Information processing program, information processing method, and information processing system

JP2025020957AActive Publication Date: 2025-02-13CYGAMES INC

Patent Information

Application Number
JP2023124608
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-31
Publication Date
2025-02-13
Estimated Expiration
2043-07-31

AI Technical Summary

Benefits of technology

【0011】 本発明によれば、リプレイ機能を実現する際の通信負荷あるいは処理負荷を低減することができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To reduce a communication load or a processing load when achieving a replay function.SOLUTION: An information processing program causes one or both of a player terminal and a server that can communicate with the player terminal to execute: processing for executing a battle game including a plurality of times of turns on the basis of player's operation; processing for storing first information in the server accompanying the execution of the battle game; processing for storing second information in the player terminal accompanying the execution of the battle game; and processing for executing a replay function for reproducing execution contents of the battle game after the execution of the battle game. In the processing for executing the replay function, a first replay function in which a turn cannot be designated is executed at least on the basis of the first information when the second information on the battle game is not stored in the player terminal, and a second replay function in which a turn can be designated is executed at least on the basis of the second information when the second information on the battle game is stored in the player terminal.SELECTED DRAWING: Figure 26
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Description

[Technical field]

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

[0002] Patent Document 1 discloses a replay function that allows a player to review the game contents after playing the game by storing the game contents. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6737558 Summary of the Invention [Problem to be solved by the invention]

[0004] When implementing the above-mentioned replay function, there is a problem that the communication load or processing load becomes large.

[0005] An object of the present invention is to provide an information processing system, an information processing method, and an information processing program that are capable of reducing the communication load or processing load when implementing a replay function. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: In one or both of a player terminal and a server capable of communicating with the player terminal, A process of executing a battle game including a plurality of turns based on an operation of a player; a process of storing first information in the server in association with execution of the battle game; a process of storing second information in the player terminal in association with execution of the battle game; a process of executing a replay function for reproducing the execution content of the battle game after the execution of the battle game; To carry out the above, In the process of executing the replay function, When the second information of the battle game is not stored in the player terminal, a first replay function that does not allow a turn to be specified is executed based on at least the first information; When the second information of the battle game is stored in the player terminal, a second replay function capable of designating a turn is executed based at least on the second information.

[0007] The first information includes: The information may include operation information indicating the operation content of a player in the battle game.

[0008] The second information includes: The information may include turn start information indicating the situation at the start of each turn, result information indicating a play result based on the player's operation in each turn, and the operation information.

[0009] In order to solve the above problem, an information processing method includes: An information processing method performed by one or both of a player terminal and a server capable of communicating with the player terminal, comprising: Either one or both of the player terminal and the server, A process of executing a battle game including a plurality of turns based on an operation of a player; a process of storing first information in the server in association with execution of the battle game; a process of storing second information in the player terminal in association with execution of the battle game; a process of executing a replay function for reproducing the execution content of the battle game after the execution of the battle game; To carry out the above. In the process of executing the replay function, When the second information of the battle game is not stored in the player terminal, a first replay function that does not allow a turn to be specified is executed based on at least the first information; When the second information of the battle game is stored in the player terminal, a second replay function capable of designating a turn is executed based at least on the second information.

[0010] In order to solve the above problem, an information processing system includes: A player terminal and a server capable of communicating with the player terminal, In either one or both of the player terminal and the server, A process of executing a battle game including a plurality of turns based on an operation of a player; a process of storing first information in the server in association with execution of the battle game; a process of storing second information in the player terminal in association with execution of the battle game; a process of executing a replay function for reproducing the execution content of the battle game after the execution of the battle game; To carry out the above. In the process of executing the replay function, When the second information of the battle game is not stored in the player terminal, a first replay function that does not allow a turn to be specified is executed based on at least the first information; When the second information of the battle game is stored in the player terminal, a second replay function capable of designating a turn is executed based at least on the second information. Effect of the Invention

[0011] According to the present invention, it is possible to reduce the communication load or processing load when implementing a replay function. [Brief description of the drawings]

[0012] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram showing an example of a home screen. Fig. 3B is a diagram explaining an example of a card setting screen. Fig. 3C is a diagram explaining an example of a deck selection screen. Fig. 3D is a diagram explaining an example of a deck organization screen in an initial state. [Figure 4] Fig. 4A is a diagram illustrating an example of a deck organization screen during organization. Fig. 4B is a diagram illustrating an example of a card list screen. Fig. 4C is a diagram illustrating an example of a card creation screen. Fig. 4D is a diagram illustrating an example of a card details screen. [Diagram 5] FIG. 5 is a diagram illustrating an example of the battle screen. [Figure 6] Fig. 6A is a diagram for explaining an example of a follower card, Fig. 6B is a diagram for explaining an example of a spell card, and Fig. 6C is a diagram for explaining an example of an amulet card. [Figure 7] FIG. 7 is a diagram illustrating an example of a capability. [Figure 8] Fig. 8A is a first diagram for explaining an example of a transition of a battle screen, Fig. 8B is a second diagram for explaining an example of a transition of a battle screen, and Fig. 8C is a third diagram for explaining an example of a transition of a battle screen. [Figure 9] Fig. 9A is a fourth diagram for explaining an example of a transition of a battle screen, Fig. 9B is a fifth diagram for explaining an example of a transition of a battle screen, and Fig. 9C is a sixth diagram for explaining an example of a transition of a battle screen. [Figure 10] Fig. 10A is a seventh diagram for explaining an example of a transition of a battle screen, Fig. 10B is an eighth diagram for explaining an example of a transition of a battle screen, and Fig. 10C is a ninth diagram for explaining an example of a transition of a battle screen. [Figure 11] Fig. 11A is a tenth diagram illustrating an example of a transition of a battle screen, and Fig. 11B is an eleventh diagram illustrating an example of a transition of a battle screen. [Figure 12]Fig. 12A is a first diagram illustrating an example of a battle screen at the time of evolution, and Fig. 12B is a second diagram illustrating an example of a battle screen at the time of evolution. [Figure 13] FIG. 13 is a diagram illustrating an example of the first information and the second information. [Figure 14] Fig. 14A is a diagram illustrating an example of a replay selection screen, and Fig. 14B is a diagram illustrating an example of a guild screen. [Figure 15] FIG. 15 is a diagram illustrating the first replay function and the second replay function. [Figure 16] Fig. 16A is a first diagram for explaining the first replay function. Fig. 16B is a second diagram for explaining the first replay function. Fig. 16C is a third diagram for explaining the first replay function. [Figure 17] Fig. 17A is a first diagram for explaining the second replay function, and Fig. 17B is a second diagram for explaining the second replay function. [Figure 18] Fig. 18A is a third diagram for explaining the second replay function, and Fig. 18B is a fourth diagram for explaining the second replay function. [Figure 19] Fig. 19A is a fifth diagram for explaining the second replay function. Fig. 19B is a sixth diagram for explaining the second replay function. Fig. 19C is a seventh diagram for explaining the second replay function. [Figure 20] Fig. 20A is an eighth diagram explaining the second replay function. Fig. 20B is a ninth diagram explaining the second replay function. Fig. 20C is a tenth diagram explaining the second replay function. [Figure 21] FIG. 21 is a functional block diagram of a player terminal. [Figure 22] FIG. 22 is a functional block diagram of the server. [Figure 23] FIG. 23 is a flowchart illustrating an example of the terminal-side card battle game execution process. [Figure 24] FIG. 24 is a flowchart illustrating an example of the server-side card battle game execution process. [Diagram 25]FIG. 25 is a flowchart illustrating an example of the replay selection screen display process. [Figure 26] FIG. 26 is a flowchart illustrating an example of the first replay function execution process. [Figure 27] FIG. 27 is a flowchart illustrating an example of the second replay function execution process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0014] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0015] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0016] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various pieces of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.

[0017] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0019] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0020] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0021] The configurations and functions of the CPU 1010, storage unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0022] The CPU 10 runs the programs stored in the storage unit 12 and controls the progress of the game. The storage unit 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via a bus 14.

[0023] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0024] The storage device 18 is configured with a semiconductor memory, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.

[0025] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory unit 12 or the storage device 18.

[0026] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0028] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. The game of this embodiment is a so-called digital card game. A player can acquire and possess multiple types of digital cards (game media, hereinafter simply referred to as cards) provided by an administrator through a lottery or the like, and use the possessed cards to play a card battle game against a computer or other players. The game content of this embodiment will be described in detail below.

[0029] FIG. 3A is a diagram showing an example of a home screen. FIG. 3B is a diagram explaining an example of a card setting screen. FIG. 3C is a diagram explaining an example of a deck selection screen. FIG. 3D is a diagram explaining an example of a deck composition screen in an initial state. FIG. 4A is a diagram explaining an example of a deck composition screen during composition. FIG. 4B is a diagram explaining an example of a card list screen. FIG. 4C is a diagram explaining an example of a card generation screen. FIG. 4D is a diagram explaining an example of a card details screen.

[0030] When an application for this game is started on the player terminal 1, communication between the player terminal 1 and the server 1000 is initiated, the player terminal 1 enters a logged-in state, and the game begins. When the game begins, various game screens are displayed on the touch panel 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.

[0031] The normal screen is a screen on which the player mainly performs various settings and checks information. On the other hand, the battle screen is a screen displayed on the touch panel 26 from the start to the end of the card battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, a card setting screen shown in FIG. 3B, a shop screen (not shown), a menu screen, and a number of other screens.

[0032] The home screen shown in FIG. 3A is the screen that is first displayed after logging in. As shown in FIG. 3A, on the home screen, a menu bar 30 is displayed at the bottom of the touch panel 26. The menu bar 30 is provided with a plurality of operation sections that the player can operate (tap). The menu bar 30 is provided with a home screen selection operation section 30a marked "HOME" and a solo play selection operation section 30b marked "SOLO PLAY" and a multiplay selection operation section 30c marked "BATTLE" and a card setting screen selection operation section 30d marked "CARD" and a shop screen selection operation section 30e marked "SHOP" and a menu screen selection operation section 30f marked "OTHER".

[0033] When the home screen selection operation section 30a is tapped, the home screen shown in Fig. 3A is displayed on the touch panel 26. When the solo play selection operation section 30b is tapped, various setting screens are displayed, and when settings are made on the setting screen, a card battle game in which the player plays against a computer is started. When the multiplay selection operation section 30c is tapped, various setting screens are displayed, and when settings are made on the setting screen, a card battle game in which the player plays against another player via communication is started.

[0034] When the card setting screen selection operation section 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, and the player can make a deck arrangement, display a list of cards, and disassemble or create cards, which will be described later. When the shop screen selection operation section 30e is tapped, the shop screen is displayed on the touch panel 26, and the player can acquire cards by lottery by consuming in-game currency or items. When the menu screen selection operation section 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, and the player can check the game settings and various information. In addition, a plurality of operation sections are displayed on the menu screen (not shown). When a predetermined operation section displayed on the menu screen (not shown) is operated, a replay selection screen (FIG. 14A), which will be described later, is displayed. This replay selection screen will be described later. In the menu bar 30, the operation section corresponding to each screen is highlighted so that the screen being displayed on the touch panel 26 can be identified.

[0035] A header display area 31 is provided in the upper left of the home screen shown in Fig. 3A. The header display area 31 displays the player name, player icon, and battle points (BP) associated with the player ID. Note that battle points can be acquired when a player wins a card battle game played against another player through a communication battle, and are subtracted when a player loses a card battle game played against another player through a communication battle.

[0036] A home menu 32 is displayed on the right edge of the home screen. The home menu 32 is provided with a gift screen selection operation section 32a labeled "Gift," an information screen selection operation section 32b labeled "Information," a mission screen selection operation section 32c labeled "Mission," and a guild screen selection operation section 32d labeled "Guild."

[0037] When the gift screen selection operation section 32a is tapped, for example, a gift screen (not shown) displaying items distributed by an administrator is displayed on the touch panel 26. When the information screen selection operation section 32b is tapped, an information screen (not shown) displaying update information, maintenance information, and the like is displayed on the touch panel 26. When the mission screen selection operation section 32c is tapped, a mission screen (not shown) displaying a preset mission is displayed on the touch panel 26. When the guild screen selection operation section 32d is tapped, a guild screen (FIG. 14B) related to a guild (group) formed by a plurality of players is displayed on the touch panel 26. The guild screen will be described in detail later.

[0038] The card setting screen shown in FIG. 3B is displayed on the touch panel 26 when the card setting screen selection operation unit 30d is tapped. On the card setting screen, a deck organization tab 33a and a card list generation tab 33b are displayed. When the deck organization tab 33a is tapped, the deck selection screen shown in FIG. 3C is displayed. On the deck selection screen, a list of decks organized by the player is displayed. When organizing a deck, the player can organize the deck name. On the deck selection screen, the deck name is displayed on an icon corresponding to each deck.

[0039] In addition, the deck selection screen displays a deck creation tab 34 labeled "Create New." When the player taps the deck creation tab 34, a deck organization screen shown in Fig. 3D is displayed on the touch panel 26, allowing the player to organize a new deck.

[0040] On the deck composition screen, multiple blank spaces are displayed on the top row, and cards owned by the player (hereinafter referred to as owned cards) are displayed on the bottom row. On the deck composition screen, as shown in FIG. 4A, owned cards displayed on the bottom row can be slid to the top row, and the slid owned cards are placed in the blank spaces on the top row. In this way, owned cards placed on the top row on the deck composition screen are provisionally registered.

[0041] Then, when the save tab 35 marked "Save" on the deck organization screen is tapped, the deck information is stored. A deck ID is assigned to this deck information. Also, card group information that allows all temporarily registered owned cards to be identified is stored in association with the deck ID. Although not shown, when the save tab 35 is tapped, a screen for editing the deck name is displayed. Once editing of the deck name is completed, the card group information is stored in association with the deck ID. Also, the deck name and an icon displayed on the deck selection screen, etc. are stored in association with the deck ID.

[0042] Also, when an icon is tapped on the deck selection screen shown in Fig. 3C, the deck organization screen is displayed as shown in Fig. 4A. However, in this case, the cards that compose the deck selected on the deck selection screen are displayed on the top row, and the owned cards are displayed on the bottom row. In this case, the card displayed on the top row can be changed to the owned card displayed on the bottom row by the player's operation.

[0043] In the card battle game, a prescribed number of cards (for example, 40 cards) are used. Therefore, on the deck organization screen, usually, the player temporarily registers a prescribed number of owned cards and then taps the save tab 35, whereby deck information including card group information of the prescribed number of cards is stored. However, even if the provisionally registered number of cards is less than the prescribed number or exceeds the prescribed number, the deck information can be saved, but the deck information cannot be used in the card battle game.

[0044] When the card list generation tab 33b is tapped on the card setting screen, the card list screen shown in FIG. 4B is displayed on the touch panel 26. On this card list screen, an owned card tab 36a, a generation mode tab 36b, and an owned coin display field 36c are provided at the bottom of the touch panel 26. The owned card tab 36a and the generation mode tab 36b are configured to be able to accept a tap operation by the player. The owned card tab 36a and the generation mode tab 36b are also displayed on the card generation screen, and when the owned card tab 36a is tapped, the card list screen shown in FIG. 4B is displayed, and when the generation mode tab 36b is tapped, the card generation screen shown in FIG. 4C is displayed. Meanwhile, the owned coin display field 36c displays the number of coins (the number of owned coins), which are the in-game currency owned by the player.

[0045] As shown in FIG. 4B, the card list screen displays the cards owned by the player and the number of cards owned. Note that cards not owned by the player may also be displayed on the card list screen. Also, as shown in FIG. 4C, the card generation screen displays all cards to be provided, regardless of whether the player owns them or not. However, while cards owned by the player are displayed in color, cards not owned by the player are displayed in gray (indicated by a dashed line in FIG. 4C). This allows the player to easily distinguish whether or not a card is owned by him / her.

[0046] When a card is tapped on the card list screen or the card generation screen, a card details screen is displayed as shown in FIG. 4D. On the card details screen, various information related to the tapped card is displayed. In addition, on the card details screen, a decomposition tab 37a and a generation tab 37b are provided. On the decomposition tab 37a, the number of acquired coins is displayed. When the decomposition tab 37a is tapped, the currently selected card is decomposed, and the player can acquire the number of acquired coins displayed on the decomposition tab 37a. When a card is decomposed, the number of the card in possession is decreased.

[0047] Furthermore, the number of coins to be consumed is displayed on the generation tab 37b. When the generation tab 37b is tapped, the number of coins to be consumed displayed on the generation tab 37b is consumed to generate the selected card. When a card is generated, the number of cards held increases. That is, the player can exchange the coins held for a card by tapping the generation tab 37b. Such a card generation function can be executed regardless of whether the player holds a card or not. That is, the player can generate cards both for cards held and cards not held.

[0048] The cards provided may include cards that can be generated and cards that cannot be generated, or all cards may be generated.Furthermore, cards may be included that are set to have a time when they can be generated and a time when they cannot be generated.

[0049] In addition, as will be described in detail later, some cards can evolve during the card battle game. In this embodiment, "evolution" means that the card selected by the player is changed to another card. When a card evolves, the card's performance is improved.

[0050] The card details screen is provided with a first button 37c and a second button 37d. On the card details screen of an evolvable card, the first button 37c is enabled. Although not shown, when the first button 37c is tapped, details of the evolved card are displayed on the card details screen.

[0051] The card details screen is displayed both during and outside the card battle game. During the card battle game, the card details screen can be displayed not only for the player's own cards, but also for the opponent's cards. Therefore, during the card battle game, the player can understand what cards the opponent's cards can evolve into.

[0052] Next, the card battle game will be described. In the following, an overview of the card battle game will be described, followed by details of the cards and the card battle game. Note that here, a card battle game in which a player plays against another player will be described. In the following, the other player who is the opponent will be referred to as the opponent.

[0053] 5 is a diagram illustrating an example of a battle screen. When the multiplay selection operation section 30c of the menu bar 30 is tapped, various setting screens are displayed, and when settings are made on the setting screen, a card battle game is started. While the card battle game is being executed, the battle screen shown in FIG. 5 is displayed on the touch panel 26.

[0054] The battle screen is divided into a player display area 40a where the player's cards, information, etc. are displayed, and an opponent display area 40b where the opponent's cards, information, etc. are displayed. The player's leader 41a is displayed in the lower center of the player display area 40a. In addition, the stamina 42a and evolution points 43a of the player's leader 41a are displayed near the player's leader 41a.

[0055] Similarly, the opponent's leader 41b is displayed in the upper center of the opponent display area 40b. In addition, the opponent's leader 41b's vitality 42b and evolution points 43b are displayed near the opponent's leader 41b. Note that the vitality 42a of the player's leader 41a and the vitality 42b of the opponent's leader 41b are set to 20 as initial values.

[0056] In addition, in the player display area 40a, a player's deck area 44a is provided at the right end, a player's hand area 45a is provided at the bottom right, and a player's field 46a is provided in the center. In the deck area 44a, the player's unused cards are arranged face down, i.e., in an unidentifiable state. In the hand area 45a, cards in the player's hand are arranged so that they can be identified by the player. In the field 46a, cards and the like played from the hand area 45a are arranged so that they can be identified by the player.

[0057] Similarly, in the opponent display area 40b, the opponent's deck area 44b is provided at the right end, the opponent's hand area 45b is provided at the top left, and the opponent's field 46b is provided in the center. In the deck area 44b, the opponent's unused cards are arranged face down. In the hand area 45b, cards that have become the opponent's hand are arranged so that they cannot be identified by the player, that is, face down. In the field 46b, cards etc. that have been played from the hand area 45b are arranged so that they can be identified by the player.

[0058] At the top right of the player display area 40a, there are provided a turn end button 47 that accepts a tap from the player, and a play point display section 48a that displays the player's play points (PP). In the play point display section 48a, the maximum play points in the current turn are displayed as the denominator, and the available play points are displayed as the numerator. In addition, in the play point display section 48a, the maximum play points and the available play points are displayed in a distinguishable manner by the display manner of the circles. In addition, in the opponent display area 40b, there is provided a play point display section 48b that displays the opponent's play points near the leader 41b.

[0059] Also, a battle log button 49 is provided on the left edge of the battle screen. The battle log button 49 is provided so as to be able to receive a tap operation from the player. When the battle log button 49 is tapped, a battle log showing various events that have occurred during the execution of the battle game since the battle log button 49 was tapped is displayed superimposed on the battle screen.

[0060] The card battle game in this embodiment is a two-player game, in which cards are randomly dealt to the player from the deck selected by the player. Similarly, cards are randomly dealt to the opponent from the deck selected by the opponent. In the card battle game, the player's turn and the opponent's turn are alternated. During each turn, a card randomly selected from the deck is added to the player's hand.

[0061] During his / her turn, the player selects a follower card or an amulet card (described later) from among the cards placed in his / her hand area 45a and places it on the field 46a, or uses a spell card to activate a predetermined effect, according to a predetermined rule. In the following, placing a follower card or an amulet card placed in the hand area 45a, 45b on the field 46a, 46b, or using a spell card placed in the hand area 45a, 45b to activate a predetermined effect, that is, moving a card placed in the hand area 45a, 45b to another area, is referred to as "play."

[0062] In the card battle game, the player's leader 41a and the opponent's leader 41b are set with physical strengths 42a and 42b, respectively, and the player who first reduces the opponent's physical strengths 42a and 42b to 0 through attacks with cards or the like wins. Next, details of the cards used in the card battle game of this embodiment will be described.

[0063] Fig. 6A is a diagram for explaining an example of a follower card. Fig. 6B is a diagram for explaining an example of a spell card. Fig. 6C is a diagram for explaining an example of an amulet card. The cards used in the card battle game of this embodiment are classified into any one of the following card types: follower cards, spell cards, and amulet cards.

[0064] As shown in FIGS. 6A to 6C, each card is assigned a name 51, a class 52, a type 53, and a cost 54, regardless of the card type. The name 51 is uniquely set for each card. That is, the name 51 can also be said to be the card name. There are multiple types of classes 52, and each card is classified into one of the classes. There are multiple types of types 53, and each card may be classified into one of the types or not classified into any type. The cost 54 indicates the play points required to play a card, and the card can be played by consuming the play points equivalent to the cost.

[0065] The follower card shown in FIG. 6A is a card that can attack the opponent's leader 41b and the follower cards placed on the opponent's field 46b in a card battle game. The follower card has a name 51, a class 52, a type 53, a cost 54, an ability 55, an attack power 56, and a stamina 57. The attack power 56 indicates the amount of damage that the follower card will inflict on the opponent's leader 41b or the follower card placed on the opponent's field 46b when the follower card attacks. When the stamina 57 receives damage, it decreases by the amount of damage received, and when it reaches 0, the follower card is destroyed. The destroyed card is hidden from the field 46a and sent to the graveyard (not shown). However, unlike destruction, a state in which a card is hidden from the field 46b can also be a state in which the card is not sent to the graveyard, such as disappearance.

[0066] Furthermore, follower cards can be evolved by consuming evolution points 43a and 43b. An evolved follower card will have increased attack power 56 and stamina 57, and will be given a specific ability 55. In other words, by evolving a follower card, the card's performance (ability 55, attack power 56, stamina 57) is strengthened.

[0067] The spell card shown in Fig. 6B has a name 51, a class 52, a type 53, a cost 54, and an ability 55. When a spell card is played, an ability 55 (effect) is activated and the spell card is destroyed. In other words, a spell card is a card that cannot be placed on the field 46a, 46b.

[0068] 6C has a name 51, a class 52, a type 53, a cost 54, and an ability 55. The amulet card is a card that remains in the field 46a and activates the ability 55 when played.

[0069] Fig. 7 is a diagram for explaining an example of the abilities 55. Note that the abilities 55 shown in Fig. 7 are only an example, and other abilities 55 may be provided, or some abilities 55 may not be provided. Also, the explanation here is given on the premise that the card is the player's card, but the same applies to the opponent's card.

[0070] As shown in FIG. 7, the abilities 55 include fanfare, last word, protection, charge, rush, special attack, drain, direct summon, evolution, fusion, etc. Fanfare is an ability that activates the effect described after "fanfare" when a card is placed from the hand area 45a to the field 46a (when a card is played). For example, in the example of the follower card shown in FIG. 6A, when the follower card is placed on the field 46a, the effect of "draw one card" is activated, and one card is selected by lottery from among the cards placed in the deck area 44a, and the selected card is placed in the hand area 45a.

[0071] Last Word is an ability that activates the effect written after "Last Word" when a card is destroyed. Guard is an ability that prevents the opponent from attacking cards other than the card with Guard when the card with Guard is placed on the field 46a. Charge is an ability that allows the opponent to attack a follower card on the turn the card is placed on the field 46a.

[0072] Rush is an ability that allows you to attack the opponent's follower card and leader 41b during the turn you put it on the field 46a. Special Attack is an ability that allows you to destroy the opponent's follower card regardless of its vitality when you attack and damage it. Drain is an ability that allows you to recover the vitality 42a of your leader 41a by the amount of damage you inflict when you inflict damage on the opponent's follower card or leader 41b during your turn.

[0073] Direct summon is an ability that, when a preset condition is met, a card is directly placed on the field 46a from the deck area 44a. Evolution is an ability that activates the effect described after "evolution" when a follower card evolves. Fusion is an ability that is given to the base card that is the source of fusion, and strengthens the card by fusing it with a card placed in the hand area 45a that meets a preset condition as a material card. Note that a single card may have multiple abilities 55 set in duplicate, or none of the abilities 55 may be set.

[0074] In this embodiment, a deck is organized by combining follower cards, spell cards, and amulet cards, and the organized deck is used to play a card battle game. In addition, in this embodiment, a replay function is provided that allows a player to review the play content after playing the card battle game. The replay function will be described in detail later. The card battle game will be described in detail below.

[0075] FIG. 8A is a first diagram for explaining an example of a transition of a battle screen. FIG. 8B is a second diagram for explaining an example of a transition of a battle screen. FIG. 8C is a third diagram for explaining an example of a transition of a battle screen. FIG. 9A is a fourth diagram for explaining an example of a transition of a battle screen. FIG. 9B is a fifth diagram for explaining an example of a transition of a battle screen. FIG. 9C is a sixth diagram for explaining an example of a transition of a battle screen. FIG. 10A is a seventh diagram for explaining an example of a transition of a battle screen. FIG. 10B is an eighth diagram for explaining an example of a transition of a battle screen. FIG. 10C is a ninth diagram for explaining an example of a transition of a battle screen. FIG. 11A is a tenth diagram for explaining an example of a transition of a battle screen. FIG. 11B is an eleventh diagram for explaining an example of a transition of a battle screen.

[0076] When the card battle game is started, initial information including deck information to be used and leader information indicating the player's leader is transmitted from the player terminal 1 to the server 1000. The opponent's player terminal 1 also transmits deck information and initial information including leader information indicating the opponent's leader to the server 1000. The server 1000 randomly determines who will play first and who will play second. The server 1000 also randomly assigns indexes (for example, numbers from 1 to 40) to all cards shown in the deck information. The server 1000 also determines three initial candidate cards and three exchange candidate cards from among the cards shown in the deck information.

[0077] Then, the server 1000 sets basic information including first / second player information indicating who plays first and who plays second, index information indicating the index of the player's cards, exchange information indicating the initial candidate cards and exchange candidate cards, and leader information indicating the leader, so that the player terminal 1 can acquire it.

[0078] When the player terminal 1 acquires the basic information, it displays on the touch panel 26 whether the player will play first or second, based on the first / second player information included in the basic information, as shown in Fig. 8A. After that, the player terminal 1 places three initial candidate cards in the initial card display area 60, based on the exchange information included in the basic information, as shown in Fig. 8B. The player terminal 1 also displays on the touch panel 26 an exchange display area 61 for placing cards to be exchanged.

[0079] When the player wishes to exchange a card among the initial candidate cards, the player moves the card to be exchanged to the exchange display area 61 by a slide operation as shown in FIG. 8C. Then, when the player taps the determination button 62, the player terminal 1 returns the card moved to the exchange display area 61 to the deck area 44a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards equal to the number of exchanged initial candidate cards as initial cards. Then, the player terminal 1 stores operation information including initial card information indicating the determined initial cards, and transmits the operation information to the server 1000.

[0080] The server 1000 also receives operation information including the initial card information from the opponent's player terminal 1. When the server 1000 receives operation information from both the player and the opponent, it sets the opponent's operation information to be acquireable for the player's player terminal 1, and makes it possible to acquire number information indicating only the number of cards included in the opponent's initial card information. Similarly, when the server 1000 receives initial card information from both the player and the opponent, it sets the player's operation information to be acquireable for the opponent's player terminal 1, and makes it possible to acquire number information indicating only the number of cards included in the player's initial card information.

[0081] When the player terminal 1 acquires and stores the operation information of the opponent, it displays a battle screen on the touch panel 26 as shown in Fig. 9A. At this time, the player terminal 1 arranges the determined initial card in a identifiable manner in the hand area 45a. In addition, the player terminal 1 arranges three cards in an indistinguishable manner in the hand area 45b based on the acquired operation information of the opponent.

[0082] Thereafter, when the player is the first player, the player terminal 1 stores the turn start information. The turn start information includes information indicating all situations displayed on the battle screen at the start of the player's turn. For example, the turn start information may include information identifying values ​​displayed in the vitality 42a, 42b at the start of the player's turn. The turn start information may also include information identifying values ​​displayed in the evolution points 43a, 43b at the start of the player's turn. The turn start information may also include information identifying the type of cards placed in the hand areas 45a, 45b at the start of the player's turn. The turn start information may also include information identifying the type of cards placed in the field 46a, 46b at the start of the player's turn. The turn start information may also include information identifying values ​​displayed in the play point display areas 48a, 48b at the start of the player's turn.

[0083] Furthermore, when the player's turn starts, the player terminal 1 displays an image with "YOUR TURN" written on it on the touch panel 26, indicating that it is the player's turn, as shown in FIG. 9B. Then, the player terminal 1 determines the index of one of the cards in the deck area 44a by drawing lots. That is, here, the player terminal 1 draws lots for one of the cards in the deck area 44a. Then, the player terminal 1 places the card determined by drawing lots in the hand area 45a, as shown in FIG. 9C. Furthermore, the player terminal 1 stores operation information including the card information, and transmits it to the server 1000. Furthermore, the player terminal 1 stores this card information as play result information.

[0084] Furthermore, the player terminal 1 adds 1 to the play points and updates and displays the play point display section 48a (here, the play points are set to 1). Furthermore, the player terminal 1 stores play point information indicating the updated play points as play result information.

[0085] After that, as shown in FIG. 10A, for example, assume that a follower card with a cost of 1 is placed on the field 46a by a sliding operation from among the cards arranged in the hand area 45a based on the player's operation. In this case, the player terminal 1 subtracts 1 from the play points and updates and displays the play point display section 48a. The player terminal 1 also stores card information indicating the card placed on the field 46a as play result information. The player terminal 1 also stores play point information indicating the updated play points as play result information.

[0086] Here, if the follower card played on the field 46a has an ability 55 and the activation condition is met, the player terminal 1 activates the ability 55 for which the activation condition is met. In this case, the player terminal 1 stores the ability 55 of the activated card and ability information indicating the result of the activation of the ability 55 as play result information.

[0087] Furthermore, the player terminal 1 stores operation information including card information indicating the card played on the table 46a, and transmits it to the server 1000. Upon receiving the operation information, the server 1000 sets the received operation information so that it can be acquired by the opponent's player terminal 1. As a result, in the opponent's player terminal 1, the card indicated in the card information included in the operation information is played on the opponent's table 46b. In addition, in the opponent's player terminal 1, the opponent's play point display section 48b is updated and displayed.

[0088] Thereafter, when the turn end button 47 is tapped by the player, the player terminal 1 transmits turn end information indicating that the turn has ended to the server 1000. If a card that activates an ability 55 on the condition that the turn ends is on the playing field 46a, 46b, the player terminal 1 activates the ability 55 of that card. In this case, the player terminal 1 stores the ability 55 of the activated card and ability information indicating the result of the activation of the ability 55 as play result information.

[0089] When the server 1000 receives turn end information from the player terminal 1, it ends the player's turn, sets turn start information for starting the opponent's turn, and causes the opponent's player terminal 1 to start a turn.

[0090] Then, in the player's player terminal 1, an image with "ENEMY TURN" written on it, indicating that it is the opponent's turn, is displayed on the touch panel 26, as shown in Fig. 10B. After that, the opponent's player terminal 1 transmits operation information including card information of the card determined by lottery to the server 1000. When the player terminal 1 receives and stores the operation information from the server 1000, the player terminal 1 places the cards indistinguishably in the hand area 45b based on the number information included in the operation information, as shown in Fig. 10C.

[0091] At the start of a turn, one card is usually selected by lottery, but for the first turn of the second player, two cards are selected by lottery. Also, the player terminal 1 adds one to the opponent's play points and updates the play point display section 48b.

[0092] Thereafter, when the opponent ends the turn without playing a card in the hand area 45b and receives turn start information from the server 1000, the player terminal 1 derives and stores turn start information. When the player's turn starts, the player terminal 1 displays an image with "YOUR TURN" written on the touch panel 26, indicating that it is the player's turn, as shown in FIG. 11A, and then determines by lottery the index of one of the cards in the deck area 44a. Then, the player terminal 1 places the card determined by lottery in the hand area 45a. The player terminal 1 also stores operation information including the card information and transmits it to the server 1000. The player terminal 1 also stores this card information as play result information.

[0093] Furthermore, the player terminal 1 adds 1 to the play points and updates and displays the play point display section 48a (here, the play points are set to 2). Furthermore, the player terminal 1 stores play point information indicating the updated play points as play result information.

[0094] 11B, suppose that the player slides the follower card placed on the field 46a to the opponent's leader 41b. At this time, the player terminal 1 determines that the follower card has attacked the opponent's leader 41b, and reduces the vitality 42b of the opponent's leader 41b by the attack power 56 of the follower card. The player terminal 1 also stores, as play result information, the attacked follower card, the attacked follower card or leader 41b, and parameter information indicating the values ​​of parameters that have changed as a result of the attack.

[0095] Furthermore, the player terminal 1 stores operation information including attack information indicating the attacking follower card and the attacked follower card or leader 41b, and transmits it to the server 1000. When the server 1000 receives the operation information including the attack information, it stores the received operation information. The server 1000 then sets the operation information including the attack information in the opponent player terminal 1 so that it can be acquired.

[0096] Next, the evolution of follower cards will be described. In the card battle game of this embodiment, from the fifth turn onwards in the first player and from the fourth turn onwards in the second player, the follower cards can be evolved by consuming the evolution points 43a and 43b. In addition, the evolution points 43a and 43b are given as 2 points in the first player and 3 points in the second player.

[0097] FIG. 12A is a first diagram for explaining an example of a battle screen at the time of evolution. FIG. 12B is a second diagram for explaining an example of a battle screen at the time of evolution. For example, as shown in FIG. 12A, in the fifth turn of the first player, an unevolved follower card is placed on the field 46a. At this time, when the follower card placed on the field 46a is tapped, a card details tab 63 is displayed on the touch panel 26.

[0098] The card details tab 63 displays the ability of the tapped card. The card details tab 63 also displays an evolution button 63a. Note that the evolution button 63a is displayed only in the card details tab 63 of the follower card, and is not displayed in the card details tab 63 of the spell card or the amulet card. The evolution button 63a functions as an operation unit that accepts a tap by the player when evolution is possible. Therefore, in this embodiment, only follower cards are set as cards that can evolve. Furthermore, when the follower card tapped by the player can evolve, the card details tab 63 displays the ability before evolution and the ability after evolution.

[0099] When the evolution button 63a in the card details tab 63 is tapped, an evolution animation is displayed. In the evolution animation, the pre-evolved card is displayed, and then an animation image (not shown) in which the card changes is displayed. Then, when the display of the evolution animation ends, the evolved card is displayed on the field 46a, as shown in FIG. 12B. The player terminal 1 stores card information indicating that the card has evolved and the type of the evolved card as play result information.

[0100] Furthermore, when an evolved card is displayed on the playing field 46a, the evolution point 43a is subtracted from the displayed evolution point 43a. The player terminal 1 stores evolution point information indicating the value of the evolution point 43a after the subtraction as play result information.

[0101] Furthermore, the evolved card's attack power 56 and stamina 57 are increased. The player terminal 1 stores card information indicating the increased attack power 56 and stamina 57 of the card as play result information.

[0102] Furthermore, for follower cards that have an "evolution" ability, that ability is activated. The player terminal 1 stores ability information indicating the activated ability as play result information.

[0103] Furthermore, the player terminal 1 stores operation information including evolution information indicating the evolved follower card, and transmits it to the server 1000. Upon receiving the operation information including the evolution information, the server 1000 sets the operation information including the evolution information in the opponent player terminal 1 so that it can be acquired.

[0104] The opponent's player terminal 1 can grasp, based on the acquired operation information, that the card has evolved and what the evolved card will look like. Then, based on the acquired operation information, the opponent's player terminal 1 executes a process for updating various displays and parameters related to the evolution as described above. Also, the opponent's player terminal 1 stores evolution information indicating the updates to the various displays and parameters related to the evolution as play result information.

[0105] As described above, the player's turn and the opponent's turn are alternated, and the card battle game progresses by transmitting operation information to the server 1000 each time the player and the opponent play, attack, or evolve a card. In addition, the player's player terminal 1 and the opponent's player terminal 1 store operation information and play result information each time the player and the opponent play, attack, or evolve a card.

[0106] When the stamina 42a of the player's leader 41a or the stamina 42b of the opponent's leader 41b reaches 0, the outcome of the game is decided. When the outcome of the game is decided, the player's player terminal 1 and the opponent's player terminal 1 transmit to the server 1000 win / loss result information indicating that the game has been decided.

[0107] When the server 1000 receives the winning / losing result information, the server 1000 executes a check process to check whether the winning / losing result is correct based on the information received so far. If the check process determines that the winning / losing result is correct, the server 1000 generates first information based on the information received during the card battle game, and stores the information in association with the player ID. The server 1000 also updates the list information stored in association with the player ID. The list information includes information indicating a list of card battle games that have been completed. Specifically, the list information includes, for each card battle game that has been completed, information indicating the opponent's name (player's name), the opponent's leader, the battle date and time, and the winning / losing result.

[0108] The list information may include a maximum of 30 card battle games. In this case, when the list information includes 30 card battle games and a new card battle game ends, the server 1000 may delete information related to the card battle game with the oldest battle date and time included in the list information. At this time, the server 1000 may delete the first information corresponding to the card game deleted from the list information. This makes it possible to reduce the amount of first information stored in the server 1000.

[0109] Furthermore, the player terminal 1 generates and stores second information based on the information stored during the card battle game. The player terminal 1 may delete the second information corresponding to the card game deleted from the list information. This makes it possible to reduce the amount of second information stored in the player terminal 1.

[0110] Fig. 13 is a diagram for explaining an example of the first information and the second information. As shown in Fig. 13, the first information includes basic information, operation information, and winning / losing information received from the player's player terminal 1 and the opponent's player terminal 1 during the progress of the card battle game. The operation information includes information in which all operations performed by either the player or the opponent player during the progress of the card battle game are arranged in chronological order.

[0111] 13, the second information includes basic information, turn start information, operation information, play result information, and win / loss information stored by the player's player terminal 1 during the progress of the card battle game. The turn start information is provided for each player's turn and includes information indicating all situations displayed on the battle screen at the start of the player's turn. The play result information is provided for each player's turn and includes information chronologically arranging the results resulting from each operation performed by either the player or the opponent player during each turn.

[0112] As described above, in this embodiment, a replay function is provided. By using the replay function, a player can review the game contents after playing the card battle game as described above. In addition, in this embodiment, two types of replay functions, a first replay function and a second replay function, are provided as the replay function.

[0113] The first replay function and the second replay function differ in the information used when executing the replay function. Specifically, when the first replay function is executed, the player terminal 1 acquires first information from the server, and executes the replay function based on the acquired first information. When the second replay function is executed, the player terminal 1 executes the replay function based on second information stored therein. As will be described in more detail later, the difference is that the second replay function allows the player to specify the turn they want to rewatch, whereas the first replay function does not allow the player to specify the turn.

[0114] FIG. 14A is a diagram for explaining an example of a replay selection screen. When a predetermined operation unit displayed on a menu screen (not shown) is operated, the player terminal 1 acquires list information from the server 1000. Then, the player terminal 1 displays the replay selection screen shown in FIG. 14A on the touch panel 26 based on the acquired list information. As shown in FIG. 14A, the replay selection screen displays an information display area 70 for each card battle game included in the list information. The information display area 70 displays the opponent's name (player name), the opponent's leader, the battle date and time, and the win / loss result based on the list information. In addition, a replay operation unit 70a is displayed in the information display area 70.

[0115] When the replay operation unit 70a is operated, the replay function is executed. In addition, in the information display area 70, an additional display 70b may be displayed as a replay function, indicating that the second replay function is unavailable. The additional display 70b is displayed when the second information related to the card battle game is not stored in the player terminal 1. FIG. 14A shows a case where the second information is not stored in the player terminal 1 for the card battle game with player A, and the additional display 70b is displayed.

[0116] For example, when the cache is cleared in the player terminal 1, the second information is cleared from the player terminal 1. In this case, the second information related to the card battle game is not stored in the player terminal 1. Furthermore, when a player plays the card battle game on a different terminal, the second information is stored in the different terminal, and therefore the second information related to the card battle game is not stored in the player terminal 1. Furthermore, when the second information is not generated in the player terminal 1 for some reason, the second information related to the card battle game is also not stored in the player terminal 1.

[0117] When second information is stored for the selected card battle game, the player terminal 1 uses a second replay function based on the second information. When second information is not stored for the selected card battle game, the player terminal 1 acquires first information corresponding to the selected card battle game from the server 1000. Then, the player terminal 1 uses the first replay function based on the acquired first information.

[0118] FIG. 14B is a diagram for explaining an example of a guild screen. As described above, in the game of this embodiment, a guild can be formed by a plurality of players. For example, when one player creates a guild, the server 1000 associates the player ID of the player who created the guild with the group ID of the guild and stores them. Then, when another player performs an operation to join the guild, the group ID of the guild and the player ID of the player who performed the joining operation are associated and stored. The players who form the guild are referred to as guild members.

[0119] Various information can be shared between guild members using the guild screen shown in Fig. 14B. The guild screen displays a display area 80. At the bottom of the display area 80, there are provided a deck sharing operation section 80a marked "Deck sharing" and a replay sharing operation section 80b marked "Replay sharing" and a match request operation section 80c marked "Match request", and a chat operation section 80d marked "Chat".

[0120] When the deck sharing operation unit 80a is tapped, the player can share the deck information that he / she organized with the guild members. This allows the guild members to view the shared deck information.

[0121] Furthermore, when the battle invitation operation unit 80c is tapped, the player can invite guild members to play against each other in a card battle game. This allows the card battle game to be played between the guild members.

[0122] In addition, when the chat operation section 80d is tapped, the player can post text (text information) by operating the chat operation section 80d. As shown in FIG. 14B, when a guild member belonging to the same guild displays a guild screen, the posted text is displayed on the touch panel 26 of the player terminal 1 that displays the guild screen.

[0123] Furthermore, when the replay sharing operation section 80b is tapped, the player can share the play contents of his / her card battle game with other players. When the play contents are shared, as shown in FIG. 14B, when a guild member belonging to the same guild displays a guild screen, a shared replay item 81 is displayed on the touch panel 26 of the player terminal 1 displaying the guild screen. The shared replay item 81 displays the names of both players (player names), the leaders of both players, the date and time of the match, and the outcome of the match. The shared replay item 81 also displays a replay operation section 81a.

[0124] When the replay operation unit 81a is operated, the replay function is executed. In this embodiment, when the replay operation unit 81a is operated, the first replay function is always used. When the replay operation unit 81a is operated, the player terminal 1 acquires first information corresponding to the selected card battle game from the server 1000. Then, the player terminal 1 executes a replay using the first replay function based on the acquired first information. In the following, first, the first replay function will be described, and then the second replay function will be described.

[0125] 15 is a diagram explaining the first replay function and the second replay function. When the first replay function is used, the player terminal 1 generates battle screens in sequence until just before the start of a turn based on the basic information and operation information included in the acquired first information. Then, the player terminal 1 transitions the battle screen by displaying the generated battle screens in sequence.

[0126] Specifically, the player terminal 1 generates a battle screen based on the basic information as shown in Fig. 15, and then sequentially reads out the operation information in chronological order, and sequentially generates battle screens until just before the start of a turn. At this time, as shown in Fig. 15, a first operation unit 90 and a second operation unit 91 are provided in the upper right corner of the battle screen.

[0127] When the first operation unit 90 is tapped, the player terminal 1 pauses the transition of the battle screen being executed. When the first operation unit 90 is tapped again during the pause, the player terminal 1 ends the pause and resumes the transition of the battle screen. Note that the first operation unit 90 is displayed in a manner that makes it possible to identify whether the current state is paused or not.

[0128] The second operation unit 91 is an operation unit that can be tapped during a pause. When the second operation unit 91 is tapped during a pause, the player terminal 1 transitions the battle screen sequentially based on the operation information until the next operation is performed by the player or the other player. Then, when the player terminal 1 transitions the battle screen until the next operation is performed by the player or the other player, it pauses the transition of the battle screen again. This makes it possible to prevent the battle screen from transitioning one after another incessantly, causing the player to miss the battle screen.

[0129] FIG. 16A is a first diagram for explaining the first replay function. FIG. 16B is a second diagram for explaining the first replay function. FIG. 16C is a third diagram for explaining the first replay function. FIG. 16A shows a battle screen immediately before the start of a turn. As shown in FIG. 16A, when the battle screen immediately before the start of a turn is displayed, a third operation section 92 is displayed in addition to the first operation section 90 and the second operation section 91. After that, the player terminal 1 sequentially transitions the battle screen until the end of the battle based on the basic information and operation information included in the first information.

[0130] Specifically, the player terminal 1 sequentially reads out the operation information in chronological order, and performs various calculation processes including damage calculation based on the read out operation information. Then, the player terminal 1 sequentially generates battle screens based on the results of the various calculation processes, and sequentially displays the generated battle screens as shown in Figures 16B and 16C.

[0131] When the various calculation processes as described above are performed on the server 1000 side, there is a risk that the number and frequency of communications between the server 1000 and the player terminal 1 will increase. In this embodiment, the player terminal 1 is responsible for various calculation processes required to generate a battle screen in the first replay function every time the first replay function is executed. This makes it possible to suppress the risk of the number and frequency of communications between the server 1000 and the player terminal 1 increasing. In addition, since there is no need to perform various calculation processes on the server 1000 side, it is possible to reduce the processing load of the server 1000. In addition, it is possible to make the data size of the operation information itself relatively small. This makes it possible to suppress the risk that the data size of the first information including the operation information in the server 1000 will become enormous.

[0132] When the third operation unit 92 is tapped, the player terminal 1 fast-forwards the transition of the battle screen. When the third operation unit 92 is tapped again during fast-forwarding, the player terminal 1 stops fast-forwarding the transition of the battle screen and transitions the battle screen at normal speed. The third operation unit 92 is displayed in a manner that makes it possible to identify whether the current state is fast-forwarding or not.

[0133] In this embodiment, the transition of the battle screen is performed in fast forward, and when it reaches immediately before the start of the player's next turn, the player terminal 1 forcibly ends the fast forward and performs the transition of the battle screen at normal speed. Note that, when the third operation unit 92 is tapped again in this state, the player terminal 1 again fast-forwards the transition of the battle screen. This makes it possible to prevent the player from forgetting to cancel the fast forward and missing the battle screen.

[0134] In addition, when the battle log button 49 is tapped while the first replay function is being used, the player terminal 1 displays various events that have occurred in the battle game being reproduced after the battle log button 49 was tapped as a battle log.

[0135] Next, the second replay function will be described. When the second replay function is used, the player terminal 1 sequentially transitions the battle screen based on the basic information and play result information included in the acquired second information, and the turn start time information, until it reaches just before the turn start. Specifically, the player terminal 1 generates a battle screen based on the basic information as shown in FIG. 15, and then sequentially reads out the play result information in chronological order, and sequentially transitions the battle screen until just before the turn start. Even when the second replay function is used, the first operation unit 90 and the second operation unit 91 are provided in the upper right corner of the battle screen, and the contents displayed on the battle screen are the same as when the first replay function is used.

[0136] FIG. 17A is a first diagram explaining the second replay function. FIG. 17B is a second diagram explaining the second replay function. FIG. 18A is a third diagram explaining the second replay function. FIG. 18B is a fourth diagram explaining the second replay function. FIG. 19A is a fifth diagram explaining the second replay function. FIG. 19B is a sixth diagram explaining the second replay function. FIG. 19C is a seventh diagram explaining the second replay function. FIG. 20A is an eighth diagram explaining the second replay function. FIG. 20B is a ninth diagram explaining the second replay function. FIG. 20C is a tenth diagram explaining the second replay function.

[0137] 17A shows a battle screen just before the start of a turn. When the player terminal 1 reaches the time just before the start of a turn, the player terminal 1 displays the battle screen based on the turn start information. As described above, the turn start information includes information indicating all situations displayed on the battle screen at the start of the player's turn. Therefore, it is possible to generate a battle screen without requiring various calculation processes such as those of the first replay function.

[0138] Also, as shown in Fig. 17A, the first operation unit 90 and the second operation unit 91 are hidden on the battle screen immediately before the start of a turn. As shown in Fig. 17A, in the second replay function, the first operation unit 90a and the second operation unit 91a are displayed in the upper left. The first operation unit 90a and the second operation unit 91a have substantially the same functions as the first operation unit 90 and the second operation unit 91. Thereafter, the player terminal 1 sequentially transitions the battle screen until the end of the battle based on the basic information, turn start information, operation information, and play result information included in the second information.

[0139] Specifically, the player terminal 1 sequentially reads out operation information and play result information in chronological order, and sequentially generates battle screens based on the read out operation information and play result information without performing various calculation processes including damage calculation, and sequentially displays the generated battle screens as shown in Figures 17B, 18A, and 18B.

[0140] In addition, the second replay function is provided with a skip function that allows the player to specify a turn that he or she wishes to review, and transitions the screen to just before the start of the specified turn. As shown in Fig. 17A, a first skip operation unit 93, a second skip operation unit 94, and a third skip operation unit 95 are displayed in the upper left corner of the battle screen as operation units for using the skip function.

[0141] The current number of turns is displayed on the first skip operation unit 93. For example, in the case of Fig. 17A and Fig. 17B, "1" is displayed as the current number of turns. Also, in the case of Fig. 18A and Fig. 18B, "2" is displayed as the current number of turns.

[0142] Furthermore, when the first skip operation unit 93 is tapped, a turn designation display 96 is displayed as shown in Fig. 19A. A plurality of operation units 96a, each indicating a transition destination turn, are displayed on the turn designation display 96. The player can transition to any turn by tapping the operation unit 96a.

[0143] For example, as shown in Fig. 19A, when the current turn is turn 2, the operation section 96a marked "1st turn" is tapped to specify turn 1 as the transition destination. In this case, based on the tap of the operation section 96a, as shown in Fig. 19B, a transition image marked "SKIPPING" is displayed on the entire battle screen for a predetermined period of time.

[0144] When the display of the transition image ends, as shown in FIG. 19C, the player terminal 1 displays a battle screen based on the turn start information corresponding to the transition destination turn.

[0145] Also, the second skip operation unit 94 can specify the previous turn as the transition destination turn. If there is no previous turn, such as when the current turn is the first turn, the second skip operation unit 94 is displayed in an inoperable state, as shown in FIG. 19C.

[0146] For example, as shown in Fig. 20A, when the current turn is the 2nd turn, the second skip operation unit 94 is tapped and the previous turn, i.e., the 1st turn, is specified as the transition destination. In this case, based on the tap of the second skip operation unit 94, as shown in Fig. 20B, a transition image with "SKIPPING" written on it is displayed for a predetermined period of time on the entire battle screen.

[0147] When the display of the transition image ends, as shown in FIG. 20C, the player terminal 1 displays a battle screen based on the turn start information corresponding to the transition destination turn.

[0148] The third skip operation unit 95 can also specify the next turn as the transition destination turn. If there is no next turn, such as when the current turn is the final turn, the third skip operation unit 95 is displayed in an inoperable state.

[0149] Assume that the third skip operation unit 95 is tapped and the next turn is specified as the transition destination. In this case, based on the tap of the second skip operation unit 94, as shown in Fig. 20B, a transition image with "SKIPPING" written on it is displayed on the entire surface of the battle screen for a predetermined period of time. Then, when the display of the transition image ends, the player terminal 1 displays the battle screen based on the turn start information corresponding to the transition destination turn.

[0150] As described above, in the first replay function, when the battle screen transition is being fast-forwarded and the player reaches the start of the next turn, the player terminal 1 forcibly ends the fast-forward. On the other hand, in the second replay function, even if the battle screen transition is being fast-forwarded and the player reaches the start of the next turn, the player terminal 1 continues the fast-forward and transitions the battle screen without forcibly ending the fast-forward. In the second replay function, even if the player misses a battle screen due to fast-forwarding, the player can use the skip function to display the missed battle screen again. This makes it possible to improve the convenience for the player.

[0151] For example, if an attempt is made to reproduce a battle screen at the start of a turn based on operation information, it becomes necessary to reproduce all events from the current turn to the specified turn, which may increase the processing load on the player terminal 1. Furthermore, if the specified turn is prior to the current turn, it becomes necessary to reproduce all events from the start of the card battle game to the specified turn, which may increase the processing load on the player terminal 1. If the processing load on the player terminal 1 increases, it may take longer to display the battle screen for the specified turn, which may actually reduce the convenience for the player.

[0152] In the second replay function, by using turn start information that includes information showing all the situations displayed on the battle screen at the start of the player's turn, it becomes possible to easily generate a battle screen regardless of the number of the transition turn. Therefore, it becomes possible to suppress the risk of an increase in the processing load of the player terminal 1. This makes it possible to reduce the risk of a long time being taken for the battle screen of the specified turn to be displayed, and makes it possible to improve the convenience of the player.

[0153] Moreover, in the second replay function, it is possible to generate a battle screen based on the second information stored in the player terminal 1. Therefore, it is possible to suppress the risk of an increase in the number and frequency of communications between the server 1000 and the player terminal 1. It is also possible to reduce the processing load of the server 1000. Moreover, since the second information is stored only in the player terminal 1, it is possible to suppress the risk of an increase in the amount of data stored in the server 1000.

[0154] In addition, in the first replay function, when the battle log button 49 is tapped, various events that occurred in the battle game being reproduced after the battle log button 49 was tapped are displayed as a battle log. On the other hand, in the second replay function, when the battle log button 49 is tapped, various events that occurred in the battle game before the battle log button 49 was tapped and various events that occurred in the battle game being reproduced after the battle log button 49 was tapped are generated based on the operation information and play result information and displayed as a battle log. This makes it possible to increase the amount of information in the battle log displayed immediately after the player taps the battle log button 49, thereby improving convenience for the player.

[0155] The following describes the processing of the player terminal 1 and the server 1000 for implementing the above-mentioned card battle game and replay function, and the functional units that execute each of these processes. Note that the following describes the processing related to implementing the replay function in particular, and omits descriptions of other processing.

[0156] (Functional parts of player terminal 1) 21 is a functional block diagram of the player terminal 1. The storage unit 12 of the player terminal 1 is provided with a program storage area 12a and a data storage area 12b. At the start of a game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0157] The terminal-side game control program includes a game execution control program 300, a card battle game execution control program 301, a display control program 302, a first replay control program 303, and a second replay control program 304. Note that the programs listed in Fig. 21 are just examples, and the terminal-side game control program includes many other programs.

[0158] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 300a, a card battle game execution control unit 301a, a display control unit 302a, a first replay control unit 303a, and a second replay control unit 304a.

[0159] Specifically, the CPU 10 runs a game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs a card battle game execution control program 301, a display control program 302, a first replay control program 303, and a second replay control program 304, causing them to function as a card battle game execution control unit 301a, a display control unit 302a, a first replay control unit 303a, and a second replay control unit 304a, respectively.

[0160] The data storage area 12b includes a game information storage area 400, a player information storage area 401, a first information storage area 402, and a second information storage area 403 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 12b includes many other storage areas.

[0161] The game execution control unit 300a controls the overall progress of the game. For example, the game execution control unit 300a logs into the game in response to a player's operation, and determines whether or not the overall game information of the game has been updated.

[0162] The card battle game execution control unit 301a is responsible for control for executing the card battle game. For example, the card battle game execution control unit 301a controls the progress of the card battle game based on operations input to the player terminal 1.

[0163] The display control unit 302a controls the display of images displayed on the touch panel 26 in accordance with the player's operations and the progress of the game.

[0164] The first replay control unit 303a is responsible for control for implementing the first replay function. For example, the first replay control unit 303a controls the execution of the first replay function based on an operation input to the player terminal 1.

[0165] The second replay control unit 304a is responsible for control for implementing the second replay function. For example, the second replay control unit 304a controls the execution of the second replay function based on an operation input to the player terminal 1.

[0166] (Functional part of server 1000) Fig. 22 is a functional block diagram of the server 1000. The storage unit 1012 of the server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The program storage area 1012a stores a game execution control program 1300 and a card battle game execution control program 1301 as server-side game control programs. Note that the programs listed in Fig. 22 are just examples, and many other programs are provided in the server-side game control program.

[0167] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server control unit 1000A. The server control unit 1000A includes a game execution control unit 1300a and a card battle game execution control unit 1301a.

[0168] Specifically, the CPU 1010 runs a game execution control program 1300, causing the computer to function as a game execution control unit 1300a. Similarly, the CPU 1010 runs a card battle game execution control program 1301, causing the computer to function as a card battle game execution control unit 1301a.

[0169] The data storage area 1012b is provided with a game information storage area 1400, a player information storage area 1401, and a first information storage area 1402 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 1012b is provided with many other storage areas.

[0170] The game execution control unit 1300a controls the progress of the entire game. For example, when the game execution control unit 1300a receives login information from the player terminal 1, it sets the player information (deck information, BP, etc.) stored in the player information storage unit 1401 so that it can be acquired by the player terminal 1. Also, when the game information of the entire game is updated, the game execution control unit 1300a reads the updated game information from the game information storage unit 1400 and sets it so that it can be acquired by the player terminal 1.

[0171] The card battle game execution control unit 1301a is responsible for control for executing the card battle game.

[0172] (Communication processing between player terminal 1 and server 1000) The following describes basic processing of the player terminal 1 and the server 1000. In the following description, processing performed in the player terminal 1 is represented as Pn (n is any integer), and processing performed in the server 1000 is represented as Sn (n is any integer).

[0173] 23 is a flowchart for explaining an example of the terminal-side card battle game execution process. When the solo play selection operation section 30b or the multiplay selection operation section 30c of the menu bar 30 is tapped, various setting screens are displayed, and when settings are made on the setting screen, the terminal-side card battle game execution process is started.

[0174] When the card battle game execution process is started, the card battle game execution control unit 301a transmits initial information including deck information used in the card battle game and leader information indicating the player's leader to the server 1000 (P1-1). When the server 1000 receives initial information from both the player and the opponent, basic information including first / second move information, index information, exchange information, and leader information is set so that it can be acquired by the player terminal 1 of the player and the opponent.

[0175] When the basic information is set in the server 1000, the card battle game execution control unit 301a acquires the basic information from the server 1000 and stores it in the second information storage unit 403 (P1-3).

[0176] The card battle game execution control unit 301a and the display control unit 302a execute a pre-turn start process (P1-5) based on the basic information stored in step P1-3 above. In the pre-turn start process, the card battle game execution control unit 301a and the display control unit 302a execute various processes for displaying the battle screens shown in Figures 8A, 8B, 8C, and 9A.

[0177] After that, the card battle game execution control unit 301a judges whether it is the player's turn based on the first / second player information or the turn start information transmitted from the server 1000 (P1-7). If it is the player's turn (YES in P1-7), the card battle game execution control unit 301a proceeds to step P1-9. On the other hand, if it is not the player's turn, i.e., if it is the opponent's turn (NO in P1-7), the card battle game execution control unit 301a proceeds to step P1-27.

[0178] The card battle game execution control unit 301a stores the turn start information in the second information storage unit 403 (P1-9). As described above, the turn start information includes information indicating all situations displayed on the battle screen at the start of the player's turn.

[0179] When the player's turn starts, the card battle game execution control unit 301a and the display control unit 302a execute a process at the start of the player's turn (P1-11). In the process at the start of the player's turn, as shown in FIG. 9B, an image with "YOUR TURN" written on it is displayed on the touch panel 26 to indicate that it is the player's turn.

[0180] The card battle game execution control unit 301a and the display control unit 302a also execute a control process during the player's turn that controls the progress of the game during the player's turn (P1-13). For example, in the control process during the player's turn, the card battle game execution control unit 301a executes various lotteries, various calculation processes including damage calculation, parameter update processing, and the like, to control the progress of the game. The display control unit 302a also executes various effects on the battle screen during the player's turn based on the results of the various lotteries, various calculation processes including damage calculation, parameter update processing, and the like, performed by the card battle game execution control unit 301a.

[0181] In addition, the card battle game execution control unit 301a stores operation information resulting from the player's operation during the player's turn in the second information storage unit 403, and transmits it to the server 1000 (P1-15). The operation information includes the above-mentioned card information, attack information, evolution information, etc.

[0182] Furthermore, the card battle game execution control unit 301a stores play result information generated based on the results of the game progress during the player's turn in step P1-13 in the second information storage unit 403 (P1-17). The play result information includes the above-mentioned card information, play point information, ability information, parameter information, evolution point information, evolution information, etc.

[0183] The card battle game execution control unit 301a determines whether the player's turn has ended in response to the player's operation of the turn end button 47 (P1-19). If the player's turn has not ended (NO in P1-19), the card battle game execution control unit 301a proceeds to P1-13, and if the player's turn has ended (YES in P1-19), it executes a turn end process (P1-21).

[0184] Furthermore, the card battle game execution control unit 301a transmits turn end information indicating that the player's turn has ended to the server 1000 (P1-23).

[0185] The card battle game execution control unit 301a also determines whether the stamina 42a of the player's leader 41a or the stamina 42b of the opponent's leader 41b has reached 0 and the outcome of the game has been determined (P1-25). If the outcome of the game has been determined (YES in P1-25), the card battle game execution control unit 301a moves the process to step P1-39. If the outcome of the game has not been determined (NO in P1-25), the card battle game execution control unit 301a moves the process to step P1-7.

[0186] When the opponent's turn starts, the card battle game execution control unit 301a and the display control unit 302a execute an opponent's turn start process (P1-27). In the opponent's turn start process, as shown in FIG. 10B, an image with "ENEMY TURN" written on it, indicating that it is the player's turn, is displayed on the touch panel 26.

[0187] Furthermore, the card battle game execution control unit 301a acquires operation information resulting from the opponent's operations during the opponent's turn from the server 1000, and stores it in the second information storage unit 403 (P1-29).

[0188] Furthermore, the card battle game execution control unit 301a and the display control unit 302a execute an opponent's turn control process (P1-31) for controlling the progress of the game during the opponent's turn based on the operation information acquired in step P1-29. For example, in the opponent's turn control process, the card battle game execution control unit 301a executes various lotteries, various calculation processes including damage calculation, parameter update process, etc. based on the operation information to control the progress of the game. Furthermore, the display control unit 302a executes various effects on the battle screen during the opponent's turn based on the results of the various lotteries, various calculation processes including damage calculation, parameter update process, etc. by the card battle game execution control unit 301a.

[0189] Furthermore, the card battle game execution control unit 301a stores the play result information generated based on the result of the game progress during the opponent's turn in step P1-31 in the second information storage unit 403 (P1-33).

[0190] The card battle game execution control unit 301a judges whether or not it has acquired turn end information indicating that the opponent's turn has ended from the server 1000 (P1-35). If it has acquired the turn end information (YES in P1-35), the card battle game execution control unit 71a executes opponent's turn end processing (P1-37). If it has not acquired the turn end information (NO in P1-35), the card battle game execution control unit 71a moves the process to step P1-29.

[0191] The card battle game execution control unit 301a stores win / loss information indicating that the outcome has been determined in the second information storage unit 403, and transmits this information to the server 1000 (P1-39).

[0192] In addition, the card battle game execution control unit 301a generates second information based on the basic information, turn start information, operation information, play result information, and win / loss information stored in the second information storage unit 403 during the card battle game, and stores it in the second information storage unit 403 (P1-41).

[0193] Then, the card battle game execution control unit 301a executes a card battle game ending process to end the card battle game (P1-43), and ends the terminal-side card battle game execution process.

[0194] 24 is a flowchart explaining an example of the server-side card battle game execution process. When the card battle game execution control unit 1301a of the server 1000 receives initial information from both the player and the opponent (YES in S1-1), it generates basic information including first / second player information, index information, exchange information, and leader information, stores it in the first information storage unit 1402, and makes it available to both the player and the opponent (S1-3).

[0195] Furthermore, when the card battle game execution control unit 1301a receives operation information from either the player or the opponent (YES in S1-5), it stores the received operation information in the first information storage unit 1402 and makes it available to the player or the opponent (S1-7).

[0196] Furthermore, when the card battle game execution control unit 1301a receives turn end information from either the player or the opponent (YES in S1-9), it stores the received turn end information in the first information storage unit 1402 and makes it available to the other of the player or the opponent (S1-11). Furthermore, the card battle game execution control unit 1301a generates turn start information, stores it in the first information storage unit 1402, and makes it available to both the player and the opponent (S1-13).

[0197] Furthermore, if winning / losing information is received from both the player and the opponent (YES in S1-15), the card battle game execution control unit 1301a stores the received winning / losing information in the first information storage unit 1402 (S1-17). Furthermore, the card battle game execution control unit 1301a executes a check process to check whether the winning / losing information is correct based on the information received so far (S1-19).

[0198] In addition, the card battle game execution control unit 1301a generates first information based on the basic information, operation information, and win / loss information stored in the first information storage unit 1402 during the card battle game, and stores it in the first information storage unit 1402 (S1-21).

[0199] The card battle game execution control unit 1301a updates the list information stored in the first information storage unit 1402 in association with the player ID (S1-23). ​​The list information includes, for each completed card battle game, the opponent's name (player name), the opponent's leader, the battle date and time, and information indicating the win or loss.

[0200] 25 is a flowchart for explaining an example of a replay selection screen display process. When a predetermined operation unit displayed on a menu screen (not shown) is operated (YES in P2-1), the game execution control unit 300a acquires list information from the server 1000 (P2-3).

[0201] Furthermore, the game execution control unit 300a checks the second information stored in the second information storage unit 403 (P2-5).

[0202] The display control unit 302a displays the replay selection screen shown in Fig. 14A based on the list information and the second information (P2-7). At this time, if the second information is not stored in the second information storage unit 403 for a card battle game included in the list information, the display control unit 302a displays an additional display 70b. In addition, if a scroll operation is performed by the player on the replay selection screen, the display control unit 302a updates the display content of the replay selection screen.

[0203] The game execution control unit 300a also determines whether or not a replay start operation based on the operation of the replay operation unit 70a shown in Fig. 14A or the operation of the replay operation unit 81a shown in Fig. 14B has been detected (P2-9). If a replay start operation has been detected (YES in P2-9), the game execution control unit 300a proceeds to step P2-11. If a replay start operation has not been detected (NO in P2-9), the game execution control unit 300a proceeds to step P2-7.

[0204] The game execution control unit 300a judges whether or not to execute the first replay function based on the replay start operation (P2-11). Specifically, when the second information is not stored for the card battle game selected by operating the replay operation unit 70a, the game execution control unit 300a decides to use the first replay function. Also, when the second information is stored for the card battle game selected by operating the replay operation unit 70a, the game execution control unit 300a decides to use the second replay function. Also, when the replay operation unit 81a is operated, the game execution control unit 300a decides to use the first replay function.

[0205] When the first replay function is executed (YES in P2-11), the first replay control unit 303a acquires first information corresponding to the selected card battle game from the server 1000 (P2-13), and executes the first replay function execution process based on the acquired first information (P3). The first replay function execution process will be described in detail later.

[0206] Also, when the second replay function is executed (NO in P2-11), the second replay control unit 304a executes the second replay function execution process (P4) based on the second information stored in the second information storage unit 403. The second replay function execution process will be described in detail later.

[0207] 26 is a flow chart for explaining an example of the first replay function execution process. The first replay control unit 303a sequentially reads out the acquired first information in chronological order (P3-1), and performs various calculation processes including damage calculation based on the read out first information (P3-3). Then, the first replay control unit 303a sequentially generates battle screens based on the results of the various calculation processes (P3-5).

[0208] The display control unit 302a executes a playback-related process (P3-7) to sequentially display the battle screens generated in step P3-5 above. At this time, the display control unit 302a performs pausing or fast-forwarding according to the operation status of the first operation unit 90, the second operation unit 91, and the third operation unit 92.

[0209] The first replay control unit 303a judges whether the transition of the battle screen has reached the end of the battle (P3-9). As a result, if the transition of the battle screen has reached the end of the battle (YES in P3-9), the first replay control unit 303a executes a first replay function termination process to terminate the first replay function (P3-11).

[0210] Also, if the transition of the battle screen has not yet reached the end of the battle (NO in P3-9), the first replay control unit 303a moves the process to step P3-1.

[0211] 27 is a flowchart for explaining an example of the second replay function execution process. The second replay control unit 304a and the display control unit 302a sequentially read out the second information stored in the second information storage unit 403 in chronological order (P4-1), and sequentially generate battle screens based on the read out second information without performing various calculation processes including damage calculation (P4-3).

[0212] Specifically, when a player's turn starts, a battle screen is generated based on turn start information corresponding to the started turn. After that, until just before the start of the player's next turn, a battle screen reflecting the operation contents of the player or opponent is generated based on the operation information. In addition, based on the result information, the results of card destruction and parameter updates that occur based on the operation of the player or opponent are grasped, and a battle screen is generated based on the results of the operation of the player or opponent.

[0213] The display control unit 302a executes a playback-related process (P4-5) for sequentially displaying the battle screens generated in step P4-3 above. At this time, the display control unit 302a performs pausing or fast-forwarding according to the operation status of the first operation unit 90, the first operation unit 90a, the second operation unit 91, the second operation unit 91a, and the third operation unit 92.

[0214] The second replay control unit 304a determines whether or not a skip operation based on any of the operations of the second skip operation unit 94, the third skip operation unit 95, and the operation unit 96a of the turn designation display 96 has been detected (P4-7). If a skip operation has been detected (YES in P4-7), the display control unit 302a executes a pause process (P4-9).

[0215] The second replay control unit 304a also executes a transition destination determination process to determine a transition destination based on the detected skip operation (P4-11). For example, when the operation unit 96a of the turn designation display 96 is operated, the second replay control unit 304a determines the turn designated by the player as the transition destination. When the second skip operation unit 94 is operated, the second replay control unit 304a determines the previous turn as the transition destination. When the third skip operation unit 95 is operated, the second replay control unit 304a determines the next turn as the transition destination.

[0216] The display control unit 302a executes an in-line image display process that displays the transition image over the entire surface of the battle screen for a predetermined period of time (P4-13).

[0217] Furthermore, when the display of the transitioning image ends, the display control unit 302a displays the battle screen based on the turn start information corresponding to the transition destination turn (P4-15), and moves the process to step P4-15 above.

[0218] If a skip operation is not detected (NO in P4-7), the second replay control unit 304a judges whether the transition of the battle screen has reached the end of the battle (P4-17). As a result, if the transition of the battle screen has reached the end of the battle (YES in P4-17), the second replay control unit 304a executes a second replay function termination process to terminate the second replay function (P4-19).

[0219] Also, if the transition of the battle screen has not yet reached the end of the battle (NO in P4-17), the second replay control unit 304a moves the process to step P4-1.

[0220] As described above, the player terminal 1 is provided with a game execution control program 300, a card battle game execution control program 301, a display control program 302, a first replay control program 303, and a second replay control program 304. The player terminal 1 also includes a game execution control unit 300a, a card battle game execution control unit 301a, a display control unit 302a, a first replay control unit 303a, and a second replay control unit 304a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.

[0221] The server 1000 is also provided with a game execution control program 1300 and a card battle game execution control program 1301. The server 1000 also includes a game execution control unit 1300a and a card battle game execution control unit 1301a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.

[0222] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0223] In the above embodiment, a digital card game has been described as an example, but the genre and content of the game are not particularly limited, and may be, for example, a simulation game. In any case, it is sufficient that the game is a competitive game using game media, and the opponent is not limited to a human being, but may be a computer. Therefore, the game media is not limited to digital cards, and may be, for example, characters, units, pieces, or other game media provided in the game.

[0224] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processes. However, the functions of the server 1000 in the above embodiment may be provided in the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided in the server 1000. Also, a communication function is not essential, and for example, the game device G may be capable of executing a computer match or a match between multiple players. In any case, the information processing program may cause a computer to perform the following processes.

[0225] (Processing performed by a computer) A process of executing a battle game (card battle game) including a plurality of turns based on a player's operation (in the above embodiment, as an example, steps P1-1 to P1-39 and steps S1-1 to S1-15). A process of storing the first information in the server 1000 in conjunction with the execution of the battle game (S1-17 in the above embodiment, as an example). A process of storing second information in the player terminal 1 in association with the execution of the battle game (in the above embodiment, step P1-41 is taken as an example). After the battle game is executed, a process of executing a replay function (first replay function or second replay function) for reproducing the execution contents of the battle game (in the above embodiment, as an example, steps P3 and P4). In the process of executing the replay function, if the second information of the battle game is not stored in the player terminal 1, the first replay function that cannot specify turns is executed based on at least the first information (in the above embodiment, as an example, step P3). In the process of executing the replay function, if second information of the battle game is stored in the player terminal 1, a second replay function that can specify a turn based on at least the second information is executed (in the above embodiment, as an example, step P4).

[0226] The first information may also include operation information indicating the content of an operation performed by a player in a battle game.

[0227] The second information may also include turn start information indicating a situation at the start of each turn, result information indicating a play result based on a player's operation in each turn, and operation information.

[0228] Moreover, the control process shown in the above embodiment is merely an example. In the above embodiment, the case where the control process for executing the game is executed by the player terminal 1 has been described. That is, in the above embodiment, the control process for executing the game is executed only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, a part of the control process described above may be executed by the server 1000. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G.

[0229] In the above embodiment, the information processing program for implementing the game may be stored in a non-transitory computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Explanation of symbols]

[0230] 1 Player terminal 1000 servers S Information Processing System

Claims

1. In one or both of a player terminal and a server capable of communicating with the player terminal, A process of executing a battle game including a plurality of turns based on an operation of a player; a process of storing first information in the server in association with execution of the battle game; a process of storing second information in the player terminal in association with execution of the battle game; a process of executing a replay function for reproducing the execution content of the battle game after the execution of the battle game; To carry out the above, In the process of executing the replay function, When the second information of the battle game is not stored in the player terminal, a first replay function in which a turn cannot be specified is executed based on at least the first information; When the second information of the battle game is stored in the player terminal, a second replay function capable of designating a turn based on at least the second information is executed. Information processing program.

2. The first information includes: The operation information includes operation information indicating the operation content of the player in the battle game. The information processing program according to claim 1 .

3. The second information includes: The information includes turn start information indicating a situation at the start of each turn, result information indicating a play result based on a player's operation in each turn, and the operation information. The information processing program according to claim 2.

4. An information processing method performed by one or both of a player terminal and a server capable of communicating with the player terminal, comprising: Either one or both of the player terminal and the server, A process of executing a battle game including a plurality of turns based on an operation of a player; a process of storing first information in the server in association with execution of the battle game; a process of storing second information in the player terminal in association with execution of the battle game; a process of executing a replay function for reproducing the execution content of the battle game after the execution of the battle game; To carry out the above, In the process of executing the replay function, if the second information of the battle game is not stored in the player terminal, a first replay function is executed based on at least the first information, in which a turn cannot be specified; When the second information of the battle game is stored in the player terminal, a second replay function capable of designating a turn based on at least the second information is executed. Information processing methods.

5. A player terminal and a server capable of communicating with the player terminal, In either one or both of the player terminal and the server, A process of executing a battle game including a plurality of turns based on an operation of a player; a process of storing first information in the server in association with execution of the battle game; a process of storing second information in the player terminal in association with execution of the battle game; a process of executing a replay function for reproducing the execution content of the battle game after the execution of the battle game; To carry out the above, In the process of executing the replay function, if the second information of the battle game is not stored in the player terminal, a first replay function is executed based on at least the first information, in which a turn cannot be specified; When the second information of the battle game is stored in the player terminal, a second replay function capable of designating a turn based on at least the second information is executed. Information processing system.

Citation Information

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