between them. With the display position of each practice arranged in this way, as described below, by making the favorite practice of the event character incorporated in the event deck identifiable, it is possible to intuitively grasp whether the event character ideal for training a fielder or pitcher is incorporated in the event deck. For example, if the main character that the user is trying to train is a pitcher, if the favorite practice is arranged mostly on the left side, it is intuitively understood that the event character incorporated in the event deck is not ideal for training a pitcher, so the user can easily make a decision to replace the event character. In this example, the practice for fielders and the practice for pitchers are arranged so as to be divided into left and right, but they may be arranged so as to be divided into top and bottom. Furthermore, for example, the display mode of the practice for fielders and the practice for pitchers may be made different. For example, fielder practice and pitcher practice may be color-coded, such as displaying fielder practice in green and pitcher practice in red. In this way, for example, if the main character that the user is trying to train is a fielder, and there are many reds for the favorite practice, the user can intuitively understand that the event character incorporated in the event deck is not ideal for training a fielder, and the user can easily make a decision to replace the event character, etc.

[0118] In addition, in the favorite practice area A346, the practice set as the favorite practice of the event character incorporated in the event deck and the practice not set as the favorite practice of the event character incorporated in the event deck are displayed in different display modes. In the example shown in FIG. 6 and FIG. 10, a cross is displayed in association with the practice not set as the favorite practice of the event character incorporated in the event deck, thereby distinguishing the practice set as the favorite practice of the event character incorporated in the event deck from the practice not set as the favorite practice of the event character incorporated in the event deck. Note that the method of distinguishing is not limited to the cross. The display mode of the practice set as the favorite practice and the practice not set may be made different, for example, by changing the color tone or brightness of these. In this case, the display of the practice set as the favorite practice may be bright, and the practice set as the favorite practice may be displayed darker than that. In this way, the favorite practice can be grasped by the brightness of the image, so that the favorite practice can be grasped more intuitively.

[0119] In the favorite practice area A346 shown in FIG. 10, a numerical value (2) is displayed in association with each of "muscle strength" and "shoulder strength". This numerical value indicates the number of event characters among the event characters incorporated in the event deck that have the practice set as their favorite practice. This number also includes helper event characters. The favorite practice area A346 shown in FIG. 10 indicates that two event characters among the event characters incorporated in the event deck have "muscle strength" set as their favorite practice. Similarly, the favorite practice area A346 shown in FIG. 10 indicates that two event characters among the event characters incorporated in the event deck have "shoulder strength" set as their favorite practice. Here, the number of event characters having the same favorite practice is displayed on the screen as a numerical value, but for example, images such as star marks or icons may be displayed in correspondence with the number of event characters at any position around the corresponding favorite practice or superimposed on the favorite practice. In addition, instead of displaying an image directly indicating the number of event characters having the same favorite practice on the screen, the brightness of the favorite practice may be increased or the effects such as light and flashing may be strengthened as the number of event characters having the same favorite practice increases.

[0120] In addition, the favorite practice area A346 may display only the practice that is set as the favorite practice of the event character incorporated in the event deck, and may not display the practice that is not set as the favorite practice of the event character incorporated in the event deck. Also, if the event characters incorporated in the event deck include multiple event characters that have the same practice set as their favorite practice, the practice may be displayed multiple times in the favorite practice area A346.

[0121] In this embodiment, not only the "player" event characters but also the "manager" event characters can be incorporated into the event deck. Since the "manager" event character does not have a favorite practice set, even if the "manager" event character is incorporated into the event deck, the display of the favorite practice area A346 will not change. For example, if there are four "player" event characters and one "manager" event character, the favorite practice area A346 of the event deck will display the favorite practices of only the four characters.

[0122] As shown in FIGS. 6 and 10, the event deck configuration area A340 includes a processing object P343 with which a process for automatically configuring the event deck to suit the user's wishes is associated.

[0123] When the user selects the processing object P343, an automatic setting menu screen image for selecting a training policy for the main character is displayed. Fig. 11 shows an example of the automatic setting menu screen image. In the automatic setting menu screen image G700 shown in Fig. 11, it is possible to select either a first training policy of "training the main character as a pitcher" or a second training policy of "training the main character as a fielder."

[0124] The automatic setting menu screen image G700 includes a processing object P710. The processing object P710 is associated with a process for selecting a first training policy. In other words, the processing object P710 is associated with a process for automatically setting an event deck suitable for training the main character as a pitcher. That is, when the processing object P710 is selected, for example, an event character associated with an event advantageous for improving pitcher ability or an event character associated with a practice item for pitchers as a good practice item is set as a member of the event deck with priority over other event characters.

[0125] The automatic setting menu screen image G700 also includes a processing object P720. The processing object P720 is associated with a process for selecting a second training policy. In other words, the processing object P420 is associated with a process for automatically setting an event deck suitable for training the main character as a fielder. That is, when the processing object P720 is selected, for example, an event character associated with an event advantageous for improving fielder ability or an event character associated with a fielder practice item as a good practice item is set as a member of the event deck with priority over other event characters.

[0126] As described above, in this embodiment, the user selects a desired option from among multiple options (i.e., multiple options related to the training policy) displayed on the automatic setting menu screen image G700, and an event deck that matches the desired training policy is automatically set. This allows the user to easily set an event deck that matches the desired training policy.

[0127] In addition, when the "pitcher" training policy is selected, if there are few event characters whose favorite practice is set to "pitcher", the event characters whose favorite practice is set to "fielder" may be set in the event deck. Conversely, when the "fielder" training policy is selected, if there are few event characters whose favorite practice is set to "fielder", the event characters whose favorite practice is set to "pitcher" may be set in the event deck. In this case, event characters with high rarity may be preferentially incorporated into the event deck.

[0128] In the example shown in FIG. 11, the user can select one of two training policies for "pitcher" and "fielder", but the user may select one of a plurality of training policies for "pitcher" or one of a plurality of training policies for "fielder". For example, the user may select an ability that the user emphasizes from a plurality of abilities for "pitcher" or "fielder". For example, the user may select one of "emphasis on pitch speed", "emphasis on control", and "emphasis on curveball" as the training policy for "pitcher". For example, the user may select one of "emphasis on hitting", "emphasis on power", "emphasis on running ability", and "emphasis on defense" as the training policy for "fielder".

[0129] Furthermore, in the automatic setting menu screen image G700, a plurality of questions may be presented to the user. Then, an event character that matches the answers to the plurality of questions may be preferentially incorporated into the event deck. In this manner, the user's desired training policy may be determined from the answers to the plurality of questions, and an event character that matches the user's desired training policy may be preferentially incorporated into the event deck. Note that, as the plurality of questions, a plurality of questions related to a personality diagnosis of the user may be presented. In this manner, an event character that is suitable for training a main character to resemble the user's personality may be preferentially incorporated into the event deck.

[0130] The automatic setting menu screen image G700 also includes a processing object P730 associated with a process for closing the automatic setting menu screen image G700. When the user selects the processing object P730, the automatic setting menu screen image G700 disappears and the event deck setting screen image G300 is displayed.

[0131] Returning to FIG. 5, the event deck setting screen image G300 includes a processing object P350. The processing object P350 is associated with a process for completing the setting of the event deck. As shown in FIG. 3, when the setting of the event deck is completed, a game item is selected. Therefore, when the user selects the processing object P350, a screen image for selecting a game item is displayed on the display unit 15.

[0132] In this embodiment, the user can obtain game items that are advantageous for improving the abilities of the main character in the success part as rewards or from other users. In this screen image, the user selects game items to be used in the current success part (main part) from among the game items he or she owns. Note that there is an upper limit (e.g., two) on the number of game items that can be selected here. The user cannot select game items in excess of this upper limit.

[0133] When the selection of the game items is completed, the pre-part is completed and the main part is started. In the main part, a scenario selected by the user in the home screen image G100 is started. For example, a scenario is started in which the main character belongs to a high school baseball team, practices with his teammates, wins a regular spot, participates in games (regional qualifying tournaments and national tournaments), and aims to become a professional baseball player.

[0134] Event characters incorporated in the event deck appear in the scenario. For example, the event characters incorporated in the event deck appear as teammates of the main character or managers of the baseball team to which the main character belongs. In this way, the event characters owned by the user become characters in the scenario by being incorporated in the event deck. Note that the game characters incorporated in the event deck may appear in the game as players of a rival team, for example.

[0135] Additionally, a scenario is pre-populated with certain game characters (for example, one coach, one scout, one manager, and four to eight teammates). These game characters appear in the game even if they are not included in the event deck. For this reason, the event characters included in the event deck can be said to be game characters that are added as characters.

[0136] As shown in Figure 3, the main part (scenario) includes multiple sections. In the example shown in Figure 3, the main part (scenario) is divided into four sections in chronological order.

[0137] Also, in the example shown in FIG. 3, the scenario branches. Specifically, sections 3A and 3B are prepared as the third section. Therefore, after section 2 is completed, the user can select either section 3A or 3B. If the user selects section 3A, section 3A will start, and after section 3A is completed, section 4A will start. On the other hand, if the user selects section 3B, section 3B will start, and after section 3B is completed, section 4B will start. In other words, after the user selects section 3A, it is not possible to move to section 4B, and conversely, after the user selects section 3B, it is not possible to move to section 4A.

[0138] In addition, the scenario may be branched only within a specific period. That is, the user may be allowed to advance to sections 3B and 4B only within a specific period, and may not be allowed to advance to sections 3B and 4B outside the specific period. In such a case, sections 3B and 4B may be configured such that a special event that would not normally occur unless a special event character (for example, an event character with a high rarity) is incorporated into the event deck occurs even if the special event character is not incorporated into the event deck. By doing so, even for a user who does not own a special event character, a special event may occur by advancing to sections 3B and 4B only within a specific period. Furthermore, if the specific period ends while the user is advancing to sections 3B and 4B, the user may be allowed to advance to sections 3B and 4B for a predetermined period thereafter (for example, one day). Also, the sections after sections 3A and 3B may be further branched into a plurality of sections. Furthermore, there may be a plurality of sections that can be advanced only within a specific period. Furthermore, when the scenario branches as described above, when the user selects a specific section, the main character may acquire an ability that is not possessed by the event character in the event deck set by the user when an event occurs. Also, when the user selects a specific section, the increase in the ability parameter when an event occurs may be greater than the normal increase by the event character built into the event deck. In addition, when the user selects a specific section, the user may acquire more coins, gacha points, etc. than usual. In the above embodiment, the section 2 branches to sections 3B and 4B, and the branch occurs in some of the four sections, but the branch may always occur when one section ends. That is, the branch may occur in all sections.

[0139] Furthermore, as shown in Fig. 3, each section includes a plurality of turns. In the example shown in Fig. 3, each section is made up of 12 turns. The number of turns included in each section may differ from section to section.

[0140] For example, one turn corresponds to one week in the game. Each time a turn ends, the virtual time in the game advances by one week, and the scenario progresses. Note that one turn may also correspond to one day or one month in the game.

[0141] When the scenario progresses to the end, the development of the main character is completed. The main character whose development is completed is registered as an original character and can be used in the stadium part. After the main part ends, you can develop a different main character (i.e., generate a different original character) by starting the success part again from the beginning.

[0142] In each turn of the main part, the user selects one of the options regarding the main character's actions as the action to be taken by the main character.

[0143] Fig. 12 shows an example of a main command screen image in the success part. The main command screen image G800 shown in Fig. 12 is a screen image for selecting an action to be performed by the main character.

[0144] As shown in FIG. 12, the upper area A810 of the main command screen image G800 displays the progress of the scenario. For example, the current section and the number of turns remaining until the end of the current section are displayed. Also, the current time in the game is displayed. In the example shown in FIG. 12, "2nd year, August, 2nd week" is displayed, which indicates that the main character is a second-year high school student and that it is currently the second week of August.

[0145] The upper area A810 also displays the motivation parameter of the main character. The motivation parameter is a parameter that indicates the motivation (condition) of the main character. For example, the higher the value of the motivation parameter, the higher the motivation of the main character. As will be described later, in this embodiment, the main character practices in each turn, and as a result, experience points are granted to the main character (see FIG. 13). At this time, the higher the motivation of the main character, the more experience points are granted to the main character.

[0146] The number of treasure chests discovered in the current section is also displayed in the upper area A810. As described later, in each turn, a treasure chest discovery event in which the dog finds and carries a treasure chest occurs based on predetermined probability information (see FIG. 14), and the number of treasure chests discovered in this way is displayed.

[0147] The upper area A810 also includes a gauge area A811 that indicates the main character's physical strength parameter. For example, when the main character practices, the value of the physical strength parameter decreases, and when the main character takes a break from practice, the value of the physical strength parameter increases (recovers). Note that as the value of the physical strength parameter decreases, the probability that the main character will be injured during practice increases (see FIG. 13).

[0148] Furthermore, the upper area A810 includes a processing object P812. The processing object P812 is associated with a process for displaying a menu screen image related to the success part, and when the user selects the processing object P812, the menu screen image is displayed on the display unit 15. In the menu screen image, for example, the success part can be interrupted.

[0149] As shown in FIG. 12, processing objects P821, P822, P823, and P824 are displayed in a lower area A820 of the main command screen image G800.

[0150] The processing object P821 is associated with a process for displaying the log of the success part (main part), and when the user selects the processing object P821, the log is displayed.

[0151] The processing object P822 is associated with a process for turning the auto function on and off. The auto function is a function for automatically sending text displayed on the display unit 15. In the main part, text showing changes in parameters and text showing conversations between the main character and other game characters are displayed on the display unit 15 (see FIGS. 14 and 15). Normally, the user needs to tap the display unit 15 to send such text, but if the auto function is set to on, the text is sent automatically without the user having to tap the display unit 15. The user can turn the auto function on and off by selecting the processing object P822.

[0152] The processing object P823 is associated with a process for turning on / off the skip function. The skip function is a function for automatically forwarding text displayed on the display unit 15 at a speed faster than the auto function. When the skip function is set to on, the text is automatically forwarded at a speed faster than the auto function even if the user does not tap the display unit 15. The user can turn the skip function on / off by selecting the processing object P823. However, it is not possible to turn on both the auto function and the skip function; only one of them can be turned on.

[0153] The processing object P824 is associated with a process for turning on / off the shortcut function. The shortcut function is a function for omitting part of the text related to an event. For example, in the main part, an event occurs in which the main character converses with another game character, and text indicating the conversation may be displayed, but if the shortcut function is set to on, part of the text is omitted. The user can turn the shortcut function on / off by selecting the processing object P824.

[0154] As shown in Fig. 12, the main command screen image G800 includes a main character ability area A830. The main character ability area A830 displays the values ​​of various basic ability parameters of the main character. In the example shown in Fig. 12, the values ​​of the main character's trajectory parameter, hitting parameter, power parameter, running ability parameter, shoulder strength parameter, and defensive ability parameter are displayed.

[0155] The trajectory parameter indicates how high the ball hit by the main character will fly. The higher the trajectory parameter value, the higher the ball will fly. The contact parameter indicates the main character's contact ability (the ability to hit the ball thrown by the pitcher with the bat). The higher the contact parameter value, the higher the contact ability. The power parameter indicates the main character's power (the ability to hit the ball thrown by the pitcher with the bat and send it flying farther). The higher the power parameter value, the easier it is for the ball hit with the bat to fly farther.

[0156] The running ability parameter indicates the speed of the main character's feet. The higher the value of the running ability parameter, the faster the feet. The shoulder strength parameter indicates the speed of the main character's throwing. The higher the value of the shoulder strength parameter, the faster the throwing. The defensive ability parameter indicates the main character's defensive skill. The higher the value of the defensive ability parameter, the better the defense.

[0157] 12 shows a case where the main character is a fielder, so basic ability parameters related to fielder abilities are displayed in the main character ability area A830. If the main character is a pitcher, basic ability parameters related to pitcher abilities, such as ball speed parameters, control parameters, and stamina parameters, are displayed in the main character ability area A830.

[0158] Furthermore, as shown in Fig. 12, main command screen image G800 includes a command area A840. Processing objects P841, P842, P843, P844, P845, and P846 are displayed in the command area A840.

[0159] The processing object P841 is associated with a process for making the main character practice, and the user can make the main character practice by selecting the processing object P841. Details will be described later (see FIGS. 13 and 14).

[0160] The process object P842 is associated with a process for resting the main character, and the user can rest the main character by selecting the process object P842. When the main character is rested, the main character's physical strength parameters increase (recover).

[0161] The processing object P843 is associated with a process for making the main character visit a hospital, and the user can make the main character visit a hospital by selecting the processing object P843. For example, if the main character becomes ill or has an injury, the illness or injury can be cured by making the main character visit a hospital.

[0162] The processing object P844 is associated with a process for letting the main character play, and the user can let the main character play by selecting the processing object P844. When the main character plays, the main character's motivation parameter increases.

[0163] The processing object P845 is associated with a process for making the main character go on a date, and the user can make the main character go on a date by selecting the processing object P845.

[0164] The processing object P846 is associated with a process for improving the abilities of the main character, and the user can improve the abilities of the main character by selecting the processing object P846. Details will be described later (see FIGS. 16 and 17).

[0165] Fig. 13 shows an example of a practice screen image. The practice screen image G900 shown in Fig. 13 is displayed on the display unit 15 when a processing object P841 of the main command screen image G800 is selected. Note that an upper area A910 of the practice screen image G900 is similar to an upper area A810 of the main command screen image G800, and therefore a description thereof will be omitted here.

[0166] 13, the practice screen image G900 includes a command area A920. In the command area A920, a plurality of process objects P921, P922, P923, P924, P925, and P926 corresponding to a plurality of practice items are displayed. These process objects P921 to P926 are associated with processes for causing the main character to perform various exercises.

[0167] The processing object P921 is associated with a process of having the main character perform batting practice. The processing object P922 is associated with a process of having the main character perform strength training. The processing object P923 is associated with a process of having the main character perform base running training. The processing object P924 is associated with a process of having the main character perform shoulder strength training. The processing object P925 is associated with a process of having the main character perform fielding training. The processing object P926 is associated with a process of having the main character perform mental training.

[0168] For example, when the user wants to have the main character practice base running, first, the user selects the processing object P923. In this case, the processing object P923 is provisionally selected. In this state, the processing object P923 is displayed in a manner distinguished from the other processing objects P921, P922, P924 to P926, and it is shown that the processing object P923 is provisionally selected. In the example shown in FIG. 13, the vertical position of the processing object P923 on the screen is different from the other processing objects P921, P922, P924 to P926, and the cursor object C927 is associated with the processing object P923. In this state, the probability of getting injured during base running practice is displayed in association with the processing object P923. This probability is determined based on the value of the physical strength parameter of the main character. The smaller the value of the physical strength parameter of the main character, the higher the probability of getting injured during practice.

[0169] The practice screen image G900 also includes an experience point area A930. In the experience point area A930, the main character's experience points (that is, the experience points currently possessed by the main character) are displayed.

[0170] In this embodiment, five types of experience points are set: strength points, agility points, technique points, curveball points, and mental points. Figure 13 shows the case where the strength points, agility points, technique points, curveball points, and mental points of the main character are 3 points, 5 points, 4 points, 0 points, and 0 points, respectively.

[0171] In the example shown in Fig. 13, "+4" and "+15" are displayed in association with the strength points and agility points, respectively. This indicates that when the provisionally selected practice item (base running practice) is performed, the main character's strength points will increase by 4 points and the agility points will increase by 15 points.

[0172] In this embodiment, the type and amount of experience points that are increased by performing each practice are determined for each practice item. As described above, when base running practice is performed, strength points and agility points are increased. Also, for example, when batting practice is performed, strength points, technique points, and mental points are increased.

[0173] A level is set for each practice item. The level of the practice item increases when the number of times the practice has been performed reaches a predetermined number. The higher the level of the practice item, the greater the increase in experience points when the practice is performed.

[0174] The practice screen image G900 also includes a game character area A940. In this embodiment, a game character (teammate, coach, manager) other than the main character is assigned to each practice item, and the game characters other than the main character are also performed or watching over the practice. In this regard, the game character assigned to the provisionally selected practice item is displayed in the game character area A940. The game character assigned to each practice item changes with each turn.

[0175] In the example shown in FIG. 13, base running practice has been provisionally selected, so the game character assigned to base running practice is displayed in game character area A940.

[0176] In the game character area A940, a gauge area A941 is displayed in association with the game character. This gauge area A941 indicates the game character's evaluation of the main character. The longer the gauge in the gauge area A941, the higher the game character's evaluation of the main character. As will be described later, when the main character performs a favorite practice assigned to the game character (i.e., when the main character performs the same practice as the game character), the game character's evaluation of the main character increases (see FIG. 14).

[0177] In the event character screen image G400 shown in Fig. 7, the event character's event bonus is set to "initial evaluation 15". This event bonus "initial evaluation 15" indicates that the event character's evaluation of the main character is initially set to a value (15) higher than the normal value (0) at the start of the main part.

[0178] The example shown in Figure 13 shows a case where an event character (Yabe) incorporated in the event deck is assigned to base running practice. In other words, it shows a case where an event character (Yabe) incorporated in the event deck is practicing base running together with the main character as a teammate.

[0179] The practice item (base running) displayed in association with the event character indicates the favorite practice of this event character. Therefore, the example shown in FIG. 13 shows a case where the event character is assigned to his / her favorite practice (base running practice). In other words, it shows a case where the event character is performing his / her favorite practice (base running practice).

[0180] In such a case, when the main character practices baserunning, the amount of experience points gained will be greater than in normal cases. In other words, when the main character practices the event character's favorite practice together with an event character, the amount of experience points gained will be greater than in normal cases. In other words, in a turn in which an event character with baserunning practice set as its favorite practice is assigned to baserunning practice, the amount of experience points gained by the main character practicing baserunning will be greater than in a turn in which an event character with baserunning practice set as its favorite practice is not assigned to baserunning practice.

[0181] In addition, when the main character practices base running in the above case, if the event character's evaluation of the main character is higher than a predetermined standard, a special tag bonus event may occur. When the special tag bonus event occurs, the increase in experience points is greater than when the special tag bonus event does not occur. In this way, when the main character practices the favorite skill of an event character together with the event character who highly evaluates the master character, the increase in experience points is even greater.

[0182] In the event character screen image G400 shown in Fig. 7, "Special Tag Bonus 20%" is set as the event bonus for the event character. This event bonus "Special Tag Bonus 20%" indicates that the increase in experience points will be 20% more when a special tag bonus event occurs.

[0183] In the example shown in Fig. 13, the event character is assigned to the same practice item as the favorite practice, but the event character is not necessarily assigned to the same practice item as the favorite practice, and may be assigned to a practice item different from the favorite practice. The practice item to which the event character is assigned is determined for each turn based on predetermined probability information.

[0184] In this regard, in the event character screen image G400 shown in Fig. 7, the event character's event bonus is set to "10% increase in favorable practice rate." This event bonus "10% increase in favorable practice rate" indicates that the probability that the event character will be assigned to his / her favorable practice increases by 10%, making it easier for the event character to be assigned to his / her favorable practice.

[0185] When base running practice has been provisionally selected (i.e., when the cursor object C927 is pointing at the processing object P923), if the user further selects the processing object P923, base running practice is confirmed as the practice item to be performed by the main character, and the main character performs base running practice.

[0186] The practice screen image G900 also includes a processing object P950. The processing object P950 is associated with a process for returning to the previously displayed screen image. Therefore, when the user selects the processing object P950, the main command screen image G800 is displayed on the display unit 15.

[0187] Fig. 14 shows an example of a practice result screen image. When any practice item is confirmed as a practice item to be performed by the main character, the practice result screen image G1000 shown in Fig. 14 is displayed on the display unit 15. Note that the upper area A1010 and the lower area A1020 of the practice result screen image G1000 are similar to the upper area A810 and the lower area A820 of the main command screen image G800, and therefore a description thereof will be omitted here.

[0188] 14, the practice result screen image G1000 includes a text area A1030. Text showing the practice results of the main character is displayed in the text area A1030. That is, text showing the changes in various parameters as a result of the main character's practice is displayed in the text area A1030.

[0189] Fig. 14 shows a practice result screen image G1000 that is displayed when baserunning practice is selected (i.e., processing object P923 is selected) in the state shown in Fig. 13. Text area A1030 shown in Fig. 14 shows that, as a result of the main character's baserunning practice, the strength points have increased by 4 points, the agility points have increased by 15 points, the physical strength parameter has decreased by 25 points, and the evaluation of the main character of the event character (Yabe) who was assigned to the baserunning practice has increased by 7 points.

[0190] In this embodiment, when the main character practices, a treasure chest discovery event occurs based on predetermined probability information. As described above, the treasure chest discovery event is an event in which a dog finds a treasure chest and brings it over. When the treasure chest discovery event occurs, as shown in FIG. 14, a dog character C1040 that has found the treasure chest is displayed in the practice result screen image G1000.

[0191] In addition, during each turn of the main part, events related to the event character also occur based on predetermined probability information. For example, an event occurs in which the main character talks with the event character or does special training together with the event character.

[0192] Fig. 15 shows an example of an event screen image. The event screen image G1100 shown in Fig. 15 is displayed on the display unit 15 when an event related to an event character occurs. Note that the upper area A1110 and the lower area A1120 of the event screen image G1100 are similar to the upper area A810 and the lower area A820 of the main command screen image G800, so a description thereof will be omitted here.

[0193] The event screen image G1100 shows that an event related to an event character has occurred. The event screen image G1100 includes an event information area A1130, and information about the event that has occurred (such as the event name) is displayed in the event information area A1130. The event character C1140 that caused the event to occur is also displayed in the event screen image G1100.

[0194] The event screen image G1100 also includes a text area A1150. For example, text showing a conversation between the main character and the event character is displayed in the text area A1150. After that, as shown in FIG. 15, text showing changes in various parameters due to the occurrence of the event is displayed in the text area A1150. Specifically, the text area A1150 shows, for example, that the experience points for improving the ability parameters of the main character have increased due to the occurrence of the event, or that the main character has acquired the knack for acquiring a special ability. The amount of experience points and the special ability to acquire the knack are influenced by the ability and level of the event character. For example, the larger the value of the event bonus shown in the second tab T422 of the event character screen image G400 in FIG. 7, the larger the value, etc. shown in the text area A1150. Alternatively, the higher the rarity of each event character, the larger the value, etc. shown in the text area A1150 may be. Furthermore, if the practice selected by the user is the favorite practice of an event character that appeared in the event, the numerical value or the like shown in the text area A1150 may be made larger.

[0195] In the main part, in addition to events that occur based on probability information, events that always occur when the game progress reaches a certain level may be provided. For example, when the scenario progresses to the 10th, 20th, or 30th turn, a predetermined event (such as a match event) may always occur.

[0196] 16 and 17 show an example of an ability change screen image. The ability change screen image G1200 shown in Fig. 16 and 17 is a screen image for improving the abilities of the main character, and is displayed on the display unit 15 when the processing object P846 of the main command screen image G800 is selected.

[0197] The ability change screen image G1200 includes a first area A1210 and a second area A1220. The first area A1210 includes a pitcher ability tab T1211 and a fielder ability tab T1212. The pitcher ability tab T1211 displays changes to basic ability parameters related to pitcher abilities, and the fielder ability tab T1212 displays changes to basic ability parameters related to fielder abilities.

[0198] As shown in Figs. 16 and 17, the fielder ability tab T1212 displays the pre-change and post-change values ​​for each of the basic ability parameters related to fielder abilities, namely, trajectory parameter, hitting parameter, power parameter, running ability parameter, arm strength parameter, defensive ability parameter, and catching parameter. The trajectory parameter, hitting parameter, power parameter, running ability parameter, arm strength parameter, and defensive ability parameter are as described above (see Fig. 12). The catching parameter indicates the skill of the main character in catching the ball. The higher the value of the catching parameter, the better the catching is (the less likely the character is to make an error).

[0199] The second area A1220 includes a basic ability tab T1221 and a special ability tab T1222. As shown in Fig. 16, the basic ability tab T1221 displays the experience points (strength points, agility points, technique points, curveball points, and mental points) currently possessed by the main character. Fig. 16 shows that the strength points, agility points, technique points, curveball points, and mental points currently possessed by the main character are 27 points, 20 points, 24 points, 0 points, and 0 points, respectively.

[0200] In the basic ability tab T1221, the values ​​of the main character's basic ability parameters (trajectory parameter, hitting parameter, power parameter, running ability parameter, arm strength parameter, defensive ability parameter, and catching parameter) can be increased in exchange for some or all of the experience points currently possessed by the main character.

[0201] In addition, the basic ability tab T1221 displays, in association with each basic ability parameter, an ability value required to increase the value of the basic ability parameter by 1 point from the current value. The basic ability tab T1221 shown in Fig. 16 indicates, for example, that 30 strength points, 30 technique points, and 30 mental points are required to increase the value of the trajectory parameter by 1 point from the current value. Also, for example, it indicates that 2 strength points, 2 agility points, and 2 technique points are required to increase the value of the shoulder strength parameter by 1 point from the current value.

[0202] Furthermore, in the basic ability tab T1221, processing objects P1223-1, P1223-2, P1223-3, P1223-4, P1223-5, P1223-6, and P1223-7 are displayed in association with each basic ability parameter.

[0203] For example, the processing object P1223-1 is associated with a trajectory parameter, and a process for increasing the trajectory parameter by one point in exchange for a predetermined experience point is associated with the processing object P1223-1. By selecting the processing object P1223-1, the user can increase the trajectory parameter from the current value by one point in exchange for 30 strength points, 30 technique points, and 30 spirit points. For example, if the main character has all of these experience points, when the user selects the processing object P1223-1, the trajectory parameter increases by one point, and the experience points required for this are subtracted from the "current experience points" in the second area A1220. In other words, if the main character has sufficient experience points, each time the user selects the processing object P1223-1, the trajectory parameter gradually increases by one point, and the experience points required for this are gradually subtracted from the "current experience points" in the second area A1220. However, it goes without saying that if the main character does not have all of these experience points, the trajectory parameters cannot be increased. For example, even if the main character has 40 strength points and 70 technique points, if the mental points are 10 points, the trajectory parameters cannot be increased. In this way, the user may be notified of the parameters that cannot be increased due to insufficient experience points. For example, the brightness of the name of the corresponding parameter or the entire line in the first area A1210 and the second area A1220 may be reduced.

[0204] It should be noted that if the user's selection of the processing object P1223-1 results in an increase in the trajectory parameter value by one point, a message to that effect is displayed in the first area A1210.

[0205] Also, like the processing object P1223-1, the other processing objects P1223-2 to P1223-7 are associated with a hitting parameter, a power parameter, a running ability parameter, an arm strength parameter, a defensive ability parameter, and a catching parameter, respectively, and are associated with processes for increasing these parameters by one point in exchange for a specified experience point.

[0206] When the user selects the special ability tab T1222 from the state shown in Fig. 16, the state switches to that shown in Fig. 17. As shown in Fig. 17, the special ability tab T1222 also displays the experience points (strength points, agility points, technique points, curveball points, and mental points) currently possessed by the main character. As in Fig. 16, Fig. 17 shows that the strength points, agility points, technique points, curveball points, and mental points currently possessed by the main character are 27 points, 20 points, 24 points, 0 points, and 0 points, respectively.

[0207] In the special ability tab T1222, the main character can acquire special abilities in exchange for some or all of the experience points currently possessed by the main character. That is, in the special ability tab T1222, the main character's special ability parameters can be changed in exchange for some or all of the experience points currently possessed by the main character. Here, the special ability parameters are parameters that indicate whether the main character has acquired various special abilities.

[0208] In the example shown in Figure 16, the special abilities that the main character can acquire are displayed as "Chance ○," "Against left-handed pitchers ○," "Stolen bases ○," "Base running ○," "Throwing ○," "Injury resistance ◎," and "Average hitter."

[0209] "Chance ○" is a special ability that makes the player strong when opportunities arise. If the main character has acquired "Chance ○", the main character's basic abilities will be enhanced when opportunities arise. "Against Lefty Pitchers ○" is a special ability that makes the player strong against lefty pitchers. If the main character has acquired "Against Lefty Pitchers ○", the main character's basic abilities will be enhanced when the opposing pitcher is a lefty. "Stealing Bases ○" is a special ability that makes the player good at stealing bases. If the main character has acquired "Stealing Bases ○", the main character will be more likely to succeed in stealing bases.

[0210] "Throwing ○" is a special ability that makes it harder to throw the ball. If the main character has acquired "Throwing ○", the main character will have a harder time throwing the ball. "Injury resistance ◎" is a special ability that makes the main character rarely get injured. If the main character has acquired "Injury resistance ◎", the main character will rarely get injured. "Average hitter" is a special ability that makes it easier to hit the ball. If the main character has acquired "Average hitter", the main character will have a harder time hitting the ball.

[0211] In addition, in the special ability tab T1222, the ability value required for the main character to acquire each special ability is displayed in association with each special ability. In the special ability tab T1222 shown in FIG. 17, for example, it is shown that 15 agility points, 30 technique points, and 105 spirit points are required to acquire the main character's "Chance ○". Also, for example, it is shown that 48 strength points, agility points, and technique points are required to acquire the main character's "Throwing ○".

[0212] In addition, for special abilities that the main character has already acquired, a message indicating that the special abilities have been acquired is displayed. In the special ability tab T1222 shown in FIG. 17, it is displayed that "injury resistance ◎" has been acquired.

[0213] Furthermore, in the special ability tab T1222, processing objects P1224-1, P1224-2, P1224-3, P1224-4, P1224-5, and P1224-6 are displayed in association with each special ability.

[0214] For example, the processing object P1224-1 is associated with "Chance O", and the processing object P1224-1 is associated with a process for making the main character acquire "Chance O" in exchange for a certain amount of experience points. By selecting the processing object P1224-1, the user can make the main character acquire "Chance O" in exchange for 15 agility points, 30 technique points, and 105 spirit points. However, naturally, if the main character does not have these experience points, the main character cannot acquire "Chance O".

[0215] Like the processing object P1224-1, the other processing objects P1224-2 to P1224-6 are associated with "against left-handed pitcher ○", "stealing bases ○", "base running ○", "throwing ○", and "average hitter", respectively, and are associated with processes for making the main character acquire these special abilities in exchange for a certain amount of experience points. Also, since the main character has already acquired the special ability of "injury resistance ◎", no processing object is associated with "injury resistance ◎".

[0216] In the example shown in Fig. 17, "Level 1" is displayed in association with "base running". Here, "Level 1" indicates the skill level of "base running".

[0217] The knack level indicates whether the main character has mastered the trick to acquire a special ability and the degree of the knack that the main character has mastered. When the knack level is 1 or higher, it means that the main character has mastered the trick to acquire a special ability, and the higher the knack level, the greater the degree of the knack that the main character has mastered.

[0218] The higher the skill level, the less experience points are required for the main character to acquire a special ability. In the state shown in FIG. 17, the experience points required for the main character to acquire the "base running" skill are less than usual.

[0219] At the beginning of the main part, the tips level for each special ability is set to 0. For example, in the main part, an event (tips event) may occur in which an event character teaches the main character the tips for a special ability, and when such a tips event occurs, the tips level for that special ability increases (see FIG. 15).

[0220] In the event character screen image G400 shown in FIG. 7, a "tips event bonus of 20%" is set as the event bonus for the event character. When such a tips event occurs, the tips level of the special ability increases and the experience points of the main character related to the special ability increase. The event bonus "tips event bonus of 20%" indicates that in such a case, the increase in experience points will be 20% more than usual.

[0221] 16 and 17, the ability change screen image G1200 includes a processing object P1230. The processing object P1230 is associated with a process for returning to the previously displayed screen image. Therefore, when the user selects the processing object P1230, the main command screen image G800 is displayed on the display unit 15.

[0222] The ability changing screen image G1200 also includes a processing object P1240. The processing object P1240 is associated with a process for canceling the change in the ability of the main character and returning it to the state before the change. Therefore, when the user selects the processing object P1240, the ability of the main character returns to the state before the change.

[0223] The ability changing screen image G1200 also includes a processing object P1250. The processing object P1250 is associated with a process for finalizing the change in the ability of the main character. Therefore, when the user selects the processing object P1250, the ability of the main character is finalized to the changed state.

[0224] When each section is completed, a section completion screen image is displayed on the display unit 15. Fig. 18 shows an example of the section completion screen.

[0225] 18, the section completion screen image G1300 displays the ongoing scenario (e.g., A High School) and the completed section (e.g., section 2). The section completion screen image G1300 also displays the experience points gained so far (total experience points) and the experience points gained in the completed section (section experience points). The section completion screen image G1300 also displays the rewards gained in the section (e.g., coins and game items).

[0226] Also, after the section completion screen image G1300 is displayed, a next episode preview screen image may be displayed before the next section starts. Fig. 19 shows an example of the next episode preview screen image.

[0227] In this embodiment, after the section completion screen image G1300 is displayed and before the next section starts, an event occurs based on predetermined probability information that increases the probability of finding a treasure chest in the next section. When the event occurs, a notice screen image G1400 as shown in FIG. 19 is displayed to notify the user that the event has occurred.

[0228] When the four sections of the success part are completed as described above, the development of the main character is completed, and the main character can be used as an original character in a match in the stadium part. For example, when the fourth section is completed, a screen image for confirming the ability parameters of the main character is displayed on the display unit 15, and the user can increase the ability parameters of the main character or acquire special abilities by using the remaining experience points. Furthermore, the appearance of the main character may be changed in this screen image. Then, when the user performs a predetermined confirmation operation, the ability parameters of the main character are confirmed and the main character is registered as an original character owned by the user. Once registered as an original character, the user cannot change the ability parameters. After that, the user can check the ability parameters of the newly registered original character, add it to the order described later, and have it participate in a match.

[0229] As shown in Fig. 3, the main part is composed of four sections, each of which is composed of 12 turns, and if the user were to play all the turns continuously, it would take a considerable amount of time and effort. For this reason, in this embodiment, the main part is divided into four sections, which can motivate the user to end the game or take a break at the end of a section, thereby reducing the difficulty of the user playing the success part. Furthermore, by dividing the main part into multiple sections, the next section can be branched off at the end of a section, which can diversify gameplay.

[0230] The user plays four sections to train the main character, and as shown in Fig. 18, when the section is cleared, the user is notified of information such as experience points in the section completion screen image G1300, so that the user can play the game without getting bored or feeling sluggish, even in a game that includes a relatively large number of turns such as the success part. In other words, if the user is notified of information such as experience points only when the success part is completed, the user cannot fully grasp the main character's training status in the success part, and may feel bored or sluggish, but if the experience points are notified at the end of the section, the training status can be notified to the user frequently, so that the user can be prevented from getting bored or feeling sluggish.

[0231] Also, as shown in FIG. 19, an announcement regarding the next section can be made in the preview screen image G1400, which can motivate the user to try the next section and prevent the user from abandoning the successful part midway.

[0232] Next, before explaining the stadium part, a process for checking the event characters owned by the user and the organization of the event deck will be explained.

[0233] When the user selects the processing object P123 in the home screen image G100 shown in FIG. 2, an event character menu screen image for performing various operations related to the event character is displayed on the display unit 15. FIG. 20 shows an example of the event character menu screen image. Note that the upper area A1510, the lower area A1520, and the processing object P130 in the event character menu screen image G1500 shown in FIG. 20 are similar to the upper area A110, the lower area A120, and the processing object P130 in the home screen image G100, so their explanations are omitted here. Also, the processing object P1530 ​​in the event character menu screen image G1500 is for returning to the screen image that was displayed one time before (i.e., the home screen image G100) like the processing object P230 in the main character registration screen image G200.

[0234] The event character menu screen image G1500 shown in Fig. 20 includes processing objects P1540 to P1590. The processing object P1540 is associated with a process for organizing an event deck. When the user selects the processing object P1540, an event deck editing screen image for editing the event deck is displayed on the display unit 15.

[0235] Fig. 21 is an example of an event deck editing screen image. Note that the upper area A1610, the lower area A1620, and the processing object P130 in the event deck editing screen image G1600 shown in Fig. 21 are similar to the upper area A110, the lower area A120, and the processing object P130 in the home screen image G100, so their explanations are omitted here. Also, the processing object P1630 in the event deck editing screen image G1600 is for returning to the screen image that was displayed one time before (i.e., the event character menu screen image G1500), similar to the processing object P230 in the main character registration screen image G200.

[0236] As shown in Fig. 21, the event deck editing screen image G1600 includes an event deck editing area A1640. Note that the contents displayed in the event deck editing area A1640 are omitted in Fig. 21, and the contents displayed in the event deck editing area A1640 are shown in Fig. 22.

[0237] 22, the areas A1641, A1642, processing objects P1642, P1643, setting frames A1644-1 to A1644-5, and favorite practice area A1646 of the event deck editing screen image G1600 are similar to the areas A341, A342, processing objects P342, P343, setting frames A344-1 to A344-5, and favorite practice area A346 of the event deck setting screen image G300, respectively, so the explanation will be omitted here. However, since the event deck editing screen image G1600 is not before the start of the success part, there is no corresponding setting frame A345 for incorporating a helper into the event deck.

[0238] In this embodiment, the user can own multiple (for example, five) event decks. The number of event decks owned by the user may be fixed, or may be increased by consuming power stones. Also, the number of event decks may be increased by completing the development of the main character in the success part. For example, the number of event decks may be increased by one when the user completes the development of a predetermined number of main characters (for example, three), or the number of event decks may be increased by one when the user completes the development of one main character. In this case, an upper limit (for example, up to seven) may be set for the number of event decks. Also, the number of event decks given to the user at the start of the game may be set to, for example, one, and may be gradually increased by the above process. In the event deck editing screen image G1600, it is possible to edit each of these multiple event decks. For example, the user sets an event character whose favorite practice is fielder practice to an event deck for developing a fielder, and sets an event character whose favorite practice is pitcher practice to an event deck for developing a pitcher. Furthermore, it is possible to set only female event characters in the event deck, or only male event characters in the event deck, and use them differently depending on the development policy of the main character and the type of scenario in the success part. For example, the user sets special effect characters, which will be described in detail later, in the event deck used for a limited-time event.

[0239] Returning to FIG. 20, the processing object P1560 is associated with a process for selling an event character. When the user selects the processing object P1560, he or she can sell unwanted event characters and acquire coins. Note that the sold event characters are not sold to other users, but are simply deleted from the list owned by the user. In other words, "selling" here means giving up the event character in exchange for coins.

[0240] The processing object P1570 is associated with a process for checking a list of event characters owned by the user. When the user selects the processing object P1570, a list of event characters owned by the user is displayed on the display unit 15. For example, when the user selects a processing object of an event character displayed in the event character list, an event character screen image G400 can be displayed.

[0241] The processing object P1580 is associated with a process for checking the illustrated book of event characters. The illustrated book is a list of event characters that exist in the game. When the user selects the processing object P1580, the illustrated book is displayed on the display unit 15. In the illustrated book, it is possible to distinguish between event characters that the user has owned and event characters that the user has not yet owned. Note that information (e.g., images and names) of event characters that the user has not yet owned may be hidden in the illustrated book.

[0242] The processing object P1590 is associated with a process for expanding the list of event characters. In this embodiment, an upper limit is set on the number of event characters that a user can own. For example, a user can increase the upper limit on the number of event characters that the user can own by consuming power stones.

[0243] The processing object P1550 is associated with a process for strengthening an event character. Strengthening here means increasing the level of the event character, which is different from the development of the main character in the success part. The event character is strengthened in order to improve the effect that occurs in the success part when the event character is set in the event deck (i.e., to make the development of the main character more efficient). In this embodiment, so-called game character synthesis is performed. That is, the event character to be strengthened (hereinafter referred to as a base character) can be strengthened by consuming other event characters (hereinafter referred to as material characters). When the user selects the processing object P1540, a base character selection screen image for selecting a base character is displayed on the display unit 15.

[0244] Fig. 23 shows an example of a base character selection screen image. The upper area A1710, the lower area A1720, and the processing object P130 in the base character selection screen image G1700 shown in Fig. 23 are similar to the upper area A110, the lower area A120, and the processing object P130 in the home screen image G100, so their explanations are omitted here. The processing object P1730 in the base character selection screen image G1700 is for returning to the screen image that was displayed one time before (i.e., the event character menu screen image G1500), similar to the processing object P230 in the main character registration screen image G200.

[0245] The base character selection screen image G1700 includes an event character list area A1740. The event character list area A1740 is similar to the event character list area A640 of the event character change screen image G600. When the user selects one of the event characters displayed in the event character list area A1740 as a base character, an enhancement screen image for enhancing the base character is displayed on the display unit 15.

[0246] FIG. 24 shows an example of a strengthening screen image. Here, the strengthening screen image G1800 displayed when "Hayakawa" with a rarity of "R" is selected as the base character is shown. The upper area A1810, the lower area A1820, and the processing object P130 in the strengthening screen image G1800 shown in FIG. 24 are similar to the upper area A110, the lower area A120, and the processing object P130 in the home screen image G100, so the description will be omitted here. Also, the processing object P1830 in the strengthening screen image G1800 is for returning to the screen image displayed one before (i.e., the base character selection screen image G1700) like the processing object P230 in the main character registration screen image G200.

[0247] 24, the base character area A1840 includes a gauge area A1841. The gauge area A1841 makes it possible to identify the base character's current experience points and the acquired experience points required for the next level.

[0248] The material character area A1850 is provided with ten setting frames for setting a material character. When the user selects one of the setting frames in the material character area A1850, a material character selection screen image for selecting a material character is displayed on the display unit 15.

[0249] Fig. 25 shows an example of a material character selection screen image. The upper area A1910, the lower area A1920, and the processing object P130 in the material character selection screen image G1900 shown in Fig. 25 are similar to the upper area A110, the lower area A120, and the processing object P130 in the home screen image G100, so their explanations are omitted here. The processing object P1930 in the material character selection screen image G1900 is for returning to the screen image displayed one before (i.e., the strengthening screen image G1800) like the processing object P230 in the main character registration screen image G200.

[0250] In the example shown in Fig. 25, the material character selection screen image G1900 includes an event character list area A1940. The event character list area A1940 is similar to the event character list area A640 of the event character change screen image G600. However, as shown in Fig. 25, among the event characters owned by the user, those other than the base characters are displayed in the event character list area A1940. In addition, event characters set in the event deck (event characters displayed as "in use" in Fig. 25) and locked event characters may be made unable to be selected as material characters.

[0251] In this embodiment, when an event character that is the same as the base character is set as a material character, the maximum level of the base character can be increased under a given probability. In the event character list area A1940, this probability is displayed superimposed on the event character. For example, when "Hayakawa" with a rarity of "R" is selected as a material character, the maximum level of the base character "Hayakawa" increases with a 100% probability, and when "Hayakawa" with a rarity of "PN" is selected as a material character, the maximum level of the base character "Hayakawa" increases with a 30% probability. In this embodiment, the probability of increasing the maximum level is determined based on the rarity of the base character and the rarity of the material character. In other words, the probability of increasing the maximum level is determined based on the relative rarity difference between the base character and the material character. For example, when a material character with a rarity equal to or higher than the rarity of the base character is selected, the probability is 100%, and when a material character with a rarity lower than the rarity of the base character is selected, the probability is less than 100%. For example, for a material character that is two or more stages lower in rarity than a base character, the probability of the highest level increasing may be set to 0%, even if the character has the same name as the base character. Also, for example, the higher the rarity of the base character, the lower the probability. In this way, the probability of the highest level increasing can be kept low for heavy users who own base characters with high rarity. The higher the rarity of the material character, the higher the probability. Furthermore, the highest level increases by one, but the probability may be set to be higher as the current highest level increases from the initial value. In other words, the higher the number of times the highest level of the base character has increased, the higher the probability of the highest level increasing in the future.

[0252] The user selects 10 or less of the event characters displayed in event character list area A1940 as material characters. Here, a case will be described in which multiple material characters can be selected all at once in event character list area A1940, but material characters may also be selected one by one. Also, by selecting an event character that the user has already selected as a material character again, the selection as a material character can be cancelled.

[0253] The material character selection screen image G1900 includes an area A1950 for displaying the level that will be increased when the base character is strengthened with the currently selected material character and the coins required for strengthening. The experience value that the base character can acquire varies depending on the material character. For example, the higher the rarity of the material character, the more experience value that can be acquired and the more coins required. The level and coins shown in area A1950 are calculated by calculating the experience value that can be acquired and the coins required for the currently selected material character. When the user selects or removes a material character from the event character list area A1940, the display in area A1950 is updated.

[0254] Furthermore, the material character selection screen image G1900 includes processing objects P1960 and P1970. The processing object P1970 is associated with a process for canceling the selection of material characters. When the user selects the processing object P1970, all material character selections are cancelled, and the material character selection can be redone. On the other hand, the processing object P1960 is associated with a process for completing the selection of material characters. When the user selects the processing object P1960, the display returns to the enhanced screen image G1800.

[0255] FIG. 26 shows the strengthening screen image G1800 when a material character is selected. As shown in FIG. 26, the material character area 1850 displays the material character selected in the event character list area A1940 of the material character selection screen image G1900. In the example of FIG. 26, the same two as the base characters, "Hayakawa" and "Tsuruya", are selected as material characters. As shown in FIG. 26, the two material characters "Hayakawa" can be used to increase the maximum level of the base character "Hayakawa", so the probability is displayed superimposed on the material character "Hayakawa". On the other hand, "Tsuruya" is not the base character "Hayakawa", and even if it is used as a material character, the maximum level of "Hayakawa" cannot be increased, so the probability is not displayed. In this way, in the material character area 1850, before strengthening the base character, it is possible to distinguish between material characters whose maximum level can be increased and material characters whose maximum level cannot be increased, and further, the probability can be identified. In addition, when the user selects a material character, the level that will be increased if the base character is strengthened with the current material character and the coins required for strengthening are displayed in base character area A1840, just as in area A1950.

[0256] Further, the strengthening screen image G1800 includes processing objects P1860 and P1870. The processing object P1870 is associated with a process for canceling the selection of the material character. When the user selects the processing object P1870, the selection of the material character is canceled, and the selection of the material character can be redone. On the other hand, the processing object P1860 is associated with a process for executing the strengthening of the base character. When the user selects the processing object P1860, a predetermined screen effect is executed, and then an strengthening result window for displaying the strengthening result of the base character is displayed on the display unit 15. Note that, if the number of coins held by the user is less than the number of coins required for strengthening the base character, strengthening is not executed even if the user selects the processing object P1860. In this case, the processing object P1860 may be grayed out or the like so as to be unselectable.

[0257] FIG. 27 shows the reinforcement result window. As shown in FIG. 27, the reinforcement result window G2000 displays the experience points acquired by the base character, the change in the level of the base character, the change in the highest level of the base character, and the like. In the example shown in FIG. 27, the base character is at the level shown in the base character area A1840. Furthermore, if there are multiple material characters that can increase the highest level of the base character, it is determined whether or not it is possible to increase the highest level for each of these multiple material characters based on a predetermined probability. Here, since "Hayakawa" with a 100% probability of increasing the highest level of the base character and Hayakawa with a 30% probability were selected as material characters, the highest level of the base character will definitely increase by 1, and will further increase by 1 with a 30% probability. In the example shown in FIG. 27, the 30% probability of "Hayakawa" was also successful, and the highest level of the base character has increased by two.

[0258] The processing object P2010 is associated with a process for returning to the enhanced screen image G1800. When the user selects the processing object P2010, the screen may be returned directly to the enhanced screen image G1800, or when the processing object P441 is selected after the base character event character screen image G400 is displayed, the screen may be returned to the enhanced screen image G1800.

[0259] Next, the stadium part will be described. In the stadium part, the user can play matches using the original characters that he / she has developed in the success part. In the stadium part, there are matches that can be played at any time (hereinafter referred to as normal matches) and matches that can be played for a limited time (hereinafter referred to as limited time event matches).

[0260] When playing a match in the stadium part, the user edits the order of the match. The order is a combination of original characters that the user owns and that will participate in the match. Here, the order for a normal match and the order for a limited-time event match can be edited. When the user selects the processing object P122 in the home screen image G100 in FIG. 2 or the like, a My Team menu screen image for editing the order is displayed on the display unit 15.

[0261] Fig. 28 shows a My Team menu screen image. The upper area A2110, the lower area A2120, and the processing object P130 in the My Team menu screen image G2100 shown in Fig. 28 are similar to the upper area A110, the lower area A120, and the processing object P130 in the home screen image G100, so a description thereof will be omitted here. The processing object P2130 in the My Team menu screen image G2100 is for returning to the screen image that was displayed one time before (i.e., the home screen image G100, etc.), similar to the processing object P230 in the main character registration screen image G200.

[0262] The my team menu screen image G2100 shown in Fig. 28 includes processing objects P2140 to P2170. The processing object P2140 is associated with a process for editing the order in a regular match. When the user selects the processing object P2040, a regular order editing screen image for editing the order in a regular match is displayed on the display unit 15.

[0263] Fig. 29 shows a normal order editing screen image. As shown in Fig. 29, the normal order editing screen image G2200 includes a starting order area A2210 and a reserve player area A2220. The starting order area A2210 is for specifying original characters of the starting order who will participate at the start of the match, among the original characters owned by the user. The reserve player area A2220 is for specifying original characters of the reserve who will not participate at the start of the match but can participate in the middle of the match, among the original characters owned by the user.

[0264] When the user taps on an original character displayed in the starting order area A2210 and the reserve player area A2220, an overview of the original character's abilities, etc. may be displayed. Furthermore, when the user presses and holds on an original character displayed in the starting order area A2210 and the reserve player area A2220, details of the original character's abilities, etc. may be displayed.

[0265] For example, when a user drags and drops an original character displayed in the starting order area A2210 into the reserve player area A2220, this original character is displayed in the reserve player area A2220, and the original character of the drop destination is displayed in the starting order area A2210. Conversely, when a user drags and drops an original character displayed in the reserve player area A2220 into the starting order area A2210, this original character is displayed in the starting order area A2210, and the original character of the drop destination is displayed in the reserve player area A2220. In this way, the user can swap the original character in the starting order with the original character on the reserve.

[0266] Also, for example, when the user drags and drops an original character displayed in either the starting order area A2210 or the reserve player area A2220 into the drag area A2230, a screen image showing a list of original characters that are neither in the starting order nor on the reserves is displayed on the display unit 15. When the user selects an original character that he or she wants to include in the order from this screen image, he or she can replace this original character with the original character dropped into the drag area A2230.

[0267] The processing object P2240 is associated with a process for automatically setting an order. When the user selects the processing object P2240, the order is automatically set so as to obtain an optimal combination of original characters owned by the user. For example, the order is automatically set so that original characters with high ability parameters are given priority in the order. Also, for example, the order is automatically set so that original characters are placed in the order in descending order of the total experience points they have acquired in the success part.

[0268] The processing object P2250 is associated with a process for returning the order to its original state. The original state is the state before the order was changed in the regular order edit screen image G2200. When the user selects the processing object P2250, the order is returned to the state it was in when the regular order edit screen image G2200 was displayed.

[0269] The overall strength area A2260 indicates the overall strength of the current order. The meaning of the overall strength is the same as that explained in the area A115 of the home screen image G100. In other words, the overall strength is a value calculated from the ability parameters of the original characters included in the order, and the higher this value, the easier it is to win the match. When the order is changed, the value indicated in the overall strength area A2260 also changes.

[0270] The processing object P2270 is associated with a process for setting a method for using a pitcher. When the user selects the processing object P2270, a screen image for setting a method for using a pitcher among the original characters owned by the user is displayed on the display unit 15. In this screen image, it is possible to specify an original character that can participate in a match among the original characters who are pitchers. Furthermore, it is possible to specify a method for using the original characters as a pitcher (starter, reliever, or closer) among the original characters that can participate in a match. Alternatively, if a predetermined number of games must be left between appearances in order for a pitcher to participate in a match, the next game in which the pitcher can participate is displayed.

[0271] The processing object P2280, like the processing object P230 in the main character registration screen image G200, is for returning to the previously displayed screen image (that is, the my team menu screen image G2100).

[0272] 28, the processing object P2150 is associated with a process for editing the order of matches in a time-limited event. When the user selects the processing object P2150, a time-limited order editing screen image for editing the order of matches in the time-limited event is displayed on the display unit 15.

[0273] Fig. 30 shows a time-limited order editing screen image. The starting order area A2310, the reserve player area A2320, the drag area A2330, the processing objects P2350, P2370, P2380, and the overall power area A2360 of the time-limited order editing screen image G2300 shown in Fig. 30 are similar to the starting order area A2210, the reserve player area A2220, the drag area A2230, the processing objects P2250, P2270, P2280, and the overall power area A2260 of the normal order editing screen image G2200, respectively. However, the time-limited order editing screen image G2300 is different from the normal order editing screen image G2200 in that a score bonus is displayed in the starting order area A2310.

[0274] Here, the score bonus will be explained. In a time-limited event, if a specific event character (hereinafter referred to as a special effect character) is set in the event deck and an original character that has been trained is added to the order and then a match is played, a score bonus that increases the score that can be obtained after the match is given. A special effect character is an event character that generates an effect during a specific period that does not occur during a normal period. In other words, a special effect character can be used during a normal period other than the specific period, but the effect that occurs during the specific period does not occur during the normal period. Whether or not an event character is a special effect character may be identified by the event deck setting screen image G300, the event character change screen image G600, or the like.

[0275] FIG. 31 shows an example of an event deck setting screen image G600 during a limited time event. As shown in FIG. 31, in the event character list area A640, information indicating the degree of effect is displayed for the event character that is a special effect character. For example, it shows that if an original character trained by putting "Yamaguchi" in the event deck is used in a match, a score bonus of "5%" will be generated. Similarly, it shows that if an original character trained by putting "Tsuruya" with a rarity of "R" in the event deck is used in a match, a score bonus of "3%" will be generated, and if an original character trained by putting "Tsuruya" with a rarity of "N" in the event deck is used in a match, a score bonus of "2%" will be generated. In this way, the degree of the score bonus may vary depending on the rarity.

[0276] In addition, if an event deck contains multiple special effect characters, when an original character trained using this event deck is used in a match of a limited-time event, the score may be increased by the total value of the score bonuses of these multiple special effect characters, or only the score bonus of the multiple special effect characters with the highest score bonus may be reflected.

[0277] Also, when a special effect character is incorporated into the event deck and the success part is played, an effect corresponding to the special effect character is generated, and the development of the main character may be advantageous. Furthermore, the effect in the success part may be generated only for a specific period. In other words, the effect generated by the special effect character may be generated not only in the stadium part but also in the success part.

[0278] FIG. 32 shows an example of the event deck setting area A340 of the event deck setting screen image G300 during a limited time event. As shown in FIG. 32, the setting frame A344-4 in which the event character that is a special effect character is incorporated in the event character list area A640 displays information indicating the degree of effect. That is, since the setting frame A344-4 incorporates the special effect character "Yamaguchi", the score bonus for "Yamaguchi" of "5%" is displayed. Note that, if the event deck contains multiple special effect characters, the total value of the score bonus generated by these multiple special effect characters may be displayed in the event deck setting area A340.

[0279] In a time-limited event, if the cumulative score obtained by a user exceeds a reference value, the user is given a reward. This reference value may be set to a plurality of reference values ​​in stages. The higher the reference value, the better the reward given when the reference value is exceeded. Furthermore, a ranking of the user may be determined based on the cumulative score when the time-limited event ends, and a reward according to the ranking may be given to the user.

[0280] FIG. 33 shows the conditions for generating a score bonus. In the example of FIG. 33, the special effect characters are "E3" and "E8". As shown in FIG. 33, the original character "P1" generates a score bonus when placed in the order for a match of a limited time event because "E3" is included in the event deck used in the success part. Similarly, the original character "P3" generates a score bonus when placed in the order for a match of a limited time event because "E3" and "E8" are included in the event deck used in the success part. On the other hand, the original character "P2" does not generate a score bonus when placed in the order for a match of a limited time event because the event deck used in the success part does not include a special effect character.

[0281] Returning to Fig. 30, the starting order area A2310 displays the score bonus value for each original character in the order and the total score bonus value that can be generated in the current order. Note that the score bonus may be generated only for the original characters in the starting order, or may be generated for both the original characters in the starting order and the reserve characters.

[0282] The processing object P2340 is similar to the processing object P2240 in that it is for automatically determining the order. However, when the user selects the processing object P2340, it is possible to select whether to determine the order by prioritizing the score bonus or the ability. When the order is determined by prioritizing the score bonus, the order is automatically determined by prioritizing the magnitude of the score bonus value assigned to the original character. When the ability is prioritized, the process is the same as when the processing object P2240 is selected.

[0283] Returning to FIG. 28, the processing object P2160 is associated with a process for displaying a list of original characters owned by the user. The user can check the list of original characters owned by the user before editing the order. Furthermore, the processing object P2170 is associated with a process for editing the original characters owned by the user. The user can edit the name and appearance of the original characters. However, the ability parameters of an original character whose development in the success part has been completed are fixed and cannot be edited.

[0284] The user edits the order as described above and plays the stadium part. For example, when the user selects the processing object P150 on the home screen image G100 shown in FIG. 2, the home screen image G100 is switched to display the stadium part.

[0285] Fig. 34 shows the home screen image G100 when a processing object P150 is selected. The processing object P151 shown in Fig. 34 is associated with a process for playing a normal match, and the processing object P152 is associated with a process for playing a match for a limited time event. When the user selects either the processing object P151 or P152, the selected processing object is displayed in the center of the home screen image G100.

[0286] In the example shown in Fig. 34, when a processing object P151 is displayed in the center and the user selects the processing object P151, a normal match is executed. On the other hand, when a processing object P152 is displayed in the center and the user selects the processing object P152, a time-limited event match is executed. As described below, the flow of the normal match and the time-limited event match is the same.

[0287] Fig. 35 shows the flow of a normal match and a match of a time-limited event. As shown in Fig. 35, when the user selects the processing objects P151 and P152, a screen image showing a plurality of opponent candidates is displayed on the display unit 15, and the user selects an opponent from among the plurality of opponent candidates (S2). The opponent candidates are teams of other users. For example, teams of other users similar to the rank or overall strength of the user's team are selected as opponent candidates.

[0288] When an opponent is selected, a screen image for changing the order is displayed on the display unit 15, and the user can change the contents of the order for a normal match or a time-limited event match (S4). This screen image is the same as the normal order edit screen image G2200 or the time-limited order edit screen image G2300.

[0289] When the order for the match is decided, the condition of the original characters included in the order is determined (S6). One of multiple condition levels (for example, six levels) is randomly assigned to each original character in the order. The better the condition, the higher the ability parameters of the original character will be, and the more active the character will be in the match.

[0290] The user selects from among the game items he owns those to be used in the match (S8). The game items that can be selected here are those that give an advantage in the match or increase the score that can be obtained in the match.

[0291] When the user selects a game item, the match begins (S10). The match may proceed automatically from start to finish, or the user may be allowed to control an original character participating in the match only when a predetermined scene occurs. Furthermore, the user may be allowed to control all scenes of the match.

[0292] When the match ends, a screen image showing the result of the match is displayed on the display unit 15 (S12). As the result of the match, the outcome of the match, the points scored by each team, and the score acquired by the user are displayed on the screen image. The score is determined based on the content and result of the match. However, a higher score is awarded when the user operates the game than when the game is progressed automatically. For example, when an original character hits a hit or a home run based on the user's operation, the user is awarded a higher score than when the same original character hits a hit or a home run while the game is progressed automatically.

[0293] When the results of the match are displayed, the latest ranking of the user is displayed on the display unit 15 (S14). The ranking may be determined based on the cumulative score acquired in the match, or based on the maximum score acquired in the current or past matches. As described above, in the case of a match of a limited time event, if an original character with a score bonus is included in the order, the score calculated in the same manner as in a normal match will be increased by the score bonus. For example, if a limited time event match is played with the order shown in FIG. 30, the score will be increased by 14% compared to the same result in a normal match.

[0294] In this manner, the user aims to play the stadium part, acquire a score, and increase the ranking. The ranking is changed every predetermined period. The predetermined period may be one week, one day, or one month. The best score obtained by each user in playing the stadium part during a predetermined period (for example, one week) may be confirmed on the display unit 15. When each user obtains the highest score within the predetermined period, the score displayed on the display unit 15 is overwritten. When the predetermined period ends, the score is cleared, and the best score in the next predetermined period is newly displayed. In this embodiment, when the best score obtained by the user during this predetermined period is surpassed by a friend user, a challenge letter is automatically sent from the friend. The user is notified that a challenge letter has been received from a friend by being displayed as in the processing object P170 of FIG. 34. When a challenge letter is received from multiple friends, the number of challenge letters may also be notified on the same screen. The user can confirm that a challenge letter has been sent to the user on the user terminal 10 of the friend. That is, the friend's user terminal 10 notifies the friend that a challenge has been sent. The challenge may be sent not only in the form of a score, but also in the form of some evaluation or evaluation value in the game, for example, when the ranking is overtaken. Alternatively, the score values ​​may be set to the same value, or the rankings may be the same, that is, when the user is overtaken by the friend. The challenge may be exchanged with all friends of a certain user, or with only some of the friends. In this case, for example, only friends with the same or similar rank as the user may be targeted. Alternatively, the challenge may be sent only to friends with a predetermined level of intimacy or higher based on the degree of intimacy between the user and the friend (for example, set based on the number of matches or chat history).

[0295] FIG. 36 is an explanatory diagram of a challenge. The t axis in FIG. 36 is the time axis. Here, it is assumed that user A and user B are friends. At a certain time t1, user A has acquired a score of 150,000 points, and at a time t2 after time t1, user B has acquired a score of 120,000 points. When user B plays the stadium part and acquires a score of 180,000 points, overtaking user A, a challenge is automatically sent from user B to user A.

[0296] When the challenge letter is sent, as shown in FIG. 34, a processing object P170 for playing against the friend who sent the challenge letter is displayed on the home screen image G100. The processing object P170 may display information (such as a user name) that allows the friend who sent the challenge letter to be recognized. Here, when a plurality of challenge letters have arrived from friends, the number of challenge letters may be displayed in the vicinity of the processing object P170 or superimposed on it. For example, when three challenge letters have arrived, the number 3 is displayed. Note that the method of notifying the number of challenge letters is not limited to the method of displaying the number, and may be notified by the number of images. When the user selects the processing object P170, a match against the friend who sent the challenge letter is held. Note that this match is mainly performed for the purpose of promoting competition with friends, so match tickets may not be consumed, and medals, etc. may not be acquired.

[0297] In addition, a restriction may be imposed so that a new challenge letter cannot be sent to the same friend until a predetermined time has passed. For example, a new challenge letter cannot be sent until three hours or more have passed. Furthermore, a challenge letter may be set with an expiration date (for example, one day) until which it can be used. The reason for setting an expiration date for the challenge letter is to prevent each user from receiving too many challenges. When the expiration date has passed, the processing object P170 in FIG. 34 is deleted. If there are multiple challenge letters, the number of challenge letters written along with the processing object P170 will be decreased in sequence each time the expiration date of each challenge letter passes. In this way, it is possible to prevent a large number of challenge letters from accumulating for a user.

[0298] In addition, in this embodiment, when a friend overtakes the user's score, a challenge letter is sent and the user is able to play against the friend, thereby giving the user an opportunity to overtake the friend. However, other benefits may be given to the user. The benefit may be anything that allows the user to get a good score in the stadium part. In other words, any benefit that affects the relationship (difference) between the user's score and the friend's score may be given. For example, the user may be given a match ticket and an opportunity to play a match, giving the user an opportunity to overtake the friend's score. Another benefit may be, for example, a benefit that allows the user to advance the match in an advantageous manner and get a good score. In this case, the game item may be a game item that reduces the ability parameter of the opponent or a game item that increases the ability parameter of the user's original character. By using these game items, the opponent becomes weaker and the user's original character becomes stronger, making it easier for the user to obtain a good score in the match. In other words, by giving these game items to the user, the user may be given an opportunity to overtake the friend's score.

[0299] As described above, the game system 1 has various technologies, for example, the game system 1 has a technology that allows the player to easily understand the correspondence between the level of the event character and the effect that occurs in the success part by displaying the bonus detail screen image G500. Hereinafter, this technology will be referred to as the first technology.

[0300] In addition, the game system 1 has a technology that provides an incentive to set various event characters in the event deck by giving a score bonus when a player sets a special effect character in the event deck, and then adds the developed original character to the order and plays a match in a limited time event. Hereinafter, this technology will be referred to as the second technology.

[0301] In addition, the game system 1 has a technology that allows the user to easily understand which practice to select in the success part of the event deck will be advantageous for training by displaying the favorite practice of the event character set in the event deck in the favorite practice areas A346 and A1646. Hereinafter, this technology will be referred to as the third technology.

[0302] Furthermore, the game system 1 has a technology that, when the user selects a normal scenario, the original character cannot acquire a super special ability unless a rare event character is set in the event deck, and, when the user selects a time-limited scenario, the original character can acquire a super special ability even if the event character is not set in the event deck. Hereinafter, this technology will be referred to as the fourth technology.

[0303] Furthermore, the game system 1 has a technique for promoting competition between users by sending a challenge letter to a user when the user's score is overtaken by a friend user. Hereinafter, this technique will be referred to as a fifth technique.

[0304] Hereinafter, the first to fifth techniques will mainly be described in detail.

[0305] [3. Functions Realized in Game System 1] 37 is a functional block diagram showing functions related to the present invention among the functions realized by the game system 1. In this embodiment, a case will be described in which main processing related to the game is executed by the user terminal 10, but as will be described in a modified example below, the main processing related to the game may be executed by the server 30.

[0306] Among the functions realized in the server 30, the data storage unit 3000 is mainly realized by the storage unit 32, and the other functions are mainly realized by the control unit 31. Among the functions realized in the user terminal 10, the individual data storage unit 1000 is mainly realized by the storage unit 12, and the other functions are mainly realized by the control unit 11.

[0307] First, functions common to the first to fifth techniques will be described, and then functions related to each of the first to fifth techniques will be described. Here, the data storage unit 3000, the processing unit 3010, the individual data storage unit 1000, and the request unit 1010 will be described as functions common to the first to fifth techniques.

[0308] The data storage unit 3000 stores data necessary for a game executed in the game system 1. Here, a user table TBL301, an event character table TBL302, an event deck table TBL303, an original character table TBL304, and an order table TBL305 will be described as examples of data stored in the data storage unit 3000.

[0309] Fig. 38 shows an example of the user table TBL 301. As shown in Fig. 38, the user table TBL 301 is a data table showing information about each user. For example, the user table TBL 301 includes the fields described below.

[0310] The "User ID" field indicates identification information for identifying a user. The "Profile" field indicates registration information of the user, such as the user name and self-introduction.

[0311] The "friend" field indicates identification information for identifying other users who are friends with the user. For example, each user can make a friend request to become friends with another user. For example, user A performs an operation to make a friend request to user B, who owns an event character set in the event deck as a helper in the success part, at the end of the success part. When user B performs an operation to approve the friend request, user A and user B become friends, and the user ID of user B is stored in the "friend" field of user A, and the user ID of user A is stored in the "friend" field of user B. The operation to approve the friend request can be performed, for example, from a screen image displayed when the processing object P130 is selected.

[0312] The "user parameters" field indicates various parameters associated with the user. These parameters may be used in the success part or stadium part, or may be used to acquire game items. For example, the "user parameters" field indicates success points, match tickets, power stones, mini stones (game items that can be exchanged for power stones when a certain number of them are collected), coins, gacha points, and medals. For parameters that recover after a certain time has elapsed, such as success points and match tickets, the remaining time until recovery may be stored. In addition, for example, the "user parameters" field may store the rank of the current order and the overall strength of the order.

[0313] The "Item" field indicates game items owned by the user. The "Stadium" field indicates the results (record) of matches in the stadium part, the scores (cumulative score and highest score) obtained by the user, and the user's current ranking. In this embodiment, there are regular matches and matches in limited-time events, and the results, scores, and rankings for each are stored. The "Challenge" field indicates the game tasks in the challenge part and the user's achievement status.

[0314] The "Challenge" field indicates a challenge that the user has received from a friend. When the user receives a challenge from a friend, the friend's user ID is stored in the "Challenge" field. Time information related to the challenge may be stored in the "Challenge" field. This time information indicates, for example, the time when the friend overtakes the user's score or the expiration date of the challenge. The user may be able to use the challenge to play against the friend within a period determined based on the time information. A challenge that has expired may be deleted from the "Challenge" field.

[0315] Fig. 39 shows an example of the event character table TBL 302. As shown in Fig. 39, the event character table TBL 302 is a data table showing a list of event characters owned by each user. For example, the event character table TBL 302 includes the fields described below.

[0316] The "User ID" field indicates identification information for identifying a user. The "Event Character ID" field indicates identification information for identifying an event character owned by a user. The "Name" field indicates the name of the event character. The "Lock" field indicates whether the event character is locked or not. The "Leader" field indicates identification information for identifying the event character set as the leader.

[0317] The "Rarity" field indicates the rarity of the event character. The meaning of rarity is the same as rarity. Note that "rarity" can be expressed in other ways than those described in this embodiment, such as "1,2,...", "A,B,...", "Gold,Silver,...", etc.

[0318] The "attribute" field indicates the attribute (classification) of the event character. For example, one of a plurality of types of attributes is associated with each event character. Here, each event character has one of the attributes of "player", "manager", or "strengthening material". An event character with the attribute of "player" can participate in a match during the success part and contribute to victory. On the other hand, an event character with the attribute of "manager" or "strengthening material" does not participate in a match during the success part. For this reason, no data is stored in the "position" field or the "specific practice" field of an event character with the attribute of "manager". Instead, the value of the "event power" field of an event character with the attribute of "manager" is higher than that of an event character with the attribute of "player", and when an event character with the attribute of "strengthening material" is used for strengthening, it is possible to acquire more experience points than an event character with the attribute of "player" or "manager".

[0319] The "Position" field indicates the baseball position that the event character is good at. The "Favourite Practice" field indicates the practice that the event character is good at. The "Gender" field indicates the gender of the event character. For example, in the success part, for a specific scenario, it may be arranged so that only male or female event characters can be set in the event deck.

[0320] The "experience value" field indicates the experience value of the event character. The "level" field indicates the level of the event character. The "maximum level" field indicates the upper limit of the level of the event character. The "profile" field indicates profile information of the event character.

[0321] The "event" field indicates event information related to an event associated with an event character. In other words, the "event" field indicates event information related to an event that may occur in the game when an event character is incorporated into an event deck. Event information is information indicating the name and content of an event. For example, the event information includes information regarding the type and amount of experience points or ability parameters that are granted to the main character when an event occurs. Note that information indicating the probability and conditions for an event to occur may also be stored in the "event" field.

[0322] The "Bonus" field indicates bonus information related to a bonus associated with an event character. In other words, the "Bonus" field indicates bonus information related to a bonus that occurs during a game when an event character is incorporated into an event deck. The bonus information is information indicating the name and content of the bonus. For example, if the probability of a specific event occurring increases when an event character is incorporated into an event deck, the bonus information includes information indicating the event and information indicating the degree of increase in the occurrence probability. For example, the "Bonus" field is associated with a level and an acquired bonus.

[0323] The "ability parameters" field indicates the ability parameters of the event character. For example, when a match event occurs in the success part, the event character built into the event deck participates in the match as a teammate of the main character. When such a match event is executed, the ability parameters of the event character are referenced.

[0324] The "event power" field indicates the event power, which is an index of the degree of advantage that an event character will have when set in an event deck. The "player ability" field indicates the player ability, which is an index of the level of the event character's ability as a player.

[0325] Fig. 40 shows an example of the event deck table TBL 303. As shown in Fig. 40, the event deck table TBL 303 is a data table showing the state of the event deck of each user. For example, the event deck table TBL 303 includes the fields described below.

[0326] The "User ID" field indicates identification information for identifying a user. The "Name" field indicates the name of the event deck. In this embodiment, a user can own multiple event decks, and can set a name for each event deck.

[0327] The "First setting slot" field indicates the event character ID of the event character set in setting slot A344-1 of the event deck setting area A340. If an event character is not set in setting slot A344-1, the "First setting slot" field is blank. Similarly, the "Second setting slot" field indicates the event character ID of the event character set in setting slot A344-2. The "Third setting slot" field indicates the event character ID of the event character set in setting slot A344-3. The "Fourth setting slot" field indicates the event character ID of the event character set in setting slot A344-4. The "Fifth setting slot" field indicates the event character ID of the event character set in setting slot A344-5.

[0328] Fig. 41 shows an example of the original character table TBL 304. As shown in Fig. 41, the original character table TBL 304 is a data table showing a list of original characters developed by each user or main character characters currently being developed. For example, the original character table TBL 304 includes the fields described below.

[0329] The "User ID" field indicates identification information for identifying a user. The "Original Character ID" field indicates identification information for identifying an original character or a main character being developed. The "Name" field indicates the name of the original character or the main character being developed. The "Position" field indicates the baseball position that the original character or the main character being developed is good at.

[0330] The "ability parameter", "stamina parameter", "motivation parameter", "experience points", and "evaluation" fields indicate the ability parameter, stamina parameter, motivation parameter, experience points, and evaluation from other characters of the original character or the main character being trained. Note that, since training of an original character is complete, the "stamina parameter", "motivation parameter", "experience points", and "evaluation" fields may be blank. The "experience points" field may store the total value of experience points acquired in the success part, along with the currently remaining experience points.

[0331] The "Event Deck" field shows the contents of the event deck used to train the original character or the main character being trained. In the success part, the event character of the leader of another user can be added as a helper, so the event character IDs of the event character set in the event deck set by the user and the helper event character are stored in the "Event Deck" field.

[0332] The "Training Status" field indicates the current training status. That is, the "Training Status" field indicates whether training is complete or ongoing. If training is ongoing, the "Training Status" field may also indicate the current in-game time. Furthermore, the "Training Status" field may store the knack level of the main character.

[0333] The data stored in the original character table TBL304 is not limited to the above example. For example, basic information (image showing appearance and high school) on the original character or the main character being developed may be stored in the original character table TBL304. In addition, for example, the knack level that changes during the success part and the state of the main character may be stored in the original character table TBL304.

[0334] Fig. 42 shows an example of the order table TBL 305. As shown in Fig. 42, the order table TBL 305 is a data table showing the contents of an order set by the user. The order table TBL 305 includes the fields described below.

[0335] The "User ID" field indicates identification information for identifying a user. The "Order Type" field indicates the type of order. Here, information is stored indicating whether it is a normal order or an order for a limited time event. The "Order" field stores the original character ID included in the order.

[0336] The data stored in the data storage unit 3000 is not limited to the above example. The data storage unit 3000 may store data necessary for the game. For example, the data storage unit 3000 may store master data of an event character. For example, the data storage unit 3000 may store various image data. For example, the data storage unit 3000 may store data indicating the relationship between each goal and a reward in the challenge part. For example, the data storage unit 3000 may store data indicating the content of each scenario. For example, the data storage unit 3000 may store data indicating the relationship between a special effect character and a score bonus. For example, the data storage unit 3000 may store user setting information in association with a user ID. The setting information is, for example, an auto flag indicating the selected content of the processing object P822 in the main command screen image G800, a skip flag indicating the selected content of the processing object P823, and a shortcut flag indicating the selected content of the processing object P824.

[0337] In response to a request from a user terminal 10, the processing unit 3010 acquires data relating to the user of the user terminal 10 from the data stored in the data storage unit 3000, and transmits the data to the user terminal 10 or updates the data.

[0338] For example, it is assumed that the request from the user terminal 10 includes a user ID. When the above request is received by the server 30, the processing unit 3010 acquires data stored in association with the received user ID from the data storage unit 3000, and transmits the data to the user terminal 10. For example, the processing unit 3010 acquires event character data stored in association with the user ID from the event character table TBL302, and transmits the event character data to the user terminal 10. Similarly, the processing unit 3010 acquires event deck data and original character data stored in association with the user ID from the event deck table TBL303 and the original character table TBL304, and transmits the event deck data and the original character data to the user terminal 10.

[0339] When the above request is received by the server 30, the processing unit 3010 updates the data stored in the data storage unit 3000 (i.e., the data stored in association with the received user ID) to match the update contents notified from the user terminal 10.

[0340] The individual data storage unit 1000 is for storing data relating to the user of the user terminal 10 out of the data stored in the data storage unit 3000.

[0341] The request unit 1010 is for obtaining data relating to the user of the user terminal 10 from the data stored in the data storage unit 3000 and storing the data in the individual data storage unit 1000, and when the data stored in the individual data storage unit 1000 is updated, for similarly updating the data stored in the data storage unit 3000.

[0342] The request unit 1010 transmits the user ID of the user of the user terminal 10 to the server 30 at a predetermined timing, thereby requesting the server 30 to return data stored in association with the user ID. Note that the "predetermined timing" is, for example, the timing when the game program is started, the timing when the home screen image G100 is displayed, or the timing when the success part starts.

[0343] When the data returned from the server 30 is received by the user terminal 10 , the request unit 1010 stores the data in the individual data storage unit 1000 .

[0344] For example, the request unit 1010 stores the event character data returned from the server 30 in the event character table TBL302 included in the individual data storage unit 1000. The event character table TBL302 is a data table for storing only the event characters of the user of the user terminal 10, and is, for example, a data table including fields similar to those of the event character table TBL302 shown in Fig. 39 (the "user ID" field may be excluded).

[0345] Furthermore, the request unit 1010 stores the event deck data returned from the server 30 in the event deck table TBL303 included in the individual data storage unit 1000. The event deck table TBL303 is a data table for storing only the event deck of the user of the user terminal 10, and is, for example, a data table including fields similar to those of the event deck table TBL303 shown in Fig. 39 (the "user ID" field may be excluded).

[0346] Furthermore, the request unit 1010 stores the original character data returned from the server 30 in the original character table TBL304 included in the individual data storage unit 1000. The original character table TBL304 is a data table for storing only the original characters of the user of the user terminal 10, and is, for example, a data table including the same fields as the original character table TBL304 shown in Fig. 41 (the "user ID" field may be excluded).

[0347] The data stored in the individual data storage unit 1000 is referred to and updated during the execution of the baseball game. When the data stored in the individual data storage unit 1000 is updated, the request unit 1010 notifies the server 30 of the update content together with the user ID of the user of the user terminal 10 at a predetermined timing, thereby requesting that the data stored in the data storage unit 3000 be updated in the same way. Note that the "predetermined timing" is, for example, at predetermined time intervals or when the user finishes playing.

[0348] [3-1. Regarding the first technology] Next, functions related to the first technology will be described. For example, the first technology is realized by a first game execution unit 1020, a first effect generation unit 1021, a change target selection unit 1030, a level change unit 1040, a use target selection unit 1050, an effect display control unit 1060, a data acquisition unit 1070, a change target display control unit 1080, a material character selection unit 1090, an upper limit release determination unit 1100, a permission unit 1110, a condition display control unit 1120, an event power display control unit 1130, and a player ability display control unit 1140.

[0349] The first game executing unit 1020 executes a success part in which the ability parameters of the main character are changed or set based on the user's operation. The first game executing unit 1020 executes a game program of a baseball game, and updates various data related to the success part (for example, the original character table TBL304).

[0350] For example, the first game executing unit 1020 executes a success part including a game in which game tasks are set based on the main character and the event character selected by the use object selecting unit 1050.

[0351] A "game task" here is a task (mission) set in a game, for example, winning a match. A "game task" uses a main character and an event character set in an event deck. When the result of a game process executed based on these is a predetermined result, the "game task" is achieved. For example, when the user earns more points in a match than the opponent, the "game task" is achieved. Winning a match held in the success part is one example of a game task.

[0352] A "success part including a game in which a game task is set" means that a part of the success part includes a game in which a game task is set. For example, if winning a match corresponds to a game task, the success part includes a match game as a part of it. For example, when the progress of the success part reaches a predetermined state, the game in which the game task is set becomes playable.

[0353] For example, the first game executing unit 1020 excludes a specific event character from among a plurality of event characters, even if the event character is selected by the use object selecting unit 1050, from the achievement of the game task.

[0354] This "specific event character" may be one that is defined as not to be used in game tasks. In this embodiment, the value of the "attribute" field is "manager." "Not applicable for achieving game tasks" means that it does not contribute to achieving the game tasks. For example, it means that it is not used in the game in which the game task is set. In other words, even if a "manager" event character is set in the event deck, it will not participate in matches in the success part.

[0355] The change target selection unit 1030 selects one of a plurality of event characters as a change target based on the user's operation. The "change target" refers to the event character whose level parameter is to be changed. In this embodiment, the base character corresponds to the "change target."

[0356] For example, as shown in base character selection screen image G1700 (FIG. 23), identification information for identifying each of a plurality of event characters is displayed on display unit 15, and change target selection unit 1030 selects one or more from among them based on a user operation. The "identification information" is, for example, an image representing an event character. In this embodiment, the processing object of each event character displayed in event character list area A1740 corresponds to the "identification information."

[0357] In this embodiment, the user directly selects the base character, but the user may select only the selection conditions for selecting the base character, and the base character may be selected based on the selection conditions. The selection conditions are, for example, the favorite practice of the event character. In this case, when the user selects a practice that the user considers important in the success part, one of the event characters for which the practice is set as the favorite practice may be selected as the base character. In this way, an event character that is effective for efficiently performing the practice that the user considers important is selected as the base character, so that the user does not need to search for the base character one by one. In such a case, a plurality of selection conditions for selecting one or more event characters are set, and the change target selection unit 1030 selects one or more from among them based on the selection conditions selected by the user. The selection conditions may be conditions related to the level of the event character or effects generated in the game.

[0358] The level change unit 1040 changes the level parameters of the event character selected by the change target selection unit 1030. For example, the level change unit 1040 changes the level parameters of the event character selected by the change target selection unit 1030 based on other game objects.

[0359] The "other game object" refers to a game object that is neither a main character object nor an event character selected by the change target selection unit 1030. The "other game object" may be a game object other than the event character selected by the change target selection unit 1030 among a plurality of event characters, or may be a third game object that is neither a main character nor an event character. The third game object may be a game object for changing a level parameter. For example, the third game object may be a game object dedicated to strengthening an event character. For example, the other game object may be selected based on a user's operation, or may be automatically selected. In this embodiment, the material character corresponds to the "other game object".

[0360] For example, the level change unit 1040 changes the level parameter by increasing the experience value parameter of the base character using the material character. In this embodiment, when the experience value parameter or the level parameter changes, the material character is consumed (disappeared). For example, the amount of change in the experience value parameter or the level parameter differs depending on the material character. In this case, the association between the material character and the change in the experience value parameter or the level parameter is stored in the storage unit. The experience value parameter or the level parameter changes based on the change associated with the material character. For example, when the "attribute" field of the material character indicates "reinforcement material", the increase in the level parameter may be increased by increasing the experience value parameter that can be acquired compared to when it indicates other attributes.

[0361] In this embodiment, a case will be described in which the level parameter of the base character is changed by using a material character, but the level change unit 1040 may change the level parameter of the base character based on a predetermined parameter. In this case, the level change unit 1040 changes the level parameter of the event character selected by the change target selection unit 1030 based on a parameter for changing the level. The parameter for changing the level may be, for example, something like a "power injection point" that the user can acquire in the game. In this case, the level change unit 1040 changes the level parameter of the base character by injecting the "power injection point" into the base character.

[0362] As described above, each of the multiple event characters is limited so that the level parameter of the event character does not fall within a predetermined range. "Limiting the level parameter so that it does not fall within a predetermined range" means that the level parameter is prohibited from falling within the predetermined range. In other words, the level parameter of each event character is limited so that it does not become greater than the maximum level.

[0363] The use object selection unit 1050 selects at least one of the multiple event characters as a use object. A "use object" is a game object that is used in a game and generates an effect in the game. In this embodiment, setting an object in the event deck corresponds to selecting an object to be used.

[0364] For example, the use target selection unit 1050 selects an event character based on a user's operation. In this case, as shown in the event character change screen image G600 (FIG. 9), identification information for identifying each of a plurality of event characters is displayed on the display unit 15, and the use target selection unit 1050 selects one or more from among them based on a user's operation. The "identification information" is, for example, an image representing the event character. In this embodiment, the processing object of each event character displayed in the event character list area A640 corresponds to the "identification information."

[0365] Also, for example, the use object selection unit 1050 may automatically select an event character based on a predetermined condition. For example, the use object selection unit 1050 selects an event character based on a level parameter. For example, when multiple types of effects occur in a game, the use object selection unit 1050 selects an event character that generates the effect selected by the user. In another example, the use object selection unit 1050 may automatically select an event character based on a level parameter or a rarity parameter of the event character.

[0366] The first effect generating unit 1021 generates an effect in the success part related to a change or setting of the ability parameters of the main character based on the level parameters of the event character selected by the use object selecting unit 1050. For example, the first effect generating unit 1021 changes the effect based on the level parameters of the event character selected by the use object selecting unit 1050. For example, the "bonus" field of the event character table TBL302 stores data associating the level parameters with the contents of the effect, so the first effect generating unit 1021 generates an effect with the contents associated with the level parameters in the success part.

[0367] For example, the first effect generating unit 1021 generates an effect associated with a parameter range to which the value from the initial value to the current value of the level parameter of the event character selected by the use target selecting unit 1050 belongs among a plurality of parameter ranges. The "parameter range to which the value from the initial value to the current value of the level parameter belongs" refers to a parameter range that includes at least one value (e.g., each numerical value from 1 to 50) of the level parameter from the initial value (e.g., 1) to the current value (e.g., 50), and includes both the parameter range to which the level parameter currently belongs and the parameter range to which the level parameter belonged in the past. For example, if an event character with a level parameter of 1 is strengthened and the level parameter becomes 50 all at once, the first effect generating unit 1021 does not generate only the effect associated with the parameter range including 1 and the parameter range including 50, but generates an effect associated with the parameter range including at least one numerical value between 1 and 50. That is, in this case, the first effect generating unit 1021 generates all effects with a level parameter of 50 or less. Furthermore, if the level parameter is one in which a higher number indicates a higher level, then all effects below the current value will be generated. However, if the level parameter is one in which a lower number indicates a higher level (such as when indicating a rank, where 1 is the highest level), then all effects above the current value will be generated.

[0368] When an operation is performed to select an object to be changed, the effect display control unit 1060 executes control to cause the display unit 15 to display, for each event character, correspondence information indicating the correspondence between the level parameters of the event character and the effect generated by the first effect generation unit 1021.

[0369] "When an operation for selecting an object to be changed is performed" refers to a predetermined timing before or after the user performs the operation. For example, it is a period until the selection of the base character is completed. For example, it is a period during which the base character selection screen image G1700 for receiving the selection operation of the base character is displayed.

[0370] The "correspondence information" is information indicating the association between the range of the level parameter and the effect that occurs when the level parameter belongs to that range. The correspondence information includes information indicating the content of the effect. In other words, it includes text information or image information that allows the user to understand the content of the effect. In addition, the correspondence information may include information that identifies the event character. This information is the name or appearance of the event character. In this embodiment, the bonus detail screen image G500 corresponds to the "correspondence information". Here, the correspondence information is displayed when the base character selection operation is performed, but the correspondence information itself may be displayed at any timing. For example, the correspondence information may be displayed from a list of event characters that is displayed by selecting the processing object P1570 of the event character menu screen image G1500.

[0371] "Executing control to display on the display means" means, for example, generating an image and displaying the image on the display means. Also means, for example, generating data necessary for displaying an image and transmitting the data to the display means or a terminal connected to the display means, thereby displaying the image on the display means. "Data necessary for displaying an image" may be data showing the image itself, or data necessary for generating an image. The same meaning applies hereinafter when similar expressions are used.

[0372] The data acquisition unit 1070 acquires data stored in the individual data storage unit 1000, which stores data associating each of a plurality of parameter ranges divided into stages with the effect generated by the effect generation unit. This data can be said to be data showing the correspondence between the parameter ranges and the effects. This data may be in a table format or in a mathematical formula format. In this embodiment, the "Bonus" field of the event character table TBL302 corresponds to the above data.

[0373] The "parameter range" refers to the range of values ​​that the parameter can take, for example, when the parameter is a numerical value. For example, it is from a first reference value to a second reference value that is greater than the first reference value. For example, when the parameter is a symbol, it is the range of the order of the symbols when they are arranged in symbol order. For example, it is from a first order to a second order that is later than the first order. Note that the parameter range here includes not only multiple levels, but also a single level. That is, the effect that occurs in the success part may be determined for each individual level.

[0374] For example, the effect display control unit 1060 executes control to display, on the display unit 15, correspondence relationship information indicating the correspondence between each of a plurality of parameter ranges and the effect generated by the first effect generation unit 1021. That is, the display control unit executes control to display, on the display unit 15, correspondence relationship information indicating the effect for each parameter range. In this embodiment, as shown in the bonus detail screen image G500 of FIG. 8, the effect generated for each level range is shown.

[0375] Also, for example, the effect display control unit 1060 executes control to cause the display unit 15 to display correspondence information that distinguishes, for each event character, between effects associated with a parameter range to which the value from the initial value to the current value of the level parameter of the event character belongs, and effects associated with a parameter range to which the value from the initial value to the current value of the level parameter of the event character does not belong.

[0376] A "parameter range that does not include any value between the initial value and the current value of a level parameter" refers to a parameter range that does not include any value (e.g., any numerical value from 1 to 50) between the initial value (e.g., 1) and the current value (e.g., 50) of a level parameter, for example, a parameter range to which the level parameter has never belonged, either in the present or in the past.

[0377] The "differentiated correspondence information" refers to different display modes on the screen. For example, adding an image, or changing the color, brightness, pattern, or size. In this embodiment, as shown in FIG. 8, the bonus detail screen image G500 to which the check objects C510 and C520 are added corresponds to the above-mentioned differentiated correspondence information.

[0378] The change target display control unit 1080 executes control for causing the display unit 15 to display a reception image for receiving an operation for selecting a change target.

[0379] A "reception image" is an image that is displayed when an operation is accepted. An operation performed while the reception image is displayed corresponds to an operation for selecting an object to be changed. In this embodiment, the processing object of each event character in the event character list area A1740 of the base character selection screen image G1700 corresponds to the reception image.

[0380] Also, for example, the effect display control unit 1060 may execute control to display the correspondence information on the display unit 15 after an operation to display the correspondence information is performed while the reception image is being displayed.

[0381] "After the user performs a predetermined operation to display the correspondence relationship information while the reception image is displayed" means after a predetermined operation performed while the reception image is displayed. For example, this means both "in response to the predetermined operation" and "in response to an operation performed while the image displayed in response to the predetermined operation is displayed."

[0382] In this embodiment, the effect display control unit 1060 executes control to display the bonus detail screen image G500 on the display unit 15 when the processing object of each event character in the event character list area A1740 of the base character selection screen image G1700 is pressed and held.

[0383] The effect display control unit 1060 may execute control to display the correspondence information on the display unit 15 while the reception image is displayed. In this case, the effect display control unit 1060 displays the reception image and the correspondence information on the same screen.

[0384] The material character selection unit 1090 selects at least one of the multiple game objects as a material character based on a user operation.

[0385] Here, "multiple game objects" refers to game objects excluding the base character, original character, and main character. In this embodiment, the event characters (i.e., material character candidates) selectable in the event character list area A1940 of the material character selection screen image G1900 correspond to the multiple game objects.

[0386] The upper limit release determination unit 1100 determines, based on the material character selected by the material character selection unit 1090, whether or not a given condition associated with the base character selected by the change target selection unit 1030 is satisfied.

[0387] The "given condition associated with the base character" is a condition determined by the base character and may be a different condition for each base character, for example, selecting the same type of game object as the base character.

[0388] For example, the given condition is a condition that can be satisfied when the material character selected by material character selection unit 1090 is a specific event character. The specific event character is an event character associated with the base character selected by change target selection unit 1030, for example, the same event character as the event character. In other words, the predetermined condition is a condition that cannot be satisfied unless a specific event character is selected, and is a condition that is satisfied with a predetermined probability when a specific event character is selected.

[0389] Also, for example, the given condition is a condition that is satisfied with a probability determined based on the material character selected by the material character selection unit 1090. The given condition is satisfied with a probability associated with the material character. This probability is determined, for example, by the parameters of the material character. For example, the higher (larger) the rarity parameter or level parameter of the material character is, the higher the probability may be.

[0390] When the upper limit release determination unit 1100 determines that a given condition is satisfied, the permission unit 1110 permits the level parameter of the base character selected by the change target selection unit 1030 to be within a predetermined range or a part of the predetermined range. Since the permission unit 1110 does not permit the level parameter of an event character to exceed the maximum level in principle, the permission unit 1110 permits the level parameter of the event character to exceed the maximum level only when it is determined that a given condition is satisfied.

[0391] The "predetermined range" may be any predetermined parameter range. For example, if the parameter is a numerical value, it means that the parameter is equal to or greater than a reference value, and if the parameter is a symbol, it means that the symbol is a value subsequent to a predetermined sequence. In this embodiment, a range higher (larger) than the maximum level corresponds to the predetermined range.

[0392] The condition display control unit 1120 performs control for displaying condition information regarding a given condition on the display unit 15 when an operation for selecting a material character is performed. The "condition information" is an image or text indicating the content of the given condition.

[0393] For example, the condition display control unit 1120 performs control to display, for each event character, condition information regarding whether or not the event character is a specific event character on the display unit 15. In this embodiment, as shown in the material character selection screen image G1900 in Fig. 25, "100% unlocked" or "30% unlocked" indicating whether or not the highest level of unlocking is possible is displayed on the processing object of each event character in the event character list area A1940.

[0394] Furthermore, for example, the condition display control unit 1120 performs control to display, for each event character, condition information on the probability when that event character is selected by the material character selection unit 1090 on the display unit 15. In this embodiment, as shown in the material character selection screen image G1900 in Fig. 25, "100% unlocked" or "30% unlocked" indicating the highest level of unlocking probability is displayed on the processing object of each event character in the event character list area A1940.

[0395] The event power display control unit 1130 performs control to cause the display unit 15 to display, for each event character, information indicating the degree of the effect generated by the first effect generation unit 1021 when the event character is selected by the use object selection unit 1050.

[0396] "Information indicating the degree of effect" refers to numerical values ​​or symbols indicating the magnitude (high / low) of the effect. In this embodiment, the event power displayed in the event character screen image G400 corresponds to the information indicating the degree of effect. The event power display control unit 1130 obtains the value of the "event power" field in the event character table TBL302 and displays it on the display unit 15.

[0397] The player ability display control unit 1140 performs control to cause the display unit 15 to further display, for each event character, information indicating the degree to which the event character will be advantageous in completing the game task when selected by the use target selection unit 1050.

[0398] "Information indicating the degree of advantage" refers to a numerical value or a symbol indicating the degree to which the game task will be easier to accomplish. In this embodiment, the game task here is to win a match in the success part, so the player ability displayed in the event character screen image G400 corresponds to the information indicating the degree of effect. The event power display control unit 1130 obtains the value of the "player ability" field in the event character table TBL302 and displays it on the display unit 15.

[0399] [3-2. Regarding the second technology] In order to realize the second technology, in this embodiment, the game system 1 includes a first game execution unit 1020, a first effect generation unit 1021, an effect display control unit 1060, a distinction display control unit 1150, a helper selection unit 1160, a second game execution unit 1170, a special effect determination unit 1171, and a second effect generation unit 1172.

[0400] The first game executing unit 1020 executes the same process as that explained in the first technique, and therefore a description thereof will be omitted here.

[0401] The first effect generating unit 1021 generates an effect on the success part related to the change or setting of the ability parameters of the main character based on at least one selected from a plurality of event characters (for example, an event character set in the event deck). The first effect generating unit 1021 may also execute a process similar to that described in the first technique, but since the second technique is mainly a technique related to special effect characters, when a special effect character is selected, the first effect generating unit 1021 changes the effect based on the level parameters of the special effect character. The method of changing the effect based on the level parameters is similar to the method described in the first technique.

[0402] In the first technique, the first effect generating unit 1021 generates an effect based on a level parameter, but in the second technique, the first effect generating unit 1021 may generate an effect based on an event character, and may not necessarily generate an effect based on a level parameter. For example, the first effect generating unit 1021 may generate an effect based on a skill parameter or rarity, or may generate an effect based on an event list.

[0403] When an operation is performed to select at least one of a plurality of event characters (for example, an event character to be set in an event deck), the distinguishable display control unit 1150 executes control to distinguish and display information on the special effect character and information on other event characters on the display unit 15. The meaning of the above operation and the meaning of "display distinguishably" are the same as those explained in the first technique.

[0404] "When an operation is performed" refers to a predetermined timing before or after the user performs an operation. For example, it is a period until the selection of an event character is completed. For example, it is a period during which the event deck setting screen image G300, the event character change screen image G600, or the event deck editing screen image G1600 for accepting the event character selection operation is displayed.

[0405] The "information about the character" is information that identifies the event character and a parameter of the event character. In this embodiment, the processing object that identifies the event character corresponds to the information about the character. For example, as shown in FIG. 31 and FIG. 32, the distinguishing display control unit 1150 makes the display mode of the processing object of the special effect character different from that of other event characters in the event character list area A640 and the setting frame. Note that the distinguishing display of the information about the special effect character and the information about the other event characters is not limited to when performing an operation to select an event character to be incorporated into the event deck. These may be distinguished at any timing. For example, in the list of event characters displayed by selecting the processing object P1570 of the event character menu screen image G1500, the special effect character may be distinguished from the other event characters. For example, when an event character is granted by a gacha executed after the user selects the processing object P124, the event character menu screen image G1500 may be displayed, and when the processing object P1570 is selected, the distinguishing display may be performed. In this case, the display of the event character menu screen image G1500 may be omitted and only the distinctive display may be displayed.

[0406] The effect display control unit 1060 executes control to display on the display unit 15 the correspondence relationship information indicating the correspondence relationship between the special effect character and the effect generated by the second effect generation unit 1172. For example, the effect display control unit 1060 displays the special effect character and the effect generated in the stadium part in association with each other. The correspondence relationship information includes information indicating the contents of the effect. In other words, it includes text information or image information that allows the user to understand the contents of the effect. In addition, the correspondence relationship information includes information that identifies the special effect character. This information is the name and appearance of the special effect character. For example, as shown in FIG. 31 and FIG. 32, the effect display control unit 1060 displays the score bonus of the special effect character in the event character list area A640 or the setting frame.

[0407] The effect display control unit 1060 executes control to display the correspondence relationship information on the display unit 15 when an operation is performed to select at least one of the multiple event characters (for example, an event character to be set on the event deck). The above operation and the meaning of "when an operation is performed" are as described above.

[0408] The helper selection unit 1160 selects an event character owned by another user associated with the user. "Another user associated with the user" is, for example, a user who is a friend. Not only event characters owned by the user playing the game, but also event characters owned by other users can be selected.

[0409] The second game executing unit 1170 executes the stadium part in which an original character is used. For example, the second game executing unit 1170 executes the stadium part based on the ability parameters of the original character. The second game executing unit 1170 executes the game program of a baseball game, and updates various data related to the stadium part (for example, the user table TBL301).

[0410] The second game executing unit 1170 may execute the match in the stadium part based on the user's operation, or may execute the match in the stadium part automatically without based on the user's operation. The user may be able to specify whether the match in the stadium part is executed based on the user's operation or automatically.

[0411] The special effect determination unit 1171 determines whether the ability parameters of the original character used in the stadium part are those changed or set in the success part executed with the special effect character selected. For example, the special effect determination unit 1171 determines whether the special effect character is used when the ability parameters of the original character are changed or set. Here, since the contents of the event deck when the ability parameters of the original character are changed or set are stored in the original character table TBL304, the special effect determination unit 1171 makes a determination based on the contents of the original character table TBL304.

[0412] The second effect generating unit 1172 generates an effect that is advantageous or disadvantageous to the user in the stadium part based on the determination result of the special effect determining unit 1171.

[0413] An "effect advantageous or disadvantageous to the user" is an effect that makes it easier or harder to obtain a desired result in the stadium part. For example, in a game in which the aim is to obtain a reward (such as points or in-game currency), such as the stadium part, it is an effect that increases or decreases the reward. For example, in a fighting game, such as the stadium part, it may be an effect that makes it easier or harder to progress in the fight.

[0414] For example, when it is determined that the ability parameters of the original character used in the stadium part are changed or set in the success part executed with the special effect character selected, the second effect generating unit 1172 generates an effect advantageous to the user in the stadium part. Also, for example, when it is determined that the level parameters of the original character used in the stadium part are not changed or set in the success part executed with the special effect character selected, the second effect generating unit 1172 may generate an effect disadvantageous to the user in the stadium part.

[0415] In this embodiment, the stadium part aims to obtain a reward using an original character whose ability parameters have been changed in the success part, so the second effect generation unit 1172 generates an effect in the stadium part that is advantageous or disadvantageous to the user in obtaining a reward.

[0416] An "effect that is advantageous or disadvantageous to obtaining a reward" is an effect that makes it easier or harder to obtain a reward. In other words, an effect that makes the reward obtained better or worse.

[0417] The second effect generating unit 1172 may change the effect based on the parameters of the special effect character. The second effect generating unit 1172 changes the content of the effect based on the parameters of the special effect character. For example, the association between the parameters and the effects is stored in the data storage unit 3000. The second effect generating unit 1172 generates an effect associated with the parameters. This parameter may be a rarity parameter or a level parameter. The second effect generating unit 1172 increases the score bonus as the rarity or level of the special effect character increases.

[0418] For example, the second effect generating unit 1172 may change the effect based on the number of original characters whose ability parameters have been changed or set in the success part based on the special effect character. In this case, the association between the number of original characters trained by the special effect character and the effect is stored in the data storage unit 3000, and the second effect generating unit 1172 generates an effect associated with the number of original characters trained by the special effect character. For example, the second effect generating unit 1172 generates an effect that becomes more advantageous or disadvantageous as the number of original characters trained by the special effect character increases. In other words, the second effect generating unit 1172 may strengthen the effect in the stadium part as the number of original characters trained by the special effect character increases.

[0419] [3-3. About the third technology] In order to realize the third technique, in this embodiment, the game system 1 includes a parameter change unit 1022, a use object selection unit 1050, a practice selection unit 1180, and a practice display control unit 1190.

[0420] As explained above, in the success part, each of the multiple ability parameters of the main character is changed or set. Furthermore, in the success part, one of multiple roles is set for the main character. A role is a role assigned in the game, and in this embodiment, it is a position.

[0421] The practice selection unit 1180 selects one of a plurality of options, each of which is associated with at least one of a plurality of ability parameters, based on a first selection operation by the user. The "first selection operation" is an operation in which the user selects an option, for example, an operation in which the user selects one of a plurality of options displayed on the display unit 15. In this embodiment, each of the processing objects P921 to P926 corresponds to an option, and the operation of selecting one of these processing objects P921 to P926 corresponds to the first selection operation.

[0422] Each of the multiple options is associated with at least one of multiple roles. In this embodiment, the option indicating fielder practice is associated with the role of fielder, and the processing object indicating pitcher practice is associated with the role of pitcher. An option associated with the role of the main character is selectable by a first selection operation. That is, when the role of the main character is a fielder, the processing object associated with the fielder is selectable, and when the role of the main character is a pitcher, the processing object associated with the pitcher is selectable.

[0423] The use target selection unit 1050 selects at least one of the multiple event characters associated with at least one of the multiple options based on the second selection operation of the user. In this embodiment, the fact that the favorite practice is associated with the event character corresponds to the fact that at least one of the options is associated with the event character.

[0424] The parameter change unit 1022 changes a parameter associated with an option selected by the practice selection unit 1180 from among a plurality of ability parameters. As described above, an ability parameter that increases when the processing object is selected is determined for each option. Therefore, the parameter change unit 1022 increases the ability parameter associated with the selected option.

[0425] When the option selected by the practice selection unit 1180 is an option associated with the event character selected by the use target selection unit 1050, the parameter change unit 1022 changes the parameters associated with the option selected by the consecutive acquisition selection unit so that the user has an advantage in the game compared to when the option selected by the practice selection unit 1180 is not an option associated with the event character selected by the use target selection unit 1050. For example, when a favorite practice associated with an event character set in the event deck is selected, the parameter change unit 1022 increases the amount of change in the ability parameters of the main character.

[0426] The practice display control unit 1190 executes control for displaying option information on the option associated with the event character selected by the use target selection unit 1050 on the display unit 15. The option information is an image, text, or the like for displaying the option on the display unit 15. In this embodiment, the process objects P921 to P926 and each practice included in the favorite practice area A346 correspond to the option information.

[0427] When multiple of the multiple event characters are selected by the use target selection unit 1050 and the options associated with each of the multiple event characters selected by the use target selection unit 1050 are the same, the practice display control unit 1190 executes control to display information indicating the number of the same options on the display unit 15 in association with the option information.

[0428] The "information indicating the number of options" is an image or text indicating a numerical value. In this embodiment, a numerical value such as "x2" displayed in the favorite practice area A346 corresponds to the "information indicating the number of options."

[0429] "Displaying information indicating the number of options in association with option information" means, for example, displaying the information indicating the number of options and the option information so that they partially overlap, displaying the information indicating the number of options and the option information so that the distance between them is within a predetermined distance, and connecting the information indicating the number of options and the option information with an image such as a line. In this embodiment, a number such as "x2" is displayed to indicate the favorite practice displayed in the favorite practice area A346.

[0430] For example, the practice display control unit 1190 executes control to cause the display unit 15 to display option information relating to the option associated with the event character selected by the target selection unit 1050 and option information relating to options other than the selected option in a differentiated manner, the meaning of "displaying distinctly" being as described above.

[0431] For example, the practice display control unit 1190 executes control to display on the display unit 15 option information relating to each of a plurality of options arranged in an order determined based on the role associated with the option, and to distinguish between option information relating to the option associated with the event character selected by the target selection unit 1050 and option information relating to options other than the selected option.

[0432] "Order determined based on role" refers to an order in which the roles can be identified, and options associated with the first role are displayed side by side on the first side, and options associated with the second role are displayed side by side on the second side. Here, the practice display control unit 1190 displays the fielder's practice on the left side in the favorite practice area A346, and the pitcher's practice on the right side.

[0433] [3-4. About the fourth technology] In order to realize the fourth technique, in this embodiment, the game system 1 includes a first effect generation unit 1021, a scenario selection unit 1200, and a scenario change unit 1210.

[0434] The scenario selection unit 1200 selects one of a plurality of options related to the content of the game scenario based on the user's operation. "Options related to the content of the scenario" are options for determining the content of the scenario, and in this embodiment, are options for the user to select the next section at the end of each section.

[0435] The scenario change unit 1210 changes the content of the game scenario based on the option selected by the scenario selection unit 1200. The scenario change unit 1210 advances the scenario selected by the user's operation from among multiple types of scenarios in the success part.

[0436] The first effect generating unit 1021 may be the same as that described in the first and second techniques. However, in the third technique, when a specific event character is selected from among a plurality of event characters, the first effect generating unit 1021 generates a specific effect in the game corresponding to the specific event character. The specific event character here is an event character with which a specific effect is associated, and is an event character of a predetermined rarity. The specific effect may be any effect determined in advance, such as an effect that allows the main character to acquire a super special ability.

[0437] When a specific option is selected from among a plurality of options by the scenario selection unit 1200, the first effect generation unit 1021 may generate a specific effect in the game corresponding to a specific event character even if a specific event character is not selected. The "specific option" is an option for proceeding to a predetermined scenario, for example, an option for proceeding to a time-limited scenario. When an option for proceeding to a time-limited scenario is selected, the first effect generation unit 1021 enables the main character to acquire a super special ability even if a specific event character is not incorporated into the event deck.

[0438] For example, the first effect generation unit 1021 may restrict the occurrence of the specific effect outside the specific period, and may generate the specific effect within the specific period. Also, for example, the first effect generation unit 1021 may restrict the selection of a specific option from among multiple options by the scenario selection unit 1200 outside the specific period, and may allow the selection of a specific option from among multiple options by the scenario selection unit 1200 within the specific period. In other words, a scenario that enables the acquisition of a super special ability cannot be selected outside the specific period.

[0439] [3-5. About the fifth technology] To realize the fifth technology, in this embodiment, the game system 1 includes a first update unit 3020, a second update unit 3030, an achievement determination unit 3040, a game providing unit 3050, and a challenge display control unit 3060. Note that this technology relates to processing performed between a user terminal 10 of a certain user and a user terminal 10 of the friend of the user, and is premised on a configuration in which a plurality of user terminals 10 can access the server 30.

[0440] As described above, the second game executing unit 1170 executes the stadium part based on the original character associated with the user ID and other game objects. The other game objects may be original characters associated with other user IDs, or may be other game objects. The other game objects may be, for example, game characters prepared by the administrator of the game system 1.

[0441] The first update unit 3020 updates the first achievement information stored in the data storage unit 3000, which stores first achievement information indicating achievements achieved in the stadium part by a first user identified by a first user ID, based on the game play of the first user. The second update unit 3030 updates the second achievement information stored in the data storage unit 3000, which stores second achievement information indicating achievements achieved in the stadium part by a second user identified by a second user ID, based on the game play of the second user.

[0442] The achievement is information indicating the quality of the game content or the result, and may be the progress status or the game record. In this embodiment, the achievement corresponds to the score acquired in the match in the stadium part. When the first update unit 3020 and the second update unit 3030 receive the score acquired by the user in the match in the stadium part from the user terminal 10, they each store the content in the user table TBL301.

[0443] The achievement determination unit 3040 determines whether or not the achievement of the second user has changed from a first state in which the achievement of the second user is lower than that of the first user to a second state in which the achievement of the second user is higher than that of the first user, based on the first achievement information and the second achievement information. When it is determined that the achievement has changed from the first state to the second state, the game providing unit 3050 executes control for providing the first user with a game that is executed based on an original character associated with the first user ID and an original character associated with the second user ID. This game may be executed by game objects owned by each user, and may be, for example, a battle game.

[0444] For example, the game providing unit 3050 provides the first user with a game that is executed based on an original character associated with the first user ID and an original character associated with the second user ID, based on an operation performed by the first user while a notification is displayed.

[0445] "Providing a game to a user" means transmitting a game program to the user terminal 10 and permitting execution of the game. It may also mean, for example, processing for encouraging users to play against each other.

[0446] When it is determined that the state has changed from the first state to the second state, the challenge display control unit 3060 executes control to cause a notification indicating that a game will be provided by the game providing unit 3050 to be displayed on the display unit 15 corresponding to the first user. This notification may be performed in a predetermined format, for example, by causing the display unit 15 to display a processing object P160.

[0447] [4. Processing Executed in Game System 1] 43 to 66 are flow diagrams showing an example of processing executed in the game system 1. The processing shown in Figs. 43 to 66 is executed by the control unit 11 operating according to a program stored in the storage unit 12, and the control unit 31 operating according to a program stored in the storage unit 32. In the embodiment, the functional blocks shown in Fig. 37 are realized by executing the processing described below. Note that the processing described below ends when a predetermined operation for ending the game is input from the input unit 14.

[0448] 43, in the user terminal 10, when the control unit 11 starts a program stored in the storage unit 12, it requests the latest program and data from the server 30 (S1001). For example, the version of the game program is stored in the storage unit 12, and the control unit 11 transmits the version.

[0449] When communication is made from the user terminal 10 to the server 30, the user ID, IP address, or unique identification information of the user terminal 10 is transmitted to the server 30, and the server 30 can identify which user terminal 10 is communicating. When the server 30 receives a user ID from the user terminal 10, the control unit 31 identifies the user ID from the content of the communication. When the server 30 receives an IP address or unique identification information from the user terminal 10, an association between the IP address or unique identification information and the user ID is stored in advance in the storage unit 32, and the control unit 31 identifies the user ID based on the content of the communication and this association.

[0450] In the server 30, when the request is received, the control unit 31 transmits the latest data stored in the storage unit 32 to the user terminal 10 together with the latest program if the program in the user terminal 10 is not the latest (S3001). The latest data here is, for example, data indicating a notice from the game provider to the user or data corresponding to the user ID in each table. In S3001, the control unit 31 compares the version received from the user terminal 10 with the latest program version stored in the storage unit 32. If the program in the user terminal 10 is the latest version, the control unit 31 does not transmit the program to the user terminal 10. Also, in S3001, the control unit 31 refers to the storage unit 32 and transmits various data associated with the user ID to the user terminal 10.

[0451] In the user terminal 10, when the control unit 11 receives the latest program and data, it stores them in the storage unit 12 (S1003). When the latest program is received, the control unit 11 temporarily ends this process and restarts the game based on the latest program.

[0452] The control unit 11 displays a predetermined notification screen image based on the data received from the server 30 (S1005), and refers to the user table TBL301 to determine whether or not a challenge has arrived from a friend (S1007). In S1007, the control unit 11 determines whether or not a user ID is stored in the "challenge" field of the user table TBL301. If the friend's user ID is stored, the control unit 11 determines that a challenge has arrived from a friend.

[0453] Based on the determination result of S1007, the control unit 11 causes the display unit 15 to display the home screen image G100 (FIGS. 2 and 34) (S1009). In S1009, if a challenge has arrived from a friend, the control unit 11 causes the display unit 15 to display the home screen image G100 (FIG. 34) including the processing object P170. Note that image data of each image displayed on the display unit 15 is assumed to be stored in advance in the storage unit 12. This point will be the same hereinafter.

[0454] The control unit 11 determines which processing object has been selected on the home screen image G100 based on an input from the input unit 14 (S1011). In S1011, the display position of each processing object is stored in the storage unit 12, and the control unit 11 determines which processing object corresponds to the position on the screen designated by the input unit 14. This point also applies to the subsequent processes of determining the selection of a processing object, etc.

[0455] When the user selects the processing object P140 (S1011; P140), the process proceeds to Fig. 44, where the control unit 11 causes the display unit 15 to display the processing objects P141 to P143 (S1013). The control unit 11 determines, based on an input from the input unit 14, whether any one of the processing objects P141 to P143 has been selected (S1015).

[0456] When the user selects any one of the processing objects P141 to P143 (S1015; Y), the control unit 11 causes the display unit 15 to display the main character registration screen image G200 (FIG. 4) (S1017). The control unit 11 determines which processing object has been selected on the main character registration screen image G200 based on an input from the input unit 14 (S1019).

[0457] When the user selects any one of the processing objects P241 to P245 (S1019; P241 to P245), the control unit 11 executes a process to change the registration information of the main character based on the input from the input unit 14 (S1021). In S1021, the control unit 11 reflects the content input from the input unit 14 in the main character registration area A240. Note that this input content is temporarily held in the storage unit 12.

[0458] On the other hand, when the user selects the processing object P250 (S1019; P250), the control unit 11 stores the registration details of the main character in the original character table TBL304 (S1023), and displays the event deck setting screen image G300 (FIGS. 5 and 6) on the display unit 15 (S1025). In S1025, the control unit 11 creates a new record in the original character table TBL304 stored in the storage unit 12, issues an original character ID, and stores the details displayed in the main character registration area A240 in that record. The original character ID should be issued so as not to overlap with those already stored in the original character table TBL304.

[0459] In addition, in S1025, when the control unit 11 updates the original character table TBL304 in the storage unit 12, it transmits the updated data to the server 30. The control unit 31 of the server 30 stores the received data in the original character table TBL304 in the storage unit 32. Similarly, thereafter, when the control unit 11 updates each table stored in the storage unit 12, it transmits the updated data to the server 30, and the control unit 31 updates the table in the storage unit 32. In this way, data consistency is maintained between the user terminal 10 and the server 30. The timing for ensuring data consistency is not limited to when the table is updated, and data consistency may be ensured periodically, or in response to a user operation.

[0460] Moving on to FIG. 45, the control unit 11 determines, based on the input from the input unit 14, which processing object or setting frame has been selected in the event deck setting screen image G300 (S1027).

[0461] When the user selects the processing object P342 (S1027; P342), the control unit 11 changes the event deck name based on the input from the input unit 14 (S1029). In S1029, the control unit 11 reflects the content input from the input unit 14 in the area A341. The input content is temporarily stored in the storage unit 12.

[0462] When the user selects processing object P343 (S1027; P343), control unit 11 causes display unit 15 to display automatic setting menu screen image G700 (FIG. 11) (S1031). Control unit 11 determines, based on an input from input unit 14, whether any processing object has been selected in automatic setting menu screen image G700 (S1033).

[0463] When the user selects the processing object P710 (S1033; P710), the control unit 11 automatically organizes an event deck for a pitcher and stores it in the event character table TBL302 (S1035). For example, automatic organization conditions for pitchers are stored in the storage unit 12, and in S1035, the control unit 11 selects a predetermined number of event characters (here, five) based on the automatic organization conditions for pitchers and the data of each event character stored in the event character table TBL302. The control unit 11 stores the selected event character ID in the record in which the event deck name displayed in the area A341 of the event character table TBL302 is stored.

[0464] The automatic organization condition is, for example, a conditional formula or a formula for calculating an evaluation value indicating the priority of incorporating each event character into the event deck. For example, this formula may be determined so that the higher the rarity or level, the higher the evaluation value, or the higher the evaluation value when the pitcher's practice is a favorite practice or when a certain bonus is obtained. In S1035, the control unit 11 selects a certain number of event characters in descending order of evaluation value.

[0465] When the user selects the processing object P720 (S1033; P720), the control unit 11 automatically organizes an event deck for fielders and stores it in the event character table TBL302 (S1037). The organization method in S1037 is the same as S1035, but differs in that the automatic organization conditions are for fielders. Note that when the user selects the processing object P730 (S1033; P730), the process returns to S1025.

[0466] On the other hand, in S1027, when the user presses and holds any of the setting frames A344-1 to A344-5 (S1027; long press operation), the process moves to FIG. 46, and the control unit 11 refers to the event character table TBL302 and the event deck table TBL303, and causes the display unit 15 to display the event character screen image G400 (FIG. 7) (S1039). In S1039, the control unit 11 refers to the event deck table TBL303 to identify the event character ID indicated by the setting frame A344-1 to A344-5 that was pressed and held. Then, the control unit 11 refers to the event character table TBL302, and causes the display unit 15 to display the event character screen image G400 based on the record in which the identified event character ID is stored.

[0467] The control unit 11 determines which processing object or tab has been selected in the event character screen image G400 based on the input from the input unit 14 (S1041). When the user selects the processing object P424 (S1041; P424), the control unit 11 refers to the event character table TBL302 and causes the display unit 15 to display the bonus detail screen image G500 (FIG. 8) (S1043).

[0468] In S1043, the control unit 11 displays the bonus details screen image G500 on the display unit 15 based on the record in the event character table TBL302 in which the event character ID whose setting frame was long-pressed in S1027 is stored. For example, the control unit 11 displays the bonus details screen image G500 on the display unit 15 based on the level stored in the "level" field and the content of the bonus stored in the "bonus" field. That is, the control unit 11 displays the check objects C510 and C520 in the area indicating the bonus (already acquired bonus) associated with the level stored in the "level" field or lower among the bonuses stored in the "bonus" field. In addition, the control unit 11 generates the bonus details screen image G500 so that the area indicating the bonus associated with the level stored in the "level" field or lower is brighter than the area indicating the bonus associated with the level higher than the level (bonus that can be acquired by raising the level).

[0469] The control unit 11 determines whether the processing object P530 has been selected (S1045) based on an input from the input unit 14. If the user has selected the processing object P530 (S1045; Y), the process returns to S1039.

[0470] On the other hand, when the user selects the processing object P430 in S1041 (S1041; P430), the control unit 11 refers to the event character table TBL302 and causes the display unit 15 to display a screen image showing the ability of the event character (S1047). In S1047, the control unit 11 causes the display unit 15 to display a screen image based on the contents of the "ability parameter" field of the record in the event character table TBL302 in which the event character ID indicated by the event character screen image G400 is stored.

[0471] If the user selects the processing object P441 (S1041; P441), the process returns to S1025. If the user selects the processing object P442 (S; P442), the control unit 11 updates the event character table TBL302 so as to set or release the lock on the event character (S1049). In S1049, the control unit 11 updates the value of the "lock" field of the record in which the event character ID indicated by the event character screen image G400 is stored.

[0472] When the user selects the processing object P443 (S1041; P443), the control unit 11 updates the event character table TBL302 so as to set the event character as the leader (S1051). In S1051, the control unit 11 updates the value of the "leader" field of the record in which the event character ID indicated by the event character screen image G400 is stored.

[0473] When the user selects the first tab T421 (S1041; T421), the control unit 11 refers to the event character table TBL302 and causes the display unit 15 to display an event list of the event characters (S1053). In S1053, the control unit 11 identifies the event indicated by the “event” field of the record in which the event character ID indicated by the event character screen image G400 is stored, and causes the event to be displayed in the second area A420.

[0474] When the user selects the second tab T422 (S1041; T422), the control unit 11 refers to the event character table TBL302 and causes the display unit 15 to display the event bonus of the event character (S1055). In S1055, the control unit 11 specifies the bonus acquired at the current level based on the level stored in the "level" field of the record in which the event character ID indicated by the event character screen image G400 is stored and the contents of the bonus stored in the "bonus" field of the record, and displays the specified bonus in the second area A420.

[0475] When the user selects the third tab T423 (S1041; T423), the control unit 11 refers to the event character table TBL302 and causes the display unit 15 to display the profile of the event character (S1057). In S1057, the control unit 11 specifies the profile indicated by the “profile” field of the record in which the event character ID indicated by the event character screen image G400 is stored, and causes the profile to be displayed in the second area A420.

[0476] On the other hand, returning to FIG. 45, if the user taps on any of the setting frames A344-1 to A344-5 in S1027 (S1027; tap operation), the process moves to FIG. 47, and the control unit 11 refers to the event character table TBL302 and causes the display unit 15 to display the event character change screen image G600 (FIGS. 9 and 31) (S1059).

[0477] In S1059, the control unit 11 refers to the event deck table TBL303 to identify the event characters currently incorporated in the event deck, and displays the identified event characters as "in use" in the event character list area A640. Furthermore, if a time-limited event is being held, the control unit 11 superimposes a score bonus on the special effect character in the event character list area A640 if the event character ID of the special effect character is stored in the event deck table TBL303. Furthermore, the control unit 11 refers to the event deck table TBL303 to identify event characters other than those mentioned above, and displays the identified event characters in the event character list area A640.

[0478] The control unit 11 determines which processing object has been selected in the event character change screen image G600 based on the input from the input unit 14 (S1061). When the user selects the processing object P641 (S1061; P641), the control unit 11 updates the event deck table TBL303 so as to remove the event character tapped in S1027 from the event deck (S1063). In S1063, the control unit 11 deletes the event character ID of the event character tapped in S1027 from the event deck table TBL303.

[0479] When the user selects a processing object corresponding to an event character in the event character list area A640 (S1061; event character), the control unit 11 updates the event deck table TBL303 so as to incorporate the event character into the event deck (S1065). In S1065, the control unit 11 deletes the event character ID of the event character tapped in S1027 from the event deck table TBL303, and stores the event character ID of the event character indicated by the processing object selected by the user in the event deck table TBL303.

[0480] When the user selects a processing object P650 (S1061; P650), the control unit 11 rearranges the event characters in the event character list area A640 based on an input from the input unit 14 (S1067). In S1067, the user selects a display order condition from the input unit 14. Then, the control unit 11 refers to the event character table TBL302 and rearranges the event characters in the event character list area A640 based on the condition selected by the user.

[0481] On the other hand, returning to Fig. 45, if the user selects the setting frame A345 in S1027 (S1027; A345), the process moves to Fig. 48, and the control unit 11 inquires of the server 30 about helper candidates (S1069). Helper candidates are event characters that are set as leaders of other users.

[0482] In the server 30, when the inquiry is received, the control unit 31 refers to the event character table TBL302 and transmits data on the event characters set as the leaders of other users to the user terminal 10 (S3003). In S3003, the control unit 31 transmits a predetermined number of data from among records in which user IDs other than the user ID that transmitted the inquiry are stored to the user terminal 10. The control unit 31 may randomly select a predetermined number of data, or may select a combination of the favorite practices of the event characters to be a predetermined combination. That is, the control unit 31 may select the favorite practices of the event characters that are candidates for helpers so that they are not all the same. In addition, the control unit 31 may preferentially select the leader of the user's friend as a candidate for helper. Furthermore, when the user selects the leader of the friend as a helper, a predetermined effect may occur in the success part. The effect may be, for example, an increase in the amount of experience points when the favorite practice of the leader of the friend is selected, an increase in the initial value of the leader's evaluation, an increase in the probability of an event related to the leader occurring, and the like. In other words, if a user selects a friend leader as a helper, an effect may be generated that gives the user an advantage in the success part compared to when the user selects a leader who is not a friend as a helper.

[0483] In the user terminal 10, when the data is received, the control unit 11 displays a list of candidate helpers on the display unit 15 based on the received data (S1071), and sets the helper selected by the user in the setting frame A345 based on the input from the input unit 14 (S1073). In this case, the event deck setting area A340 looks like Fig. 10. In S1073, the control unit 11 stores the event character ID of the helper selected by the user in the "event deck" field of the original character table TBL304.

[0484] On the other hand, returning to Fig. 45, if the user selects the processing object P350 in S1027 (S1027; P350), the process moves to Fig. 49, where the control unit 11 causes the display unit 15 to display the opening video of the success part and the like (S1075), and then causes the display unit 15 to display the main command screen image G800 (Fig. 12) (S1077). The control unit 11 stores the initial values ​​of the main character's ability parameters, stamina parameters, motivation parameters, experience points, and evaluations from other characters in the original character table TBL304. These values ​​may be fixed values ​​or may vary randomly.

[0485] The control unit 11 determines which processing object has been selected in the main command screen image G800 (FIG. 12) based on the input from the input unit 14 (S1079). If the user selects the processing object P841 (S1079; P841), the process moves to FIG. 50, and the control unit 11 causes the display unit 15 to display the practice screen image G900 (FIG. 13) (S1081). In S1081, the control unit 11 randomly determines which practice indicated by each of the processing objects P921 to P926 the event character and other characters incorporated in the event deck will participate in, and stores the determination result in the storage unit 12.

[0486] The control unit 11 determines which processing object has been selected in the practice screen image G900 based on an input from the input unit 14 (S1083). When the user selects one of the processing objects P921 to P926 (S1083; P921 to P926), the control unit 11 displays a cursor object C927 pointing to the selected processing object (S1085), and updates the display of the experience point area A930 and the game character area A940 (S1087).

[0487] In S1087, the control unit 11 calculates the experience points that will increase when the practice of the processing object selected by the user is executed based on a formula described in the game program, and displays the calculated experience points in the experience point area A930. In this formula, the relationship between each practice and the type and increase value of the experience points that will increase is defined. Note that this relationship may be stored in the storage unit 12 as a table rather than a formula. For example, the control unit 11 acquires the type and increase value of the experience points associated with the practice of the processing object selected by the user. Then, the control unit 11 refers to the determination result in S1081 and determines whether or not an event character that is good at the practice of the processing object selected by the user will participate in the practice, and if so, increases the acquired increase value. This increase may be a fixed value or a variable value. For example, the control unit 11 may randomly determine the increase, or may increase the increase as the rarity or level parameter of the event character increases. The control unit 11 displays the increase value calculated as above in the experience point area A930, and displays the result of the determination made in S1081 in the game character area A940.

[0488] The control unit 11 judges whether the processing object selected in S1083 has been selected again based on the input from the input unit 14 (S1089). If the user has selected again (S1089; Y), the control unit 11 updates the original character table TBL304 so that the ability parameter of the main character increases by the increase value determined in S and the evaluations of the event character and other characters who participated in the practice together increase by a predetermined value (S1091), and causes the display unit 15 to display a practice result screen image G1000 (FIG. 14) and an event screen image G1100 (FIG. 15) (S1093).

[0489] In S1093, the control unit 11 displays the message area A1030 to indicate the increase in the ability parameter of the main character and the increase in the evaluation parameter of the event character and other characters who participated in the practice together. The increase in the evaluation parameter may be a fixed value or may vary randomly. Furthermore, the control unit 11 displays the dog character C1040 in the practice result screen image G1000 under a given probability, and grants the user a randomly determined game item. As described above, this probability may be determined in advance in the storage unit 12, but if the notice screen image G1400 is displayed at the start of the section, the control unit 11 increases this probability. Furthermore, the control unit 11 may update the user table TBL301 so that the game item is granted at the time of S1093, or may update the user table TBL301 so that the game item is granted at the end of the section.

[0490] Also, in S1093, the control unit 11 determines whether or not to generate a game event of an event character who participated in practice together under a given probability. For example, the control unit 11 refers to the event character table TBL302 to identify a game event of an event character who participated in practice together, and determines whether or not to generate the identified game event under the above probability. The probability of occurrence may be different or the same for each game event. When the control unit 11 determines to generate a game event, it displays the event screen image G1100 on the display unit 15, and updates the original character table TBL304 so that the parameters of the main character change (increase or decrease). The relationship between the game event and the type of parameter (at least one of ability parameter, stamina parameter, motivation parameter, experience point point, and evaluation parameter) and the change amount may be stored in advance in the storage unit 12. The control unit 11 updates the original character table TBL304 so that the parameter of the type associated with the generated game event changes by the change amount.

[0491] Furthermore, in S1093, if a time-limited scenario is in progress, the control unit 11 determines, based on a given probability, whether or not to generate a game event for the main character to acquire a super special ability. The control unit 11 may generate this game event randomly. If the control unit 11 determines to generate a game event, it displays an event screen image G1100 on the display unit 15 and updates the original character table TBL304 so that the main character acquires the super special ability.

[0492] In S1089, the control unit 11 may cause the practice to fail and the main character to be injured with a given probability. In this case, the processes of S1091 and S1093 are not executed. For example, the control unit 11 determines the probability that the main character will be injured based on the physical strength parameter of the main character. When the main character is injured, the control unit 11 may cause the display unit 15 to display a screen image indicating that the main character is injured, and update the original character table TBL304 so that the ability parameter of the main character is reduced by a predetermined value.

[0493] In S1083, if the user selects the processing object P950 (S1083; P950), the process returns to S1077. On the other hand, if the user selects the processing object P812 (S1083; P812), the control unit 11 displays a given menu screen image on the display unit 15, and executes interruption or cancellation of the success part and various setting processes based on the input from the input unit 14 (S1095).

[0494] Meanwhile, returning to FIG. 49, when the user selects the processing object P842 in S1079 (S1079; P842), the control unit 11 generates a game event in which the main character rests (S1097), and updates the original character table TBL304 so that the main character's vitality parameter recovers by a predetermined value (S1099). Here, generating a game event means that the control unit 11 causes the display unit 15 to display a predetermined screen image indicating the game event. This point is the same in the following explanations. In S1099, the control unit 11 may randomly change the recovery value of the vitality parameter, or may change the state of the main character with a given probability (for example, the main character suffers from insomnia).

[0495] When the user selects the processing object P846 (S1079; P846), the process moves to FIG. 51, where the control unit 11 refers to the original character table TBL304 and causes the display unit 15 to display the ability change screen image G1200 (FIG. 16) (S1101). In S1101, the control unit 11 displays the first area G1210 based on the data stored in the "ability parameter" field of the main character, and displays the second area G1220 based on the data stored in the "experience point point" field. Note that data showing the relationship between each ability parameter and the experience point points to be consumed is stored in the storage unit 12, and the control unit 11 displays the relationship between each processing object P1223-1 to P1223-7 and the experience point points to be consumed in the second area G1220 based on this data.

[0496] Based on the input from the input unit 14, the control unit 11 determines which processing object or tab has been selected in the ability changing screen image G1200 (S1103).

[0497] When the user selects the pitcher ability tab T1211 or the fielder ability tab T1212 (S1103; T1211, T1212), the control unit 11 updates the display of the entire ability change screen image G1200 based on the selected pitcher ability tab T1211 or fielder ability tab T1212 (S1105). In S1105, the control unit 11 refers to the original character table TBL304, and when the user selects the pitcher ability tab T1211, displays the ability parameters related to the pitcher in the "ability parameter" field of the main character in the first area G1210, and when the user selects the fielder ability tab T1212, displays the ability parameters related to the fielder in the "ability parameter" field of the main character in the first area G1210.

[0498] When the user selects the basic ability tab T1221 or the special ability tab T1222 (S1103; T1221, T1222), the control unit 11 updates the display in the second area G1220 (FIGS. 16, 17) based on the selected basic ability tab T1221 or special ability tab T1222 (S1107). In S1107, the control unit 11 refers to the original character table TBL304, and when the user selects the basic ability tab T1221, displays the ability parameters related to the basic ability in the "ability parameter" field of the main character in the second area G1220, and when the user selects the special ability tab T1222, displays the ability parameters related to the special ability in the "ability parameter" field of the main character in the second area G1220.

[0499] When the user selects any one of the processing objects P1223-1 to P1223-6 (S1103; P1223-1 to P1223-6), the control unit 11 consumes the experience points of the main character to improve the ability parameters associated with the selected processing object (S1109). In S1109, the control unit 11 temporarily stores the change amount of the ability parameters and experience points of the main character in the storage unit 12.

[0500] If the user selects processing object P1230 (S1103; P1230), the process returns to S1077. If the user selects processing object P1240 (S1103; P1240), the control unit 11 returns the ability parameters and experience points of the main character to the state before the change (S1111). In S1111, the control unit 11 resets the amount of change in the ability parameters and experience points stored in the memory unit 12. By executing the process of S1111, the control unit 11 returns the ability change screen image G1200 to the state before the change in the ability parameters and experience points of the main character.

[0501] When the user selects the processing object P1250 (S1103; P1250), the control unit 11 updates the original character table TBL304 so that the ability parameters and experience points of the main character indicate the changed values ​​(S1113), and returns to S1077. In S1113, the control unit 11 refers to the amount of change in the ability parameters and experience points stored in the memory unit 12, and increases or decreases the values ​​stored in the "ability parameters" field and "experience points" field by this amount of change.

[0502] On the other hand, returning to FIG. 49, when the user selects the processing object P843 in S1079 (S1079; P843), the control unit 11 generates a game event in which the main character visits a hospital (S1115), and updates the original character table TBL304 so that the main character's status parameter changes (S1117). In S1117, the control unit 11 determines whether or not to recover the main character's status parameter under a given probability, and updates the original character table TBL304 if it is determined that the main character is recovered. For example, when the status parameter indicates that the main character is injured or sick, the control unit 11 determines whether or not to treat the injury or illness under the above probability, and if it is determined that the main character is treated, the control unit 11 changes the status parameter so that the main character shows a healthy state.

[0503] When the user selects the processing object P844 (S1079; P844), the control unit 11 generates a game event for the main character to play (S1119), and updates the original character table TBL304 so that the main character's parameters change (S1121). For example, multiple types of game events for play are prepared, and the control unit 11 determines which game event to occur based on the user's operation or randomly. In addition, data indicating the relationship between the game event and the type and amount of change of the parameter is stored in the storage unit 12, and the control unit 11 changes the main character's parameters so that the parameter of the type associated with the game event that has occurred changes by that amount of change.

[0504] When the user selects the process object P845 (S1079; P845), the control unit 11 generates a game event in which the main character goes on a date (S1123), and updates the original character table TBL304 so that the main character's parameters change (S1125). For example, multiple types of dating game events are prepared, and the control unit 11 determines which game event will occur based on the user's operation or randomly. In addition, data indicating the relationship between the game event and the type and amount of change of the parameter is stored in the storage unit 12, and the control unit 11 changes the main character's parameters so that the parameter of the type associated with the game event that has occurred changes by that amount of change.

[0505] When the user selects the processing object P821 (S1079; P821), the control unit 11 causes the display unit 15 to display the log of the event that occurred in the success part (S1127). For example, the control unit 11 records the conversation history of each character in the event that occurred in the success part in the storage unit 12, and in S1127, the control unit 11 causes the display unit 15 to display the log of the event based on the contents of the conversation history.

[0506] When the user selects processing object P822 (S1079; P822), the control unit 11 updates the auto flag stored in the user table TBL301 (S1129). When the user selects processing object P823 (S1079; P823), the control unit 11 updates the skip flag stored in the user table TBL301 (S1131). When the user selects processing object P824 (S1079; P824), the control unit 11 updates the shortcut flag stored in the user table TBL301 (S1133).

[0507] When the user selects processing object P812 (S1079; P812), the control unit 11 causes a given menu screen image to be displayed on the display unit 15, and based on input from the input unit 14, interrupts or cancels the success part and executes various setting processes (S1135).

[0508] 52, where the control unit 11 refers to the original character table TBL304 to determine whether the current section has ended (S1137). In S1137, the control unit 11 determines whether the current turn number stored in the original character table TBL304 is the last turn.

[0509] If it is determined that the current section has not ended (S1137; N), the control unit 11 executes a process to proceed to the next turn (S1139). In S1139, the control unit 11 increases the number of turns stored in the original character table TBL304.

[0510] If it is determined that the current section has ended (S1139; Y), the control unit 11 determines whether the current section is the last section (S1141). In S1141, the control unit 11 determines whether the current section stored in the original character table TBL304 is the last section.

[0511] If it is determined that it is not the last section (S1141; N), control unit 11 refers to original character table TBL304 and causes display unit 15 to display section completion screen image G1300 (S1143). Control unit 11 causes display unit 15 to display section completion screen image G1300 indicating the experience points stored in the "experience point points" field of original character table TBL304.

[0512] The control unit 11 determines whether or not to increase the probability of finding a treasure chest based on a predetermined method (S1145). In S1145, the control unit 11 may randomly determine whether or not to increase the probability of finding a treasure chest, or may determine this based on whether or not the experience points in the section are equal to or greater than a predetermined value.

[0513] If it is determined that the treasure chest discovery probability is to be increased (S1145; Y), the control unit 11 causes the display unit 15 to display the preview screen image G1400 (S1147). The control unit 11 executes a process to proceed to the next section based on the input from the input unit 14 (S1149). In S1149, the control unit 11 causes the display unit 15 to display options for the next section, and proceeds to the next section based on the section indicated by the option selected by the user. The control unit 11 stores information identifying the next section in the "development status" field of the original character table TBL304.

[0514] On the other hand, if it is determined in S1141 that it was the last section (S1141; Y), the control unit 11 executes a process to end the success part (S1151) and returns to S1009. In S1151, the control unit 11 causes the display unit 15 to display a screen image indicating that the success part has ended. Then, based on the input from the input unit 14, the control unit 11 updates the original character table TBL304 so that the ability parameters of the main character are determined. The control unit 11 registers the main character whose ability parameters have been determined as an original character in the original character table TBL304, and updates the "development status" field to "development completed."

[0515] On the other hand, returning to Fig. 43, if the user selects the processing object P150 in S1011 (S1011; P150), the process proceeds to Fig. 53, where the control unit 11 refers to the user table TBL301 and causes the display unit 15 to display the processing objects P151 and P152 (Fig. 34) (S1153). If the time-limited event is not being held, the processing object P152 is not displayed. The control unit 11 determines which processing object has been selected in the home screen image G100 based on an input from the input unit 14 (S1155).

[0516] When the user selects the processing object P151 (S1155; P151), the control unit 11 refers to the order table TBL305 and starts a normal match based on the normal order. After that, the normal match is played according to the flow of S2 to S14 described above, which will be explained in more detail here.

[0517] The control unit 11 refers to the user table TBL301 and causes the display unit 15 to display a screen image showing information such as the user's league and ranking (S1157), and when the user performs a predetermined operation, requests information on potential opponents from the server 30 (S1159).

[0518] In the server 30, when the request is received, the control unit 31 refers to the user table TBL301 and selects a predetermined number of opponent candidates (S3005), and transmits information on the selected opponent candidates to the user terminal 10 (S3007). In S3007, the control unit 31 selects a predetermined number (e.g., five) of other users who are about the same strength as the user based on the user's rank, league, ranking, etc. The other users selected here may be users who are not friends. The control unit 31 refers to the user table TBL301 and the event character table TBL302, and transmits information on the selected opponent candidates, such as the user name, rank, and the event character set as the leader, to the user terminal 10.

[0519] In the user terminal 10, when the information on the opponent candidates is received, the control unit 11 causes the display unit 15 to display a screen image showing the opponent candidates (S1161). In this screen image, a plurality of opponent candidates are displayed so as to be selectable. The control unit 11 determines the opponent based on the user's operation (S1163) and requests the order of the opponent (S1165). This request includes the user ID determined as the opponent.

[0520] In the server 30, when the order request is received, the control unit 31 refers to the order table TBL305, acquires order information of the user determined as the opponent, and transmits it to the user terminal 10 (S3009).

[0521] In the user terminal 10, when the order information is received, the control unit 11 refers to the order table TBL305 and causes the display unit 15 to display a screen image showing the user's starting order and the opponent's starting order (S1167). In this screen image, the batting order, name, position, and rank of the original characters in the starting order are displayed together with the team name.

[0522] The control unit 11 identifies the user's operation (S1169) based on the input from the input unit 14. For example, it is assumed that the user can perform an operation for changing the order and an operation for confirming the order and determining the cadence.

[0523] When the user performs an operation to change the order (S1169; change order), the control unit 11 displays the normal order edit screen image G2200 on the display unit 15, executes an order editing process based on the input from the input unit 14 (S1171), and returns to S1167. The process of S1171 is similar to S1283 to S1293 described later, and therefore will not be described here.

[0524] When the user performs an operation to confirm the order and determine the condition (S1169; order confirmed), the process moves to Fig. 54, and the control unit 11 determines the condition of the starting order of the user and the opponent (S1173). In S1173, the control unit 11 randomly determines one of a plurality of stages of condition for each original character in the starting order, and stores the result in the memory unit 12.

[0525] The control unit 11 causes the display unit 15 to display the result of the form determination in S1173 (S1175), and causes the display unit 15 to display a screen image for selecting game items to be used in the match, with reference to the user table TBL301 (S1177). In S1177, the control unit 11 causes the game items stored in the "item" field of the user table TBL301 to be displayed selectably.

[0526] The control unit 11 identifies the user's operation based on the input from the input unit 14 (S1179). For example, the user is capable of performing an operation for selecting a game item, an operation for specifying a method for progressing the match, and an operation for starting the match. As the method for progressing the match, it is possible to specify either that the match is progressed entirely automatically, or that the user operates an original character at a predetermined scene.

[0527] When the user performs an operation to select a game item (S1179; game item), the control unit 11 stores the game item selected by the user in the storage unit 12 (S1181) based on an input from the input unit 14. When the user performs an operation to specify a method of proceeding with the match (S1179; proceeding method), the control unit 11 stores information indicating the proceeding method specified by the user in the storage unit 12 (S1183).

[0528] When the user performs an operation to start the match (S1179; start of match), the control unit 11 updates the user table TBL301 so as to consume one match ticket (S1185) and starts the match (S1187). In S1187, the control unit 11 updates the user table TBL301 so as to consume the game item selected by the user. Then, the control unit 11 progresses the match based on the progress method designated by the user. When the match is to be progressed completely automatically, the control unit 11 automatically progresses the match from the start to the end without the user's operation. On the other hand, when the user operates an original character in a predetermined scene, the control unit 11 automatically progresses the match and allows the user to operate the original character when the match reaches a predetermined scene. The scene in which the user can operate may be predetermined. Furthermore, in this embodiment, since the score obtained is higher when the user operates, the scene in which the user can operate may be limited to a predetermined number of times. The method of progressing the match itself may be applicable to various known sports game progress methods.

[0529] The control unit 11 calculates the score the user has acquired in the match based on the execution result of the match (S1189), and transmits the calculated score to the server 30 (S1119). For example, data indicating the relationship between the content and result of the match and the increase or decrease in the score is stored in the storage unit 12, and in S1189, the control unit 11 calculates the score the user has acquired in the match based on the increase or decrease in the score associated with the content and result of the match. This relationship is determined, for example, as follows: +1000 points if the match is won, -200 points if a run is lost, +2000 points if an original character operated by the user hits a home run, and +100 points if an original character not operated by the user hits a home run.

[0530] In the server 30, when the score is received, the control unit 31 refers to the user table TBL301 to determine the ranking of the user (S3011), and judges whether the user has overtaken the score of the friend (S3013). In S3013, the control unit 31 may determine the ranking among all users, or may determine the ranking within the league to which the user belongs. Note that if the user has not updated the highest score, the processes of S3011 to S3017 may be omitted.

[0531] If it is determined that the friend has been overtaken (S3013; Y), the control unit 31 executes a process for sending a challenge to the friend (S3015). In S3015, the control unit 31 stores the user ID in the "challenge" field of the record corresponding to the friend in the user table TBL301.

[0532] The control unit 31 transmits the latest ranking of the user to the user terminal 10 (S3017). When the user surpasses the score of the friend, information indicating that a challenge letter has been sent is also transmitted to the user terminal 10, and the display unit 15 of the user terminal 10 displays the fact.

[0533] In the user terminal 10, when the ranking is received, the control unit 11 causes the display unit 15 to display a screen image showing the result of the match (S1193), and if the ranking has increased, causes the display unit 15 to display a screen image showing the ranking (S1195). The control unit 11 updates the user table TBL301 so as to update the user ranking, etc. (S1197). In S1195, the control unit 11 causes the screen image to display the scores of both teams, the win or loss, the scores acquired in the match, the breakdown of the scores, the user's best score, the number of medals acquired, the acquired gacha points, etc.

[0534] On the other hand, when the user selects the processing object P152 in S1155 (S1155; P152), the control unit 11 refers to the order table TBL305 and executes a process for starting the match of the time-limited event based on the order for the time-limited event (S1199 to S1239). The processes of S1199 to S1239 are the same as S1157 to S1197, respectively. However, in S1231, the control unit 11 determines whether or not there is an original character to which a score bonus has been given in the user's order based on the order table TBL305, and if it is determined that there is, increases the score by the score bonus given to that original character. If there are multiple original characters to which a score bonus has been given, the control unit 11 increases the score by the total of the score bonuses of the multiple original characters. In this respect, S1231 and S1189 are different.

[0535] On the other hand, returning to FIG. 43, when the user selects the processing object P160 in S1011 (S1011; P160), the control unit 11 executes processing related to the challenge part (S1241). For example, data indicating the relationship between each goal to be achieved by the user, the reward, and the achievement status of the user is stored in the storage unit 12, and in S1241, the control unit 11 causes the display unit 15 to display a screen image indicating the goals achieved and the goals not yet achieved by the user based on this data. When the user achieves a new goal, the control unit 11 updates the user table TBL301 so that the reward (game item, coins, etc.) associated with the achieved goal is given to the user.

[0536] When the user selects the processing object P170 (S1011; P170), the process moves to Fig. 57, where the control unit 11 refers to the user table TBL301, causes the display unit 15 to display a screen image showing a list of friends who have sent a challenge letter (S1243), and determines an opponent from among the friends who have sent a challenge letter based on an input from the input unit 14 (S1245). The following steps S1247 to S1277 are the same as S1165 to S1197. However, as described above, match tickets are not consumed in a match against a friend using a challenge letter, so S1185 is not executed.

[0537] On the other hand, in S1011 or the like, when the user selects the processing object P121 to P125, P130, or the like, the common routine shown in Fig. 59 is executed. When the user selects the processing object P121 (Fig. 59: P121), the process returns to S1009, and the control unit 11 causes the display unit 15 to display the home screen image G100.

[0538] When the user selects the processing object P122 (FIG. 59: P122), the process moves to FIG. 60, where the control unit 11 causes the display unit 15 to display the my team menu screen image G2100 (S1279). The control unit 11 determines, based on an input from the input unit 14, which processing object has been selected in the my team menu screen image G2100 (FIG. 28) (S1281).

[0539] When the user selects the processing object P2140 (S1281; P2140), the control unit 11 refers to the order table TBL305 and causes the display unit 15 to display the regular order edit screen image G2200 (FIG. 29) (S1283). The control unit 11 identifies the user's operation based on the input from the input unit 14 (S1285).

[0540] When the user performs an operation to rearrange the order (S1285; rearrange operation), the control unit 11 updates the order table TBL305 based on the input from the input unit 14 (S1287). In S1287, the control unit 11 rearranges the two original characters based on the input from the input unit 14. The operation to rearrange the order is as described above.

[0541] When the user selects the processing object P2240 (S1285; P2240), the control unit 11 refers to the original character table TBL304 and automatically determines the order (S1289). In S1289, the control unit 11 determines that the order includes original characters with high ability parameters or original characters with many total experience points acquired in the success part.

[0542] When the user selects the processing object P2250 (S1285; P2250), the control unit 11 reverts the order to the original (S1291). For example, the order at the time when the order edit screen image G2200 is displayed is normally stored in the storage unit 12, and the control unit 11 reverts the contents of the order table TBL305 to this order.

[0543] When the user selects the processing object P2270 (S1285; P2270), the control unit 11 determines the pitcher usage method based on the input from the input unit 14 (S1293). In S1293, the control unit 11 updates the order table TBL305 so that the usage method becomes the one specified from the input unit 14. When the user selects the processing object P2280 (S1285; P2280), the process returns to S1279.

[0544] On the other hand, if the user selects the processing object P2150 in S1281 (S1281; P2150), the process moves to FIG. 61, where the control unit 11 refers to the order table TBL305 and causes the display unit 15 to display the time-limited order editing screen image G2300 (FIG. 30) (S1295). Thereafter, the processes of S1297 to S1305 are the same as those of S1285 to S1293. In addition, in S1295, if there is an event character associated with a score bonus, the control unit 11 causes the total value of the score bonus of the event character and the score bonus in the current order to be displayed. Specifically, the control unit 11 refers to the original character table TBL304 and determines whether or not the event character ID of the special effect character is stored in the "event deck" field of the original character included in the order. Then, if it is determined that the event character ID of the special effect character is stored, the control unit 11 obtains the score bonus of the special effect character and causes it to be displayed on the time-limited order editing screen image G2300. It is assumed that information indicating the score bonus of each special effect character is stored in the storage unit 12.

[0545] In S1281, when the user selects the processing object P2160 (S1281; P2160), the control unit 11 refers to the original character table TBL304 and causes the display unit 15 to display a screen image showing a list of original characters (S1307).

[0546] When the user selects the processing object P2170 (S1281; P2170), the control unit 11 executes an editing process for the original character (S1309) based on the input from the input unit 14. In the editing process for the original character, for example, the name, appearance, hitting form, etc. of the original character can be changed in response to the input from the input unit 14.

[0547] Returning to Fig. 59, when the user selects the processing object P123 in S1011 or the like (Fig. 59; P123), the process moves to Fig. 62, and the control unit 11 causes the display unit 15 to display the event character menu screen image G1500 (Fig. 20) (S1311). The control unit 11 determines which processing object has been selected in the event character menu screen image G1500 based on an input from the input unit 14 (S1313).

[0548] When the user selects processing object P1540 (S1313; P1540), control unit 11 refers to event deck table TBL303, and causes display unit 15 to display event deck editing screen image G1600 (FIGS. 21 and 22) (S1315). Thereafter, the processes of S1317 to S1327 are the same as those of S1027 to S1037.

[0549] In S1313, when the user selects the processing object P1550 (S1313; P1550), the process proceeds to Fig. 64, where the control unit 11 refers to the event character table TBL302 and causes the display unit 15 to display the base character selection screen image G1700 (Fig. 23) (S1329). The control unit 11 determines, based on an input from the input unit 14, which processing object has been selected in the base character selection screen image G1700 (S1331).

[0550] When the user selects a processing object P1750 (S1331; P1750), the control unit 11 rearranges the event characters in the event character list area A1740 (S1333) based on the input from the input unit 14. The process of S1333 is similar to that of S1067.

[0551] When the user selects a processing object of any of the event characters in the event character list area A1740 (S1331; event character), the process proceeds to FIG. 65, and the control unit 11 causes the display unit 15 to display the reinforcement screen image G1800 (FIG. 24) in which the event character is set as the base character (S1335). The event character ID of the base character selected by the user is temporarily stored in the storage unit 12. Also, when the user performs a long press operation on any of the event characters in the event character list area A1740, the control unit 11 may cause the display unit 15 to display the event character screen image G400 by shifting to S1039. Similarly, when the user performs a long press operation on any of the material characters in the material character area A1850, the control unit 11 may cause the display unit 15 to display the event character screen image G400 by shifting to S1039.

[0552] The control unit 11 determines whether any processing object has been selected in the reinforced screen image G1800 based on an input from the input unit 14 (S1337). When the user selects the material character area A1850 (S1337; A1850), the process proceeds to FIG. 66, and the control unit 11 refers to the event character table TBL302 and causes the display unit 15 to display the material character selection screen image G1900 (S1339). Note that, even when the user performs a long press operation on any material character in the event character list area A1940, the control unit 11 may also proceed to S1039 and cause the display unit 15 to display the event character screen image G400.

[0553] In S1339, the control unit 11 compares the base character held in the storage unit 12 with each event character stored in the event character table TBL302 to determine whether the user owns an event character that is the same as the base character. If it is determined that the user owns an event character that is the same as the base character, the control unit 11 calculates the probability of increasing the highest level of the base character based on the rarity of the base character and the rarity of the event character. As for this calculation method, as described above, the control unit 11 sets the probability to 100% if the event character that is the same as the base character has a rarity equal to or higher than the rarity of the base character, sets the probability to a value less than 100% (e.g., 30%) if the rarity is one level lower than the base character, and sets the probability to 0% if the rarity is two levels lower than the base character. Furthermore, the control unit 11 may calculate so that the probability becomes higher as the current increase in the highest level of the base character (i.e., how much it has increased from the initial value of the highest level) becomes larger, or may calculate so that the probability becomes lower as the rarity of the base character becomes higher. Furthermore, the control unit 11 may refer to the "event deck" field of the original character table TBL304 to specify the number of original characters raised in a state where the base character is incorporated into the event deck, and calculate so that the probability increases as the number increases. Then, the control unit 11 displays the calculated probability for each event character that is the same as the base character in the material character selection screen image G1900. No...

Claims

A game system that provides a game including a first game for growing the first object by changing or setting parameters of the first object, wherein a deck in which one or more second objects among a plurality of second objects are set is compiled by a user's operation, in the first game, the first object is grown by an event generated in relation to the second object set in the deck, each of the plurality of second objects is associated with a plurality of first effects related to the growth of the first object, a game system, display control means for discriminatively displaying, in an image displayed at the time of setting the deck, a second effect object which is a second object different from the plurality of first effects and is associated with the second effect that occurs when a predetermined condition is satisfied, and the second effect, effect generation means for generating the second effect when the second effect object is set in the deck, a game system including the same. The image according to claim 2 is a deck setting image showing the one or more second objects set in the deck. The game system according to claim 1. The image according to claim 3 is a second object list image showing a list of the plurality of second objects. The game system according to claim 1 or 2. The effect generation means according to claim 4 generates the second effect when the second effect object of another user different from the user is set in the deck. The game system according to any one of claims 1 to 3. The display control means according to claim 5 discriminatively displays, in the image, that the second effect object of the other user and the second effect are associated with each other. The game system according to claim 4. The first effect according to claim 6 occurs even when the condition is not satisfied. The game system according to any one of claims 1 to 5. A game system that provides a game including a first game for growing the first object by changing or setting parameters of the first object, wherein a deck in which one or more second objects among a plurality of second objects are set is compiled by a user's operation, In the first game, the first object is grown by an event that occurs in relation to the second object set in the deck. Each of the plurality of second objects is associated with a plurality of first effects related to the growth of the first object. A game control device, In an image displayed when the deck is set, a second effect object that is a second effect different from the plurality of first effects and is associated with the second object in which the second effect that occurs when a predetermined condition is satisfied is associated, and the display control means for displaying the association with the second effect so as to be distinguishable, Effect generating means for generating the second effect when the second effect object is set in the deck, A game control device including the above. **Claim 8**: A program for causing a computer to function as the game system according to any one of claims 1 to 6, or the game control device according to claim 7. **Claim 9**: A game including a first game for growing the first object by changing or setting parameters of the first object, A deck in which one or more second objects among the plurality of second objects are set is arranged by a user's operation, In the first game, the first object is grown by an event that occurs in relation to the second object set in the deck. Each of the plurality of second objects is associated with a plurality of first effects related to the growth of the first object. A game control method, In an image displayed when the deck is set, a second effect object that is a second effect different from the plurality of first effects and is associated with the second object in which the second effect that occurs when a predetermined condition is satisfied is associated, and the second effect are displayed in an identifiable manner, When the second effect object is set in the deck, the second effect is generated. A game control method.