Information processing system, information processing method, and information processing program
The information processing system addresses the lack of strategic depth and convenience in digital card games by introducing a point-based system that allows players to perform strategic changes on game media, thereby enhancing player motivation.
Patent Information
- Application Number
- JP2023203665
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-01
- Publication Date
- 2025-06-12
- Estimated Expiration
- 2043-12-01
AI Technical Summary
Existing digital card games lack strategic depth and convenience, leading to reduced player motivation.
An information processing system that grants players points usable to perform changes on game media, allowing for strategic enhancements and convenience improvements through point-based gameplay mechanics.
Enhances player motivation by providing strategic depth and convenience, allowing players to execute various changes on game media using points, thereby improving gameplay experience.
Smart Images

Figure 2025088878000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing system, an information processing method, and an information processing program. [Background technology]
[0002] For example, Patent Document 1 proposes a digital card game that allows players to play against each other through communication. In such a digital card game, a player creates a deck, which is a group of cards selected from a plurality of cards. The player then plays the game using the deck. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-995 A Summary of the Invention [Problem to be solved by the invention]
[0004] As described above, although games with various gameplay features have been proposed, there is a problem that the strategy and / or convenience required of players is lacking, which reduces players' motivation to play.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can increase a player's motivation to play by improving strategy and / or convenience. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing system includes: An information processing system comprising one or more computers, The computer, A process of granting a first point to a player, the first point being usable from a first timing onward; By consuming the first point, performing a first change on the game medium selected by the player among the game media associated with the parameters, and after a second timing that is after the first timing, performing a process of changing some or all of the first points to a second point different from the first point, and by consuming the second point, performing a process of executing a second change on the game medium selected by the player. Perform.
[0007] The first change and the second change May differ in at least any one of the mode of changing the game medium selected by the player, the mode of changing the parameters associated with the game medium selected by the player, and the mode of changing the utility associated with the game medium selected by the player.
[0008] The first change and the second change At least any one of the display image associated with the game medium, the parameters associated with the game medium, and the utility associated with the game medium after changing the game medium selected by the player may be different.
[0009] The computer By consuming the second point, performing a process of executing the first change based on the game medium selected by the player. May perform.
[0010] The computer Manage by associating first changeable information indicating whether the game medium is capable of executing the first change with the game medium, And manage by associating second changeable information indicating whether the game medium is capable of executing the second change with the game medium.
[0011] The process of executing the first change by consuming the first point is When the player owns the first point and the second point, the first change may be executed by consuming the first point based on a specific operation of the player instructing the execution of the first change.
[0012] The computer When the player does not own the first point and owns the second point, and the specific operation is received, a process of performing a notification display may be performed.
[0013] The computer When the player owns the second point, a process of highlighting the game medium capable of executing the second change may be performed.
[0014] The computer When the player owns the first point and the second point, and the game medium selected by the player is capable of executing the first change and the second change, a process of displaying a selection screen for selecting which of the first change and the second change to execute may be performed.
[0015] The process of displaying the selection screen is Based on continuous operation input by the player from the first operation area to the second operation area, when the game medium displayed in the second operation area is selected and the game medium is capable of executing the first change and the second change, the selection screen may be displayed.
[0016] To solve the above problems, an information processing method is a process of granting a player a first point that becomes available after a first timing; and By consuming the first point, a process of performing a first change on the game medium selected by the player among the game media associated with parameters, and a process of changing part or all of the first point to a second point different from the first point after a second timing that is after the first timing, and By consuming the second point, a process of performing a second change on the game medium selected by the player. It includes.
[0017] In order to solve the above problems, the information processing program a process of giving the player a first point that can be used after the first timing, and By consuming the first point, a process of performing a first change based on the game medium selected by the player among the game media associated with parameters, and a process of changing part or all of the first point to a second point different from the first point after a second timing that is after the first timing, and By consuming the second point, a process of performing a second change based on the game medium selected by the player. Cause the computer to execute.
Advantages of the Invention
[0018] According to the present invention, the player's motivation to play can be improved by enhancing strategic and / or convenience.
Brief Description of the Drawings
[0019]
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MODE FOR CARRYING OUT THE INVENTION
[0020] Hereinafter, with reference to the accompanying drawings, one aspect of an embodiment of the present invention will be described in detail. The dimensions, materials, and other specific numerical values shown in such an embodiment are merely examples for facilitating understanding and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit redundant description, and elements not directly related to the present invention are not shown.
[0021] (Overall Configuration of Information Processing System S) FIG. 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.
[0022] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes an electronic device capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include a smartphone, a mobile phone, a tablet device, a personal computer, a game device, etc. In the present embodiment, the case where a smartphone is used as the player terminal 1 will be described.
[0023] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information (player information) for each player who plays a game. Further, the server 1000 updates the accumulated information based on an operation input from the player terminal 1.
[0024] The communication base station Na is connected to the communication network N and performs wireless information transmission and reception with the player terminal 1. The communication network N is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and realizes wireless or wired communication connection between the player terminal 1 and the server 1000.
[0025] In the information processing system S of the present embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 each have a role sharing for game progress control, and the game can proceed by the cooperation between the player terminal 1 and the server 1000.
[0026] (Hardware Configuration of Player Terminal 1 and Server 1000) FIG. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Further, 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.
[0027] Also, 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.
[0028] Note that the configurations and functions of the CPU 1010, the storage unit 1012, the bus 1014, the input / output interface 1016, the storage device 1018, the communication unit 1020, the input unit 1022, and the output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, the storage unit 12, the bus 14, the input / output interface 16, the storage device 18, the communication unit 20, the input unit 22, and the output unit 24 of the player terminal 1, respectively. Therefore, hereinafter, the hardware configuration of the player terminal 1 will be described, and the description of the server 1000 will be omitted.
[0029] The CPU 10 operates the program 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 program and various data necessary for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via the bus 14.
[0030] The input / output interface 16 is connected to the bus 14. The storage device 18, the communication unit 20, the input unit 22, and the output unit 24 are connected to the input / output interface 16.
[0031] The memory device 18 is composed of a semiconductor memory and stores various programs and data. In the player terminal 1, the programs and data stored in the memory device 18 are loaded into the storage unit 12 by the CPU 10.
[0032] The communication unit 20 is wirelessly communicatively connected to the communication base station Na 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 storage unit 12 or the memory device 18.
[0033] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc. where the player's operation is input (accepted). Also, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination and movement of the player terminal 1, or a microphone that detects the player's voice. That is, the input unit 22 widely includes devices that can input the player's intention in an identifiable manner.
[0034] The output unit 24 is configured to include a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 is provided with a touch panel 26 that functions as the input unit 22 and the output unit 24.
[0035] (Game content) Next, the content of the game provided by the information processing system S (game device G) of the present embodiment will be described using an example. The game of the present embodiment is a so-called digital card game. A player can acquire and own a plurality of types of digital cards (game media, hereinafter simply referred to as cards) provided by an operator by lottery or the like, and play a card battle game in which the owned cards are used to battle against a computer or another player. The game content of the present embodiment will be described in detail below.
[0036] FIG. 3A is a diagram showing an example of a home screen. FIG. 3B is a diagram for explaining an example of a card setting screen. FIG. 3C is a diagram for explaining an example of a deck selection screen. FIG. 3D is a diagram for explaining an example of a deck editing screen in an initial state. FIG. 4A is a diagram for explaining an example of a deck editing screen during editing. FIG. 4B is a diagram for explaining an example of a card list screen. FIG. 4C is a diagram for explaining an example of a card generation screen. FIG. 4D is a diagram for explaining an example of a card details screen.
[0037] When an application for this game is launched on the player terminal 1, communication between the player terminal 1 and the server 1000 is started and the login state is established, and the game is started. When the game is started, various game screens are displayed on the touch panel 26 of the player terminal 1. In the present embodiment, the game screens are roughly classified into a normal screen and a battle screen.
[0038] The normal screen is mainly a screen for the player to perform various settings and check information. On the other hand, the battle screen is the 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 is provided with a plurality of screens such as the home screen shown in FIG. 3A, the card setting screen shown in FIG. 3B, a shop screen (not shown), and a menu screen.
[0039] The home screen shown in FIG. 3A is the screen that is first displayed after login. As shown in FIG. 3A, on the home screen, a menu bar 30 is displayed at the lower part of the touch panel 26. The menu bar 30 is provided with a plurality of operation parts that can be operated (tapped) by the player. The menu bar 30 is provided with a home screen selection operation part 30a marked with "Home", a solo play selection operation part 30b marked with "Solo Play", a multiplayer selection operation part 30c marked with "Battle", a card setting screen selection operation part 30d marked with "Card", a shop screen selection operation part 30e marked with "Shop", and a menu screen selection operation part 30f marked with "Other".
[0040] When the home screen selection operation part 30a is tapped, the home screen shown in FIG. 3A is displayed on the touch panel 26. Also, when the solo play selection operation part 30b is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game by computer battle is started. When the multiplayer selection operation part 30c is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game by communication battle with other players is started.
[0041] When the card setting screen selection operation part 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, and deck compilation, list display of cards, decomposition and generation of cards, etc. described later can be performed. Also, when the shop screen selection operation part 30e is tapped, the shop screen is displayed on the touch panel 26, and cards can be obtained by lottery by consuming in-game currency and items. Also, when the menu screen selection operation part 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, and game settings and various information can be confirmed.
[0042] At the upper left of the home screen shown in FIG. 3A, a header display area 31 is provided. In the header display area 31, the player name associated with the player ID, the player icon, and the battle point (BP) are displayed. The battle point is acquired when winning a card battle game in a communication battle with another player, and is subtracted when losing a card battle game in a communication battle with another player.
[0043] At the right end of the home screen, a home menu 32 is displayed. In the home menu 32, a gift screen selection operation part 32a marked with "Gift", an information screen selection operation part 32b marked with "Information", a mission screen selection operation part 32c marked with "Mission", and a guild screen selection operation part 32d marked with "Guild" are provided.
[0044] When the gift screen selection operation part 32a is tapped, for example, a gift screen (not shown) that displays items distributed by the operator is displayed on the touch panel 26. When the information screen selection operation part 32b is tapped, an information screen (not shown) that displays update information, maintenance information, etc. is displayed on the touch panel 26. When the mission screen selection operation part 32c is tapped, a mission screen (not shown) that displays preset missions is displayed on the touch panel 26. When the guild screen selection operation part 32d is tapped, a guild screen (not shown) related to a guild (group) composed of a plurality of players is displayed on the touch panel 26.
[0045] The card setting screen shown in FIG. 3B is displayed on the touch panel 26 when the card setting screen selection operation part 30d is tapped. On the card setting screen, a deck editing tab 33a and a card list generation tab 33b are displayed. When the deck editing tab 33a is tapped, the deck selection screen shown in FIG. 3C is displayed. On the deck selection screen, a list of decks edited by the player is displayed. When the player edits a deck, the player can edit the deck name. On the deck selection screen, the deck name is displayed on the icon corresponding to each deck.
[0046] In addition, on the deck selection screen, a deck creation tab 34 labeled "New Creation" is displayed. When the player taps the deck creation tab 34, the deck compilation screen shown in FIG. 3D is displayed on the touch panel 26, and a new deck can be compiled.
[0047] On the deck compilation screen, a plurality of blank spaces are displayed in the upper section, and the cards owned by the player (hereinafter referred to as "owned cards") are displayed in the lower section. Then, on the deck compilation screen, as shown in FIG. 4A, by sliding the owned cards displayed in the lower section to the upper section, the slid owned cards are arranged in the blank spaces in the upper section. In this way, on the deck compilation screen, the owned cards arranged in the upper section are in a temporarily registered state.
[0048] When the save tab 35 labeled "Save" provided on the deck compilation screen is tapped, the deck information is stored. A deck ID is assigned to this deck information. Also, card group information that can identify all the temporarily registered owned cards is stored associated with the deck ID. Although not shown in the figure, when the save tab 35 is tapped, a screen for editing the deck name is displayed. When the editing of the deck name is completed, the card group information is stored associated with the deck ID. Also, the deck name and the icon displayed on the deck selection screen etc. are stored associated with the deck ID.
[0049] Also, on the deck selection screen shown in FIG. 3C, when an icon is tapped, the deck compilation screen is also displayed as shown in FIG. 4A. However, in this case, the cards constituting the deck selected on the deck selection screen are displayed in the upper section, and the owned cards are displayed in the lower section. In this case, by the player's operation, the cards displayed in the upper section can be changed to the owned cards displayed in the lower section.
[0050] In a card battle game, a specified number of cards (for example, 40 cards) are used. Therefore, on the deck compilation screen, usually, after a specified number of owned cards are temporarily registered by the player's operation, the save tab 35 is tapped, and deck information including card group information of the specified number of cards is stored. However, even if the temporarily registered cards are less than the specified number or exceed the specified number, it is possible to save the deck information, but such deck information cannot be used in the card battle game.
[0051] 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 column 36c are provided at the lower part of the touch panel 26. The owned card tab 36a and the generation mode tab 36b are configured to be able to receive the player's tap operation. The owned card tab 36a and the generation mode tab 36b are also displayed on the card generation screen. 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. On the other hand, the number of coins (owned coin number), which is the in-game currency owned by the player, is displayed in the owned coin display column 36c.
[0052] As shown in FIG. 4B, the player's owned cards and the number of each of them are displayed on the card list screen. Note that cards not owned by the player may be displayed on the card list screen. Also, on the card generation screen, as shown in FIG. 4C, all the provided cards are displayed regardless of whether the player owns them or not. However, the cards owned by the player are color-coded, while the cards not owned by the player are displayed in gray scale (indicated by a dashed line in FIG. 4C). Thereby, the player can easily identify whether a card is one that they own.
[0053] On the card list screen and the card generation screen, when each card is tapped, as shown in FIG. 4D, the card details screen is displayed. On the card details screen, various types of information related to the tapped card are displayed. Also, on the card details screen, a decomposition tab 37a and a generation tab 37b are provided. The number of coins obtained is displayed on the decomposition tab 37a. When the decomposition tab 37a is tapped, the currently selected card is decomposed, and the player can obtain the number of coins obtained displayed on the decomposition tab 37a. Note that when a card is decomposed, the number of owned cards of that card decreases.
[0054] Also, the number of coins consumed is displayed on the generation tab 37b. When the generation tab 37b is tapped, the player can generate the currently selected card by consuming the number of coins consumed displayed on the generation tab 37b. When a card is generated, the number of owned cards of that card increases. That is, the player can exchange the coins they own for cards by tapping the generation tab 37b. Such a card generation function can be executed regardless of whether the player owns the card or not. That is, the player can generate cards for both the cards they own and the cards they do not own.
[0055] Note that the provided cards may include cards that can be generated and cards that cannot be generated, or all cards may be generatable. Furthermore, cards may be included for which a generatable time period and a non-generatable time period are set.
[0056] Also, although it will be described in detail later, some of the cards are provided with cards that 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 performance of the card is enhanced.
[0057] 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 becomes enabled. Although illustration is omitted, when the first button 37c is tapped, the details of the evolved card are displayed on the card details screen.
[0058] Note that the above-mentioned card details screen is displayed both during the card battle game and outside the card battle game. During the card battle game, not only the player's own cards but also the opponent's cards can have their card details screens displayed. Therefore, during the card battle game, the player can grasp what cards the opponent can evolve into.
[0059] Next, the card battle game will be described. Below, after explaining the outline of the card battle game, the details of the cards and the details of the card battle game will be explained in order. Here, a card battle game against another player will be described. Also, below, the other player who is the opponent in the battle will be referred to as the opponent.
[0060] Figure 5 is a diagram for explaining an example of the battle screen. When the multiplayer selection operation unit 30c of the menu bar 30 is tapped and various setting screens are displayed, and settings are made on the setting screen, the card battle game starts. While the card battle game is being executed, the battle screen shown in Figure 5 is displayed on the touch panel 26.
[0061] 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. In the lower center of the player display area 40a, the player's leader 41a is displayed.
[0062] In the vicinity of the player's leader 41a, a health display area 42a indicating the health of the player's leader 41a is displayed. Also, in the vicinity of the player's leader 41a, an evolution information display area 43a for displaying information regarding the availability of evolution or super evolution, which will be described in detail later, is displayed. Further, in the vicinity of the player's leader 41a, an evolution / super evolution point display area 44a indicating the remaining number of evolution points or super evolution points associated with the player's player ID (hereinafter also referred to as being owned by the player), which will be described in detail later, is displayed.
[0063] Similarly, the opponent's leader 41b is displayed at the upper center of the opponent display area 40b. Also, in the vicinity of the opponent's leader 41b, a health display area 42b indicating the health of the opponent's leader 41b is displayed. Further, in the vicinity of the opponent's leader 41b, an evolution information display area 43b for displaying information regarding the availability of evolution or super evolution, which will be described in detail later, is displayed. Moreover, in the vicinity of the opponent's leader 41b, an evolution / super evolution point display area 44b indicating the remaining number of evolution points or super evolution points owned by the opponent, which will be described in detail later, is displayed.
[0064] In this embodiment, the health of the player's leader 41a, that is, the value displayed in the health display area 42a, is set to 20 as the initial value. Similarly, the health of the opponent's leader 41b, that is, the value displayed in the health display area 42b, is set to 20 as the initial value.
[0065] Also, in the player display area 40a, the player's deck area 45a is provided at the right end, the player's hand area 46a is provided at the lower right, and the player's field 47a is provided in the center. In the deck area 45a, the player's unused cards are placed face down, that is, in an unidentifiable state. In the hand area 46a, the cards that are the player's hand are placed in an identifiable manner for the player. In the field 47a, the cards etc. taken out from the hand area 46a are placed in an identifiable manner for the player.
[0066] Similarly, in the opponent display area 40b, the opponent's deck area 45b is provided at the right end, the opponent's hand area 46b is provided at the top left, and the opponent's field 47b is provided in the center. In the deck area 45b, the opponent's unused cards are arranged face down. In the hand area 46b, cards that are in the opponent's hand are arranged so that they cannot be identified by the player, that is, face down. In the field 47b, cards etc. that have been played from the hand area 46b are arranged so that they can be identified by the player.
[0067] At the top right of the player display area 40a, there are provided a turn end button 48 that accepts a tap from the player, and a play point display section 49a that displays the player's play points (PP). In the play point display section 49a, 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 49a, the maximum play points and the available play points are displayed in a distinguishable manner by the display mode of the circles. In addition, in the opponent display area 40b, there is provided a play point display section 49b that displays the opponent's play points near the leader 41b.
[0068] In addition, a battle log button 50 is provided on the left edge of the battle screen. The battle log button 50 is provided so as to be able to receive a tap operation from the player. When the battle log button 50 is tapped, a battle log showing various events that have occurred during the execution of the battle game since the battle log button 50 was tapped is displayed superimposed on the battle screen.
[0069] 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.
[0070] In their turn, players select a follower card or an amulet card, which are placed in their hand area 46a, and play it onto the field 47a according to predetermined rules, or activate a predetermined effect by using a spell card. In the following, playing a follower card or an amulet card placed in hand areas 46a, 46b onto fields 47a, 47b, or activating a predetermined effect by using a spell card placed in hand areas 46a, 46b, that is, moving a card placed in hand areas 46a, 46b to another area, is referred to as "playing".
[0071] In the card battle game, hit points are set for the player's leader 41a and the opponent's leader 41b respectively. The player who first reduces the opponent's hit points to 0 wins by attacking with cards or the like. Next, the details of the cards used in the card battle game of this embodiment will be described.
[0072] FIG. 6A is a first diagram for explaining an example of a follower card. FIG. 6B is a second diagram for explaining an example of a follower card. FIG. 7A is a diagram for explaining an example of a spell card. FIG. 7B 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 of the card types: follower cards, spell cards, and amulet cards.
[0073] As shown in FIGS. 6A, 6B, 7A, and 7B, each card has a name 51, a class 52, a type 53, and a cost 54 set regardless of the card type. The name 51 is set uniquely for each card. That is, the name 51 can also be said to be the card name. A plurality of types of classes 52 are provided, and each card is classified into one of the classes. A plurality of types of types 53 are provided, and each card is either classified into one of the types or not classified into any type. The cost 54 indicates the play points required for playing, and the card can be played by consuming the play points corresponding to the cost.
[0074] The follower cards shown in FIGS. 6A and 6B are cards that can attack the opponent's leader 41b and the follower cards placed on the opponent's field 47b in a card battle game. The follower cards are set with a name 51, a class 52, a type 53, a cost 54, an ability 55, an attack power 56, a physical strength 57, and an illustration. The attack power 56 indicates the amount of damage inflicted on the opponent's leader 41b that is the target of the attack or the follower cards placed on the opponent's field 47b when the follower card attacks. The physical strength 57 decreases by the amount of damage received when damaged, and when it reaches 0, the follower card is destroyed. Note that the destroyed card becomes invisible from the field 47a and is sent to a graveyard (not shown). However, there is also a state of disappearance that is different from destruction, where the card becomes invisible from the field 47b but is not sent to the graveyard.
[0075] Also, in the present embodiment, the follower card can evolve by consuming the evolution points or super evolution points displayed in the evolution / super evolution point display areas 44a and 44b. Further, the follower card can super evolve by consuming the super evolution points displayed in the evolution / super evolution point display areas 44a and 44b. The evolved or super evolved follower card has its illustration changed, its attack power 56 and physical strength 57 increased, and a predetermined ability 55 added. That is, by evolving or super evolving, the performance and utility (ability 55, attack power 56, physical strength 57) of the follower card are enhanced.
[0076] FIG. 8 is a diagram for explaining card management information. In FIG. 8, card management information regarding follower cards is shown. In the present embodiment, for each follower card, various types of information regarding the follower card, such as a card ID, a card name, evolvable information, super-evolvable information, an illustration ID before evolution, an illustration ID after evolution, performance information before evolution, performance information after evolution, and performance information after super-evolution, are associated. However, it is also possible to substitute evolvable information and super-evolvable information with performance information after evolution and performance information after super-evolution. That is, when performance information after evolution is associated with a follower card, the follower card may be treated as evolvable. Similarly, when performance information after super-evolution is associated with a follower card, the follower card may be treated as super-evolvable.
[0077] Specifically, the evolvable information indicates whether a follower card is evolvable. Also, the super-evolvable information indicates whether a follower card is super-evolvable. That is, in the present embodiment, for each type of follower card, whether evolution is possible and whether super-evolution is possible are predetermined. In the present embodiment, follower cards that can evolve and super-evolve, follower cards that can evolve but not super-evolve, and follower cards that cannot evolve or super-evolve are provided. However, follower cards that cannot evolve but can super-evolve may also be provided.
[0078] Also, the illustration ID before evolution indicates an ID for specifying the illustration before evolution. The illustration ID after evolution indicates an ID for specifying the illustration after evolution. Note that in the present embodiment, for follower cards that can evolve and super-evolve, a common illustration is set after evolution and after super-evolution. However, for follower cards that can evolve and super-evolve, at least a part of the illustration after evolution and the illustration after super-evolution may be different.
[0079] In addition, the pre-evolution performance information indicates the performance and utility of the pre-evolution follower card (ability 55, attack power 56, physical strength 57). The post-evolution performance information indicates the performance and utility of the post-evolution follower card (ability 55, attack power 56, physical strength 57). The post-super-evolution performance information indicates the performance and utility of the post-super-evolution follower card (ability 55, attack power 56, physical strength 57). In this embodiment, for follower cards that can evolve and super-evolve, the degree of enhancement of performance and utility (ability 55, attack power 56, physical strength 57) is set higher when super-evolved than when evolved. That is, for follower cards that can evolve and super-evolve, it is more advantageous for the player when super-evolved than when evolved. However, for follower cards that can evolve and super-evolve, at least some of the performance and utility (ability 55, attack power 56, physical strength 57) may be different between the evolved case and the super-evolved case. Also, for follower cards that can evolve and super-evolve, at least some of the performance and utility (ability 55, attack power 56, physical strength 57) may be set to be equal between the evolved case and the super-evolved case.
[0080] Note that for evolution and super-evolution, it is sufficient if at least any one of the modes of changing the illustration, the mode of changing the attack power 56 or the physical strength 57, and the mode of changing the ability 55 is different.
[0081] The spell card shown in FIG. 7A is set with a name 51, a class 52, a type 53, a cost 54, and an ability 55. When the spell card is played, the ability 55 (effect) is activated and the spell card is destroyed. That is, the spell card is a card that cannot be placed in the fields 47a, 47b.
[0082] The amulet card shown in FIG. 7B has a name 51, a class 52, a type 53, a cost 54, and an ability 55 set. The amulet card is a card that stays in the field 47a when played and activates the ability 55. Although not shown in the figure, card management information is also provided for spell cards and amulet cards in the same manner as in FIG. 8. In this embodiment, spell cards and amulet cards are not subject to evolution and super-evolution. Therefore, the card management information regarding spell cards and amulet cards may not include evolvable information, super-evolvable information, post-evolution performance information, and post-super-evolution performance information.
[0083] FIG. 9 is a diagram for explaining an example of the ability 55. Note that the ability 55 shown in FIG. 9 is just an example, and other abilities 55 may be provided, or some abilities 55 may not be provided. Also, here, it is described on the premise that it is a player's card, but the same applies to the opponent's card.
[0084] As shown in FIG. 9, the ability 55 includes fanfare, last word, guard, dash, rush, critical, drain, direct summon, at evolution, fusion, etc. In this embodiment, the ability 55 is classified into abilities in which the effects described at the timing of fanfare, last word, at evolution, and at super-evolution are activated. Also, other abilities (guard, dash, rush, critical, drain, direct summon, fusion) are classified into abilities that indicate the effect content activated when a predetermined condition is satisfied. Also, these can be arbitrarily combined within a non-conflicting range and associated with the card. For example, a follower card with the ability "guard at evolution" is set to be given guard at the timing of evolution.
[0085] Specifically, the fanfare is an ability that activates the effect described in the "fanfare" when a card is placed from the hand area 46a to the field 47a (when the 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 47a, the effect of "draw one card" is activated, and one card is selected by lottery from among the cards placed in the deck area 45a, and the selected card is placed in the hand area 46a.
[0086] Last Word is an ability that activates the effect written on the "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 47a. Charge is an ability that allows the opponent to attack a follower card on the turn the card is placed on the field 47a.
[0087] The "run" ability allows a player to attack the opponent's follower card and the leader 41b during the turn that the card is placed on the field 47a. The "death attack" ability allows a player to destroy the opponent's follower card, regardless of the strength of the follower card, when the player attacks and inflicts damage on the follower card. The "drain" ability allows a player to recover the strength displayed in the strength display area 42a of the player's leader 41a by the amount of damage inflicted, when the player inflicts damage on the opponent's follower card or the leader 41b during the player's turn.
[0088] Direct summoning is the ability to place a card directly from deck area 45a onto field 47a when preset conditions are met.
[0089] When evolving, the effect described in "When evolving" is activated when a follower card evolves. When super evolving, the effect described in "When super evolving" is activated when a follower card super evolves.
[0090] Fusion is an ability granted to the base card that serves as the fusion source. It is an ability to strengthen a card by fusing, as material cards, the cards placed in the hand area 46a that meet the preset conditions. Note that, in one card, multiple abilities 55 may be set overlappingly, or there may be no ability 55 set at all.
[0091] And in this embodiment, a deck is compiled by combining follower cards, spell cards, and amulet cards, and a card battle game is played using the compiled deck. Hereinafter, the details of the card battle game will be described.
[0092] FIG. 10A is a first diagram for explaining an example of the transition of the battle screen. FIG. 10B is a second diagram for explaining an example of the transition of the battle screen. FIG. 10C is a third diagram for explaining an example of the transition of the battle screen. FIG. 11A is a fourth diagram for explaining an example of the transition of the battle screen. FIG. 11B is a fifth diagram for explaining an example of the transition of the battle screen. FIG. 11C is a sixth diagram for explaining an example of the transition of the battle screen. FIG. 12A is a seventh diagram for explaining an example of the transition of the battle screen. FIG. 12B is an eighth diagram for explaining an example of the transition of the battle screen. FIG. 12C is a ninth diagram for explaining an example of the transition of the battle screen. FIG. 13A is a tenth diagram for explaining an example of the transition of the battle screen. FIG. 13B is an eleventh diagram for explaining an example of the transition of the battle screen.
[0093] When the card battle game starts, the deck information to be used is transmitted from the player terminal 1 to the server 1000. Note that the deck information is also transmitted from the opponent's player terminal 1 to the server 1000. The server 1000 randomly determines the first player and the second player. Also, the server 1000 randomly assigns an index (for example, numbers from 1 to 40) to all the cards shown in the deck information. Further, the server 1000 determines three initial candidate cards and three replacement candidate cards from among the cards shown in the deck information.
[0094] Then, the server 1000 sets the initial information so that it can be acquired by the player terminal 1. The initial information includes first-player and second-player information indicating the first player and the second player. Further, the initial information includes index information indicating the indexes of the player's cards. Further, the initial information includes exchange information indicating the initial cards and the candidate cards for exchange. Further, the initial information includes evolution / super-evolution turn information indicating the turn when the player can use evolution and the turn when the player can use super-evolution. Further, the initial information includes evolution / super-evolution point information indicating the number of evolution points and the number of super-evolution points given to the player or the opponent.
[0095] In addition, when an operation to consume evolution points or an operation to consume super-evolution points is executed on the player terminal 1, the server 1000 updates the player's evolution / super-evolution point information so as to subtract the number of evolution points and the number of super-evolution points owned by the player. Then, the server 1000 sets the updated player's evolution / super-evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. Similarly, when an operation to consume evolution points or an operation to consume super-evolution points is executed on the opponent's player terminal 1, the server 1000 updates the opponent's evolution / super-evolution point information so as to subtract the number of evolution points and the number of super-evolution points owned by the opponent. Then, the server 1000 sets the updated opponent's evolution / super-evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. As a result, it becomes possible for both player terminals 1 to recognize that the number of evolution points or the number of super-evolution points of the player or the opponent has changed.
[0096] When starting the card battle game on the player terminal 1, as shown in FIG. 10A, whether the player is the first player or the second player is displayed on the touch panel 26 based on the first-player and second-player information. Thereafter, on the player terminal 1, as shown in FIG. 10B, based on the exchange information, three initial candidate cards are arranged in the initial card display area 60, and an exchange display area 61 for arranging the cards to be exchanged is displayed on the touch panel 26.
[0097] If the player has a card to be exchanged among the initial candidate cards, as shown in FIG. 10C, the player moves the card to be exchanged to the exchange display area 61 by a slide operation. Then, when the determination button 62 is tapped by the player, the player terminal 1 returns the card moved to the exchange display area 61 to the deck area 45a, and determines the non-exchanged initial candidate cards and the exchange candidate cards corresponding to the number of exchanged initial candidate cards as the initial cards. Then, the player terminal 1 transmits the initial card information indicating the determined initial cards to the server 1000.
[0098] Note that the server 1000 also receives the initial card information from the opponent's player terminal 1. When the server 1000 receives the initial card information from both the player and the opponent, the server 1000 sets the player terminal 1 of the player to be able to acquire the number information indicating only the number of cards included in the opponent's initial card information. Similarly, when the server 1000 receives the initial card information from both the player and the opponent, the server 1000 sets the opponent's player terminal 1 to be able to acquire the number information indicating only the number of cards included in the player's initial card information.
[0099] When receiving the number information, the player terminal 1 displays the battle screen on the touch panel 26 as shown in FIG. 11A. At this time, the determined initial cards are arranged in the hand area 46a so as to be distinguishable, and three cards are arranged in the hand area 46b so as to be indistinguishable based on the received number information of the opponent.
[0100] Thereafter, if the player is the first attacker, the player terminal 1 displays an image marked with "YOUR TURN" indicating that it is the player's turn on the touch panel 26 as shown in FIG. 11B. At this time, the player terminal 1 also displays the remaining number of turns until the turn when the player can use evolution. In the case shown in FIG. 11B, an image marked with "4 turns remaining until evolution is possible" is displayed on the touch panel 26.
[0101] Also, based on the evolution / super-evolution point information, in the evolution / super-evolution point display area 44a, three icon images indicating the evolution points for three points, which are associated with the player ID of the preceding player (hereinafter also referred to as being assigned to the player), are displayed. At this time, since the player has not yet reached the evolution unlocking turn (the fifth turn in this embodiment), in the evolution / super-evolution point display area 44a, three icons are displayed in a mode indicating that they cannot be used (white in the figure). Also, the evolution information display area 43a is displayed in a mode indicating that evolution and super-evolution cannot be used (white in the figure).
[0102] Also, in the evolution / super-evolution point display area 44b, four icon images indicating the evolution points for four points, which are assigned to the opponent who is the second player, are displayed. At this time, since the opponent has not yet reached the evolution unlocking turn (the fourth turn in this embodiment), in the evolution / super-evolution point display area 44a, four icons are displayed in a mode indicating that they cannot be used (white in the figure). Also, the evolution information display area 43b is displayed in a mode indicating that evolution and super-evolution cannot be used (white in the figure).
[0103] Then, in the server 1000, one is determined by lottery from the indexes of the cards in the deck area 45a. That is, here, one card is determined by lottery from the cards in the deck area 45a. Then, as shown in FIG. 11C, the player terminal 1 places the card determined by lottery in the hand area 46a.
[0104] Also, at the start of the turn, in the server 1000, the player's play points are incremented by 1. The player terminal 1 updates and displays the play point display unit 49a (here, sets the play points to 1).
[0105] After that, as shown in FIG. 12A, for example, when a follower card with a cost of 1 is taken out from the cards placed in the hand area 46a and put into the field 47a by a slide operation based on the player's operation, the play point is decremented by 1 and the play point display section 49a is updated and displayed. Here, if the follower card put into the field 47a has an ability 55 and the activation condition is satisfied, the activated ability 55 is activated.
[0106] In addition, the player terminal 1 transmits play information including card information indicating the card put into the field 47a to the server 1000. When the server 1000 receives the play information, it sets the received play information so that it can be acquired by the opponent's player terminal 1. As a result, on the opponent's player terminal 1, the card shown in the play information will be put into the opponent's field 47b, and the opponent's play point display section 49b is updated and displayed.
[0107] After that, when the player taps the turn end button 48, the player terminal 1 transmits turn end information indicating that the turn has ended to the server 1000. Note that, on the player terminal 1, if a card whose ability 55 is activated on the condition of the turn end is in the fields 47a and 47b, the ability 55 of that card is activated. When the server 1000 receives the turn end information, 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 the turn.
[0108] Then, on the player's player terminal 1, as shown in FIG. 12B, an image marked with "ENEMY TURN" indicating that it is the opponent's turn is displayed on the touch panel 26. Then, at the server 1000, two are determined by lottery from the indexes of the cards in the deck area 45b. That is, here, two cards are determined by lottery from the cards in the deck area 45b. When the player terminal 1 receives the number information from the server 1000, as shown in FIG. 12C, based on the number information, the cards are placed in the hand area 46b in an indistinguishable manner.
[0109] Note that at the start of a turn, usually a card is determined by a single draw, but only on the first turn of the second player, it is determined by two draws. Also, in the server 1000, the opponent's play point is incremented by 1. The player terminal 1 updates and displays the play point display section 49b and increments the opponent's play point by 1.
[0110] After that, when the opponent ends the turn without playing the card in the hand area 46b and the player terminal 1 receives the turn start information from the server 1000, as shown in FIG. 13A, the player terminal 1 displays an image marked with "YOUR TURN" indicating that it is the player's turn on the touch panel 26. At this time, the player terminal 1 also displays the remaining number of turns until the player's evolution unlock turn. In the case shown in FIG. 13A, an image marked with "3 turns remaining until evolvable" is displayed on the touch panel 26.
[0111] Also, when one card index in the deck area 45a in the server 1000 is determined by a draw, the player terminal 1 places the card determined by the draw in the hand area 46a. Also, when the player's play point in the server 1000 is incremented by 1, the player terminal 1 updates and displays the play point display section 49a (here, the play point is set to 2).
[0112] And, as shown in FIG. 13B, assume that the player slides the follower card placed in area 47a to the opponent's leader 41b. Based on this sliding movement, the player terminal 1 transmits attack information indicating the attacked follower card and the follower card or leader 41b that is the attack target to the server 1000. When the server 1000 receives the attack information, it sets to be acquirable attack result information including information indicating the result of subtracting the physical strength of the attacked opponent's follower card or leader 41b, information indicating the result of subtracting the physical strength of the attacking follower card, etc., for the player terminal 1 and the opponent's player terminal 1. Then, based on the received attack result information, the player terminal 1 decreases the physical strength displayed in the physical strength display area 42b of the opponent's leader 41b by the attack power 56 of the follower card.
[0113] As described above, the player's turn and the opponent's turn are repeatedly alternated, and each time the player and the opponent play a card or make an attack, the information is transmitted to the server 1000, and thus the card battle game progresses. Then, when the physical strength displayed in the physical strength display area 42a of the player's leader 41a or the physical strength displayed in the physical strength display area 42b of the opponent's leader 41b becomes 0, the victory or defeat is determined and the card battle game ends.
[0114] Next, the evolution of the follower card will be described. In the card battle game of this embodiment, after the evolution unlocking turn, the follower card can be evolved by consuming the evolution points displayed in the evolution / super-evolution point display areas 44a and 44b. In this embodiment, the evolution unlocking turn is set to the 5th turn of the first player and the 4th turn of the second player. However, the evolution unlocking turn is not limited to this. For example, at the start of the card battle game, that is, the 1st turn may be the evolution unlocking turn.
[0115] Also, after the turn when Mega Evolution is unlocked, the player can consume the Mega Evolution Points displayed in the Evolution / Mega Evolution Point Display Areas 44a and 44b to Mega Evolve the Follower Card. In this embodiment, the turn when Mega Evolution is unlocked is set to the 7th turn for the first player and the 6th turn for the second player. However, the turn when Mega Evolution is unlocked is not limited to this. In any case, the turn when Mega Evolution is unlocked just needs to be after the turn when Evolution is unlocked.
[0116] In this embodiment, 3 points of Evolution Points are given to the first player and 4 points of Evolution Points are given to the second player.
[0117] Also, in this embodiment, in the case of the first player, in the 7th turn, up to 2 points of Evolution Points are changed to 2 points of Mega Evolution Points, and the changed Mega Evolution Points are given. Specifically, in the case of the first player, in the 7th turn, if the remaining Evolution Points are 2 points or more, 2 points of Evolution Points are changed to 2 points of Mega Evolution Points, and the changed Mega Evolution Points are given. Also, in the case of the first player, in the 7th turn, if the remaining Evolution Points are 1 point, 1 point of Evolution Points is changed to 1 point of Mega Evolution Points, and the changed Mega Evolution Points are given. Note that in the case of the first player, in the 7th turn, if the remaining Evolution Points are 0 points, no change in Evolution Points and no giving of Mega Evolution Points are performed. For example, when the player is the first player and has 3 points of Evolution Points in the 7th turn, 2 points of Evolution Points are changed to Mega Evolution Points. As a result of this change, the player will have 1 point of Evolution Points and 2 points of Mega Evolution Points.
[0118] Also, in this embodiment, in the case of the second player's turn, at the 6th turn, the maximum of 2 points of evolution points is changed to 2 points of mega evolution points, and the changed mega evolution points are granted. Specifically, in the case of the second player's turn, at the 6th turn, if the remaining evolution points are 2 points or more, 2 points of evolution points are changed to 2 points of mega evolution points, and the changed mega evolution points are granted. Also, in the case of the second player's turn, at the 6th turn, if the remaining evolution points are 1 point, 1 point of evolution points is changed to 1 point of mega evolution points, and the changed mega evolution points are granted. Note that, in the case of the second player's turn, at the 6th turn, if the remaining evolution points are 0 point, no change in evolution points and no granting of mega evolution points are performed. For example, when the player is the second player and has 4 points of evolution points at the 6th turn, 2 points of evolution points are changed to mega evolution points. As a result of this change, the player will possess 2 points of evolution points and 2 points of mega evolution points.
[0119] However, the number of points that can be changed from evolution points to mega evolution points when the mega evolution unlock turn count is reached is not limited to the above example. That is, at least a part or all of the evolution points may be changeable to mega evolution points.
[0120] FIG. 14A is a first diagram for explaining an example of a battle screen at the evolution unlock turn. FIG. 14B is a second diagram for explaining an example of a battle screen at the evolution unlock turn. When the player's evolution unlock turn (here, the 5th turn of the first player's turn) starts, first, as shown in FIG. 14A, an image indicating "YOUR TURN" indicating that it is the player's turn and "0 turns remaining until evolvable" is displayed on the touch panel 26. Then, as shown in FIG. 14B, an image marked "Evolvable" is displayed in the center of the touch panel 26, and the player is notified that the evolution unlock turn has been reached.
[0121] Also, as shown in FIG. 14B, the display mode of the icon image displayed in the evolution / super-evolution point display area 44a changes to a mode (black-filled in the figure) indicating that it can be used for evolution. Also, the display mode of the evolution information display area 43a changes to a mode (black-filled in the figure) indicating that evolution is possible.
[0122] FIG. 15A is a first diagram for explaining an example of a battle screen during evolution. FIG. 15B is a second diagram for explaining an example of a battle screen during evolution. FIG. 15C is a third diagram for explaining an example of a battle screen during evolution. For example, as shown in FIG. 15A, assume that an unevolved follower card is placed in the field 47a on the 5th turn of the first player. At this time, when the follower card placed in the field 47a is tapped, as shown in FIG. 15A, the card details tab 63 is displayed on the touch panel 26.
[0123] The abilities of the tapped card are displayed on the card details tab 63. Also, when the follower card tapped by the player is evolvable, the pre-evolution abilities and the post-evolution abilities are displayed on the card details tab 63. Also, an evolution button 63a is displayed on the card details tab 63.
[0124] In this embodiment, only follower cards are set as evolvable cards. Therefore, the evolution button 63a is only displayed on the card details tab 63 of the follower card, and the evolution button 63a is not displayed on the card details tab 63 of the spell card and the amulet card.
[0125] In addition, when evolution is possible, the evolution button 63a functions as an operation unit that accepts the player's tap. When the evolution button 63a on the card details tab 63 is tapped, the evolution of the follower card is executed. On the other hand, when evolution is not possible, the evolution button 63a is displayed in a manner that does not accept the player's tap. Note that when evolution is not possible, the evolution button 63a may be made non-displayed. Specifically, the case where evolution is not possible includes, for example, the case where the evolution unlock turn has not been reached, the case where evolution points and super evolution points are not owned, and the case where the follower card is not evolvable.
[0126] Further, when the display mode of the evolution information display area 43a changes to a mode (black-filled) indicating that evolution is possible, it functions as an operation unit that accepts a continuous operation input, that is, a slide operation, from the evolution information display area 43a toward the evolvable follower card arranged in the field 47a. Note that even if the display mode of the evolution information display area 43a is a mode (black-filled) indicating that evolution is possible, a slide operation on anything other than the evolvable follower card arranged in the field 47a is treated as invalid. Also, when the display mode of the evolution information display area 43a is a mode (white-filled) indicating that evolution and super evolution cannot be used, the evolution information display area 43a treats the player's slide operation as invalid.
[0127] As shown in FIG. 15B, when a continuous operation input, that is, a slide operation, is performed from the evolution information display area 43a in a mode (black-filled) indicating that evolution is possible toward the evolvable follower card arranged in the field 47a, the evolution of the follower card is executed. In this way, since it becomes possible to execute the evolution of the follower card by a slide operation, it becomes possible to improve the convenience for the player.
[0128] When the evolution of the follower card is executed, an evolution animation is displayed. In the evolution animation, after the card before evolution is displayed, an animation image (not shown) in which the card changes is displayed. Then, when the display of the evolution animation ends, as shown in FIG. 15C, the evolved card is displayed in field 47a. Also, the number of icons displayed in the evolution / super-evolution point display area 44a decreases by one. Then, the attack power 56 and the physical strength 57 of the evolved card increase. Also, in the case of a follower card that has "when evolving" as ability 55, that ability is activated.
[0129] In addition, the player terminal 1 transmits evolution information (evolution) indicating the evolved follower card to the server 1000. When the server 1000 receives the evolution information (evolution), it sets the evolution information (evolution) to be acquirable for the opponent's player terminal 1. On the opponent's player terminal 1, based on the received evolution information (evolution), it becomes possible to grasp that the card has evolved and what the evolved card is.
[0130] In addition, the player terminal 1 transmits evolution point consumption operation information indicating that an operation to consume evolution points has been executed to the server 1000. Based on the received evolution point consumption operation information, the server 1000 updates the player's evolution / super-evolution point information so as to subtract the evolution points owned by the player. The server 1000 sets the updated player's evolution / super-evolution point information to be acquirable for the player terminal 1 and the opponent's player terminal 1. As a result, on the player terminal 1 and the opponent's player terminal 1, it becomes possible to grasp that the player's evolution points have decreased.
[0131] FIG. 16A is a first diagram for explaining an example of a battle screen in the super evolution unlocking turn. FIG. 16B is a second diagram for explaining an example of a battle screen in the super evolution unlocking turn. When the player's super evolution unlocking turn (here, the 7th turn of the first player) starts, first, as shown in FIG. 16A, an image indicating "YOUR TURN" which shows that it is the player's turn and an image marked with "0 turns remaining until super evolution possible" are displayed on the touch panel 26. Note that when the player's turn starts after the evolution unlocking turn, the remaining number of turns until the super evolution unlocking turn is displayed. In the case shown in FIG. 16A, an image marked with "0 turns remaining until super evolution possible" is displayed on the touch panel 26. Then, as shown in FIG. 16B, an image marked with "super evolution possible" is displayed in the central part of the touch panel 26, and the player is notified that the super evolution unlocking turn has been reached. Note that when the player's turn starts after the super evolution unlocking turn, an image marked with "YOUR TURN" indicating that it is the player's turn is displayed, and the remaining number of turns until the evolution unlocking turn and the super evolution unlocking turn is not displayed.
[0132] Also, when the super evolution unlocking turn is reached, the change of evolution points is performed. FIG. 16B shows the case where the player owns evolution points for 3 points. In this case, the evolution points for 2 points are changed to super evolution points. As a result of this change, the player will own evolution points for 1 point and super evolution points for 2 points. And corresponding to the result of the change of evolution points, a part (here, for 2 points) of the display mode of the icon image displayed in the evolution / super evolution point display area 44a changes to a mode (cross-hatching in the figure) indicating that it can be used for evolution and super evolution. Also, the display mode of the evolution information display area 43a changes to a mode (cross-hatching in the figure) indicating that evolution and super evolution are possible. Also, when the display mode of the evolution information display area 43a is a mode (cross-hatching) indicating that evolution and super evolution are possible, the evolution information display area 43a functions as an operation unit that accepts the player's slide operation.
[0133] FIG. 17A is a first diagram for explaining an example of a battle screen during mega evolution. FIG. 17B is a second diagram for explaining an example of a battle screen during mega evolution. For example, as shown in FIG. 17A, assume that an unevolved follower card is placed on field 47a at the 7th turn of the first player's turn. If the follower card placed on field 47a is mega evolvable, as shown in FIG. 17A, an effect image highlighting that it is mega evolvable is displayed for the follower card. Then, when the follower card placed on field 47a is tapped, as shown in FIG. 17A, card details tab 63 is displayed on touch panel 26.
[0134] If the follower card tapped by the player is mega evolvable, the pre-evolution ability, post-evolution ability, and post-mega evolution ability are displayed on card details tab 63. Also, evolution button 63a and mega evolution button 63b are displayed on card details tab 63.
[0135] Note that mega evolution button 63b is only displayed when the follower card tapped by the player is mega evolvable. That is, when mega evolution is not possible, mega evolution button 63b is not displayed. However, when mega evolution is not possible, mega evolution button 63b may be displayed in a manner that does not accept the player's tap. Specifically, when mega evolution is not possible, for example, it is the case where the mega evolution unlock turn has not been reached, the player does not own mega evolution points, or the follower card is not mega evolvable. When mega evolution button 63b on card details tab 63 is tapped, mega evolution of the follower card is executed.
[0136] When the super evolution of the follower card is executed, a super evolution animation is displayed. In the super evolution animation, after the card before super evolution is displayed, an animation image (not shown) in which the card changes is displayed. Note that the super evolution animation and the evolution animation may differ in at least some of the animation images. Also, the super evolution animation and the evolution animation may have different display times for the animation images to be displayed, or may have the same display time. For example, the super evolution animation may have a longer display time and more elaborate animation images to be displayed than the evolution animation.
[0137] Then, when the display of the super evolution animation ends, as shown in FIG. 17B, the card after super evolution is displayed in field 47a. Also, one icon corresponding to the super evolution points displayed in the evolution / super evolution point display area 44a decreases and is displayed. Then, the attack power 56 and the physical strength 57 of the super evolved card increase. Also, for a follower card having "when super evolving" as ability 55, that ability is activated.
[0138] Also, the player terminal 1 transmits evolution information (super evolution) indicating the super evolved follower card to the server 1000. When the server 1000 receives the evolution information (super evolution), it sets the evolution information (super evolution) to be acquirable for the opponent's player terminal 1. On the opponent's player terminal 1, based on the received evolution information (super evolution), it becomes possible to grasp that the card has been super evolved and the card after super evolution.
[0139] In addition, the player terminal 1 transmits to the server 1000 the hyper-evolution point consumption operation information indicating that an operation of consuming hyper-evolution points has been executed. Based on the received hyper-evolution point consumption operation information, the server 1000 updates the player's evolution / hyper-evolution point information so as to subtract the hyper-evolution points owned by the player. The server 1000 sets the updated player's evolution / hyper-evolution point information to be retrievable for the player terminal 1 and the opponent's player terminal 1. As a result, it becomes possible for the player terminal 1 and the opponent's player terminal 1 to grasp that the player's hyper-evolution points have decreased.
[0140] FIG. 18A is a third diagram for explaining an example of a battle screen during hyper-evolution. FIG. 18B is a diagram for explaining an example of a selection screen. FIG. 18A shows a case where the follower card placed in the field 47a is hyper-evolvable and the player owns evolution points and hyper-evolution points.
[0141] In this case, when a slide operation is performed from the evolution information display area 43a toward the hyper-evolvable follower card placed in the field 47a, the selection screen shown in FIG. 18B is displayed on the touch panel 26. That is, when after the hyper-evolution unlocking turn and the player owns evolution points and hyper-evolution points, a slide operation is performed from the evolution information display area 43a toward the hyper-evolvable follower card placed in the field 47a, the selection screen is displayed. Also, in a turn before the hyper-evolution unlocking turn, even if a slide operation is performed, the selection screen is not displayed. Even after the hyper-evolution unlocking turn, if the player does not own hyper-evolution points, the selection screen is not displayed even if a slide operation is performed. Also, since it is possible to suppress the unintentional increase in the timing of displaying the selection screen, it is possible to suppress the possibility of impairing the interest of the game.
[0142] As shown in FIG. 18B, in the central part of the selection screen, the follower card of the target for which a slide operation from the evolution information display area 43a is input is displayed. Also, on the right side of the follower card, an evolution button 70a for executing evolution by consuming evolution points is displayed. When the evolution button 70a is tapped, the evolution of the follower card is executed. Also, on the left side of the follower card, a super evolution button 70b for executing super evolution by consuming super evolution points is displayed. When the super evolution button 70b is tapped, the super evolution of the follower card is executed.
[0143] In this embodiment, evolution and super evolution are restricted to once per turn, and evolution and super evolution can only be executed a limited number of times from the start to the end of the card battle game. That is, it can be said that evolution and super evolution are elements that have a great influence on the strategy of the card battle game. By displaying a selection screen that allows the player to select whether to execute either evolution or super evolution, which are elements that have a great influence on the strategy of such a card battle game, it becomes possible to improve the convenience for the player.
[0144] FIG. 19A is a first diagram for explaining an example of a battle screen when the evolution points are depleted. FIG. 19B is a second diagram for explaining an example of a battle screen when the evolution points are depleted. FIG. 19A shows a case where the follower card arranged in the field 47a is super evolvable, the player does not own evolution points, and the player owns super evolution points.
[0145] In this case, when a slide operation is performed from the evolution information display area 43a toward the super evolvable follower card arranged in the field 47a, the super evolution of the follower card is executed without displaying the selection screen (FIG. 18B). Thus, since it becomes possible to execute the super evolution of the follower card by a slide operation, it becomes possible to improve the convenience for the player.
[0146] When the super evolution of the follower card is executed, as described above, after the super evolution animation is displayed, as shown in FIG. 19B, the card after super evolution is displayed in the field 47a. Also, one icon corresponding to the super evolution points displayed in the evolution / super evolution point display area 44a decreases and is displayed.
[0147] FIG. 20A is a third diagram for explaining an example of a battle screen when the evolution points are exhausted. FIG. 20B is a fourth diagram for explaining an example of a battle screen when the evolution points are exhausted. FIG. 20C is a diagram for explaining an example of a notification screen. In FIGS. 20A and 20B, the follower cards arranged in the field 47a are follower cards that cannot be super evolved and can only be evolved. Also, FIGS. 20A and 20B show the case where the player does not own evolution points but owns super evolution points.
[0148] At this time, when the follower card arranged in the field 47a is tapped, as shown in FIG. 20A, the card details tab 63 is displayed on the touch panel 26. At this time, an evolution button 63a is displayed on the card details tab 63, and a super evolution button 63b is not displayed. In this case, when the evolution button 63a is tapped, the notification screen shown in FIG. 20C for notifying the player that evolution is executed using the super evolution points is displayed on the touch panel 26. Note that even when the follower card arranged in the field 47a is super evolvable, and the evolution button 63a is tapped when the player does not own evolution points but owns super evolution points, the notification screen is displayed on the touch panel 26. That is, when the evolution button 63a is tapped after the super evolution unlock turn and the player does not own evolution points but owns super evolution points, the notification screen is displayed.
[0149] Also, as shown in FIG. 20B, when a non-evolvable follower card placed in the field 47a is slid from the evolution information display area 43a toward an evolvable follower card, the notification screen shown in FIG. 20C is displayed on the touch panel 26. That is, after the turn when super evolution is unlocked, when the player does not possess evolution points but possesses super evolution points, if a slide operation is performed from the evolution information display area 43a toward an evolvable follower card placed in the field 47a, the notification screen is displayed.
[0150] As shown in FIG. 20C, an image stating "Is it okay to 'evolve' using the'super evolution point'?" is displayed in the central part of the notification screen. Also, an evolution button 72a for executing evolution by consuming super evolution points is displayed on the notification screen. When the evolution button 72a is tapped, the evolution of the follower card is executed by consuming the super evolution points. Thus, by displaying the notification screen, it becomes possible to suppress the risk of accidentally using the super evolution points for evolution.
[0151] Also, a cancel button 72b is displayed on the notification screen. When the cancel button 72b is tapped, the consumption of super evolution points and the execution of evolution are not performed, and the notification screen becomes non-displayed.
[0152] FIG. 21 is a diagram for explaining an example of a battle screen when the super evolution points are exhausted. FIG. 21 shows the case where, after the turn when super evolution is unlocked, the player has consumed all the super evolution points. In this case, when the player possesses evolution points, as shown in FIG. 21, the display mode of the evolution information display area 43a changes from a mode (cross-hatching) indicating that super evolution is available to a mode (solid black) indicating that evolution is available. On the other hand, when the player does not possess evolution points, the display mode of the evolution information display area 43a changes from a mode (cross-hatching) indicating that super evolution is available to a mode (white) indicating that neither evolution nor super evolution is available.
[0153] FIG. 22 is a diagram for explaining details of changes in the display modes of the evolution information display area 43a and the evolution / super-evolution point display area 44a. FIG. 22A shows the case where the player reaches the super-evolution release turn when owning evolution points for 4 points. In this case, as described above, the evolution points for 2 points will be changed to super-evolution points for 2 points. Along with this, as shown in FIG. 22A, among the "1" and "2" frames in the evolution / super-evolution point display area 44a, the display mode of the icon images displayed in the frames changes from the mode indicating that they can be used for evolution (black filling) to the mode indicating that they can be used for both evolution and super-evolution (cross-hatching). That is, when reaching the super-evolution release turn and the evolution points are changed to super-evolution points, among the icon images corresponding to the evolution points, the icon images corresponding to the two evolution points displayed in the left frame change to the icon images corresponding to the super-evolution points.
[0154] FIG. 22B shows the case where the evolution points are consumed when the player owns evolution points for 2 points and super-evolution points for 2 points. In this case, as shown in FIG. 22B, by the icon image displayed in the "4" frame in the evolution / super-evolution point display area 44a becoming invisible, the player is notified that the evolution points have been consumed. That is, when the evolution points are consumed, among the icon images corresponding to the evolution points, the icon image corresponding to the evolution point displayed in the rightmost frame becomes invisible.
[0155] In FIG. 22C, it shows the case where when the player owns evolution points for 2 points and super evolution points for 2 points, and the super evolution points are consumed. In this case, as shown in FIG. 22C, first, among the evolution / super evolution point display areas 44a, the icon image corresponding to the super evolution points displayed in the frame of "2" becomes invisible. Then, the icon images corresponding to the evolution points displayed in the frames of "3" and "4" are moved and displayed in the frames of "2" and "3". That is, when the super evolution points are consumed, among the icon images corresponding to the super evolution points, the icon image corresponding to the super evolution points displayed in the rightmost frame becomes invisible. After that, the icon images corresponding to the evolution points are moved and displayed in a left-justified manner in the frame where the icon image corresponding to the super evolution points that became invisible was displayed.
[0156] In FIG. 22D, it shows the case where the evolution points are restored (increased) by the ability 55 of various cards. Note that in FIG. 22D, it shows the case where the player owns evolution points for 1 point and super evolution points for 1 point. In this case, as shown in FIG. 22D, among the evolution / super evolution point display areas 44a, the icon image corresponding to the evolution points is newly displayed in the frame of "3". That is, when the evolution points are restored by the ability 55 of various cards, the icon image corresponding to the evolution points is newly displayed in the leftmost frame (here, the frame of "3") among the empty frames (here, the frames of "3" and "4").
[0157] In FIG. 22E, it shows the case where the evolution points are changed to super-evolution points by the abilities 55 of various cards. Note that in FIG. 22E, it shows the case where the player owns evolution points for 2 points and super-evolution points for 1 point. In this case, as shown in FIG. 22E, among the evolution / super-evolution point display areas 44a, the icon image corresponding to the evolution points displayed in the frame of "2" changes to the icon image corresponding to the super-evolution points. That is, when the evolution points are changed to super-evolution points by the abilities 55 of various cards, among the icon images corresponding to the evolution points, the icon image corresponding to the evolution points displayed in the leftmost frame changes to the icon image corresponding to the super-evolution points.
[0158] In this embodiment, it can be said that the super-evolution points that can execute both evolution and super-evolution are more advantageous to the player than the evolution points that can only execute evolution. Such super-evolution points that are advantageous to the player are always arranged in the left frame compared to the evolution points, and a rule is provided that they are consumed from the right frame. Thereby, the remaining number of super-evolution points and the remaining number of evolution points can be grasped instantaneously, and the convenience of the player is improved. Note that the super-evolution points may always be arranged in the right frame compared to the evolution points and be consumed from the left frame.
[0159] Also, in this embodiment, at the timing after the evolution points are given to the player, part or all of the evolution points are changed to super-evolution points that are more advantageous to the player than the evolution points, thereby improving the strategic nature and making it possible to improve the player's motivation to play. For example, when a strategy is taken such that the evolution points are used up by a turn before the super-evolution release turn, in the turns before the super-evolution release turn, it becomes possible to advance the battle situation advantageously by evolution. Also, for example, when a strategy is taken such that the evolution points are not used in a turn before the super-evolution release turn, in the super-evolution release turn, it becomes possible to obtain the maximum number of super-evolution points, so in the turns after the super-evolution release turn, it becomes possible to advance the battle situation advantageously by evolution.
[0160] Next, the processing of the player terminal 1 and the server 1000 for realizing the above card battle game, and the functional units that perform each of these processings will be described. In the following, the processing particularly related to evolution or super-evolution will be described, and the description of other processing will be omitted.
[0161] (Functional units of player terminal 1) FIG. 23 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 the game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0162] The terminal-side game control program includes a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Note that the programs listed in FIG. 23 are examples, and there are also many other programs provided in the terminal-side game control program.
[0163] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a.
[0164] Specifically, the CPU 10 operates the game execution control program 300 to cause the computer to function as the game execution control unit 300a. Similarly, the CPU 10 operates the card battle game execution control program 301 and the display control program 302 to cause them to function as the card battle game execution control unit 301a and the display control unit 302a, respectively.
[0165] In the data storage area 12b, a game information storage unit 400, a player information storage unit 401, and a card management information storage unit 402 are provided as storage units for storing data. Note that each of the above storage units is an example, and many other storage units are provided in the data storage area 12b.
[0166] The game execution control unit 300a controls the progress of the entire game. For example, the game execution control unit 300a logs in to the game according to the player's operation, or determines whether the game information of the whole game has been updated.
[0167] The card battle game execution control unit 301a is responsible for the 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 the operation input to the player terminal 1.
[0168] The display control unit 302a performs display control of the image displayed on the touch panel 26 according to the player's operation and the progress of the game.
[0169] (Functional units of the server 1000) FIG. 24 is a functional block diagram of server 1000. In the storage unit 1012 of server 1000, a program storage area 1012a and a data storage area 1012b are provided. In the program storage area 1012a, a game execution control program 1300 and a card battle game execution control program 1301 are stored as server-side game control programs. Note that the programs listed in FIG. 24 are examples, and there are many other programs provided in the server-side game control programs.
[0170] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by operating each program stored in the program storage area 1012a, the CPU 1010 causes 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.
[0171] Specifically, the CPU 1010 operates the game execution control program 1300 to cause the computer to function as the game execution control unit 1300a. Similarly, the CPU 1010 operates the card battle game execution control program 1301 to cause it to function as the card battle game execution control unit 1301a.
[0172] In the data storage area 1012b, a game information storage unit 1400, a player information storage unit 1401, and a card management information storage unit 1402 are provided as storage units for storing data. Note that each of the above storage units is an example, and there are many other storage units provided in the data storage area 1012b.
[0173] 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 the player terminal 1 can acquire it. Also, when the game information (including the number of cards information, card information, attack information, attack result information, play point information, play information, ability activation information, turn start information, turn end information, evolution / super evolution point information, evolution information (evolution), evolution information (super evolution), win / loss information, etc.) 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 the player terminal 1 can acquire it.
[0174] The card battle game execution control unit 1301a is responsible for the control to execute the card battle game.
[0175] (Communication processing between the player terminal 1 and the server 1000) Hereinafter, the basic processing of the player terminal 1 and the server 1000 will be described. In the following description, the processing performed on the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the processing performed on the server 1000 is denoted as Sn (n is an arbitrary integer).
[0176] FIG. 25 is a flowchart for explaining an example of the terminal-side card battle game execution process in the player terminal 1. When the solo play selection operation unit 30b or the multiplayer play selection operation unit 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.
[0177] When the card battle game execution process is started, the card battle game execution control unit 301a transmits initial information including the deck information used in the card battle game and the leader information indicating the player's leader to the server 1000 (P1-1).
[0178] When the card battle game execution process is started, the card battle game execution control unit 301a transmits deck information used in the card battle game to the server 1000 (P1-1).
[0179] The card battle game execution control unit 301a receives initial information (first-turn / second-turn information, index information, exchange information) from the server 1000 (P1-2).
[0180] Also, the card battle game execution control unit 301a receives and stores the evolution / super-evolution point information included in the initial information from the server 1000 (P1-3). At this time, if the player is the first-turn player, evolution points for 3 points will be stored. Also, if the player is the second-turn player, evolution points for 4 points will be stored.
[0181] The card battle game execution control unit 301a receives and stores the evolution / super-evolution turn information included in the initial information from the server 1000 (P1-4). At this time, if the player is the first-turn player, the 5th turn will be stored as the evolution unlock turn number. Also, if the player is the first-turn player, the 7th turn will be stored as the super-evolution unlock turn number. Also, if the player is the second-turn player, the 4th turn will be stored as the evolution unlock turn number. Also, if the player is the second-turn player, the 6th turn will be stored as the evolution unlock turn number. Note that the evolution / super-evolution turn information may not be stored in the player terminal 1.
[0182] Based on the first-move or second-move information included in the initial information received from the server 1000, the display control unit 302a displays whether it is the first move or the second move on the touch panel 26 as shown in FIG. 10A (P1-5). Thereafter, the card battle game execution control unit 301a executes an initial card determination process for determining the initial cards based on the exchange information included in the initial information (P1-6). Here, based on the initial information (first-move or second-move information), the display control unit 302a arranges three initial candidate cards in the initial card display area 60 and displays an exchange display area 61 for arranging the cards to be exchanged on the touch panel 26 as shown in FIG. 10B.
[0183] Then, as shown in FIG. 10C, when the decision button 62 is tapped by the player, the card battle game execution control unit 301a returns the card moved to the exchange display area 61 to the deck area 45a, and determines the non-exchanged initial candidate cards and the exchange candidate cards corresponding to the number of exchanged initial candidate cards as the initial cards. Then, the card battle game execution control unit 301a transmits initial card information indicating the initial cards to the server 1000 and receives the number information of the opponent's cards (P1-7).
[0184] The display control unit 302a displays the battle screen on the touch panel 26 and arranges the determined initial cards in the hand area 46a in an identifiable manner as shown in FIG. 11A. Further, the display control unit 302a arranges three cards in the hand area 46b in an unidentifiable manner based on the received number information of the opponent's cards (P1-8).
[0185] Thereafter, the card battle game execution control unit 301a determines whether it is the player's turn based on the first-move or second-move information or the turn start information received from the server 1000 (P1-9). If it is the player's turn (YES in P1-9), the card battle game execution control unit 301a executes the self-turn control process (P2). On the other hand, if it is not the player's turn, that is, if it is the opponent's turn (NO in P1-9), the card battle game execution control unit 301a executes the opponent-turn control process (P3).
[0186] And when the card battle game execution control unit 301a has not received the win / loss information from the server 1000, that is, when the win / loss has not been determined (NO in P1-10), the process returns to P1-10. Also, when the card battle game execution control unit 301a has received the win / loss information from the server 1000, that is, when the win / loss has been determined (YES in P1-10), it executes the card battle game end process for ending the card battle game (P1-11) and ends the card battle game execution process.
[0187] FIG. 26 is a flowchart for explaining an example of the self-turn control process (P2) in the player terminal 1. When the player's turn starts, the display control unit 302a displays, as shown in FIG. 11B, an image marked with "YOUR TURN" indicating that it is the player's turn on the touch panel 26 (P2-1). Also, the display control unit 302a displays the remaining number of turns until the evolution unlock turn when the player can evolve (FIG. 11B), or the remaining number of turns until the super evolution unlock turn when the player can super evolve (FIG. 16A) (P2-2).
[0188] The card battle game execution control unit 301a receives the card information determined by lottery from the cards in the deck area 45a in the server 1000 (P2-3). Also, the display control unit 302a places (displays) the card determined based on the received card information in the hand area 46a in an identifiable manner (P2-3).
[0189] Also, when the play point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated play point information (P2-5). Also, the display control unit 302a updates and displays the play point display unit 49a based on the received play point information (P2-5). As a result, 1 play point is added at the start of the turn.
[0190] Also, when the evolution / super-evolution point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated evolution / super-evolution point information (P2-5). Further, the display control unit 302a updates and displays the evolution / super-evolution point display area 44a based on the received evolution / super-evolution point information (P2-6).
[0191] Also, when new ability activation information indicating that the abilities of various cards have been activated is set in the server 1000, the card battle game execution control unit 301a receives the ability activation information (P2-6). The card battle game execution control unit 301a executes an ability activation process for activating various abilities based on the received ability activation information (P2-7).
[0192] The card battle game execution control unit 301a determines whether an operation to play a card has been input by the player (P2-8). As a result, if the play operation is not detected (NO in P2-8), the card battle game execution control unit 301a transfers the process to step P2-11. Also, when the play operation is detected (YES in P2-8), the card battle game execution control unit 301a transmits play information indicating that the card placed in the hand area 46a has been put out onto the field 47a to the server 1000. Further, the display control unit 302a executes a play card display process for displaying the card placed in the hand area 46a onto the field 47a based on the play operation (P2-10). Also, here, when it is a turn after the super-evolution unlock turn number, the player owns super-evolution points, and the follower card placed on the field 47a is capable of executing super-evolution, the display control unit 302a displays an effect image (FIG. 17A) for the follower card.
[0193] The card battle game execution control unit 301a determines whether an operation is input by the player for a card placed on the field 47a to attack an opponent's follower card or leader 41b (P2-11). As a result, if no attack operation is detected (NO in P2-11), the process proceeds to step P2-14. Also, if an attack operation is detected (YES in P2-11), the card battle game execution control unit 301a transmits attack information including information identifying the card that performs the attack and information identifying the opponent's follower card or leader 41b that is attacked to the server 1000 based on the detected attack operation.
[0194] The card battle game execution control unit 301a receives attack result information set in the server (P2-13). The attack result information includes information indicating the result of subtracting the physical strength of the opponent's follower card or leader 41b that was attacked, information indicating the result of subtracting the physical strength of the attacking follower card, and the like. Also, the display control unit 302a executes various effects at the time of the attack based on the received attack result information.
[0195] The card battle game execution control unit 301a refers to the card management information and determines whether a predetermined evolvable condition is satisfied and whether a predetermined super-evolvable condition is satisfied for all follower cards displayed on the field 47a (P2-14). In this embodiment, when it is after the evolution unlock turn, the player owns evolution points or super-evolution points, and the card to be determined is an evolvable follower card, it is determined that the evolvable condition is satisfied. Also, when it is after the super-evolution unlock turn, the player owns super-evolution points, and the card to be determined is a super-evolvable follower card, it is determined that the evolvable condition is satisfied. Note that in this embodiment, the case where the determination of whether the evolvable condition and the super-evolvable condition are satisfied for all follower cards displayed on the field 47a in P2-14 is executed on the player terminal 1 side is shown, but it may also be executed on the server 1000 side.
[0196] The card battle game execution control unit 301a determines whether the card displayed in the field 47a has been tapped (P2-15). When the card has been tapped (YES in P2-15), the display control unit 302a displays the card details tab 63 based on the determination result in the above step P2-14 (P2-16). Specifically, when it is determined that the evolution possible condition is satisfied for the tapped card, the display control unit 302a enables (makes it operable) and displays the evolution button 63a in the card details tab 63. Further, when it is determined that the ultra-evolution possible condition is satisfied for the tapped card, the display control unit 302a enables (makes it operable) and displays the ultra-evolution button 63b in the card details tab 63.
[0197] Also, the card battle game execution control unit 301a executes the evolution / ultra-evolution first execution process (P4). The details of this evolution / ultra-evolution execution process (P4) will be described later in detail.
[0198] The card battle game execution control unit 301a executes the evolution / ultra-evolution second execution process (P5). The details of this evolution / ultra-evolution execution process (P5) will be described later in detail.
[0199] When the card battle game execution control unit 301a receives the win / loss information from the server 1000, that is, when the win / loss is determined (YES in P2-21), it ends the current turn process. Also, when the card battle game execution control unit 301a has not received the win / loss information from the server 1000, that is, when the win / loss has not been determined (NO in P2-21), it proceeds to P2-22.
[0200] 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 48 (P2-22). Then, when the player's turn has not ended (NO in P2-22), the card battle game execution control unit 301a transfers the process to P2-7, and when the player's turn has ended (YES in P2-22), it executes the turn end process (P2-23). If there is a card having the ability 55 that is activated when the player's turn ends, in the turn end process, it receives information from the server 1000 and executes the process of activating the ability 55.
[0201] FIG. 27 is a flowchart for explaining an example of the first execution process of evolution / super evolution in the player terminal 1. The card battle game execution control unit 301a determines whether a slide operation has been detected from the evolution information display area 43a toward the follower card that can be evolved or super-evolved and is arranged in the field 47a (P4-1). As a result, when no slide operation has been detected (NO in P4-1), the card battle game execution control unit 301a ends the first execution process of the evolution / super evolution.
[0202] When a slide operation has been detected (YES in P4-1), the card battle game execution control unit 301a refers to the card management information and determines whether the follower card that is the target of the input slide operation is a card that can be super-evolved (P4-2). As a result, when it is not a card that can be super-evolved (NO in P4-2), the card battle game execution control unit 301a transfers the process to step P4-11.
[0203] Also, when it is a card that can be super-evolved (YES in P4-2), the card battle game execution control unit 301a determines whether the number of evolution points owned by the player is 1 or more (P4-3). As a result, when the number of evolution points owned by the player is 1 or more (YES in P4-3), the card battle game execution control unit 301a transfers the process to step P4-5.
[0204] Also, when the number of evolution points owned by the player is not 1 or more, that is, when the player does not own any evolution points (NO in P4-3), the card battle game execution control unit 301a determines whether the number of super evolution points owned by the player is 1 or more (P4-4). As a result, when the number of super evolution points owned by the player is 1 or more (YES in P4-4), the card battle game execution control unit 301a transfers the process to step P4-9.
[0205] Also, when the number of super evolution points owned by the player is not 1 or more, that is, when the player does not own any super evolution points (NO in P4-4), the card battle game execution control unit 301a ends the first execution process of evolution / super evolution.
[0206] The card battle game execution control unit 301a determines whether the number of super evolution points owned by the player is 1 or more (P4-5). As a result, when the number of super evolution points owned by the player is not 1 or more, that is, when the player does not own any super evolution points (NO in P4-5), the card battle game execution control unit 301a transfers the process to step P4-13.
[0207] Also, when the number of super evolution points owned by the player is 1 or more (YES in P4-5), the display control unit 302a displays a selection screen (Fig. 18B) on the touch panel 26 (P4-6).
[0208] The card battle game execution control unit 301a determines whether the evolution button 70a on the selection screen (Fig. 18B) has been tapped (P4-7). As a result, when the evolution button 70a has been tapped (YES in P4-7), the card battle game execution control unit 301a transfers the process to step P4-13.
[0209] When the evolution button 70a is not tapped (NO in P4-7), the card battle game execution control unit 301a determines whether the mega evolution button 70b on the selection screen (Fig. 18B) has been tapped (P4-8). As a result, when the mega evolution button 70b is not tapped (NO in P4-8), the card battle game execution control unit 301a ends the first execution process for evolution / mega evolution. Also, when the mega evolution button 70b is tapped (YES in P4-8), the card battle game execution control unit 301a moves the process to step P4-9.
[0210] The card battle game execution control unit 301a transmits evolution information (mega evolution) indicating the card to be mega evolved to the server 1000 (P4-9). Also, the card battle game execution control unit 301a transmits mega evolution point consumption operation information indicating that the mega evolution points are to be consumed to the server 1000 (P4-10), and moves the process to step P4-20.
[0211] In step P4-2 above, when it is determined that the card is not a mega evolvable card (NO in P4-2), the card battle game execution control unit 301a determines whether the follower card targeted by the slide operation is an evolvable card (P4-11). As a result, when it is not an evolvable card (NO in P4-11), the card battle game execution control unit 301a ends the first execution process for evolution / mega evolution.
[0212] Also, when it is an evolvable card (YES in P4-11), the card battle game execution control unit 301a determines whether the player has 1 or more evolution points (P4-12). As a result, when the player does not have 1 or more evolution points, that is, when the player does not have any evolution points (NO in P4-12), the card battle game execution control unit 301a moves the process to step P4-15.
[0213] Also, when the number of evolution points owned by the player is 1 or more (YES in P4-12), the card battle game execution control unit 301a transmits evolution information (mega evolution) indicating the card to be evolved to the server 1000 (P4-13). Also, the card battle game execution control unit 301a transmits evolution point consumption operation information indicating that the evolution points are to be consumed to the server 1000 (P4-14), and transfers the process to step P4-20.
[0214] The card battle game execution control unit 301a determines whether the number of mega evolution points owned by the player is 1 or more (P4-15). As a result, when the number of mega evolution points owned by the player is not 1 or more, that is, when the player does not own mega evolution points (NO in P4-15), the card battle game execution control unit 301a ends the first execution process of the evolution / mega evolution.
[0215] Also, when the number of mega evolution points owned by the player is 1 or more (YES in P4-15), the card battle game execution control unit 301a displays a notification screen (Fig. 20C) on the touch panel 26 (P4-16).
[0216] The card battle game execution control unit 301a determines whether the evolution button 72a on the notification screen (Fig. 20C) has been tapped (P4-17). As a result, when the evolution button 72a has not been tapped (NO in P4-17), the card battle game execution control unit 301a ends the first execution process of the evolution / mega evolution.
[0217] Also, when the evolution button 72a is tapped (YES in P4-17), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P4-18). Further, the card battle game execution control unit 301a transmits super evolution point consumption operation information indicating that the super evolution points are to be consumed to the server 1000 (P4-19). That is, in the present embodiment, when performing super evolution by consuming super evolution points and when performing evolution by consuming super evolution points, the super evolution point consumption operation information is transmitted to the server 1000. Also, when the player only owns super evolution points and attempts to perform evolution by consuming the super evolution points, a notification screen will be displayed.
[0218] The card battle game execution control unit 301a receives the evolved / super evolved point information updated in the server 1000 (P4-20). Further, the display control unit 302a executes a display update process of changing the display mode of the icon image in the evolved / super evolved point display area 44a according to the number of evolved points and the number of super evolved points owned by the player based on the received evolved / super evolved point information (P4-21).
[0219] Also, the card battle game execution control unit 301a increases and updates the performance (e.g., attack power and physical strength) of the card to be evolved or super evolved based on the player's operation with reference to the card management information (P4-22). At this time, when evolution is executed, the display control unit 302a displays an evolution animation, and when super evolution is executed, the display control unit 302a displays a super evolution animation.
[0220] By the above processing, when the player owns evolution points and super-evolution points, when a slide operation is performed from the evolution information display area 43a toward the super-evolvable follower card placed in the field 47a, a selection screen will be displayed. Also, when the player only owns super-evolution points, when a slide operation is performed toward the evolvable follower card placed in the field 47a, a notification screen will be displayed.
[0221] Also, when the player only owns evolution points, even if a slide operation is performed toward the super-evolvable follower card placed in the field 47a, the selection screen will not be displayed and evolution will be executed. Also, when the player only owns super-evolution points, even if a slide operation is performed toward the super-evolvable follower card placed in the field 47a, the selection screen will not be displayed and super-evolution will be executed.
[0222] Figure 28 is a flowchart for explaining an example of the second execution process of evolution / super-evolution in the player terminal 1. The card battle game execution control unit 301a determines whether the evolution button 63a on the card details tab 63 has been tapped (P5-1). As a result, if the evolution button 63a has been tapped (YES in P5-1), the card battle game execution control unit 301a moves the process to step P5-5.
[0223] Also, if the evolution button 63a has not been tapped (NO in P5-2), the card battle game execution control unit 301a determines whether the super-evolution button 63b on the card details tab 63 has been tapped (P5-2). As a result, if the super-evolution button 63b has not been tapped (NO in P5-2), the card battle game execution control unit 301a ends the second execution process of evolution / super-evolution.
[0224] Also, when the super evolution button 63b is tapped (YES in P5-2), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be super evolved to the server 1000 (P5-3). Also, the card battle game execution control unit 301a transmits super evolution point consumption operation information indicating that the super evolution points are to be consumed to the server 1000 (P5-4), and transfers the process to step P5-12.
[0225] In the above step P5-1, when it is determined that the evolution button 63a is tapped (YES in P5-1), the card battle game execution control unit 301a determines whether the player has 1 or more evolution points (P5-5). As a result, when the player has 1 or more evolution points (YES in P5-5), the card battle game execution control unit 301a transmits evolution information (super evolution) indicating the card to be evolved to the server 1000 (P5-6). Also, the card battle game execution control unit 301a transmits evolution point consumption operation information indicating that the evolution points are to be consumed to the server 1000 (P5-7), and transfers the process to step P5-12.
[0226] When the player does not have 1 or more evolution points, that is, when the player does not have evolution points and only has super evolution points (NO in P5-5), the card battle game execution control unit 301a displays a notification screen (FIG. 20C) on the touch panel 26 (P5-8).
[0227] The card battle game execution control unit 301a determines whether the evolution button 72a on the notification screen (FIG. 20C) is tapped (P5-9). As a result, when the evolution button 72a is not tapped (NO in P5-9), the card battle game execution control unit 301a ends the second execution process of the evolution / super evolution.
[0228] Also, when the evolution button 72a is tapped (YES in P5-9), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P5-10). Further, the card battle game execution control unit 301a transmits ultra-evolution point consumption operation information indicating that the ultra-evolution points are to be consumed to the server 1000 (P5-19). That is, in the present embodiment, when performing ultra-evolution by consuming ultra-evolution points and when performing evolution by consuming ultra-evolution points, the ultra-evolution point consumption operation information is transmitted to the server 1000. Also, when the player only owns ultra-evolution points and attempts to perform evolution by consuming the ultra-evolution points, a notification screen will be displayed.
[0229] The card battle game execution control unit 301a receives the updated evolution / ultra-evolution point information at the server 1000 (P5-12). Further, the display control unit 302a executes a display update process of changing the display mode of the icon image in the evolution / ultra-evolution point display area 44a according to the number of evolution points and ultra-evolution points owned by the player based on the received evolution / ultra-evolution point information (P5-13).
[0230] Also, the card battle game execution control unit 301a increases and updates the performance (e.g., attack power and physical strength) of the card to be evolved or ultra-evolved based on the player's operation with reference to the card management information (P5-14). At this time, the display control unit 302a displays an evolution animation when evolution is executed and displays an ultra-evolution animation when ultra-evolution is executed.
[0231] By the above processing, when the player only has super evolution points, when the evolution button 63a on the card details tab 63 is tapped, a notification screen will be displayed. Also, when the player has both super evolution points and evolution points, when the evolution button 63a on the card details tab 63 is tapped, the evolution will be executed without displaying the notification screen. Further, when the player only has super evolution points, when the player has both super evolution points and evolution points, when the super evolution button 63b on the card details tab 63 is tapped, the super evolution will be executed without displaying the notification screen.
[0232] Figure 29 is a flowchart for explaining an example of the opponent turn control process (P3) in the player terminal 1. When the opponent's turn starts, the display control unit 302a displays an image marked with "EMEMY TURN" indicating that it is the opponent's turn on the touch panel 26 as shown in FIG. 12B (P3-1).
[0233] When the display control unit 302a receives the number information, it arranges the cards in an unidentifiable manner in the opponent's hand area 46b based on the received number information (P3-2).
[0234] Also, when the display control unit 302a receives the play information, it displays the cards in an identifiable manner in the opponent's field 47b based on the received play information (P3-3).
[0235] Also, when the card battle game execution control unit 301a receives the opponent's play point information, it updates and displays the play point display unit 49b based on the received play point information (P3-4).
[0236] Also, when the display control unit 302a receives the evolution / super evolution point information, it updates the display of the evolution / super evolution point display area 44b based on the received evolution / super evolution point information (P3-5).
[0237] The card battle game execution control unit 301a determines whether ability activation information has been received (P3-6). When ability activation information has been received (YES in P3-6), the display control unit 302a executes an ability activation process to activate various abilities based on the received ability activation information (P3-7).
[0238] The card battle game execution control unit 301a determines whether attack result information has been received (P3-8). When attack result information has been received (YES in P3-8), the display control unit 302a executes various effects when an attack is executed based on the received attack result information (P3-9).
[0239] The card battle game execution control unit 301a determines whether evolution information (evolution) has been received (P3-10). When evolution information (evolution) has been received (YES in P3-10), the card battle game execution control unit 301a refers to the received evolution information (evolution) and the card management information, and increases and updates the performance (for example, attack power and physical strength) of the follower card to be evolved (P3-11).
[0240] The card battle game execution control unit 301a determines whether evolution information (super evolution) has been received (P3-12). When evolution information (super evolution) has been received (YES in P3-12), the card battle game execution control unit 301a refers to the received evolution information (super evolution) and the card management information, and increases and updates the performance (for example, attack power and physical strength) of the follower card to be super-evolved (P3-13).
[0241] The card battle game execution control unit 301a determines whether the card displayed in the field 47a has been tapped (P3-15). When the card has been tapped (YES in P3-15), the display control unit 302a displays the card details tab 63 (P3-16). In this case, since it is the opponent's turn, the display control unit 302a invalidates (makes it inoperable) and displays the evolution button 63a and the super evolution button 63b in the card details tab 63.
[0242] When the card battle game execution control unit 301a receives the win / loss information from the server 1000, that is, when the win / loss is determined (YES in P3-17), it ends the opponent turn process. Also, when the card battle game execution control unit 301a has not received the win / loss information from the server 1000, that is, when the win / loss has not been determined (NO in P3-17), it transfers the process to P3-18.
[0243] The card battle game execution control unit 301a determines whether it has received the turn end information (P3-18). When it has not received the turn end information (NO in P3-18), the card battle game execution control unit 301a transfers the process to step P3-2. Also, when it has received the turn end information (YES in P3-18), the card battle game execution control unit 301a executes the turn end process (P3-19). Note that when there is a card having the ability 55 that is activated at the end of the opponent's turn, in the turn end process, it receives the ability information from the server 1000 and executes the process of activating the ability 55.
[0244] FIG. 30 is a flowchart for explaining an example of the server-side card battle game execution process (S1) in the server 1000. When starting the server-side card battle game execution process, the card battle game execution control unit 1301a receives the deck information from the player and the opponent's player terminal 1 (S1-1). Then, the card battle game execution control unit 1301a determines the first or second player (S1-2), assigns an index to the cards included in the deck information (S1-3), and sets the initial information to be acquirable for the player and the opponent's player terminal 1 (S1-4).
[0245] In addition, when the player goes first, the card battle game execution control unit 1301a gives the player evolution points equivalent to 3 points, gives the opponent evolution points equivalent to 4 points, and sets the evolution / super-evolution points based on the given results in the initial information. Also, when the player goes second, the card battle game execution control unit 1301a gives the player evolution points equivalent to 4 points, gives the opponent evolution points equivalent to 3 points, and sets the evolution / super-evolution points based on the given results in the initial information.
[0246] Furthermore, when the player goes first, the card battle game execution control unit 1301a sets the evolution / super-evolution turn information indicating that the player's evolution unlocking turn is the 5th turn, the opponent's evolution unlocking turn is the 4th turn, the player's super-evolution unlocking turn is the 7th turn, and the opponent's super-evolution unlocking turn is the 6th turn in the initial information. Also, when the player goes second, the card battle game execution control unit 1301a sets the evolution / super-evolution turn information indicating that the player's evolution unlocking turn is the 4th turn, the opponent's evolution unlocking turn is the 5th turn, the player's super-evolution unlocking turn is the 6th turn, and the opponent's super-evolution unlocking turn is the 7th turn in the initial information.
[0247] The card battle game execution control unit 1301a determines whether the player's super-evolution unlocking turn or the opponent's super-evolution unlocking turn has started (S1-5). As a result, if the player's super-evolution unlocking turn or the opponent's super-evolution unlocking turn has started (YES in S1-5), the card battle game execution control unit 1301a moves the process to step S1-5. The card battle game execution control unit 1301a executes the change content determination process (S1-6).
[0248] When the number of turns for unlocking the player's super evolution is reached, in the change content determination process (S1-6), the card battle game execution control unit 1301a determines that among the evolution points owned by the player, the evolution points up to a maximum of 2 points will be changed to super evolution points. In this case, specifically, when the number of evolution points owned by the player is 2 points or more, the card battle game execution control unit 1301a determines to change the evolution points for 2 points to super evolution points for 2 points and grant them to the player. Also, when the number of evolution points owned by the player is 1 point, the card battle game execution control unit 1301a determines to change the evolution points for 1 point to super evolution points for 1 point and grant them to the player. Note that when the number of evolution points owned by the player is 0 points, the card battle game execution control unit 1301a determines not to perform the change to super evolution points.
[0249] Also, when the number of turns for unlocking the opponent's super evolution is reached, in the change content determination process (S1-6), the card battle game execution control unit 1301a determines that among the evolution points owned by the opponent, the evolution points up to a maximum of 2 points will be changed to super evolution points. In this case, specifically, when the number of evolution points owned by the opponent is 2 points or more, the card battle game execution control unit 1301a determines to change the evolution points for 2 points to super evolution points for 2 points and grant them to the opponent. Also, when the number of evolution points owned by the opponent is 1 point, the card battle game execution control unit 1301a determines to change the evolution points for 1 point to super evolution points for 1 point and grant them to the opponent. Note that when the number of evolution points owned by the opponent is 0 points, the card battle game execution control unit 1301a determines not to perform the change to super evolution points.
[0250] When the player is given super evolution points by the above change content determination process (S1-6), the card battle game execution control unit 1301a updates the evolution / super evolution point information indicating the number of evolution points and super evolution points owned by the player (S1-7). Also, when the opponent is given super evolution points by the above change content determination process (S1-6), the card battle game execution control unit 1301a updates the evolution / super evolution point information indicating the number of evolution points and super evolution points owned by the opponent (S1-7). Then, the card battle game execution control unit 1301a sets the updated evolution / super evolution point information to be acquirable by the player terminal 1 and the opponent's player terminal 1.
[0251] The card battle game execution control unit 1301a determines whether it is the start of the player's turn or the start of the opponent's turn (S1-8). If it is not the start of the player's or the opponent's turn (NO in S1-8), the card battle game execution control unit 1301a transfers the process to step S1-8.
[0252] At the start of the player's turn (YES in S1-8), the card battle game execution control unit 1301a determines one card by lottery from among the cards arranged in the player's deck area 45a, and sets the card information indicating the determined card to be acquirable by the player terminal 1. Also, it sets the number information to be acquirable by the opponent's player terminal 1 (S1-10).
[0253] At the start of the opponent's turn (YES in S1-8), the card battle game execution control unit 1301a determines one card by lottery from among the cards arranged in the opponent's deck area 45b, and sets the card information indicating the determined card to be acquirable by the opponent's player terminal 1. Also, it sets the number information to be acquirable by the player terminal 1 (S1-10). Further, the card battle game execution control unit 1301a executes the ability activation process (S2). The details of this ability activation process (S2) will be described later.
[0254] The card battle game execution control unit 1301a determines whether play information has been received (S1-11). If the play information has not been received (NO in S1-11), the card battle game execution control unit 1301a transfers the process to step S1-13. If the play information has been received (YES in S1-11), the card battle game execution control unit 1301a sets the play information to be acquirable for the opponent player terminal 1 different from the player terminal 1 that has received the play information (S1-12). Also, the card battle game execution control unit 1301a executes an ability activation process (S2) described later.
[0255] The card battle game execution control unit 1301a determines whether attack information has been received (S1-13). If the attack information has not been received (NO in S1-13), the card battle game execution control unit 1301a transfers the process to step S1-15. If the attack information has been received (YES in S1-13), the card battle game execution control unit 1301a sets attack result information including information indicating the result of subtracting the physical strength of the follower card or leader 41a, 41b being attacked and information indicating the result of subtracting the physical strength of the attacking follower card to be acquirable for the opponent player terminal 1 different from the player terminal 1 that has received the attack information (S1-14). Also, the card battle game execution control unit 1301a executes an ability activation process (S2) described later.
[0256] The card battle game execution control unit 1301a determines whether evolution information (evolution) has been received (S1-15). If the evolution information (evolution) has not been received (NO in S1-15), the card battle game execution control unit 1301a transfers the process to step S1-17. If the evolution information (evolution) has been received (YES in S1-15), the card battle game execution control unit 1301a sets the evolution information (evolution) to be acquirable for the opponent player terminal 1 different from the player terminal 1 that has received the evolution information (S1-16). Also, the card battle game execution control unit 1301a executes an ability activation process (S2) described later.
[0257] The card battle game execution control unit 1301a determines whether evolution information (super evolution) has been received (S1-17). If the evolution information (super evolution) has not been received (NO in S1-17), the card battle game execution control unit 1301a transfers the process to step S3. If the evolution information (super evolution) has been received (YES in S1-17), the card battle game execution control unit 1301a sets the evolution information (super evolution) to be acquirable for the opponent player terminal 1, which is different from the player terminal 1 that has received the evolution information (super evolution) (S1-18). Also, the card battle game execution control unit 1301a executes the ability activation process (S2) described later.
[0258] The card battle game execution control unit 1301a executes the evolution point update process (S3). The details of this evolution point update process (S3) will be described later.
[0259] The card battle game execution control unit 1301a determines whether turn end information has been received (S1-19). If the turn end information has not been received (NO in S1-19), the card battle game execution control unit 1301a transfers the process to step S1-22. If the turn end information has been received (YES in S1-19), the card battle game execution control unit 1301a executes the ability activation process (S2) described later. Also, the card battle game execution control unit 1301a sets the turn end information and turn start information to be acquirable for the opponent player terminal 1, which is different from the player terminal 1 that has received the turn end information (S1-20).
[0260] Also, the card battle game execution control unit 1301a updates the play point information so as to add 1 to the play point of the player or the opponent whose turn starts (S1-21). The card battle game execution control unit 1301a sets the updated play point information to be acquirable for the player terminal 1 and the opponent player terminal 1.
[0261] The card battle game execution control unit 1301a determines whether the victory or defeat has been determined, that is, whether the physical strength of the player's leader 41a or the physical strength of the opponent's leader 41b has become 0 (S1-22). As a result, if the victory or defeat has not been determined (NO in S1-22), the card battle game execution control unit 1301a transfers the process to step S1-11. Also, if the victory or defeat has been determined (YES in S1-22), the card battle game execution control unit 1301a sets the victory or defeat information indicating that the victory or defeat has been determined and the winner so as to be acquirable for the player terminal 1 and the opponent's player terminal 1.
[0262] Also, the card battle game execution control unit 1301a calculates the battle points of the player and the opponent (S1-24). Further, the card battle game execution control unit 1301a sets the battle points so as to be acquirable for the player terminal 1 and the opponent's player terminal 1, and ends the server-side card battle game execution process.
[0263] FIG. 31 is a flowchart for explaining an example of the ability activation process (S2) in the server 1000. The card battle game execution control unit 1301a determines whether the conditions for activating the ability set in the card management information are satisfied for each of the cards displayed on the fields 47a and 47b, the card that has performed an attack, and the evolved or super-evolved card (S2-1). As a result, if the ability activation conditions are not satisfied (NO in S2-1), the card battle game execution control unit 1301a ends the ability activation process.
[0264] Also, when the activation condition of an ability is satisfied (YES in S2-1), the Card Battle Game Execution Control Unit 1301a determines whether the ability whose activation condition is satisfied includes an ability to recover evolution points (S2-2). As a result, if the ability to recover evolution points is not included (NO in S2-2), the Card Battle Game Execution Control Unit 1301a transfers the process to step S2-5. Also, if the ability to recover evolution points is included (YES in S2-2), the Card Battle Game Execution Control Unit 1301a grants evolution points to the player or the opponent based on the ability set in the card management information (S2-3). Then, the Card Battle Game Execution Control Unit 1301a sets the evolution / super-evolution points of the player or the opponent based on the granted result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S2-4).
[0265] The Card Battle Game Execution Control Unit 1301a determines whether the ability whose activation condition is satisfied includes an ability to recover super-evolution points (S2-5). As a result, if the ability to recover super-evolution points is not included (NO in S2-5), the Card Battle Game Execution Control Unit 1301a transfers the process to step S2-7. Also, if the ability to recover super-evolution points is included (YES in S2-5), the Card Battle Game Execution Control Unit 1301a grants super-evolution points to the player or the opponent based on the ability set in the card management information (S2-6). Then, the Card Battle Game Execution Control Unit 1301a sets the evolution / super-evolution points of the player or the opponent based on the granted result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S2-7).
[0266] The card battle game execution control unit 1301a determines whether the ability for which the activation condition is satisfied includes an ability to change the evolution points to super-evolution points (S2-8). As a result, if the ability to change the evolution points to super-evolution points is not included (NO in S2-8), the card battle game execution control unit 1301a transfers the process to step S2-11. Also, if the ability to change the evolution points to super-evolution points is included (YES in S2-8), the card battle game execution control unit 1301a executes a change process (S2-9). In the change process (S2-9), the card battle game execution control unit 1301a changes a predetermined number of evolution points of the player or the opponent to a predetermined number of super-evolution points based on the ability set in the card management information. Then, the card battle game execution control unit 1301a sets the evolution / super-evolution points of the player or the opponent based on the changed result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S2-10).
[0267] The card battle game execution control unit 1301a sets the ability activation information indicating that the abilities of various cards have been activated so that it can be acquired by the player terminal 1 and the opponent's player terminal 1 (S2-11), and ends the ability activation process.
[0268] FIG. 32 is a flowchart for explaining an example of the evolution / super-evolution point management process (S3) in the server 1000. The card battle game execution control unit 1301a of the server determines whether it has received evolution point consumption operation information from the player terminal 1 or the opponent's player terminal 1 (S3-1). As a result, if it has not received the evolution point consumption operation information (NO in S3-1), the card battle game execution control unit 1301a transfers the process to step S3-4.
[0269] Also, when receiving evolution point consumption operation information from the player terminal 1 (YES in S3-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the player (S3-2), and sets the player's evolution / super-evolution points based on the subtracted result to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S3-3).
[0270] Also, when receiving evolution point consumption operation information from the opponent's player terminal 1 (YES in S3-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the opponent (S3-2), and sets the opponent's evolution / super-evolution points based on the subtracted result to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S3-3).
[0271] The card battle game execution control unit 1301a determines whether it has received super-evolution point consumption operation information from the player terminal 1 or the opponent's player terminal 1 (S3-4). As a result, if it has not received the super-evolution point consumption operation information (NO in S3-4), the card battle game execution control unit 1301a ends the evolution / super-evolution point management process.
[0272] Also, when receiving super-evolution point consumption operation information from the player terminal 1 (YES in S3-4), the card battle game execution control unit 1301a subtracts the super-evolution points owned by the player (S3-5), and sets the player's evolution / super-evolution points based on the subtracted result to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S3-6).
[0273] Also, when receiving super-evolution point consumption operation information from the opponent's player terminal 1 (YES in S3-4), the card battle game execution control unit 1301a subtracts the super-evolution points owned by the opponent (S3-4), and sets the opponent's evolution / super-evolution points based on the subtracted result to be acquirable for the player terminal 1 and the opponent's player terminal 1 (S3-6).
[0274] As described above, the player terminal 1 is provided with a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Further, the player terminal 1 includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a. However, part or all of these programs and functional units may be provided in the server 1000. That is, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.
[0275] Further, the server 1000 is provided with a game execution control program 1300 and a card battle game execution control program 1301. Further, the server 1000 includes a game execution control unit 1300a and a card battle game execution control unit 1301a. However, part or all of these programs and functional units may be provided in the player terminal 1. That is, these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.
[0276] As described above, one aspect of the embodiment has been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to the above embodiment. It is obvious that those skilled in the art can conceive of various modifications or corrections within the scope described in the claims, and it is naturally understood that they also belong to the technical scope of the present invention.
[0277] In the above embodiment, a digital card game has been described as an example. However, for example, the genre and content of the game, such as a simulation game, are not particularly limited. In any case, it may be a battle game using a game medium, and the battle opponent may be not only a person but also a computer. Therefore, the game medium is not limited to a digital card, and may be, for example, a game medium provided in the game, such as a character, a unit, or a game piece.
[0278] 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.
[0279] (Processing performed by a computer) A process (in the above embodiment, step P1-4 is an example) of granting to the player first points (in the above embodiment, evolution points are an example) that can be used after the first timing (in the above embodiment, the number of turns at which evolution is allowed is an example). Note that, in the above embodiment, a case has been shown in which evolution points are granted to the player at the start of execution of the card battle game, but evolution points may also be granted to the player at the number of turns at which evolution is allowed. A process (in the above embodiment, steps P4, P5, S1-15, S1-16, S2, S3 as examples) of performing a first change (in the above embodiment, evolution as an example) based on a game medium (in the above embodiment, a follower card as an example) selected by the player from among game media (in the above embodiment, a follower card as an example) to which parameters (in the above embodiment, attack power 56 and stamina 57 as examples) are linked, by consuming a first point (in the above embodiment, evolution points as an example). A process (in the above embodiment, steps S1-5 to S1-7, for example) of changing a part or all of a first point (in the above embodiment, an example is an evolution point) to a second point (in the above embodiment, an example is an evolution point) different from the first point (in the above embodiment, an example is steps S1-5 to S1-7, for example) after a second timing (in the above embodiment, an example is the number of turns when evolution is unlocked), which is later than a first timing (in the above embodiment, an example is the number of turns when evolution is unlocked). By consuming the second point (in the above embodiment, as an example, the hyper-evolution point), a process (in the above embodiment, as an example, steps P4, P5, S1-17, S1-18, S2, S3) of performing a second change (in the above embodiment, as an example, hyper-evolution) based on the game medium selected by the player (in the above embodiment, as an example, the follower card).
[0280] The first change (in the above embodiment, as an example, evolution) and the second change (in the above embodiment, as an example, hyper-evolution) may differ in at least any one of the following aspects: the manner (in the above embodiment, as an example, the illustration) of changing the game medium selected by the player (in the above embodiment, as an example, the follower card), the manner of changing the parameters (in the above embodiment, as an example, attack power 56, physical strength 57) associated with the game medium selected by the player (in the above embodiment, as an example, the follower card), and the manner of changing the utility (in the above embodiment, as an example, ability 55) associated with the game medium selected by the player (in the above embodiment, as an example, the follower card).
[0281] The first change (in the above embodiment, as an example, evolution) and the second change (in the above embodiment, as an example, hyper-evolution) may differ in at least any one of the display image (in the above embodiment, as an example, the illustration) associated with the game medium, the parameters (in the above embodiment, as an example, attack power 56, physical strength 57) associated with the game medium, and the utility (in the above embodiment, as an example, ability 55) associated with the game medium, after the game medium selected by the player (in the above embodiment, as an example, the follower card) is changed.
[0282] The computer may be made to perform a process (in the above embodiment, as an example, steps P4, P5, S1-15, S1-16, S2, S3) of performing the first change (in the above embodiment, as an example, evolution) based on the game medium selected by the player (in the above embodiment, as an example, the follower card) by consuming the second point (in the above embodiment, as an example, the hyper-evolution point).
[0283] It is also possible to manage, by associating therewith, first changeable information (in the above embodiment, evolvable information as an example) indicating whether a game medium (in the above embodiment, a follower card as an example) can execute a first change (in the above embodiment, evolution as an example) in the game medium (in the above embodiment, a follower card as an example). It is also possible to manage, by associating therewith, second changeable information (in the above embodiment, super-evolvable information as an example) indicating whether a game medium (in the above embodiment, a follower card as an example) can execute a second change (in the above embodiment, super-evolution as an example) in the game medium (in the above embodiment, a follower card as an example).
[0284] The process of executing a first change (in the above embodiment, evolution as an example) by consuming a first point (in the above embodiment, an evolution point as an example) may be to execute the first change (in the above embodiment, evolution as an example) by consuming the first point (in the above embodiment, an evolution point as an example) based on a specific operation (in the above embodiment, tapping of evolution buttons 63a, 70a as an example) of a player who instructs the execution of the first change (in the above embodiment, evolution as an example) when the player owns the first point (in the above embodiment, an evolution point as an example) and a second point (in the above embodiment, a super-evolution point as an example).
[0285] When the player does not own the first point (in the above embodiment, an evolution point as an example) and owns the second point (in the above embodiment, a super-evolution point as an example), and a specific operation (in the above embodiment, tapping of evolution buttons 63a, 70a as an example) is received, a computer may be made to perform a process (in the above embodiment, steps P4-16, P5-8 as an example) of performing a notification display (in the above embodiment, display of a notification screen in FIG. 20C as an example).
[0286] When the player owns the second point (in the above embodiment, as an example, the mega evolution point), the computer may perform a process (in the above embodiment, as an example, step P2-10) of highlighting a game medium (in the above embodiment, as an example, a follower card) that can execute the second change (in the above embodiment, as an example, mega evolution).
[0287] When the player owns the first point (in the above embodiment, as an example, the evolution point) and the second point (in the above embodiment, as an example, the mega evolution point), and the game medium (in the above embodiment, as an example, a follower card) selected by the player can execute the first change (in the above embodiment, as an example, evolution) and the second change (in the above embodiment, as an example, mega evolution), the computer may perform a process (in the above embodiment, as an example, step P4-6) of displaying a selection screen (in the above embodiment, as an example, the selection screen shown in FIG. 18B) for selecting which of the first change (in the above embodiment, as an example, evolution) and the second change (in the above embodiment, as an example, mega evolution) to execute.
[0288] The process of displaying the selection screen (in the above embodiment, as an example, the selection screen shown in FIG. 18B) is based on a continuous operation input by the player from the first operation area (in the above embodiment, as an example, the evolution information display area 43a) to the second operation area (in the above embodiment, as an example, the field 47a) (in the above embodiment, as an example, a slide operation from the evolution information display area 43a toward an evolvable follower card arranged in the field 47a). When the game medium (in the above embodiment, as an example, a follower card) displayed in the second operation area (in the above embodiment, as an example, the field 47a) is selected, and the game medium (in the above embodiment, as an example, a follower card) can execute the first change (in the above embodiment, as an example, evolution) and the second change (in the above embodiment, as an example, mega evolution), the selection screen (in the above embodiment, as an example, the selection screen shown in FIG. 18B) may be displayed.
[0289] Also, 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 on the player terminal 1 has been described. That is, in the above embodiment, the control process for executing the game is executed only on the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, a part of the above-described control process may be executed on 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.
[0290] Also, in the above embodiment, the information processing program for realizing the game may be stored in a computer-readable non-transitory storage medium. Furthermore, the above embodiment may be an information processing method for realizing each function and the steps shown in the flowchart.
Explanation of Signs
[0291] 1 Player terminal 43a Evolution information display area (first operation area) 47a Field (second operation area) 55 Ability (utility) 56 Attack power (parameter) 57 Physical strength (parameter) 1000 Server S Information processing system
Claims
1. An information processing system comprising one or more computers, wherein the computer performs a process of awarding a player a first point that becomes available for use after a first timing; performs a process of executing a first change on the game medium selected by the player among the game media associated with parameters by consuming the first point; performs a process of changing some or all of the first points to a second point different from the first point after a second timing that is after the first timing; performs a process of executing a second change on the game medium selected by the player by consuming the second point; An information processing system that performs the above.
2. The first change and the second change are different in at least one of the following aspects: an aspect of changing the game medium selected by the player, an aspect of changing the parameters associated with the game medium selected by the player, and an aspect of changing the utility associated with the game medium selected by the player. The information processing system according to Claim 1.
3. The first change and the second change are different in at least one of the following aspects: the display image associated with the game medium, the parameters associated with the game medium, and the utility associated with the game medium, after changing the game medium selected by the player. The information processing system according to Claim 1 or 2.
4. The computer performs a process of executing the first change based on the game medium selected by the player by consuming the second point. The information processing system according to Claim 1 or 2.
5. The computer manages, by associating with the game medium, first changeable information indicating whether the game medium is capable of executing the first change. manages, by associating with the game medium, second changeable information indicating whether the game medium is capable of executing the second change. The information processing system according to Claim 1 or 2.
6. The process of executing the first change by consuming the first point executes the first change by consuming the first point based on a specific operation of the player instructing the execution of the first change when the player owns the first point and the second point. The information processing system according to Claim 1 or 2.
7. when the computer performs a process of performing a notification display when the player does not own the first point and owns the second point and receives the specific operation. The information processing system according to claim 6, which performs the above. **Claim 8** when the computer performs a process of highlighting the game medium that can execute the second change when the player owns the second point. The information processing system according to claim 1 or 2, which performs the above. **Claim 9** when the computer performs a process of displaying a selection screen that allows the player to select which of the first change and the second change to execute when the player owns the first point and the second point and the game medium selected by the player can execute the first change and the second change. The information processing system according to claim 1 or 2, which performs the above. **Claim 10** The process of displaying the selection screen displays the selection screen when, based on a continuous operation input by the player from the first operation area to the second operation area, the game medium displayed in the second operation area is selected and the first change and the second change can be executed for the game medium. The information processing system according to claim 9. **Claim 11** An information processing method performed by one or more computers, comprising: a process of awarding a player a first point that can be used after a first timing; a process of executing a first change on the game medium selected by the player among the game media associated with parameters by consuming the first point; a process of changing part or all of the first point to a second point different from the first point after a second timing that is after the first timing; a process of executing a second change on the game medium selected by the player by consuming the second point; An information processing method including the above. **Claim 12** a process of awarding a player a first point that can be used after a first timing; a process of executing a first change based on the game medium selected by the player among the game media associated with parameters by consuming the first point; A process of changing part or all of the first point to a second point different from the first point after a second timing that is after the first timing; A process of executing a second change based on the game medium selected by the player by consuming the second point; An information processing program that causes a computer to perform the above.
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