Game control device, game system, and program

JP2025123420A5Pending Publication Date: 2026-02-13KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025102273
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-18
Publication Date
2026-02-13

AI Technical Summary

Technical Problem

Games that immediately reward beneficial training options lead to player monotony as users focus on immediate effects, lacking strategic depth.

Method used

A game system that associates a second object with selected options at a subsequent opportunity, altering parameters based on both selections, incorporating delayed rewards through angel characters releasing hearts with strategic effects.

Benefits of technology

Enhances strategic gameplay by introducing delayed rewards, preventing monotony and encouraging varied option selection, thus maintaining player engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game that does not become monotonous and has high strategic characteristics.SOLUTION: Change means (110) of game control devices (10, 30) changes parameters, based on an option selected in each of a plurality of selection chances from among a plurality of options including an option to which a first object is related. Second object association means (107) relates a second object to at least one of the plurality of options in a second selection chance after a first selection chance when the first object is related to an option selected in the first selection chance. The change means (110) changes the parameters, based on the option and the second object when the second object is related to an option selected in the second selection chance.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

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

[0002] In recent years, games that change parameters based on options selected by a user have become known. For example, Patent Document 1 describes a game control device in which, in a game in which turns occur repeatedly during which options indicating training content for a character to be trained can be selected, when the user selects an option associated with a character for generating an event, the relationship between the character to be trained and the character for generating the event increases, making it more likely that an event that is advantageous for training will occur. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-233323 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game of Patent Document 1, when an option associated with a character for generating an event is selected, an effect beneficial to training occurs immediately, so users tend to select only options that have an immediate effect, which can make the game monotonous.

[0005] The present invention has been made in view of the above-mentioned problems, and its object is to provide a highly strategic game that does not become monotonous. [Means for solving the problem]

[0006] In order to solve the above problem, a game control device according to one embodiment of the present invention includes a change means for changing a parameter based on an option selected at each of a plurality of selection opportunities from among a plurality of options including an option associated with a first object, and a second object association means for associating a second object with at least one of the plurality of options at a second selection opportunity that comes after the first selection opportunity, if the first object is associated with the option selected at the first selection opportunity, and is characterized in that, if the second object is associated with the option selected at the second selection opportunity, the change means changes the parameter based on the option and the second object.

[0007] A game system according to one embodiment of the present invention includes a change means for changing a parameter based on an option selected at each of a plurality of selection opportunities from among a plurality of options including an option associated with a first object, and a second object associating means for associating a second object with at least one of the plurality of options at a second selection opportunity that follows the first selection opportunity if the first object is associated with the option selected at the first selection opportunity, wherein the change means changes the parameter based on the option and the second object if the second object is associated with the option selected at the second selection opportunity. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing the overall configuration of a game system. [Figure 2] FIG. 10 is a diagram showing an example of the flow of a success part. [Figure 3] FIG. 10 is a diagram showing an example of a main image in the main part. [Figure 4] FIG. 10 is a diagram showing an example of a practice image. [Figure 5] FIG. 10 is a diagram showing hearts being released in a practice image. [Figure 6]FIG. 10 is a diagram showing how hearts are associated with practice items. [Figure 7] FIG. 10 is a diagram showing an example of an angel image. [Figure 8] FIG. 10 is a diagram showing a state in which a tab is selected. [Figure 9] FIG. 1 is a functional block diagram showing functions related to the present invention among functions realized by the game control device. [Figure 10] FIG. 10 is a diagram showing an example of angel character data. [Figure 11] FIG. 10 is a diagram showing an example of angel deck data. [Figure 12] FIG. 10 is a diagram showing an example of event character data. [Figure 13] FIG. 10 is a diagram showing an example of event deck data. [Figure 14] FIG. 10 is a diagram showing an example of game situation data. [Figure 15] FIG. 2 is a flowchart showing an example of processing executed in the game control device. [Figure 16] FIG. 2 is a flowchart showing an example of processing executed in the game control device. [Figure 17] FIG. 2 is a flowchart showing an example of processing executed in the game control device. DETAILED DESCRIPTION OF THE INVENTION

[0009] [1. Hardware configuration of game system and game control device] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the drawings, the same or corresponding components are denoted by the same reference numerals, and repeated description may be omitted. FIG. 1 is a diagram showing the overall configuration of a game system. As shown in FIG. 1, a game system S according to this embodiment includes a game control device 10 and a server 30. The game control device 10 and the server 30 are connected to a network N such as the Internet. Therefore, data communication between the game control device 10 and the server 30 is possible.

[0010] The game control device 10 is a computer operated by a user. For example, the game control device 10 is a mobile terminal (for example, a mobile phone such as a smartphone or a tablet computer), a personal computer, a mobile game machine, a stationary game machine, an arcade game machine, or a multi-function television receiver (smart TV) equipped with an information processing function.

[0011] As shown in FIG. 1, the game control device 10 includes a control unit 11, a memory unit 12, a communication unit 13, an operation unit 14, and a display unit 15. The control unit 11 includes at least one microprocessor. The control unit 11 executes processing in accordance with an operating system and other programs. The memory unit 12 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., non-volatile semiconductor memory). The memory unit 12 stores programs and data. For example, if the game control device 10 is a personal computer or the like, the memory unit 12 may include an auxiliary memory unit such as a hard disk drive or a solid state drive. The communication unit 13 includes a communication interface such as a network card. The communication unit 13 performs data communication via a network N.

[0012] The operation unit 14 is an input device and may include, for example, options, keys, a lever, a game controller (game pad), a pointing device such as a mouse or a touch panel, or a keyboard. Furthermore, for example, the operation unit 14 may include a microphone or a camera that allows the user to perform input operations by voice or gestures. The display unit 15 is, for example, a liquid crystal display panel or an organic EL display, and displays a screen according to instructions from the control unit 11. The operation unit 14 and the display unit 15 do not have to be built into the game control device 10, but may be external devices connected to the game control device 10.

[0013] The server 30 is a server computer. As shown in Fig. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The hardware configurations of the control unit 31, the storage unit 32, and the communication unit 33 may be similar to those of the control unit 11, the storage unit 12, and the communication unit 13, respectively. For example, the server 30 stores a game program and distributes the game program in response to a request from the game control device 10.

[0014] Note that the programs and data described as being stored in the storage unit 12 or the storage unit 32 may be supplied to the game control device 10 or the server 30 via the network N, for example. The game control device 10 or the server 30 may also include a reading unit (e.g., an optical disc drive or a memory card slot) for reading programs or data stored in an information storage medium (e.g., an optical disc or a memory card). The programs and data may then be supplied to the game control device 10 or the server 30 via the information storage medium.

[0015] [2. Game Overview] The game system S executes a game in which the user aims to change parameters. For example, a training game in which the user aims to increase parameters may be executed, or a competitive game in which victory or defeat is determined when parameters reach a predetermined value may be executed. In the game of this embodiment, when the user selects an option associated with an object in each of multiple selection opportunities, the parameter changes. Here, before explaining the specific content of the game, the meanings of each term, such as option, selection opportunity, and object, will be explained.

[0016] Options are, for example, commands displayed on the display unit 15 during a game, and are selected to progress through the game. For example, in a game that features a main character or other characters, options indicate actions that the characters take in the game world. In this embodiment, a game in which parameters change is executed, so the type and amount of change of parameters may differ depending on the options. In addition, in the case of a training game, options indicate training methods, such as practice methods, training methods, or education methods. In this embodiment, an example will be described in which each of the multiple options indicates a training method for a training target object, which will be described later.

[0017] A selection opportunity is, for example, a state in which the user can select an option, and the options are presented and a selection is awaited. In this embodiment, a turn-based game will be described as an example, as will be described later, and each turn corresponds to a selection opportunity. Therefore, the word "turn" in this embodiment can be read as "selection opportunity."

[0018] An object may be, for example, an object that can be used in a game, or an object that can be displayed on the display unit 15. For example, a character, a card, an item, a moving object that moves in the virtual world, or an image that is displayed on the screen corresponds to an example of an object. In this embodiment, an object to be developed, a first object, a second object, a third object, and a fourth object will be described as an example of an object.

[0019] The object to be raised is, for example, an object to be raised in a raising game, and may be, for example, a main character or a character that appears in the game other than the main character. In this embodiment, the main character, which will be described later, corresponds to the object to be raised. Therefore, in this embodiment, the term "main character" can be read as "object to be raised."

[0020] The first object is, for example, an object associated with an option. For example, the first object may be an object that supports the progress of the game or an object that gives the player an advantage in the game. Furthermore, for example, the first object may be selected from among objects owned by the user, may be a predetermined object, or may be an object acquired by the user during the game. For example, when a training game is played, the first object may be an object that supports, cooperates with, or assists training in the game. Furthermore, for example, the first object may be an object designated as an object that affects changes in parameters in the game, or may be an object that appears in the game world. In this embodiment, the first object is an object that supports the training target object, and the angel character described below corresponds to the first object. Therefore, the term "angel character" in this embodiment can be replaced with "first object."

[0021] The second object may be any object different from the first object, for example, an object generated by the first object. For example, the second objects may be displayed on the display unit 15, and the type and amount of parameter change may vary depending on the type and number of the second objects. Also, for example, the second object may be an object that indicates an effect that occurs in the game. The effect is an effect that gives an advantage or disadvantage to the game, for example, an effect that increases or decreases the amount of parameter change compared to normal. In this embodiment, the second object is an object for improving parameters, and a heart, described later, corresponds to the second object. Therefore, the word "heart" in this embodiment can be read as "second object."

[0022] The third object and the fourth object may be different from the first object and the second object, respectively. The third object and the fourth object may be the same or different from each other. For example, the third object and the fourth object may be objects that support, cooperate, or assist in training in the game. For example, the third object and the fourth object may be displayed on the display unit 15, and the type and amount of parameter changes may vary depending on the type and number of the third object and the fourth object. Furthermore, for example, the third object and the fourth object may be objects that indicate an effect that occurs in the game. The effect is an effect that provides an advantage or disadvantage in the game, for example, by increasing or decreasing the amount of parameter change compared to normal. In this embodiment, the event character described below corresponds to the third object. Therefore, the term "event character" in this embodiment can be read as the third object. Furthermore, in this embodiment, the event character or scenario-specific character described below corresponds to the fourth object. Therefore, the term "event character" or "scenario-specific character" in this embodiment can be read as the fourth object.

[0023] A parameter is, for example, a parameter that is intended to be changed in a game and changes depending on the options selected by the user. The parameter may be a parameter related to an object; for example, in a training game, the parameter may be a parameter for training an object to be trained, or may be a parameter representing the abilities or skills of the object to be trained, or a parameter representing the character's evaluation or condition. In this embodiment, the parameter is used to train an object to be trained, and corresponds to experience points, which will be described later. Therefore, the term "experience points" used in this embodiment can be read as "parameter."

[0024] Hereinafter, the specific content of the game will be described based on the meaning of each term explained above. In this embodiment, a case where a game in which a character who is a baseball player is trained will be described as an example. The game of this embodiment includes multiple parts, such as a success part in which a user trains a character, a stadium part in which the user's team competes against an opposing team, and a challenge part in which the user receives a reward when they complete a mission. For example, a character whose training in the success part is complete can be made to participate in a match in the stadium part. Hereinafter, a character being trained in the success part will be referred to as a main character, and a character whose training is complete and who is able to participate in a match in the stadium part will be referred to as an original character.

[0025] In this embodiment, the processing in the success part will be mainly described. In the success part, the user trains the main character while progressing through the scenario. The scenario is, for example, a game story that unfolds as the game progresses, and is a fictional event that occurs in the world of the game. In this embodiment, as an example of a scenario, a game story will be described in which the main character, who is a member of a high school baseball team, begins in the summer of his second year of high school and becomes a professional baseball player. There may be only one scenario, but multiple types may be prepared, and each scenario may have different abilities that are easy to train. The user may be able to select a preferred scenario from the game's home screen, etc.

[0026] FIG. 2 is a diagram showing an example of the flow of the success part. As shown in FIG. 2, in the success part, the pre-part is executed, followed by the main part. When the scenario progresses to the end, the main character's development is completed, and the character is registered as an original character and becomes available for use in the stadium part. In the pre-part, information necessary for the main part is registered and set. For example, in the pre-part, basic information about the main character, such as the name, defensive position, and dominant hand, is registered. Also, for example, in the pre-part, the event deck is set and game items are selected.

[0027] An event deck is a deck of characters that causes events to occur during the main part of the game. A deck is, for example, a group of characters owned by a user that are used in the game. Hereinafter, characters set in an event deck will be referred to as event characters. An event is an occurrence that occurs in the game, such as a conversation between characters. An event may be unrelated to the development of the main character, or it may affect the development. If an event affects the development, it may be, for example, not only advantageous to the development, but also disadvantageous to the development. In this embodiment, the events that occur during the main part of the game are not fixed, and various events occur depending on one or more event characters that the user has incorporated into the event deck.

[0028] An event character may be granted when the game is first launched or during the tutorial, or may be granted by lottery or reward, or may be granted as a gift from another user. The granted event character is said to be owned by a user when it is associated with identification information, such as a user ID, that identifies the user in the game. For example, a user can incorporate up to a predetermined number (e.g., five) of event characters owned by the user into an event deck. It may also be possible to incorporate only one event character owned by another user into an event deck as a helper. After setting up the event deck, the user selects game items to give an advantage in developing the main character. Once the selection of game items is complete, the pre-part is completed and the main part begins.

[0029] Event characters incorporated into the event deck appear in the main part of the scenario. The event characters may appear as teammates or managers of the main character. Therefore, event characters owned by the user become characters by being incorporated into the event deck. Note that characters incorporated into the event deck may appear as players on a rival team, for example. Also, a scenario may have unique characters (for example, a coach, scout, manager, teammate, etc.) pre-set as characters. Hereinafter, these characters will be referred to as scenario-specific characters.

[0030] As shown in FIG. 2, the main part includes multiple sections. A section is a rough period in the game, corresponding to, for example, a quarter or a season. In the example shown in FIG. 2, the main part is chronologically divided into four sections. Also as shown in FIG. 2, each section includes multiple turns, for example, 12 turns. A turn is a small period in the game, corresponding to, for example, a day, a week, or a month.

[0031] For example, the user can instruct the main character's actions for each turn. Therefore, a turn can be considered a unit of selection for the main character's actions. For example, if one turn corresponds to one week in the game, then each time one turn ends, virtual time in the game advances by one week. Note that the number of turns included in each section may differ. In the main part, when each turn arrives, a main image for selecting an option indicating the main character's actions is displayed on the display unit 15.

[0032] FIG. 3 is a diagram showing an example of a main image in the main part. As shown in FIG. 3, the upper area A10 of the main image G1 displays the progress of the scenario. For example, the upper area A10 displays the current section, the number of turns remaining until the current section ends, information about the in-game date and time, and the like. The upper area A10 includes a gauge area A11 that displays the main character's stamina parameter. For example, the stamina parameter is a parameter required for the main character to practice, and decreases (consumes) when the main character practices and increases (recovers) when the main character rests. The lower area A12 of the main image G1 may display buttons for displaying the main part log and automatically forwarding, skipping, or omitting messages.

[0033] The main image G1 also includes a main character ability area A13. The main character ability area A13 displays various ability parameters of the main character. In the example shown in FIG. 3, the main character's ability parameters as a batter are displayed, and for example, a trajectory parameter, a contact parameter, a power parameter, a running ability parameter, a shoulder strength parameter, and a defensive ability parameter are displayed. The trajectory parameter indicates how high the ball hit by the main character will fly. The contact parameter indicates the main character's contact ability. The power parameter indicates the main character's power. The running ability parameter indicates the main character's foot speed. The shoulder strength parameter indicates the main character's throwing speed. The defensive ability parameter indicates the main character's defensive skill.

[0034] Furthermore, the main image G1 includes a command area A14. In the command area A14, options P141 to P147 indicating the actions of the main character are displayed. When the user selects option P141, the main character takes a break from practice, and the stamina parameter increases. When the user selects option P142, the screen transitions to a practice image described below, and the main character practices. When the user selects option P143, the user can acquire or discover an angel character described below. When the user selects option P144, the user can spend experience points described below to improve the main character's ability parameters. When the user selects option P145, the main character will visit the hospital and recover from an injury or illness. When the user selects option P146, the main character will play, and the motivation parameter, which affects the amount of experience points earned, will increase. When the user selects option P147, the main character will go on a date, and the motivation parameter will increase.

[0035] As described above, each time a turn comes around, the user selects one of options P141 to P147 from the main image G1. The main character may gain experience points in events such as playing or going on dates when option P146 or P147 is selected, but generally gains experience points when option P142 is selected and the character practices. For example, when the user selects option P142, the screen switches to a practice image for selecting a practice item.

[0036] FIG. 4 is a diagram showing an example of a practice image. As shown in FIG. 4, the upper area A20 of the practice image G2 may be similar to the upper area A10 of the main image G1. The practice image G2 also includes an experience point area A22. The experience point area A22 displays the main character's current experience points. Experience points are parameters for developing the main character, and in this embodiment, five types of experience points are set: strength points, agility points, technique points, curveball points, and mental points. Experience points increase when the main character practices or when events occur.

[0037] The practice image G2 also includes a command area A23. In the command area A23, a plurality of options P231 to P236 corresponding to a plurality of practice items are displayed. The practice items can also be referred to as practice content or training methods. In this embodiment, the type of experience points to be increased and the amount of increase are determined for each practice item. Each practice item also has a set level, which increases when the number of times practice has been performed reaches a predetermined number. The higher the level of the practice item, the greater the amount of increase in experience points.

[0038] For example, if the user selects option P231, the main character will conduct batting practice, increasing their strength points, technique points, and mental points. Alternatively, for example, if the user selects option P232, the main character will conduct strength practice, increasing their strength points and mental points. Alternatively, for example, if the user selects option P233, the main character will conduct baserunning practice, increasing their strength points and agility points. Alternatively, for example, if the user selects option P234, the main character will conduct shoulder strength practice, increasing their strength points, agility points, and technical points. Alternatively, for example, if the user selects option P235, the main character will conduct fielding practice, increasing their agility points, technique points, and mental points. Alternatively, for example, if the user selects option P236, the main character will conduct mental practice, increasing their technical points and mental points.

[0039] In this embodiment, the user selects one of options P231 to P236 twice in succession to have the main character practice. For example, if the user wants the main character to practice base running, the user first selects option P233. In this case, option P233 is provisionally selected, and the cursor C237 is displayed pointing to option P233, and the probability of injury during base running practice is displayed. This probability is determined, for example, based on the main character's physical strength parameter; the smaller the physical strength parameter, the higher the probability of injury. Note that the experience points that will be increased when the provisionally selected practice item (base running practice in FIG. 4) is performed may be displayed near the experience point area A22.

[0040] The practice image G2 also includes a character area A24. In this embodiment, an event character incorporated into the event deck and a scenario-specific character are associated with each practice item, and characters other than the main character are also shown practicing or watching the practice. For example, the character associated with the provisionally selected practice item is displayed in the character area A24. Note that the character associated with each practice item may be fixed, but in this embodiment, it changes with each turn.

[0041] In the example shown in FIG. 4, baserunning practice is tentatively selected, and therefore a character associated with baserunning practice is displayed in character area A24. Character area A24 includes a gauge area A241. Gauge area A241 indicates the character's evaluation relative to the main character. For example, when the main character practices an event character or a scenario-specific character, the evaluation increases. For example, as the event character's evaluation increases, events may occur more easily, or special training may be performed that increases experience points.

[0042] It should be noted that an event character may be associated with a favorite practice, and if the main character practices together with the event character when performing the favorite practice, the amount of experience points gained may be greater than in normal cases. For example, in the example shown in FIG. 4, the favorite practice of the event character (Yabe) associated with base running practice is base running practice, and if the main character practices base running in this state, the amount of experience points gained will be greater than normal. However, an event character may not necessarily be associated with the same practice item as its own favorite practice, and may be associated with a practice item different from its own favorite practice.

[0043] The practice image G2 also includes an angel character area A25. In this embodiment, not only event characters and scenario-specific characters who practice together with the main character, but also angel characters who cheer on the main character are associated with each practice item. The angel characters may be, for example, managers who cheer on the main character or students from other schools, and may be characters different from the event characters, or some of the event characters may be set as angel characters. For example, a predetermined number of angel characters may be present at the start of the main part, or, as will be described later, angel characters may be acquired during the progress of the main part.

[0044] In this embodiment, an angel deck is also provided in addition to the event deck, into which angel characters are incorporated. The user can incorporate some or all of the available angel characters into the angel deck. For example, the user can incorporate up to a predetermined number (e.g., 12) of angel characters from the available angel characters into the angel deck. The angel characters incorporated into the angel deck are associated with one of the practice items. For example, the angel character area A25 displays the angel character associated with the provisionally selected practice item. Note that the angel characters associated with each practice item may be fixed, but in this embodiment, they change with each turn.

[0045] Angel characters are similar to event characters in that when the main character practices a practice item associated with an angel character, it gains an advantage in training. However, the effect does not occur immediately on the turn the angel character practices the associated practice, but occurs in the next turn or a turn thereafter. For this reason, it can be said that the effect of event characters is immediate, while the effect of angel characters is not. For example, when the main character practices the practice item associated with an angel character, hearts are released to give an advantage in training.

[0046] FIG. 5 is a diagram showing hearts being released in the practice image G2. As shown in FIG. 5, when the user selects option P233, at least one heart H is released from each angel character in the angel character area A25. The heart H is associated with an effect that is advantageous for development, and when collected, this effect occurs. The heart H cannot be collected on the turn it is released, but can be collected on the next turn or a subsequent turn.

[0047] As shown in FIG. 5, hearts H come in various sizes and colors, and are released in a mixture of these. For example, the size of the heart H indicates the strength of the effect, and the color of the heart H indicates the content of the effect. For example, the larger the size of the heart H, the stronger the effect, such as increased experience points. Also, for example, different colors of the heart H indicate different effects. For example, hearts H are color-coded to indicate various effects, such as an effect that increases strength points, an effect that increases agility points, an effect that restores physical strength parameters, and an effect that reduces the probability of injury.

[0048] The size and color of the released heart H may be determined randomly regardless of the angel character, but in this embodiment, the size and color of the released heart H are determined by the angel character. Note that in the case of an angel character that can release a large heart H, the heart H does not necessarily have to be released; the heart H may simply expand slightly. In this case, the heart H may be released when it expands further and reaches a predetermined size in a subsequent turn. When the effect of releasing the heart H is performed, the practice results, including the experience points earned in the practice, are displayed, and the turn ends. The released heart H is, for example, randomly associated with each practice item in the next turn or subsequent turns, and becomes available for collection.

[0049] FIG. 6 is a diagram showing how hearts H are associated with practice items. Practice image G2 in FIG. 6 shows the next turn of practice image G2 shown in FIGS. 4 and 5. As shown in FIG. 6, the released hearts H are associated with each practice item, and which heart H is associated with which practice item is displayed when the user provisionally selects one of options P231 to P236. In the example shown in FIG. 6, baserunning practice has been provisionally selected, so the hearts H associated with baserunning practice are displayed as if floating above the practice image G2. For example, some of the hearts H generated in the practice of the previous turn are associated with baserunning practice. Hearts H associated with practices other than baserunning practice are displayed on the practice image G2 when that practice is provisionally selected.

[0050] The user can collect hearts H associated with the practice items of the practice that the main character performs. For example, in the state shown in FIG. 6, if the user selects option P233 and the main character performs base running practice, four hearts H associated with the base running practice are collected, and the effects of each of the collected hearts H occur. For example, if a heart H has the effect of increasing strength points, the strength points increase when collected. Also, for example, if a heart H has the effect of increasing agility points, the agility points increase when collected. Also, for example, if a heart H has the effect of restoring a stamina parameter, the stamina parameter recovers when collected.

[0051] The effect of the heart H may occur after or before the options P231 to P236 are selected. For example, if the heart H has the effect of reducing the probability of injury, its effect may occur when the practice image G2 is displayed. Furthermore, when the heart H is collected, the heart H may contract and move as if being sucked into the corresponding experience points. For example, if the heart H increases strength points, it moves toward the strength points in the experience point area A22 and disappears. In the example of FIG. 6, an angel character is associated with option P233, as shown in the angel character area A25. Therefore, when the user selects option P233, a new heart H is released as described in FIG. 5. This heart H can be collected in the next turn or later.

[0052] In the example of FIG. 6, H hearts are associated with options other than option P233, but these H hearts are not collected and no effect occurs. For example, it may be possible to collect H hearts that are not collected in the next turn. In other words, if a H heart is not collected, it may not disappear immediately, but may be carried over to the next turn. It may be possible to carry over H hearts that are not collected until the end of the main part, but in this embodiment, they disappear after a predetermined number of turns have passed since they were generated.

[0053] In this embodiment, if the user selects option P143 in the main image G1 (FIG. 3) during the main part, the user can increase the level of the angel character or acquire a new angel character. For example, if the user selects option P143 in the main image G1, the image switches to an angel image for setting the angel character.

[0054] FIG. 7 is a diagram showing an example of an angel image. As shown in FIG. 7, the upper area A30 of the angel image G3 may be similar to the upper area A10 of the main image G1. The angel image G3 includes an angel setting area A32. The angel setting area A32 includes a tab T321 for increasing the level of the angel character and a tab T322 for acquiring a new angel character. FIG. 7 shows the state in which the tab T321 is selected.

[0055] When tab T321 is selected, the angel setting area A32 includes basic information areas A323 and A324 that display basic information about currently available angel characters, and buttons P325 and P326 for increasing the angel character's level. The angel character's basic information includes the name, level, and attributes. The level affects the number and size of the hearts H released. For example, the higher the level, the more or larger the hearts H released. The attribute indicates the type of hearts H released, such as a rapid release type that releases many small hearts H, an expansion type that releases few large hearts H, or a balanced type that releases medium-sized hearts H in a balanced manner. The basic information of the angel character is not limited to the above examples and may also include, for example, the color of the hearts H released (i.e., the effect).

[0056] When the user selects buttons P325 and P326, the level of the angel character can be increased in exchange for the experience points of the main character. In the example of Fig. 7, the type and amount of experience points required to increase the level are displayed on buttons P325 and P326. When the user selects buttons P325 and P326 to increase the level of the angel character, a turn may be consumed and the next turn may arrive, but in this embodiment, it is described as not consuming a turn.

[0057] FIG. 8 is a diagram showing the state in which tab T322 is selected. As shown in FIG. 8, when tab T322 is selected, the angel setting area A32 displays a basic information area A327 showing basic information about the angel character that is a candidate for acquisition, a button P328 for acquiring the angel character, and a button P329 for discovering a new angel character. As shown in the basic information area A327, an angel character before acquisition has a set level of favorability toward the main character. The favorability level may change, for example, depending on the experience points and ability parameters of the main character, or on events that occur during the main part. The higher the favorability level of the angel character, the higher the probability of acquiring it, or it may be possible to ensure that the angel character is acquired when the favorability level reaches a threshold or above.

[0058] Furthermore, when the user selects button P329, an event to search for a new angel character occurs, allowing the user to discover an angel character. For example, this event may involve the main character visiting another school to find an angel character. The discovered angel character may be available for immediate acquisition, but in this case, it becomes a candidate for acquisition and can be acquired after increasing its favorability rating. The angel character acquired by the user is incorporated into the angel deck, where it will be displayed in the angel character area A25 of the practice image G2. Note that angel characters may also be discovered or acquired in events that occur after practice or at other times.

[0059] As described above, in this embodiment, when the user selects an option associated with an angel character from among the options P231 to P236, the angel character releases hearts H, which are effective in developing the main character. The released hearts H can be collected in the next turn or a subsequent turn. Therefore, by deliberately providing not only options with immediate effects associated with event characters, but also options with less immediate effects associated with angel characters, it is possible to provide a highly strategic game that does not become monotonous. The details of this process will be explained below.

[0060] [3. Functions realized in the game control device] 9 is a functional block diagram showing functions related to the present invention among the functions realized by the game control device 10. In this embodiment, the game control device 10 realizes a data storage unit 100, an event character setting unit 101, an event generation unit 102, an acquisition unit 103, an angel setting unit 104, a heart change unit 105, an angel associating unit 106, a heart associating unit 107, a release unit 108, a display control unit 109, an experience point change unit 110, a heart cumulative parameter change unit 111, and an effect generation unit 112.

[0061] [3-1. Data storage section] The data storage unit 100 is realized mainly by the storage unit 12. The data storage unit 100 stores data necessary for executing a game. Here, angel character data DT1, angel deck data DT2, event character data DT3, event deck data DT4, and game situation data DT5 will be described as examples of data stored in the data storage unit 100.

[0062] FIG. 10 is a diagram showing an example of angel character data DT1. As shown in FIG. 10, the angel character data DT1 shows basic information about the angel character. Here, the basic information about all angel characters prepared in the scenario is stored, including basic information about angel characters before they are acquired or excavated. For example, the angel character data DT1 stores the name, current level, current favorability rating, attributes, type of hearts that can be released, and current status of the angel character in association with an angel character ID that uniquely identifies the angel character. The current status is information indicating whether the angel character has been acquired, excavated, or not. The angel character data DT1 is updated when the user increases the level of the angel character or acquires or excavates a new angel character.

[0063] Figure 11 is a diagram showing an example of angel deck data DT2. As shown in Figure 11, the angel deck data DT2 indicates the angel characters incorporated into the angel deck. For example, the angel deck data DT2 stores the angel character IDs of the angel characters incorporated into the angel deck. In this embodiment, since there is a maximum number of angel characters that can be incorporated into an angel deck, the angel deck data DT2 stores the angel character IDs of the usable angel characters up to that maximum number. The angel deck data DT2 is updated when the user performs editing operations on the angel deck.

[0064] Fig. 12 is a diagram showing an example of the event character data DT3. As shown in Fig. 12, the event character data DT3 indicates basic information about the event characters owned by the user. For example, the event character data DT3 stores the name, rarity, attributes, position, special training, event details, bonuses, ability parameters, etc. of the event character in association with an event character ID that uniquely identifies the event character.

[0065] The attributes may be, for example, the role or type of the event character, and in this case, indicate whether the character is a player or a manager. The content of the event may include the lines of the main character and the event character when the event occurs, and the type and amount of experience points that change as a result of the event. The bonus may include the experience point bonus when practicing with the event character. The event character data DT3 is updated when the user acquires a new event character.

[0066] FIG. 13 is a diagram showing an example of event deck data DT4. As shown in FIG. 13, the event deck data DT4 indicates the event characters incorporated into the event deck. For example, the event deck data DT4 stores the event character ID of the event character incorporated into the event deck in association with an event deck ID that uniquely identifies the event deck. For example, a user can register multiple event decks, and the event character ID of the event character incorporated into each event deck is stored. The event deck data DT4 is updated when a user performs an editing operation on an event deck.

[0067] 14 is a diagram showing an example of the game situation data DT5. As shown in Fig. 14, the game situation data DT5 is data that indicates the status of the success part currently being executed. For example, the game situation data DT5 stores a scenario ID that uniquely identifies the scenario, the current section, the current turn, basic information about the main character, current experience points, current ability parameters, special abilities, the event deck ID of the event deck currently being used, current evaluations of the event character and the scenario-specific character, a heart ID that uniquely identifies the heart H being released, the type of heart H, the size of the heart H, the turn it was generated, the turn it disappeared, and cumulative heart parameters.

[0068] The occurrence turn indicates the turn in which the heart H is generated. The disappearance turn indicates the turn in which the heart H disappears, for example, the turn a predetermined number of turns after the occurrence turn. The heart accumulation parameter corresponds to the effect generation parameter according to the present invention, and indicates the total number of hearts H generated from the start of the success part to the present, for example, the total size of the hearts H. For example, if a small-sized heart H is generated, a small value corresponding to its size is added, and if a large-sized heart H is generated, a large value corresponding to its size is added. The game situation data DT5 is updated as the success part progresses.

[0069] The data stored in the data storage unit 100 is not limited to the above example. The data storage unit 100 only needs to store data necessary for executing the game. For example, the data storage unit 100 may store master data for angel characters and event characters. Also, for example, the data storage unit 100 may store image data for each image, such as a heart H.

[0070] [3-2. Event character setting section] The event character setting unit 101 is primarily realized by the control unit 11. The event character setting unit 101 sets at least one of the multiple event characters owned by the user as a character for generating an event that changes experience points. In this embodiment, the event character setting unit 101 identifies an event character owned by the user based on the event character data DT3 and sets the event character owned by the user as a character for generating an event by incorporating the event character into the event deck. For example, the event character setting unit 101 may incorporate an event character selected by the user into the event deck, or may incorporate an event character selected using an auto-deck function into the event deck. The auto-deck function may select an event character using a predetermined method, such as a preferred practice, the content of the event, or rarity.

[0071] [3-3. Event Generation Section] The event generating unit 102 is realized mainly by the control unit 11. The event generating unit 102 generates an event based on an event character set for generating an event. The event generating unit 102 identifies an event character incorporated into the event deck based on the event deck data DT4, identifies the content of the event associated with the event character based on the event character data DT3, and generates the event.

[0072] The event generation unit 102 determines whether to generate an event based on a given event generation condition. This condition may be predetermined and stored in the data storage unit 100 in advance. For example, the event generation condition may be performing the same practice as the event character, having the event character's evaluation equal to or exceed a threshold, reaching a predetermined section or turn, winning a lottery to generate an event, or a combination of these. For example, the event generation unit 102 determines whether the event generation condition is met based on the game situation data DT5 in each turn, and generates an event if it is determined that the event generation condition is met. Note that the same event may occur repeatedly during the main part, or an event that has occurred once may not occur repeatedly.

[0073] [3-4. Acquisition section] The acquisition unit 103 is realized mainly by the control unit 11. The acquisition unit 103 allows the user to acquire an angel character while the game is being played. Acquisition, for example, means making the angel character available for use, and making it available for incorporation into the angel deck. In this embodiment, when the user acquires an angel character, the angel character is in a state where it can generate a heart H.

[0074] The acquisition unit 103 determines whether to allow the user to acquire an angel character based on a given acquisition condition. This acquisition condition may be predetermined, such as discovering an angel character, having a favorability rating equal to or greater than a threshold, winning a lottery to acquire an angel character, the occurrence of a predetermined event, or a combination thereof. For example, the acquisition unit 103 determines whether an acquisition condition event occurrence condition is met based on the game situation data DT5 in each turn, and acquires the angel character if it is determined that the condition is met. The acquisition unit 103 refers to the angel character data DT1 and changes the status of the angel character acquired by the user to "acquired."

[0075] [3-5. Angel Setting Section] The angel setting unit 104 is realized mainly by the control unit 11. The angel setting unit 104 sets at least one of the event characters set for the occurrence of an event as an angel character. The angel setting unit 104 may set all the event characters incorporated into the event deck as angel characters, or may set only some of the event characters as angel characters.

[0076] If only some of the event characters are to be angel characters, the angel setting unit 104 may set some of the event characters selected at random as angel characters, but in this embodiment, if a specific type of character is included among the event characters set for the occurrence of an event, the angel setting unit 104 sets that specific type of character as an angel character.

[0077] A specific type of character is, for example, a type of character that can become an angel character. The specific type may be a type that is specified in advance, for example, an event character whose attribute indicates a predetermined attribute. In this embodiment, an event character being a manager corresponds to being a specific type of character. If the attribute of an event character incorporated into the event deck indicates a manager, the angel setting unit 104 may incorporate the event character into the angel deck.

[0078] [3-6. Heart Change Section] The heart change unit 105 is mainly realized by the control unit 11. The heart change unit 105 changes the type or number of hearts H corresponding to the angel character by satisfying a predetermined condition during game execution. The predetermined condition may be, for example, the user performing a predetermined operation, consuming experience points, or consuming virtual currency or points. Another example of the predetermined condition may be the occurrence of a predetermined game event or the completion of a predetermined mission.

[0079] In this embodiment, a case will be described in which the predetermined condition is met when the user selects buttons P325 and P326 and exchanges experience points for leveling up the angel character. Therefore, the heart change unit 105 refers to the game situation data DT5 and determines whether there are enough experience points to level up. If there are enough experience points, the heart change unit 105 levels up the angel character and changes the type or number of hearts H.

[0080] The relationship between the level of an angel character and the type or number of hearts H may be defined in the form of a mathematical formula or a table, or may be defined as part of the program code. The heart change unit 105 acquires the type or number of hearts H associated with the level of the angel character. In this relationship, the higher the level, the more hearts H there are, or the type is more advantageous for development. "Advantageous for development" here means a larger increase in experience points. For this reason, for example, the higher the level, the larger the size of the hearts H.

[0081] [3-7. Angel Association Section] The angel associating unit 106 is mainly realized by the control unit 11. Each time a plurality of turns arrives, the angel associating unit 106 determines an option to associate an angel character with from among a plurality of options P231 to P236. In this embodiment, since the user can acquire an angel character during the main part, when the user acquires an angel character, the angel associating unit 106 will associate the angel character with at least one of the plurality of options.

[0082] For example, the angel associating unit 106 may randomly determine an option to associate with an angel character from among the multiple options P231 to P236, or may randomly determine an option from among the options excluding the option associated in the previous turn. Furthermore, for example, the angel associating unit 106 may move the options associated with the angel character in a predetermined order with each passing turn, or may determine an option to associate with the angel character based on the option associated with the event character. Note that, when there are multiple angel characters, the angel associating unit 106 may associate all angel characters with the same option, or may determine an option to associate with each angel character so that each angel character is associated with a different option.

[0083] [3-8. Heart Association Section] The heart associating unit 107 is mainly realized by the control unit 11. When an angel character is associated with an option selected in the xth turn (x is a natural number), the heart associating unit 107 associates a heart H with at least one of the options in the yth turn (y is a natural number greater than x) that comes after the xth turn.

[0084] The xth turn is an example of a first selection opportunity according to the present invention, and may be any turn among the multiple turns that occur in the game. However, it is assumed that the xth turn is not the final turn. Therefore, if X turns occur in the game, x is equal to or greater than 1 and less than X. In this embodiment, since one section consists of 12 turns, x may be any value between 1 and 11. However, if heart H is enabled across sections, x does not have to be the final turn of the fourth section (final section). The yth turn is an example of a second selection opportunity according to the present invention, and may be any turn that occurs after the first selection opportunity. For example, y is equal to or greater than x+1 and less than X.

[0085] The heart associating unit 107 may generate a predetermined number of hearts H of a predetermined type regardless of the angel character, but in this embodiment, the heart associating unit 107 associates the type or number of hearts H corresponding to the angel character with at least one of the multiple options in the yth turn. In this embodiment, the relationship between the angel character and the type or number of hearts H is described as being defined in the angel character data DT1, but this relationship may also be defined in mathematical form or as part of the program code. The heart associating unit 107 generates the type or number of hearts H corresponding to the angel character based on the angel character data DT1 and stores them in the game situation data DT5.

[0086] In this embodiment, the heart H of the type associated with the angel character is generated in a size corresponding to the attribute associated with the angel character, and in a number corresponding to the attribute. That is, the heart associating unit 107 varies at least one of the type, size, and number of hearts H depending on the angel character. The heart associating unit 107 assigns a heart ID to the generated heart H, and stores the current turn as the generation turn in the game situation data DT5, and stores the turn a predetermined number of turns later (for example, 3 turns or 5 turns) as the disappearance turn.

[0087] For example, the heart associating unit 107 may randomly determine an option to associate with the heart H from among the multiple options P231 to P236, or may randomly determine an option from among options excluding the option associated in the previous turn. Furthermore, for example, the heart associating unit 107 may move the options associated with the heart H in a predetermined order with each passing turn, or may determine an option to associate with the heart H based on an option associated with an angel character or event character. Note that when there are multiple hearts H, the heart associating unit 107 may associate all hearts H with the same option, or may determine an option to associate with each heart H so that each heart H is associated with a different option.

[0088] In this embodiment, if the heart H generated in the xth turn is not collected in the yth turn, it can be carried over to a subsequent turn, so the heart association unit 107 associates the heart H with at least one of the multiple options in the zth turn, which is after the yth turn. The zth turn is an example of a third selection opportunity according to the present invention, and may be any turn that occurs after the yth turn. For example, z is equal to or greater than y+1 and equal to or less than X.

[0089] In this embodiment, if an angel character is associated with the option selected in the yth turn, the heart association unit 107 will associate a new heart H with at least one of the multiple options in the zth turn. The new heart H (i.e., the heart H that occurs in the yth turn) is a heart H that is different from the heart H that has already occurred (i.e., the heart H that occurred in the xth turn), and can be said to be an additional heart H that occurs. The method of associating the new heart H with an option is the same as the method described above.

[0090] The option associated with each heart H may not be variable but may be fixed, but for example, if an option associated with a heart H is not selected in the yth turn, the heart associating unit 107 may determine an option to associate with the heart H for each turn after the yth turn. In other words, the heart associating unit 107 may be able to associate a different option with the heart H for each turn.

[0091] For example, if a specific type of angel character is associated with the option selected in the xth turn, the heart associating unit 107 may associate a heart H with that option, and may not change the option associated with the heart H even when the yth turn or later turns arrive. The specific type of angel character may be a predetermined angel character, and for example, there may be only one or more. Note that the effect of the heart H that occurs in this case may be determined randomly. For example, if an option associated with a different type of angel character is selected in the xth turn, the heart associating unit 107 may change the option associated with the heart H each time the yth turn or later turns arrive. "Other types" means types other than the specific type.

[0092] [3-9. Release section] The release unit 108 is mainly realized by the control unit 11. If an option associated with a heart H is not selected by the zth turn, the release unit 108 releases the association made by the heart association unit 107. Release may be, for example, changing the state in which the heart H and the option are associated to a state in which they are not associated, or may be causing the heart H to disappear. When the association between the heart H and the option is released or the heart H disappears, the effect of the heart H no longer occurs. For example, the release unit 108 determines whether the disappearance turn for each heart H has passed based on the game situation data DT5. The release unit 108 deletes the heart H whose disappearance turn has passed from the game situation data DT5, thereby causing the heart H to disappear. As a result, the release unit 108 prohibits the effect of the heart H from being generated.

[0093] [3-10. Display control section] The display control unit 109 is realized mainly by the control unit 11. The display control unit 109 displays each of a plurality of characters including angel characters and event characters in a display manner that makes it possible to distinguish whether the character is associated with an option as an angel character or as an event character.

[0094] A distinguishable display mode is, for example, displaying an angel character in an area for angel characters (e.g., angel character area A25) and displaying an event character in an area for event characters (e.g., character area A24). In other words, it is displaying an angel character in a display position for angel characters and an event character in a display position for event characters. Also, for example, it is displaying an angel character with the color, brightness, shape, orientation, and effect for angel characters, and displaying an event character with the color, brightness, shape, orientation, and effect for event characters.

[0095] [3-11. Experience point change section] The experience point change unit 110 is realized mainly by the control unit 11. The experience point change unit 110 changes the experience points based on an option selected in each of multiple turns from multiple options, including options associated with angel characters. The relationship between the options and the method of changing the experience points may be defined in the form of a mathematical formula or a table, or may be written as part of the program code. The change method here refers to the type of experience points to be changed and the amount of change (increase or decrease). The experience point change unit 110 changes the experience points using the change method associated with the option selected by the user.

[0096] Furthermore, if a heart H is associated with the option selected in the yth turn, the experience point changing unit 110 changes the experience points based on that option and the heart H. The relationship between the heart H and the change method of the experience points may be defined in the form of a mathematical formula or a table, or may be written as part of the program code. The experience point changing unit 110 changes the experience points based on the change method associated with the option and the change method associated with the heart H. For example, if a heart H is associated with the option, the experience point changing unit 110 increases the change amount of the experience points compared to when a heart H is not associated with the option.

[0097] In this embodiment, the multiple options include an option associated with an event character or a scenario-specific character, so when an option associated with an event character or a scenario-specific character is selected, the experience point change unit 110 changes the experience points based on the option and the event character or scenario-specific character. The relationship between the event character or scenario-specific character and the method of changing the experience points may be defined in the form of a mathematical formula or a table, or may be written as part of the program code. The experience point change unit 110 changes the experience points based on the method of change associated with the option and the method of change associated with the event character or scenario-specific character. For example, when an event character or scenario-specific character is associated with an option, the experience point change unit 110 increases the amount of change in experience points compared to when no event character or scenario-specific character is associated with the option.

[0098] For example, if a heart H is associated with the option selected in the zth turn, the experience point change unit 110 will change the experience points based on that option and the heart H. Also, for example, since the heart H released in both the xth turn and the yth turn can be accumulated in the zth turn, if a heart H and a new heart H are associated with the option selected in the zth turn, the experience point change unit 110 will change the experience points based on that option, the heart H, and the new heart H.

[0099] [3-12. Heart Accumulation Parameter Change Section] The heart cumulative parameter change unit 111 is realized mainly by the control unit 11. When an angel character is associated with an option selected in each of a plurality of turns, the heart cumulative parameter change unit 111 changes the heart cumulative parameter for generating a predetermined effect. The heart cumulative parameter change unit 111 only needs to change the heart cumulative parameter when a heart H is generated, and for example, changes the heart cumulative parameter by a value corresponding to the size of the generated heart H. The current value of the heart cumulative parameter may be identifiable displayed on the main image G1.

[0100] [3-13. Effect Generation Section] The effect generation unit 112 is mainly realized by the control unit 11. The effect generation unit 112 generates a predetermined effect based on the heart accumulation parameter. The predetermined effect is an effect that allows the player to progress through the game advantageously. For example, the predetermined effect may be an effect that increases the amount of change in experience points, or may result in the acquisition of a special ability, or may make it easier to acquire a special ability. Making it easier to acquire a special ability may mean, for example, that the main character learns the trick to acquiring the special ability and reduces the amount of experience points consumed to acquire the special ability. In this embodiment, the effect generation unit 112 generates an effect that makes it easier to acquire a special ability. For example, the effect generation unit 112 may release special hearts H to generate the predetermined effect when the heart accumulation parameter reaches a threshold value or greater.

[0101] [4. Processing executed in the game control device] 15 to 17 are flow diagrams showing an example of processing executed by the game control device 10. The processing shown in FIGS. 15 to 17 is executed by the control unit 11 operating in accordance with a program stored in the storage unit 12 when each turn in the main part occurs. The following processing is an example of processing by each functional block shown in FIG. 9.

[0102] 15, first, the control unit 11 eliminates hearts H whose extinction turn has passed, based on the game situation data DT5 (S1). In S1, the control unit 11 identifies the current turn by referring to the game situation data DT5, and identifies the extinction turn of each heart H by referring to the game situation data DT5. Then, the control unit 11 eliminates hearts H whose extinction turn is before the current turn. To eliminate hearts H, for example, the record corresponding to the heart H may be deleted from the game situation data DT5, or a flag indicating that the heart H has been extinguished may be prepared and the value of the flag may be set to ON.

[0103] The control unit 11 causes the display unit 15 to display the main image G1 based on the game situation data DT5 (S2). In S2, the control unit 11 refers to the game situation data DT5 to identify the current section, the current turn, the ability parameters of the main character, etc., and determines the display content of the main image G1. The control unit 11 identifies the user's operation based on the detection signal of the operation unit 14 (S3). Here, a case will be described in which an operation to select one of the options P141 to P147 has been performed.

[0104] If the user selects option P142 (S3; Practice), the process proceeds to FIG. 16, where the control unit 11 associates each of the event characters and scenario-specific characters with one of options P141 to P147 based on the event deck data DT4 and the game situation data DT5 (S4). In S4, the control unit 11 may, for example, randomly select and associate an option from among options P141 to P147 for each event character or scenario-specific character, or may randomly select and associate an event character and scenario-specific character for each of options P141 to P147. The options associated with each of the event characters and scenario-specific characters are stored in the storage unit 12.

[0105] The control unit 11 associates the angel character with one of the options P141 to P147 based on the angel character data DT1 and the angel deck data DT2 (S5). In S5, the control unit 11 may, for example, randomly select and associate an option for each angel character, or may randomly select and associate an option from among the angel characters for each of the options P141 to P147. The options associated with each angel character are stored in the memory unit 12.

[0106] The control unit 11 associates the heart H with one of the options P141 to P147 based on the game situation data DT5 (S6). In S6, the control unit 11 may, for example, randomly select and associate an option with each heart H, or may randomly select and associate an option from among the hearts H with each of the options P141 to P147. The option associated with each heart H is stored in the game situation data DT5. Note that if there is no heart H in the current turn, the processing of S6 is not executed.

[0107] The control unit 11 causes the display unit 15 to display a practice image G2 based on the game situation data DT5 (S7). In S7, the control unit 11 identifies the experience points of the main character based on the game situation data DT5, and determines the display content of the practice image G2. Thereafter, the system waits for an operation to select one of the options P231 to P236.

[0108] The control unit 11 identifies the option provisionally selected by the user based on the detection signal from the operation unit 14 (S8) and updates the display of the practice image G2 (S9). In S9, the control unit 11 displays the event character and scenario-specific character associated with the option provisionally selected by the user in the character area A24, and displays the angel character associated with the option in the angel character area A25. The control unit 11 also displays a heart H associated with the option provisionally selected by the user at an arbitrary position, causing it to float within the practice image G2. The control unit 11 also displays a cursor C237 in association with the option provisionally selected by the user. The control unit 11 may also predict the experience points to be earned when the option provisionally selected by the user is practiced, and display the predicted experience points near the experience point area A22. Note that the prediction of each special experience point may or may not take into account the amount added by the heart H.

[0109] The control unit 11 identifies the user's operation based on the detection signal from the operation unit 14 (S10). Here, it is assumed that the operation is to select the provisionally selected option or to provisionally select another option. If the user provisionally selects another option (S10; provisional selection), the process returns to S9, and the display of the practice image G2 is updated based on the event character, scenario-specific character, angel character, and heart H associated with the provisionally selected other option.

[0110] On the other hand, if the user selects a provisionally selected option (S10; final selection), the control unit 11 executes a predetermined effect based on the option selected by the user (S11). In S11, the control unit 11 executes an effect in which hearts H associated with the option are collected and hearts H are released from the Angel Nine associated with the option. The control unit 11 references the Angel Nine data and determines the number, size, and type of hearts H to be released based on the Angel Nine's level and attributes. If the heart accumulation parameter is equal to or greater than a threshold, the control unit 11 generates and releases hearts H to generate a special effect in S11. The control unit 11 also executes an effect in which the main character practices the practice item indicated by the option. If an event character is associated with the option, the control unit 11 executes an effect in which an event corresponding to the event character occurs. The control unit 11 deletes the collected hearts H from the game situation data.

[0111] The control unit 11 increases the experience points of the main character (S12). In S12, the control unit 11 increases the basic increase in experience points associated with the option selected by the user by the amount of the event character, scenario-specific character, and hearts H associated with that option, thereby determining the final increase and updating the game situation data DT5. Note that if special hearts H have been released based on the heart accumulation parameter, the control unit 11 generates the effect of those hearts H.

[0112] The control unit 11 adds the released heart H (S13), ends this process, and moves to the next turn. In S13, the control unit 11 assigns a heart ID to the released heart H, and adds and stores a new record in the game situation data DT5. The control unit 11 then stores the current turn as the generation turn, and stores the turn a predetermined number of turns later as the disappearance turn. The control unit 11 also updates the heart accumulation parameter based on the size of the released heart H. Furthermore, the control unit 11 increments the current turn stored in the game situation data.

[0113] Returning to FIG. 15, if the user selects option P143 in S3 (S3; Angel), the process proceeds to FIG. 17, where the control unit 11 displays an angel image G3 on the display unit 15 based on the angel character data DT1 (S14). When the angel image G3 is just displayed, the tab T321 is selected. Therefore, in S14, the control unit 11 refers to the angel character data DT1 to identify the acquired angel character and determine the display content of the tab T321.

[0114] The control unit 11 identifies the user's operation based on the detection signal from the operation unit 14 (S15). Here, it is assumed that the operation is to select the button P325 or P326 or the tab T322. When the user selects the button P325 or P326 (S15; Level), the control unit 11 raises the level of the angel character based on the angel character data DT1 and the game situation data DT5 (S16), and returns to the processing of S2. In S16, the control unit 11 subtracts the experience points required for leveling up from the experience points indicated by the game situation data DT5, and raises the level of the angel character indicated by the angel character data DT1. Note that in this embodiment, a case will be described in which raising the level of the angel character does not consume a turn, but a turn may also be consumed.

[0115] On the other hand, when the user selects tab T322 (S15; Tab), the control unit 11 updates the display in tab T322 based on the angel data (S17). In S17, the control unit 11 refers to the angel data, identifies angel characters that have been discovered but not yet acquired, and determines the display content in tab T322.

[0116] The control unit 11 identifies the user's operation based on the detection signal of the operation unit 14 (S18). Here, it is assumed that the operation is to select the button P328, the button P329, or the tab T321. If the user selects the tab T321 (S18; tab), the process returns to S14.

[0117] On the other hand, if the user selects button P328 (S18; Negotiation), the control unit 11 executes the process of acquiring an angel character based on the angel data (S19), and this process ends and moves to the next turn. In S19, the control unit 11 refers to the angel data to determine the favorability rating of the angel character, and determines whether the acquisition of the angel character has been successful based on the favorability rating. For example, the control unit 11 sets an acquisition probability according to the favorability rating, and if the lottery process based on the acquisition probability is won, it determines that the acquisition of the angel character has been successful, and the control unit 11 updates the angel character data DT1. On the other hand, if it is not determined that the acquisition of the angel character has been successful, the angel character is not marked as having been acquired.

[0118] In S18, if the user selects button P329 (S18; Excavation), the control unit 11 executes the excavation process of the angel character based on the angel character data DT1 (S20), and this process ends and moves to the next turn. In S20, the control unit 11 may change an unexcavated angel character to an excavated angel character by a lottery process based on a given probability, or may change an angel character corresponding to an event selected by the user to an excavated angel character. In addition to the above processes, an angel deck editing process may also be executed on the angel image G3.

[0119] Returning to FIG. 15, if the user selects option P144 in S3 (S3; Ability), the control unit 11 executes an ability parameter improvement process based on the game situation data DT5 (S21), and returns to the process of S2. In S21, the control unit 11 consumes the experience points of the main character and improves the ability parameters in exchange. On the other hand, if the user selects any of options P141, P145 to P147 (S3; Other), the control unit 11 executes a process according to the selection based on the game situation data DT5 (S22), ends this process, and moves to the next turn.

[0120] According to the game control device 10 described above, when an angel character is associated with an option selected in the xth turn, by making it possible to change the experience points not only by the option but also by the heart H associated with the option in the yth turn after the xth turn, it is possible to provide the user with options that do not have an immediate effect (i.e., options that will have an effect on subsequent selections). Therefore, in a game in which experience points are changed by repeatedly selecting options over multiple selection opportunities, it is possible to make the user carefully consider which option to select that will have a beneficial effect on the final change in experience points, and it is possible to provide a game that is not monotonous and has a high level of strategy.

[0121] Furthermore, by setting the event character for generating an event as an angel character, the user can think about which event character to use to obtain effects other than the generation of an event, thereby further enhancing the strategic nature of the game.

[0122] In addition, if a manager is included in the event characters set for generating an event, setting it as an angel character can provide a new way to use the manager event character. This increases the utility value of the manager, and can also motivate users to obtain the manager.

[0123] Furthermore, because the event character can be made to affect the change in experience points when an option is selected, the user can be made to consider whether to select an option associated with an angel character or an option associated with an event character, further enhancing the strategic nature of the game. In other words, the user can be made to consider whether to select an option with an immediate effect (an option associated with an event character) or an option without an immediate effect (an option associated with an angel character), thereby providing a highly strategic game that does not become monotonous.

[0124] Furthermore, in the practice image G2, an angel character is displayed in the angel character area A25, and an event character is displayed in the character area A24, so that it is possible to identify whether the character associated with an option is an angel character or an event character, and the user can easily understand whether the option has an immediate effect or not.

[0125] Furthermore, each time a choice opportunity arises, the choice associated with the angel character is determined, allowing for variation in the choices that change experience points in special ways, further enhancing the strategic nature of the game.

[0126] In addition, since the user acquires angel characters while the scenario is progressing, the strategic nature of the game can be further enhanced. For example, the user can be made to consider whether to acquire an angel character even if it means consuming a turn, or to practice without acquiring an angel character, which effectively enhances the strategic nature of the game.

[0127] Furthermore, by raising the level of the angel character, the type or number of hearts H corresponding to the angel character changes, which can further enhance the strategic nature of the game. For example, the user can be forced to consider whether to raise the level of the angel character by using the experience points acquired by the main character, or whether to save the experience points and allocate them to ability parameters, which can effectively enhance the strategic nature of the game.

[0128] In addition, since heart H is carried over not only to the yth turn but also to the zth turn, heart H can be accumulated and then used, which increases the strategic nature of the game.

[0129] Furthermore, if an option associated with a heart H has not been selected by the zth turn, the heart H can be removed, making the user think about the deadline for selecting the option associated with a heart H in order to change the experience points in a special way, thereby making the game more strategic.

[0130] Furthermore, each time a choice opportunity arises after the yth turn, an option for changing experience points in a special way is determined, further enhancing the strategic nature of the game. For example, by randomly changing the options associated with H hearts each turn, there may be options that allow for the recovery of a large amount of H hearts, or options that are associated with an event character but not H hearts. This allows the user to consider which of the various options is best for training, effectively enhancing the strategic nature of the game.

[0131] Furthermore, when an option associated with a specific type of angel character is selected, the option that changes experience points in a special way remains fixed and unchanged, and when an option associated with another type of angel character is selected, the option that changes experience points in a special way becomes variable, thereby further enhancing the strategic nature of the game.

[0132] In addition, when an option associated with an angel character is selected, the heart accumulation parameter is changed to cause a predetermined effect, thereby further enhancing the strategic nature of the game.

[0133] Furthermore, since options that do not have immediate effects are provided in the training game, the strategic nature of the training game can be enhanced.

[0134] [5. Modifications] The present invention is not limited to the above-described embodiment, and can be modified as appropriate without departing from the spirit of the present invention.

[0135] For example, the display manner of the heart H is not limited to the example of the embodiment. For example, the content of the effect may be indicated by an icon inside the heart H, or the content of the effect may be indicated by the brightness or pattern of the heart H rather than the color. For example, even if the effects are different, the hearts H may all be the same size or color, or the effects generated by the hearts H may all be the same. For example, the hearts H may be translucent or may float while rotating. For example, the hearts H may not be displayed near the position on the screen indicated by the user using the operation unit 14. For example, the type of heart H for each angel may be visible in the angel image G3. For example, the size or number of released hearts H may increase depending on the number or combination of angel characters associated with the options. Any image other than the heart H may be used as the second object.

[0136] For example, in the embodiment, the main character is a fielder, but if the main character is a pitcher, experience points may be used to improve ability parameters related to pitcher ability, such as a pitch speed parameter, a control parameter, and a stamina parameter. For example, in the embodiment, the main character earns experience points through practice and then spends the experience points to improve the ability parameters. However, the experience points may be spent on the ability parameters immediately after practice, or the game may not have the concept of experience points at all, and the ability parameters may improve immediately after practice. In this case, the ability parameters correspond to the parameters according to the present invention.

[0137] For example, an event deck does not necessarily have to be set up, and only angel characters may be used. For example, an angel deck does not necessarily have to be set up, and all angel characters acquired by the user may appear in the practice image G2. For example, scenario-specific characters do not necessarily have to be associated with options, and only angel characters may be associated with options. For example, angel characters and event characters may be displayed without any particular distinction in the practice image G2. For example, angel characters are fixed to the scenario, and do not necessarily have to be obtainable during the game. For example, options associated with hearts H do not necessarily have to change from turn to turn. For example, special effects based on heart accumulation parameters do not necessarily have to occur.

[0138] Furthermore, for example, each function realized in the game control device 10 may be realized in the server 30. For example, the data storage unit 100 may be realized by the server 30. In this case, the data storage unit 100 is realized mainly by the storage unit 32. The game control device 10 executes a game by receiving data from the server 30. The game control device 10 transmits game execution results to the server 30, thereby updating each piece of data stored in the server 30.

[0139] Alternatively, for example, the server 30 may be configured to execute the main processing of the game. In this case, the server 30 corresponds to the game control device according to the present invention. For example, if the event character setting unit 101, the event generation unit 102, the acquisition unit 103, the angel setting unit 104, the heart change unit 105, the angel association unit 106, the heart association unit 107, the release unit 108, the display control unit 109, the experience point change unit 110, the heart cumulative parameter change unit 111, and the effect generation unit 112 are implemented in the server 30, these are primarily implemented by the control unit 31. In this case, the game control device 10 receives image data from the server 30 and displays each image on the display unit 15. The game control device 10 also transmits data indicating instructions received by the operation unit 14 to the server 30. By receiving the data, the server 30 can identify the user's instructions and execute the game. Alternatively, for example, each function may be shared between the game control device 10 and the server 30. In this case, the processing results of each functional block may be transmitted and received between the game control device 10 and the server 30.

[0140] Furthermore, although the description has been given of a case in which a baseball game is executed, the processing according to the present invention may be applied to other games. For example, the processing according to the present invention may be applied to sports games other than baseball games (for example, games based on soccer, tennis, American football, basketball, volleyball, etc.). Furthermore, the processing according to the present invention may be applied to various games, regardless of game format or genre, such as action games and role-playing games, in addition to sports games and training games.

[0141] [6. Notes] From the above description, the present invention can be understood, for example, as follows.

[0142] 1) A game control device (10, 30) according to one aspect of the present invention includes: a change means (110) that changes a parameter based on an option selected at each of a plurality of selection opportunities from among a plurality of options including an option associated with a first object; and a second object associating means (107) that, when the first object is associated with the option selected at the first selection opportunity, associates a second object with at least one of the plurality of options at a second selection opportunity that comes after the first selection opportunity; and, when the second object is associated with the option selected at the second selection opportunity, the change means (110) changes the parameter based on the option and the second object.

[0143] 15) A game system (S) according to one aspect of the present invention includes a change means (110) that changes a parameter based on an option selected at each of a plurality of selection opportunities from a plurality of options including an option associated with a first object, and a second object associating means (107) that, when the first object is associated with the option selected at the first selection opportunity, associates a second object with at least one of the plurality of options at a second selection opportunity that comes after the first selection opportunity, and is characterized in that, when the second object is associated with the option selected at the second selection opportunity, the change means (110) changes the parameter based on the option and the second object.

[0144] 16) A program according to one aspect of the present invention causes a computer to function as the game control device (10, 30) described in any one of 1) to 14) or the game system (S) described in 15).

[0145] 17) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 16) recorded thereon.

[0146] According to the inventions of 1) or 15) to 17), when a first object is associated with an option selected in a first selection opportunity, by making it possible to change parameters not only by the option but also by the second object associated with the option in a second selection opportunity after the first selection opportunity, it is possible to provide the user with options that do not have an immediate effect (i.e., options that will have an effect in subsequent selections). Therefore, in a game in which parameters are changed by repeatedly selecting options in multiple selection opportunities, it is possible to make the user think carefully about which option to select that will have a beneficial effect on the final change in parameters, and it is possible to provide a game that is not monotonous and has a high level of strategy.

[0147] 2) In one aspect of the present invention, the game further includes third object setting means (101) for setting at least one of a plurality of third objects owned by the user as one for generating an event for changing the parameter, event generating means (102) for generating the event based on the third object set for generating the event, and first object setting means (104) for setting at least one of the third objects set for generating the event as the first object. According to aspect 2), by setting the third object for generating an event as the first object, the user can be prompted to consider which third object to use to obtain an effect other than the generation of the event, thereby further enhancing the strategic nature of the game.

[0148] 3) In one aspect of the present invention, the first object setting means (104) is characterized in that, when a specific type of object is included among the third objects set for the occurrence of the event, the first object setting means (104) sets the specific type of object as the first object. According to aspect 3), by setting the specific type of object as the first object when the third objects set for the occurrence of an event include an object of a specific type, a new way of using the third object can be provided, thereby giving the user an incentive to obtain the third object.

[0149] 4) In one aspect of the present invention, the plurality of options include an option associated with a fourth object, and when an option associated with the fourth object is selected, the changing means (110) changes the parameter based on the option and the fourth object. According to aspect 4), the fourth object can be made to affect the change in the parameter when an option is selected, so the user can be made to consider whether to select an option associated with the first object or an option associated with the fourth object, thereby further enhancing the strategic nature of the game. In other words, the user can be made to consider whether to select an option with an immediate effect (an option associated with the third object) or an option without an immediate effect (an option associated with the first object), thereby providing a game with a high level of strategy that is not monotonous.

[0150] 5) One aspect of the present invention is characterized in that the display control means (109) further includes display control means for displaying each of the plurality of objects including the first object and the fourth object in a display manner that makes it possible to distinguish whether the object is associated with an option as the first object or as the fourth object. According to aspect 5), it becomes possible to distinguish whether the object associated with an option is the first object or the fourth object, so that the user can easily understand whether the option is one that has an immediate effect or one that does not have an immediate effect.

[0151] 6) In one aspect of the present invention, the game further includes first object associating means (106) for determining, each time each of the plurality of selection opportunities arises, an option to associate the first object with from among the plurality of options. According to aspect 6), since an option to associate the first object with is determined each time a selection opportunity arises, it is possible to add variety to the options that change parameters in a special way, thereby further enhancing the strategic nature of the game.

[0152] 7) In one aspect of the present invention, the game further includes an acquisition means (108) that allows the user to acquire the first object while the game is being played, and a first object associating means (106) that associates the first object with at least one of the plurality of options when the user acquires the first object. According to aspect 7), the user acquires the first object while the game is being played, which can further enhance the strategic nature of the game.

[0153] 8) In one aspect of the present invention, the second object associating means (107) further includes second object changing means (110) that associates the second objects of a type or number corresponding to the first object with at least one of the plurality of options in the second selection opportunity, and changes the type or number of the second objects corresponding to the first object by satisfying a predetermined condition during execution of the game. According to aspect 8), the type or number of second objects corresponding to the first object changes, thereby further enhancing the strategic nature of the game.

[0154] 9) In one aspect of the present invention, the second object associating means (107) associates the second object with at least one of the plurality of options in a third selection opportunity that comes after the second selection opportunity, and if the first object is associated with the option selected in the second selection opportunity, associates a new second object with at least one of the plurality of options in the third selection opportunity, and if the second object and the new second object are associated with the option selected in the third selection opportunity, the changing means (110) changes the parameter based on the option, the second object, and the new second object. According to aspect 9), since the second object is carried over not only to the second selection opportunity but also to the third selection opportunity, second objects can be accumulated and used, further enhancing the strategic nature of the game.

[0155] 10) In one aspect of the present invention, the second object associating means (107) associates the second object with at least one of the plurality of options in a third selection opportunity that comes after the second selection opportunity, and the changing means (110) further includes: if the second object is associated with an option selected in the third selection opportunity, the changing means (110) changes the parameter based on the option and the second object, and if the option associated with the second object is not selected by the third selection opportunity, a canceling means (108) cancels the association made by the second object associating means (107). According to aspect 10), if the option associated with the second object is not selected even by the third selection opportunity, the association of the second object is canceled, thereby making the user consider by when the option associated with the second object must be selected in order to change the parameter in a special way, thereby making it possible to further enhance the strategic nature of the game.

[0156] 11) In one aspect of the present invention, the second object associating means (107) determines an option to associate with the second object at each selection opportunity after the second selection opportunity if the option to associate with the second object is not selected at the second selection opportunity. According to aspect 11), an option for changing a parameter in a special way is determined at each selection opportunity after the second selection opportunity, which can further enhance the strategic nature of the game.

[0157] 12) In one aspect of the present invention, the second object associating means (107) is characterized in that, if a specific type of first object is associated with the option selected in the first selection opportunity, it associates the second object with the option, and does not change the option with which the second object is associated even when selection opportunities after the second selection opportunity arrive, and if an option with a different type of first object associated with it is selected in the first selection opportunity, it makes the option with which the second object is associated variable each time selection opportunities after the second selection opportunity arrives. According to aspect 12), when an option with a specific type of first object associated with it is selected, the option that changes a parameter in a special way is fixed without being changed, and when an option with a different type of first object associated with it is selected, the option that changes a parameter in a special way is made variable, thereby further enhancing the strategic nature of the game.

[0158] 13) In one aspect of the present invention, the game device further includes effect generation parameter changing means (111) for changing an effect generation parameter for generating a predetermined effect when the first object is associated with an option selected in each of the plurality of selection opportunities, and effect generating means (112) for generating the predetermined effect based on the effect generation parameter. According to aspect 13), by changing the effect generation parameter when an option associated with the first object is selected, the strategic nature of the game can be further enhanced.

[0159] 14) In one aspect of the present invention, the parameters are parameters used to raise a raised object, each of the plurality of options is an option indicating a method of raising the raised object, the first object is an object for supporting the raised object, and the second object is an object for improving the parameters. According to aspect 14, it is possible to increase the strategic nature of the raising game. [Explanation of symbols]

[0160] S Game system, N Network, 10 Game control device, 30 Server, 11, 31 Control unit, 12, 32 Memory unit, 13, 33 Communication unit, 14 Operation unit, 15 Display unit, G1 Main image, A10 Upper area, A11 Gauge area, A12 Lower area, A13 Main character ability area, A14 Command area, P141, P142, P143, P144, P145, P146, P147 Choices, G2 Practice image, A20 Upper area, A22 Experience point area, A23 Command area, P231, P232, P233, P234, P235, P236 Choices, C237 Cursor, A24 Character area, A25 Angel character area, H Heart, G3 Angel image, A30 Upper area, A32 Angel setting area, T321, T322 tabs, A323, A324 basic information area, P325, P326, P328, P329 buttons, A327 basic information area, 100 data storage section, 101 event character setting section, 102 event generation section, 103 acquisition section, 104 angel setting section, 105 heart change section, 106 angel association section, 107 heart association section, 108 release section, 109 display control section, 110 experience point change section, 111 heart cumulative parameter change section, 112 effect generation section, DT1 angel character data, DT2 angel deck data, DT3 event character data, DT4 event deck data, DT5 game situation data.

Claims

1. A game system that provides a game including a first game in which a character is trained by changing or setting parameters of the character, and a second game in which the character that has been trained in the first game is used, a storage control means for storing in a storage device at least one event character selected by lottery from among a plurality of event characters and user identification information in association with each other; a deck organizing means for organizing a first deck, in which one or more event characters among a plurality of event characters associated with the user identification information are set, based on an operation by the user in a pre-game before the start of a main part of the first game; an event management means for causing an event set for the event character set in the first deck to occur in the first game; a parameter management means for changing or setting the parameters of the character being trained according to an event set for the event character set in the first deck; Including, The event character can be set to a second deck different from the first deck, the event management means causes an event different from the event to occur in the first game based on the event character being set in the second deck; Game system.

2. A game control device that provides a game including a first game in which a character is trained by changing or setting parameters of the character, and a second game in which the character that has been trained in the first game is used, a storage control means for storing in a storage device at least one event character selected by lottery from among a plurality of event characters and user identification information in association with each other; a deck organizing means for organizing a first deck, in which one or more event characters among a plurality of event characters associated with the user identification information are set, based on an operation by the user in a pre-game before the start of a main part of the first game; an event management means for causing an event set for the event character set in the first deck to occur in the first game; a parameter management means for changing or setting the parameters of the character being trained according to an event set for the event character set in the first deck; Including, The event character can be set to a second deck different from the first deck, the event management means causes an event different from the event to occur in the first game based on the event character being set in the second deck; Game control device.

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