Game system, game control device, program, and game control method

JP2025184952A5Pending Publication Date: 2026-01-15KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025161590
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-29
Publication Date
2026-01-15

AI Technical Summary

Technical Problem

Existing game systems focus on arranging blocks without gaps to maximize scores, limiting player enjoyment.

Method used

A game system that allows association of a second object with a first object within an upper limit, enabling selection and association processes with varying constituent quantities, and granting bonuses based on these associations.

Benefits of technology

Enhances game entertainment value by introducing variety and strategic depth through bonus rewards, encouraging diverse gameplay strategies.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase amusement of a game.SOLUTION: A program for executing a game for associating a second object with a first object having the upper limit for enabling association makes a computer execute: selection processing of second objects, constitution amounts of which may be different, making a user select any of a plurality of alternatives associated with the respective second objects; association processing for associating a second object associated with the alternative selected by the user with the first object when the second object can be associated with the first object on the basis of relation between the upper limit of the first object and a constitution amount of the second object already associated with the first object; and privilege addition processing of adding a privilege depending on the second object associated with the first object by the association processing until the selection processing and the association processing are repeatedly executed and a predetermined termination condition is satisfied.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

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

[0002] Conventionally, games in which one object is associated with another object have been known. Patent Document 1 discloses a game system in which, when a user places a predetermined number of blocks of the same attribute adjacent to each other, the blocks are erased and a score is added according to the number of erased blocks. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-088664 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game system disclosed in Patent Document 1, users tend to concentrate on arranging blocks without gaps so as to increase their score, which limits the enjoyment of the game system.

[0005] SUMMARY OF THE INVENTION In view of the above problems, an object of the present invention is to improve the entertainment value of games. [Means for solving the problem]

[0006] The program of the present invention is a program for executing a game in which a second object is associated with a first object having an upper limit on the number of objects that can be associated, and causes a computer to execute the following steps: a selection process in which a user selects one of a plurality of options associated with each of the second objects, which may have different constituent quantities; an association process in which the second object associated with the option selected by the user is associated with the first object if it can be associated with the first object in relation to the upper limit of the first object and the constituent quantity of the second objects already associated with the first object; and a bonus granting process in which the selection process and the association process are repeatedly executed until a predetermined termination condition is met, and a bonus is granted according to the second object associated with the first object by the association process. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 10 is a diagram showing an example of an event deck display screen. [Figure 2] FIG. 10 is a diagram showing an example of an ability list screen when the main character is a pitcher. [Figure 3] FIG. 10 is a diagram showing an example of an ability list screen when the main character is a pitcher. [Figure 4] FIG. 10 is a diagram showing an example of a general main screen. [Figure 5] FIG. 10 is a diagram showing an example of a general practice screen when practice is selected. [Figure 6] FIG. 10 is a diagram showing an example of a setting screen for increasing basic abilities. [Figure 7] FIG. 10 is a diagram showing an example of a setting screen for acquiring a special ability. [Figure 8] FIG. 4 is a diagram showing an example of a main screen according to the embodiment. [Figure 9A] FIG. 10 is a diagram illustrating an example of a warehouse object. [Figure 9B] FIG. 10 is a diagram showing an example of a cargo object placed in a warehouse. [Figure 9C] FIG. 10 is a diagram showing an example of a cargo object placed in a warehouse. [Figure 10] FIG. 10 is a diagram showing an example of a cargo attribute TBL. [Figure 11] FIG. 10 is a diagram showing an example of a practice screen in a state where the conditions for a shipping bonus are met. [Figure 12] FIG. 10 is a diagram showing an example of a practice screen in which the conditions for shipping tag practice are met. [Figure 13] FIG. 10 is a diagram showing an example of a departure screen when departing. [Figure 14A] FIG. 10 is a diagram showing an example of a destination map screen when selecting a destination. [Figure 14B] FIG. 10 is a diagram showing an example of a departure destination map screen when departure is not possible. [Figure 15] FIG. 10 is a diagram showing an example of a bonus award screen when a bonus is awarded. [Figure 16] FIG. 10 is a diagram showing an example of an updated departure destination map screen. [Figure 17] FIG. 1 is a diagram illustrating an example of the overall configuration of a game system. [Figure 18] FIG. 2 is a diagram illustrating an example of a functional configuration of a game device. [Figure 19A] 10 is a flowchart showing an example of a basic processing procedure by the game device. [Figure 19B] 10 is a flowchart showing an example of a basic processing procedure by the game device. [Figure 20] 10 is a flowchart illustrating an example of a processing procedure related to cargo. [Figure 21] 10 is a flowchart showing an example of a processing procedure related to departure. [Figure 22] FIG. 10 is a diagram showing an example of a practice TBL. [Figure 23] FIG. 10 is a diagram showing an example of a selling price TBL. [Figure 24A] FIG. 10 is a diagram showing an example of departure destination related information. [Figure 24B] FIG. 10 is a diagram showing an example of departure destination related information. [Figure 24C]FIG. 10 is a diagram showing an example of departure destination related information. [Figure 25A] FIG. 10 is a diagram showing an example of cargo loading information. [Figure 25B] FIG. 10 is a diagram showing an example of cargo loading information. [Figure 25C] FIG. 10 is a diagram showing an example of cargo loading information. [Figure 25D] FIG. 10 is a diagram showing an example of cargo loading information. [Figure 26A] FIG. 10 is a diagram showing an example of cargo display information. [Figure 26B] FIG. 10 is a diagram showing an example of cargo display information. [Figure 26C] FIG. 10 is a diagram showing an example of cargo display information. [Figure 27A] FIG. 10 is a diagram showing an example of benefit granting information. [Figure 27B] FIG. 10 is a diagram showing an example of benefit granting information. [Figure 27C] FIG. 10 is a diagram showing an example of benefit granting information. [Figure 27D] FIG. 10 is a diagram showing an example of benefit granting information. [Figure 28] FIG. 10 is a diagram illustrating an example of option-related information. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0009] [1. Game Description] The following will provide an overview of a game suitable for application of the present invention, using a screen displayed on a liquid crystal display panel equipped with a touch panel on a game device described below.

[0010] The game of this embodiment is mainly related to a baseball game. The game of this embodiment is composed of multiple parts according to the objective, including a development part, a battle part, an acquisition part, and an enhancement part. The development part is a part in which characters are developed. In this embodiment, in the development part, pitcher or fielder (including catcher) characters are developed. The battle part is a part in which battles are played using characters developed in the development part. In this embodiment, in the battle part, a baseball team including pitcher and fielder characters developed in the development part plays a game against another team. The acquisition part is a part in which characters that can be used when developing characters in the development part (event characters, described below) can be obtained. The enhancement part is a part in which event characters obtained in the development part are enhanced by, for example, combining event characters obtained with each other.

[0011] Below, we will explain in detail the training part of the game. In the training part, the main character to be trained practices baseball at a high school and is trained as a pitcher or fielder through various events. Note that in this embodiment, multiple scenarios are prepared for the training part, and the high school to which the main character will attend varies depending on the scenario. In the game of this embodiment, the high school to which the main character will attend is determined by the user selecting one of the scenarios.

[0012] When a scenario is selected, the user first determines basic information about the main character. This basic information includes the main character's name, the main character's position, the main character's dominant hand, the main character's batting style, and, if the main character is a pitcher, the main character's pitching style. The main character's position can be selected from pitcher, catcher, first baseman, second baseman, third baseman, shortstop, and outfielder. Positions other than pitcher will be referred to as fielders hereinafter. The main character's dominant hand can be selected as either a right-handed or left-handed pitcher, and can also be selected as a right-handed batter, left-handed batter, or switch hitter. The main character's batting style can be selected from multiple options, such as standard or open stance. The pitching style can be selected from multiple options, such as overhand, three-quarter, sidearm, and underhand. When determining the main character's basic information, preset basic information can be initially displayed on the screen, and the user can change the basic information.

[0013] Once the main character's basic information is determined, the event deck is then set up. The event deck is a deck for setting up event characters who will be teammates with the main character and practice together at the high school the main character will attend. Event characters are characters that affect the main character's development (have beneficial effects for the user) when events occur during the main character's development process. The user selects event characters to set in the event deck from among their event characters. Event characters can be acquired as rewards for winning in battle mode or by lottery. Furthermore, before starting a scenario in the development part, the user can raise the level of the event character in advance. The higher the event character's level, the higher the increase in the main character's abilities through practice and the main character's initial evaluation, allowing the user to progress through the scenario more advantageously.

[0014] FIG. 1 shows an example of the display screen G100 of an event deck. When setting up an event deck, the display screen G100 shown in FIG. 1 is displayed. The deck name is displayed in the display area A110. The user can pre-register the combination of event characters in the event deck before starting the scenario in the training part. The change button B1101 is a button for changing the deck name.

[0015] The selected event character is displayed in display area A112. A maximum of six event characters can be set in the event deck. Event characters are selected from the event characters owned by the user, but some event characters owned by other users can also be selected. For example, depending on the type of scenario, the user may not own the event characters necessary to progress through that scenario advantageously. Even in such a case, if the user can select an event character owned by another user, the user can progress through that scenario advantageously and enjoy the game in that scenario.

[0016] Display area A111 displays the rarity of each event character. Rarity indicates how difficult it is to obtain, and there are six types of rarity: "Normal (N)," "Powerful Normal (PN)," "Rare (R)," "Powerful Rare (PR)," "Super Rare (SR)," and "Powerful Super Rare (PSR)." The rarity increases in the order of N, PN, R, PR, SR, and PSR, and the higher the rarity, the greater the benefit when developing the main character, such as when an event occurs. In addition, display area A113 displays the level of the event character.

[0017] In addition, each event character may be associated with a favorite practice, and when certain conditions are met, the main character may practice that event character's favorite practice together with the main character, and the main character may receive tips on the ability from the event character or an event may occur. The certain conditions will be described later.

[0018] Display area A114 displays a list of the event character's favorite practices, and the practice types are "batting," "muscle strength," "base running," "arm strength," "pitch speed," "control," "stamina," "curve ball," "defense," and "mentality." When an event character is set in the event deck, the number of event characters with favorite practices is displayed in display area A115. In the example shown in FIG. 1, one event character is set as a favorite practice for batting, two event characters are set as a favorite practice for strength, one event character is set as a favorite practice for base running, one event character is set as a favorite practice for arm strength, and one event character is set as a favorite practice for mental strength. Note that an event character may have more than one favorite practice, and if an event character with more than two favorite practices is set in the event deck, the total number displayed in display area A115 will be correspondingly larger.

[0019] Once the event characters have been set in the event deck as described above, the next step is to select game items. Game items can be acquired as rewards for winning in battle mode or by lottery, and users can use up to two game items in the training portion. Types of game items include items to increase the event occurrence rate, items to restore stamina, and items to reduce the chance of injury.

[0020] Once the selection of game items has been completed as described above, the scenario begins. Before explaining the contents of the scenario, the ability values ​​of the main character to be trained will be explained. Figure 2 shows an example of an ability list screen G200 when the main character is trained as a fielder. The main character is displayed in the display area A210. The appearance of the main character is determined when determining the main character's basic information, but can be changed after the main character is trained.

[0021] Display area A211 displays the name of the main character. The name of the main character is determined when determining the main character's basic information, but can be changed after the main character is trained. Display area A212 displays the number of the main character's position. If the position is catcher, the number 2 is displayed, if it is first baseman, 3 if it is second baseman, 4 if it is third baseman, 6 if it is shortstop, 7 if it is left field, 8 if it is center field, and 9 if it is right field.

[0022] Display area A213 displays the batting form and dominant hand of the main character, and these are determined when determining the main character's basic information. Display area A214 displays the main character's position, and these are determined when determining the main character's basic information. It is also possible to train the main character to be able to play defense in multiple positions, in which case multiple positions can be displayed.

[0023] The display areas A215 to A221 display the basic abilities of a fielder. The basic abilities displayed in the display areas A216 to A221 are displayed in eight levels of evaluation rank: S, A, B, C, D, E, F, and G, with an ability value of 90 or higher being S, 80 to 89 being A, 70 to 79 being B, 60 to 69 being C, 50 to 59 being D, 40 to 49 being E, 20 to 39 being F, and 19 or less being G.

[0024] Display area A215 displays basic abilities related to "trajectory," which are expressed as an evaluation rank from 1 to 4. The higher the number, the higher the trajectory of the ball when batting, and the more likely it is to hit a home run. Display area A216 displays basic abilities related to "contact," and the higher the "contact" ability, the easier it is to make contact with the ball and hit a home run. Display area A217 displays basic abilities related to "power," and the higher the "power" ability, the more likely it is to hit a long hit. Display area A218 displays basic abilities related to "running ability," and the higher the "running ability," the faster the base running will be and the more likely it is to hit an infield hit. Display area A219 displays basic abilities related to "shoulder strength," and the higher the "shoulder strength" ability, the faster the ball can be thrown defensively. Display area A220 displays basic abilities related to "defensive ability," and the higher the "defensive ability," the wider the defensive range. Display area A221 displays basic abilities related to "catching," and the higher the "catching" ability, the easier it is to catch the ball well defensively and the less likely an error will be made.

[0025] Display area A222 displays a list of special abilities possessed by the main character, and display area A2221 displays "Fielder Ability." Special abilities are displayed in display area A2222, and in the example shown in Fig. 2, the main character possesses five types of special abilities: "Infield Hit," "Pinch Hitter," "Inside Hit," "Throw," and "Stable Form." In other words, the main character is prone to infield hits, his ability value increases when he appears as a pinch hitter, he excels at "inside hits" when batting, he throws the ball accurately when fielding, and he is in stable form.

[0026] Next, Fig. 3 shows an example of an ability list screen G200 when the main character is trained as a pitcher. Note that explanations of content that overlaps with the case of a fielder shown in Fig. 2 will be omitted. Note that in the case of a pitcher, the display area A212 displays "1," which is the position number of the main character.

[0027] The pitching form and dominant hand of the main character are displayed in the display area A310, and are determined when determining the main character's basic information. The "pitcher" is displayed in the display area A311.

[0028] Display area A312 displays the basic ability related to "ball speed," and displays the maximum ball speed when a fastball is thrown. Similarly to fielders, the basic abilities displayed in display areas A313 and A314 are displayed in eight levels: S, A, B, C, D, E, F, and G. An ability value of 90 or higher is S, 80-89 is A, 70-79 is B, 60-69 is C, 50-59 is D, 40-49 is E, 20-39 is F, and 19 or less is G.

[0029] Display area A313 displays basic abilities related to "control," and the higher the "control" ability, the less likely a pitcher will throw a bad pitch and the easier it will be to pitch the ball to the intended course. Display area A314 displays basic abilities related to "stamina," and the higher the "stamina" ability, the less likely the pitcher will tire and the less likely their abilities will decline in the latter half of the game.

[0030] Display area A315 shows the types of curveballs the main character has mastered and the amount of curveball movement. In the example shown in Figure 3, the main character can throw a "slider" and a "forkball" in addition to a straight ball, and the amount of curveball movement when a curveball is thrown is medium.

[0031] Display area A316 displays a list of special abilities possessed by the main character, and display area A3161 displays "pitcher ability." Display area A3162 displays the special abilities, and in the example shown in Fig. 3, the main character possesses four types of special abilities: "heavy ball," "strikeout," "tenacity," and "toughness." In other words, the main character can throw a heavy ball, making it easy to strike out batters, can continue pitching with tenacity even when tired, and is not easily shaken even when hit with a hit.

[0032] Next, we will explain the details of the scenario content. As mentioned above, there are multiple scenarios available in the training part, and we will first explain the content that these scenarios have in common. Each scenario consists of four sections, with sections 1 to 3 each consisting of 12 turns, and only section 4 consisting of 15 turns. The user can select practice content and let the main character rest after each turn. Note that since high school baseball preliminaries and high school baseball games at Koshien are included midway through section 4, if the player loses a game and is eliminated, section 4 will be forced to end.

[0033] In each turn of each section, multiple teammates appear in addition to the main character, and have a significant impact on the main character's development. Teammates include event characters set in the event deck, event characters that are predetermined for that scenario, and other default characters (non-event characters). Note that the same characters as the event characters that are predetermined for that scenario can also be set in the event deck.

[0034] Additionally, morning and afternoon events may occur with one turn in between. The events that occur include scenario-specific scenario events, event character events featuring event characters set in the event deck, and event character events featuring event characters that are predetermined for the scenario. In scenario-specific scenario events, event characters that are predetermined for the scenario mainly appear. Whether an event occurs in the morning or afternoon is predetermined based on the content of the scenario event and the event characters, and the occurrence condition for each event is if the event occurrence lottery is won. When these events occur, the main character is given a training effect according to the event that occurred.

[0035] FIG. 4 shows an example of a main screen G400 for each turn. Display area A401 displays the current section and current turn (the number of turns remaining in the current section). Display area A402 displays the main character's school year, month, and week for the current section and turn. Display area A414 displays an icon indicating the main character's motivation parameter. The type of icon changes in multiple stages depending on the main character's motivation parameter, and changes as events occur. In addition, when menu button B403 is selected, a menu screen is displayed, allowing the user to check settings or pause the scenario.

[0036] Display area A404 displays the main character's current stamina gauge; if you choose to practice that turn, the stamina gauge will decrease; if you take a rest or go on a date, the stamina gauge will increase. Display area A405 displays the main character's name and the current evaluation rank of his basic abilities. In the example shown in FIG. 4, the main character is trained as a fielder, so the current evaluation ranks of the aforementioned "trajectory," "batting," "power," "running ability," "arm strength," and "defensive ability" are displayed. If the main character is trained as a pitcher, "pitch speed," "control," "stamina," and "type and amount of curveball change" are displayed.

[0037] In each turn, the user can select what to do in that turn from multiple options P407, P408, P411 to P413. If option P410 is selected, the turn will not be consumed. Also, the content of option P409 varies depending on the type of scenario, and some options consume a turn and some do not. Next, the content of each option will be explained.

[0038] If the "Rest" option P407 is selected, the player will not practice that turn, but will instead rest and recover their stamina. The amount of stamina recovered is determined by lottery. If the "Practice" option P408 is selected, the screen will transition to a practice screen G500 in FIG. 5, which will be described later, where the user can select one of several types of practice content. Details of the practice content will be described later. The option P409 is a scenario-specific option, and the content will vary depending on the selected scenario.

[0039] When the "ability improvement" option P410 is selected, the user can use experience points earned through practice and events to improve the abilities of the main character. In other words, if the user wants to improve the main character's basic abilities or acquire special abilities, he or she selects this option P410 to improve the main character's abilities. Specific methods for improving the main character's basic abilities or acquiring special abilities will be described later. When the "hospital visit" option P411 is selected, the main character's illness, etc., is cured with a predetermined probability. When the "play" option P412 is selected, the main character's physical strength is restored, and further, the main character's motivation parameter is increased by one level with a high probability. When the "date" option P413 is selected, the main character's physical strength is restored.

[0040] Next, we will explain what happens when the "Practice" option P408 is selected. FIG. 5 shows an example of a practice screen G500. Note that the example shown in FIG. 5 shows a screen in which the "Strength" practice is provisionally selected by the arrow P510. The display area A501 displays the remaining experience points acquired by the main character. Here, experience points refer to the points required to improve the main character's abilities. The display area A501 does not include experience points consumed by improving the main character's basic abilities or acquiring special abilities. There are five types of experience points: "Strength," "Agility," "Technique," "Curveball," and "Spirit." The type and value of experience points acquired vary depending on the practice content. As shown in FIG. 5, when "Strength" practice is selected, both "Strength" experience points and "Spirit" experience points are acquired. Furthermore, the display area A502 displays the amount of experience points gained by selecting that practice, allowing the user to select the practice content while referring to the amount of experience points gained.

[0041] Display area A505 displays the teammates who will participate in the practice. The teammates are randomly selected from the scenario-specific, pre-defined event characters, event characters set in the event deck, other default characters, scouts, and managers. The more teammates who participate, the more experience points the player will receive. Display area A506 displays the teammates' names and their evaluation scores for the main character as a gauge. The main character's evaluation score can be increased by events involving the teammate or by practicing with the teammate. The higher the main character's evaluation score, the more tips for special abilities the player will acquire and the greater the increase in experience points. Note that acquiring tips for special abilities reduces the experience points required to acquire that special ability.

[0042] The display area A507 displays the favorite practice associated with that teammate. If the ultimately selected practice matches the favorite practice, the protagonist will receive benefits that are advantageous to their development, such as gaining more experience points. Favorite practices are displayed for event characters set in the event deck and joint practice characters (described below), but are not displayed for scenario-specific, predetermined event characters (excluding those set in the event deck) or other default characters. It is possible to practice with up to five teammates, and the teammate combinations corresponding to each practice (content) are drawn by lottery each turn.

[0043] Furthermore, if there is an event character among the teammates practicing together whose favorite practice matches the selected practice and whose evaluation value relative to the main character is above a predetermined value (progression level 1 or above in the case of a joint practice character), a special practice called special tag practice will be held. When special tag practice is held, more experience points can be earned than usual.

[0044] Display area A508 displays the injury rate when that practice is selected. The lower the current physical strength, the higher the injury rate. The user can refer to the injury rate, select the back button B504, return to the main screen G400 in FIG. 4, and select "Rest" or another option. The higher the injury rate, the higher the probability that the main character will be injured when practicing. If the main character is injured, they will not gain experience points even if they practice.

[0045] The options P511 to P516 each allow a different practice to be selected, and the user can execute that practice by, for example, pressing one of the options P511 to P516 with a finger or the like. Furthermore, before finally selecting one of the options P511 to P516, the user can check the amount of experience points gained and the teammates who will practice together if a different practice option from the currently provisionally selected option is ultimately selected. Furthermore, each option P511 to P516 displays the level of that practice. The level increases by selecting the same practice multiple times, and the higher the practice level, the more experience points can be gained.

[0046] When the "Strike" option P511 is selected, the experience points required to increase "Meat," one of the main character's basic abilities, are acquired. Specifically, experience points are acquired for "Strength," "Technique," and "Spirit," which are displayed in the display area A501. When the "Strength" option P512 is selected, experience points are acquired for "Strength" and "Spirit," which are displayed in the display area A501.

[0047] When the "base running" option P513 is selected, the experience points required to increase "running ability," one of the main character's basic abilities, are obtained. Specifically, experience points for "muscle strength" and "agility," which are displayed in the display area A501, are obtained. When the "shoulder strength" option P514 is selected, the experience points required to increase "shoulder strength," one of the main character's basic abilities, are obtained. Specifically, experience points for "muscle strength," "agility," and "technique," which are displayed in the display area A501, are obtained.

[0048] When the "Defense" option P515 is selected, the experience points required to increase "Defense," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Agility," "Technique," and "Spirit," which are displayed in the display area A501. When the "Mental" option P516 is selected, the main character's physical strength is restored and experience points are obtained for "Technique" and "Spirit," which are displayed in the display area A501.

[0049] Note that the example shown in FIG. 5 is an example of training the main character as a fielder. When training the main character as a pitcher, the practice contents of options P511 to P516 are different, and are combinations of "pitch speed," "control," "stamina," "curve ball," "defense," and "mentality." The types of experience points are the same as when training the main character as a fielder. Similarly, when training the main character as a pitcher, the types and values ​​of experience points gained vary depending on the practice contents. For example, if "control" practice is selected, experience points for "technique" and experience points for "mentality" are gained.

[0050] When the "ball speed" option is selected, the experience points required to increase "ball speed," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "strength," "technique," and "spirit," which are displayed in display area A501. When the "control" option is selected, the experience points required to increase "control," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "technique" and "spirit," which are displayed in display area A501.

[0051] When the "Stamina" option is selected, the experience points required to increase "Stamina," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Strength" and "Spirit," which are displayed in display area A501. When the "Curveball" option is selected, the experience points required to increase the type and amount of change of "Curveball," one of the main character's basic abilities, are obtained. Specifically, experience points are obtained for "Technique," "Curveball," and "Spirit," which are displayed in display area A501.

[0052] When the "Defense" option is selected, experience points for "Agility," "Technique," and "Spirit" displayed in display area A501 are obtained. When the "Mental" option is selected, the main character's physical strength is restored, and experience points for "Technique" and "Spirit" displayed in display area A501 are also obtained.

[0053] Next, we will explain the procedure for reflecting experience points gained through practice, etc. in basic abilities and special abilities. When the "Ability Improvement" option P410 is selected on the main screen G400 shown in Figure 4, the screen will transition to the screen shown in Figure 6 below.

[0054] FIG. 6 shows an example of a setting screen G600 for increasing the basic abilities of the main character. Display area A601 displays the evaluation rank and ability value of each basic ability before the ability is increased, and display area A602 displays the evaluation rank and ability value of each basic ability after the ability is increased. Selection button B611 is a button for transitioning to a screen for setting basic abilities, and in the example of FIG. 6, it shows that the basic ability setting screen has been selected. Note that when selection button B612 is selected, transition is made to a special ability setting screen, which will be described later.

[0055] Display area A603 displays the currently accumulated experience points. Display area A604 shows the experience points required to increase the ability value of each basic ability by 1, and by selecting arrow button B613, the ability value of the basic ability can be increased by consuming the currently accumulated experience points.

[0056] Note that while the example shown in Figure 6 shows the case where the main character is trained as a fielder, if the main character is trained as a pitcher, the basic abilities are replaced with "pitch speed," "control," and "stamina." Also, a selection button for setting the type and amount of change of a curveball has been added, and when that selection button is selected, the type of curveball can be selected. In this case, the experience points required to increase the change of that curveball by 1 are also displayed, and the amount of change of the curveball can be increased by consuming currently accumulated experience points.

[0057] 7 shows an example of a setting screen G700 for acquiring special abilities for the main character. A list of special abilities is displayed in a display area A701, along with the experience points required to acquire each special ability. By moving the scroll bar displayed in a display area A702, all special abilities can be viewed, and by selecting an arrow button B713, the player can consume currently accumulated experience points to acquire that special ability.

[0058] Next, we will explain the unique features of the scenario described in this embodiment. The scenario according to this embodiment described below is a scenario in which the protagonist character develops by setting sail on a cruise ship, training at a high school at the destination while loading cargo onto the cruise ship and arranging it in a warehouse, and selling the cargo at the next destination to obtain benefits.

[0059] The six types of practice mentioned above are associated with cargo, each of which may have different quantities and attributes. By selecting one of the six types of practice, the cargo associated with that practice can be loaded onto the cruise ship and placed in a warehouse. The quantity of cargo associated with a practice varies depending on factors such as the number of teammates participating in that practice. Furthermore, attributes are pre-defined for each practice for each high school that departs and docks on the cruise ship, and the attributes of the cargo associated with that practice are the attributes defined for that practice. Meanwhile, there are multiple warehouses where cargo can be placed, each with a set upper limit. Therefore, the user selects cargo associated with a practice, taking into account the warehouse limit and the cargo already placed, so as to place as much cargo as possible. Since cargo placed in a warehouse is sold at the next voyage destination, the more cargo there is, the greater the reward. Furthermore, the attributes of cargo that sell for a higher price vary depending on the voyage destination. Therefore, the user selects cargo associated with a practice, taking into account the cargo attributes. Specific examples are described below.

[0060] Fig. 8 shows an example of the main screen G800 displayed in this scenario. Note that the content common to each scenario is the same as in Fig. 4, so a description thereof will be omitted.

[0061] Display area A806 displays the loading status of the cargo currently placed in the warehouse. Display area A807 displays the loading rate of the cargo currently placed in the warehouse. Also, by selecting the "Departure" option P808 on the main screen G800, the screen for departure will be displayed. Details of departure will be described later. Also, display area A809 adjacent to option P808 displays the bells (described below) that have been acquired so far. By acquiring three bells, you can set sail to your destination, but you cannot set sail until you have acquired three bells. Bells may be associated with one of six types of practice, and you can acquire a bell by selecting the practice with which it is associated.

[0062] FIG. 9A is a diagram showing an example of a warehouse object displayed in the display area A806. The warehouses of this embodiment are composed of a first warehouse P901, a second warehouse P902, and a third warehouse P903. Each warehouse has a set upper limit for the amount of cargo that can be placed therein. The upper limit for the first warehouse P901 is "5," the upper limit for the second warehouse P902 is "5," and the upper limit for the third warehouse P903 is "10." Each of the first warehouse P901 and the second warehouse P902 is composed of five spaces, indicating that the upper limit for the amount is "5." Identification numbers 1 to 5 are associated with each space in the first warehouse P901 and the second warehouse P902 from the left. Furthermore, the third warehouse P903 is composed of 10 spaces, indicating that the upper limit for the amount is "10." Identification numbers 1 to 10 are associated with each space in the third warehouse P903 from the left.

[0063] When placing cargo in a warehouse, it is not possible to place a single cargo across different warehouses. Furthermore, when placing cargo in a warehouse, it is not possible to place cargo in excess of the maximum quantity allowed for each warehouse. If you attempt to place cargo in excess of the maximum quantity allowed, a message such as "Over" will be displayed, indicating that the cargo cannot be placed. However, if the conditions for the shipping tag described below are met, it is possible to place cargo in excess of the maximum quantity allowed for each warehouse by compressing the size of the cargo already placed in half. Furthermore, when placing cargo in a warehouse, whether or not the cargo can be placed is determined in the order of Warehouse 1 P901, Warehouse 2 P902, and Warehouse 3 P903, and the warehouses in which it can be placed are given priority.

[0064] FIG. 9B is a diagram showing an example of a state in which cargo is placed in a warehouse. Here, a load P904 with a constituent quantity of "2" is placed in the first warehouse P901. The load P904 is composed of two blocks, which indicates that the constituent quantity is "2." The size of each block of the load and each space in the warehouse are the same. As shown in FIG. 9B, the blocks of the load P904 are displayed overlapping the spaces in the first warehouse P901, indicating that the load P904 is placed in the first warehouse P901. When placing a load, it is placed in order from one end of the warehouse. If a load is already placed in the warehouse, it is placed adjacent to the already placed load without leaving any gaps. In addition, a "circle" mark is displayed in the area of ​​the load P904 as an example of a mark indicating the attributes of the load. In addition, the color purple is displayed in the area of ​​the load P904 as an example of a color indicating the attributes of the load.

[0065] FIG. 10 is a diagram showing an example of the cargo attribute TBL 110. There are five cargo attributes. In this embodiment, there are five cargo attributes: "Grain" P1001, "Plant" P1002, "Ore" P1003, "Armament" P1004, and "Steel" P1005. In this embodiment, as shown in FIG. 10 , marks and colors are associated with cargo attributes so that the cargo attributes can be distinguished visually. Specifically, the attribute "Grain" is associated with the mark "star" and green, the attribute "Plant" is associated with the mark "diamond" and blue, the attribute "Ore" is associated with the mark "circle" and purple, the attribute "Armament" is associated with the mark "heart" and red, and the attribute "Steel" is associated with the mark "triangle" and yellow. Note that cargo attributes only need to be distinguishable visually, and are not limited to marks and colors. For example, different letters, numbers, symbols, patterns, etc. may be associated with each cargo attribute. In the following description, for ease of understanding, the five types of cargo attributes will be described as the attribute "star," attribute "diamond," attribute "circle," attribute "heart," and attribute "triangle."

[0066] One of the benefits granted when cargo is sold at the destination is a benefit that increases the level of practice. In the attribute TBL 110 shown in FIG. 10, each cargo attribute is associated with a practice that increases the level. Specifically, if the main character is a fielder, the attribute "star" is associated with practice "strength," the attribute "diamond" is associated with practice "batting," the attribute "circle" is associated with practice "baserunning," the attribute "heart" is associated with practice "arm strength," and the attribute "triangle" is associated with practice "defense." Furthermore, if the main character is a pitcher, the attribute "star" is associated with practice "pitch speed," the attribute "diamond" is associated with practice "control," the attribute "circle" is associated with practice "curveball," the attribute "heart" is associated with practice "stamina," and the attribute "triangle" is associated with practice "defense."

[0067] Furthermore, one of the benefits granted when cargo is sold at the destination is a benefit that grants experience points. In the attribute TBL 110 shown in FIG. 10, each cargo attribute is associated with a type of experience points to be granted. Specifically, if the main character is a fielder, the attribute "star" is associated with the experience point type "strength," the attribute "diamond" with the experience point type "technique," the attribute "circle" with the experience point type "agility," the attribute "heart" with the experience point type "spirit," and the attribute "triangle" with granting experience points to all types. Furthermore, if the main character is a pitcher, the attribute "star" is associated with the experience point type "strength," the attribute "diamond" with the experience point type "technique," the attribute "circle" with the experience point type "curveball," the attribute "heart" with the experience point type "spirit," and the attribute "triangle" with granting experience points to all types.

[0068] FIG. 11 shows an example of a practice screen G1100 to which the screen transitions when the "Practice" option P408 is selected on the main screen G800 of FIG. On the practice screen G1100, cargoes P1101 to P1106 associated with the practice options P511 to P516 are displayed adjacent to the options P511 to P516. For each of the cargoes P1101 to P1106, the component quantity is displayed numerically, and the attributes of the cargo are displayed with marks and colors. The component quantity of the cargo varies depending on factors such as the number of teammates participating in the practice to which the cargo is associated. If there is at least one teammate participating in the practice, the component quantity is incremented by one. If the teammate has an event character set in the event deck, the component quantity is incremented according to the number of event characters. Furthermore, cargo attributes are associated with each practice. Each of the six types of practice is associated with one of five attributes. However, the attributes of the cargo associated with each practice vary depending on the departure destination. However, the attributes of the cargo associated with each practice are always the same for the same departure destination.

[0069] This scenario also includes a joint training character. A joint training character is associated with a departure destination and is a unique character for each destination. A joint training character also has a preferred training and a rating value relative to the main character. However, the joint training character's rating relative to the main character is different from the rating values ​​of other teammates relative to the main character and is set as the progress of the evaluation of the main character. Each time a joint training character practices with another joint training character, the joint training character's progress increases. For example, practicing together with a joint training character at a progress level of 0 raises the character's progress level to 1, and practicing together at a progress level of 1 raises the character's progress level to 2, increasing by one level at a time. The maximum progress level for a joint training character is 2. The higher the character's progress relative to the main character, the more skills the character acquires in special abilities and the greater the increase in experience points. The progress level of a joint training character is maintained, so if a joint training character has practiced with another character at a certain departure destination, the character can practice with the same progress level maintained when they return to the same departure destination. It should be noted that the joint training character is not associated with the high school where they first practice when they start the training part, i.e., the departure point when they first set sail.

[0070] Additionally, on the practice screen G1100, a bell object may be displayed in a position close to the options P511 to P516. On the practice screen G1100, a bell P1107 associated with the practice of option P516 is displayed in a position close to option P516. A bell can be acquired by selecting the practice associated with bell P1107, and acquiring three bells allows the player to set sail. Note that bells are associated with practices that have five or more teammates or practices that have three or more predetermined event characters or joint practice characters.

[0071] Additionally, the display area A1108 displays attributes associated with teammates. If the teammate is a predetermined event character, an event character set in the event deck, or a joint practice character, one of the five attributes that are the same as cargo is associated with the teammate. That is, the attributes associated with teammates are "star," "diamond," "circle," "heart," and "triangle," just like the attributes of cargo.

[0072] Here, if any of the teammates practicing together has an attribute associated with it that matches the attribute of the cargo associated with the selected practice, the conditions for the shipping bonus are met, and more experience points are awarded than if the conditions for the shipping bonus were not met. The practice screen G1100 shows that option P512 is provisionally selected. The practice of option P512 is associated with a cargo of "3" in composition quantity and with the attribute "diamond." Furthermore, the provisionally selected practice includes a teammate who is associated with the attribute "diamond" among the teammates practicing together. Therefore, the display area A1109 displays the experience points to be awarded in addition to the experience point type "skill" associated with the attribute "diamond" as a shipping bonus. Furthermore, the display area A806 flashes the cargo of "3" in composition quantity and with the attribute "diamond" to display the loading status when a practice that is associated with a cargo of "3" in composition quantity and with the attribute "diamond" is provisionally selected.

[0073] In this way, when an option that meets the conditions for receiving a shipping bonus is provisionally selected, the user can confirm that the shipping bonus will be received. Also, when an option that is associated with a load for practice is provisionally selected, the user can confirm the loading status of the load, i.e., how the load will be arranged. Note that, unlike practice options that do not meet the conditions for a shipping bonus, practice options that meet the conditions for a shipping bonus are displayed with the load flashing. Furthermore, on practice screen G1100, the bells acquired up to the present time are displayed in display area A1110 adjacent to display area A806.

[0074] FIG. 12 shows an example of a practice screen G1200 when the "hitting" option P511 is provisionally selected on the practice screen G1100 of FIG. 11. The display area A505 of the practice screen G1200 shows an example in which a joint practice character is included as a teammate practicing "hitting" together. The evaluation value gauge displayed in the display area A506 is displayed as progress level P1201 for the joint practice character. The progress level P1201 shown in FIG. 12 indicates that the progress level is "1."

[0075] Here, in a practice that satisfies both the conditions for the special tag practice and the conditions for the shipping bonus, the conditions for the shipping tag practice are met, and more experience points are awarded than in a case where only the conditions for the special tag practice or only the conditions for the shipping bonus are met. On the practice screen G1200, the provisionally selected practice of option P511 has a component quantity of "3" and is associated with a cargo of the attribute "yen." Among the teammates practicing together, there is an event character whose favorite practice matches the provisionally selected practice "striking" and whose evaluation value for the main character is equal to or greater than a predetermined value (in the case of a joint practice character, a progress level of 1 or greater). Therefore, the conditions for the special tag practice are met. Furthermore, among the teammates practicing the provisionally selected practice "striking" together, there is a teammate who is associated with the same attribute "yen" as the attribute "yen" associated with the practice "striking." Therefore, the conditions for the shipping bonus are met. Here, an example is shown in which the teammate who meets the conditions for the special tag practice and the teammate who meets the conditions for the shipping bonus are the same, but the teammates who meet each condition may be different. In this way, in an exercise that satisfies both the conditions for special tag practice and the conditions for the shipping bonus, by satisfying the conditions for shipping tag practice, in addition to the experience points in display area A502, experience points that are added to the experience point type "agility" associated with the attribute "circle" are displayed in display area A1109 as a shipping bonus.

[0076] Additionally, in display area A806, a cargo with a component quantity of "3" and an attribute of "circle" is flashing to show the loading status if it were placed. At this time, when the conditions for the loading tag practice are met and cargo associated with the provisionally selected practice is placed in a warehouse, if a cargo is already placed in the warehouse to be placed, the size of the already placed cargo is compressed by half. Compressing the size of the cargo by half allows the cargo to be placed beyond the warehouse's upper limit. In the example of display area A806 shown in FIG. 12, the size of a cargo with a component quantity of "2" already placed is compressed by half. It is possible to place a cargo with a component quantity of "4," for example, that would not be placed without compression. Since the component quantity of the cargo remains the same even when the size of the cargo is compressed by half, adding the component quantity of "2" of the compressed cargo to the component quantity of the newly placed cargo, "4," results in a total quantity of "6," which exceeds the warehouse's upper limit of "5." In this way, by placing cargo beyond the warehouse's upper limit, when selling cargo at the next voyage destination, a larger benefit will be given than if cargo were not placed beyond the upper limit. Note that in the display area A806 of the practice screen G1200 shown in Fig. 12, the density of the cargo to be compressed is displayed in a darker shade so that it can be understood that the cargo already placed will be compressed.

[0077] In this way, when an option that meets the conditions for the loading tag practice is provisionally selected, the user can confirm that the conditions for the loading tag practice are met and that a loading bonus will be awarded. Furthermore, if an option associated with cargo is provisionally selected for practice and the cargo already placed is compressed, the user can confirm the loading state of the cargo, i.e., how the cargo will be compressed and placed. Note that, unlike practice options that do not meet the conditions for the loading tag practice, practice options that meet the conditions for the loading tag practice are displayed with the option and cargo flashing.

[0078] By selecting a practice session associated with the bell P1107, a bell can be acquired, and by acquiring three bells, the player can set sail. When setting sail, the player selects the "Depart" option P808 on the main screen G800 shown in FIG. 8, which transitions to the departure screen G1300 for setting sail. Even if the player has not acquired three bells, the player can transition to the departure screen G1300 by selecting the "Depart" option P808, and check the available departure destinations.

[0079] 13 is a diagram showing an example of a departure screen G1300. Here, when three bells are obtained and the ship enters a departure-enabled state, a pre-determined departure destination from among the available departure destinations is displayed in a provisionally selected state. The departure screen G1300 includes a "Change Destination" option P1301, a "Depart" option P1302, and a "Return" option P1303. In addition, the display area A1304 displays the bells that have been acquired up to this point. If there are not three bells in the display area A1304, the "Depart" option P1302 cannot be selected. Note that if there are three bells in the display area A1304, the "Depart" option P1302 can be selected in the next turn, but the number of turns until forced departure P1304a is additionally displayed.

[0080] Forced departure restricts the turn to proceed only by selecting the "Depart" option P808 and setting sail after a certain number of turns have passed, even if the player has acquired three bells and transitioned to a state where they can set sail. The turn following the turn where three bells are acquired is a state where they can set sail, and the number of turns until forced departure P1304a is displayed as "3 turns." After that, with each turn that progresses, one is subtracted, in the order of "2 turns" and "1 turn." When the number of turns until forced departure P1304a is displayed as "0 turns," the turn can only proceed by selecting the "Depart" option P808 and setting sail. In other words, once the player has acquired three bells and transitioned to a state where they can set sail, they cannot avoid progressing to a forced departure. Therefore, if the user does not want to transition to a state where they can set sail, they select a practice option that does not have a bell associated with it. On the other hand, if the user wants to quickly sell their cargo at their desired destination, they select a practice option that has a bell associated with it. After the ship has entered a state where it is possible to depart, the user can proceed with the turn by selecting an option other than the "Depart" option P808 for up to three turns, so the user can arrange the cargo to achieve the desired loading state within three turns. Note that forced departure occurs even if the ship has never departed in each section.

[0081] Furthermore, the departure screen G1300 displays departure information in display area A1305, and a joint training character of the departure origin (the current location) in display area A1306. Furthermore, as departure information, the name of the departure origin (the current location) and the name of the provisionally selected departure destination are displayed in display area A1307, the current loading status is displayed in display area A1308, current attribute-specific loading information is displayed in display area A1309, and the selling price level for each attribute of cargo according to the provisionally selected departure destination is displayed in display area A1310. The attribute-specific loading information includes the total number of cargoes for each attribute placed in Warehouses 1 to 3. Regarding the selling price level, one triangle indicates the selling price level "Level 1," two triangles indicate the selling price level "Level 2," and no triangle indicates the selling price level "Standard." Note that "Level 2" can be sold for a higher price than "Level 1," and "Level 1" can be sold for a higher price than "Standard."

[0082] By checking the current attribute-specific loading information, the user can ascertain the quantity of cargo for each attribute that has been placed before departure. Furthermore, by checking the current attribute-specific loading information and selling price level, the user can ascertain the contents of the benefits, described below, that will be granted when the cargo is sold at the provisionally selected departure destination. If the user is happy to depart for the provisionally selected departure destination, the user can select the "Depart" option P1302 to depart for the provisionally selected departure destination, and benefits based on the current attribute-specific loading information will be granted. Note that the turn progresses when the user departs.

[0083] FIG. 15 is a diagram showing an example of a benefit granting screen G1500 to which the screen transitions when the "Depart" option P1302 is selected on the departure screen G1300 of FIG. Display area A1501 displays the name of the departure destination. Display area A1502 displays the total number of cargoes of each attribute placed before departure. Display area A1503 displays the details of the benefits granted for each cargo attribute. Display area A1504 displays the benefits to be granted. Display area A1505 displays any additional benefits to be granted. The benefits granted can be broadly divided into the following six benefits:

[0084] The first benefit is a benefit that increases the level of practice according to the attribute for the cargo attribute with the largest total number of cargoes for each attribute, and grants experience points according to the total number for the cargo attributes with the second to fifth largest total numbers. In the benefit granting screen G1500, the total number of cargoes for the attribute "star" is "6," making it the largest cargo attribute. In the attribute TBL110 shown in FIG. 10, the practice that increases the level associated with the attribute "star" is "strength," so the display area A1504 displays that the level of the practice "strength" will be increased by 1. Furthermore, the total number of cargoes for the attribute "circle" is "5," making it the second largest cargo attribute. In the attribute TBL110 shown in FIG. 10, the type of experience points associated with the attribute "circle" is "agility," so the display area A1504 displays that experience points will be granted to the experience point type "agility." Furthermore, the total number of cargoes for the attribute "triangle" is "4," making it the third largest cargo attribute. In the attribute TBL110 shown in Figure 10, the type of experience points associated with the attribute "triangle" is "all experience points," so the display area A1504 displays that experience points will be awarded for all types of experience points. In this way, the more cargo placed in the warehouse, the more benefits are awarded, so users place as many cargoes as possible. Also, since benefits are awarded according to attributes, users place cargoes taking attributes into consideration so that they can receive the desired benefits.

[0085] The second benefit is an additional benefit that is granted based on the selling price level for each cargo attribute according to the departure destination. In the departure screen G1300 shown in FIG. 13, for departure destination "B," the attribute "circle" has a selling level of "level 2," and the attribute "triangle" has a selling level of "level 1." Therefore, the display area A1505 of the benefit granting screen G1500 shown in FIG. 15 displays that additional experience points will be granted to the experience point type "agility" associated with the attribute "circle." In addition, the display area A1505 displays that additional experience points will be granted to all experience point types associated with the attribute "triangle." In this way, since additional benefits are granted based on the selling price level of each cargo attribute according to the destination, the user selects a destination that will grant as many additional benefits as possible. Also, the user places as many cargoes with attributes whose selling price level is "Level 1" or "Level 2" as possible.

[0086] The third benefit is an additional benefit that is granted when cargo is placed at a certain percentage or more of the warehouse's maximum capacity. As mentioned above, fulfilling the conditions for the Ship Loading Tag Training will compress the size of already placed cargo, but even if the cargo size is compressed, the amount of cargo already compressed will not change. As a result, the total number of cargoes will exceed the number that can be placed, and the cargo ratio can exceed 100%. If cargoes are placed at 120% or more of the warehouse's maximum capacity, a special ability tip will be granted as a benefit. In this way, if the amount of cargo placed in the warehouse is greater than a predetermined percentage of the warehouse's upper limit, an additional benefit is given, encouraging the user to place more cargo in the warehouse.

[0087] The fourth benefit is an additional benefit that is granted depending on the progress of the evaluation of the main character of the joint training character associated with the departure origin. In the departure screen G1300 shown in FIG. 13, a joint training character with a progress level of 2 and an attribute of "circle" is present in the display area A1306. In this case, since the type of experience points associated with the attribute "circle" is "agility" in the attribute TBL110 shown in FIG. 10, experience points are granted in addition to the experience point type "agility." Note that an additional benefit is granted at a progress level of 2 compared to a progress level of 1, and no additional benefit is granted at a progress level of 0. In this way, additional benefits are awarded according to the progress of the joint training character, so that the user will select training sessions in which the teammates practicing together include the joint training character as much as possible.

[0088] The fifth benefit is an additional benefit that is granted when a specific character is set in the event deck and a certain number of cargoes with a certain attribute are placed in the warehouse. If the event deck contains a specific character and the cargoes placed in the warehouse have three or more attributes, the attribute with the smallest total number (excluding 0) will be given additional experience points based on the total number. In this way, when cargo with a predetermined number of types or more of attributes is placed in a warehouse, an additional benefit is given, and the user selects cargo so that cargo with multiple types of attributes is placed in the warehouse.

[0089] The sixth benefit is a benefit that is additionally granted depending on the number of departures. When the number of departures is a predetermined number, in this case 7 times, a special ability tip is granted as a benefit. In this way, additional benefits are awarded depending on the number of sailings, and the user selects exercises associated with bells so that they can sail as often as possible.

[0090] The user can check the departure screen G1300 shown in Fig. 13 and change the provisionally selected departure destination if the selling price level for each cargo attribute according to the provisionally selected departure destination is not what the user desires. If the user wants to change the provisionally selected departure destination, the user can transition to the departure destination map screen G1400 by selecting the "change destination" option P1301.

[0091] FIG. 14A is a diagram showing an example of a departure destination map screen G1400A. The departure destination map screen G1400A is a screen that is displayed when the "change destination" option P1301 is selected. Here, an example is explained in which the transition is made by selecting the "change destination" option P1301 on the first turn after transitioning to a departure-enabled state (the turn following the turn in which three bells are obtained). The departure destination map screen G1400A is displayed with a predetermined departure destination provisionally selected from among the departure-enabled destinations. On the destination map screen G1400A, options P1401 to P1404 each display a first destination from which departure is possible from the current location. Also, options P1405 to P1412 each display a second destination from which departure is not currently possible, but which will be possible after departure from the first destination. However, options P1401 to P1404 and options P1405 to P1412 can all be provisionally selected. Options P1401 to P1404 are displayed in a circular display area A1420 centered on the current point, and options P1405 to P1412 are displayed in an annular display area A1421 centered on the current point. Also, options P1401 to P1404 are displayed in positions surrounding the current point within display area A1420. Also, options P1405 to P1412 are displayed in positions surrounding display area A1420 within display area A1421.

[0092] In the example shown in FIG. 14A, options P1401 to P1404 display destinations "B" to "E," respectively, and options P1405 to P1412 display destinations "F" to "M," respectively. The departure origin, which is the current location, is "A." The departure origin "A" is the location where cargo is initially placed and serves as the departure origin for the initial departure. Here, option P1401, which corresponds to destination "B," is provisionally selected. The user cannot assign the destinations associated with options P1401 to P1404 and options P1405 to P1412 themselves; they are determined by lottery when the training part begins. In this way, the user can check the next destination available for departure from the departure origin, as well as the next destination available for departure from the next destination.

[0093] However, after tentatively selecting and confirming one of the destinations from options P1401 to P1404 and setting sail, the user cannot depart to any of the destinations from options P1405 to P1412, and can only depart to the specific destination from options P1401 to P1404 that corresponds to the tentatively selected destination. In other words, the selectable second destination is predetermined according to the selection of the first destination. 14A, three arrows P1422a to P1422c indicate the next possible departure destinations after the provisionally selected first departure destination is confirmed. Here, the arrows P1422a to P1422c are displayed pointing from the provisionally selected destination "B" of option P1401 to the destination "M" of option P1412, the destination "F" of option P1405, and the destination "G" of option P1406, respectively. Therefore, the user can confirm that if they depart from destination "B" from the current time, they will be able to depart to the next three destinations, "M," "F," and "G."

[0094] For reference, on the departure destination map screen G1400A shown in Fig. 14A, three arrows P1422a to P1422c are shown by dashed lines when destination "C" of option P1402 is provisionally selected. Here, arrows P1422a to P1422c are displayed pointing from the provisionally selected destination "C" of option P1402 to destination "G" of option P1406, destination "H" of option P1407, and destination "I" of option P1408, respectively. Therefore, the user can confirm that if they set sail from the current time to destination "C," they will be able to depart to the next three destinations: "G," "H," and "I." Similarly, when destination "D" in option P1403 is provisionally selected, if one departs from the current time to destination "D," it is displayed that the next three possible departure destinations are "I," "J," and "K." Also, when destination "E" in option P1404 is provisionally selected, it is displayed that if one departs from the current time to destination "E," it is displayed that the next three possible departure destinations are "K," "L," and "M."

[0095] In this case, the second destinations of options P1406, P1408, P1410, and P1412 are not limited to being reached via only one first destination, but can also be reached via any of multiple first destinations. Specifically, destination "G" of option P1406 can also be reached via either destination "B" of option P1401 or destination "C" of option P1402. Furthermore, destination "I" of option P1408 can also be reached via either destination "C" of option P1402 or destination "D" of option P1403. Furthermore, destination "K" of option P1410 can also be reached via either destination "D" of option P1403 or destination "E" of option P1404. Furthermore, the destination "M" of option P1412 can also be reached via either the destination "E" of option P1404 or the destination "B" of option P1401.

[0096] Furthermore, the destination map screen G1400A shown in Fig. 14A displays a zoom option P1424. Each time the user selects the zoom option P1424, the display switches between displaying only the destination within the display area A1420 and displaying the destination including the display area A1421 (the state shown in Fig. 14A).

[0097] Furthermore, the destination map screen G1400A displays current loading information by attribute in display area A1430, selling price levels for each cargo attribute according to the provisionally selected destination in display area A1431, information on the joint training character associated with the provisionally selected destination in display area A1432, and cargo attributes associated with six types of training at the provisionally selected destination in display area A1433. The information on the joint training character includes the attributes, favorite training, and progress of the joint training character. Furthermore, the departure destination map screen G1400A displays a "Decide destination" option P1440 and a "Return" option P1441.

[0098] On the destination map screen G1400A, the user can tentatively select a destination by pressing one of the options P1401 to P1412 with a finger or the like. The tentatively selected destination changes and is displayed in accordance with the tentatively selected destination, such as the selling price level for each cargo attribute in display area A1431, the information on the joint training character in display area A1432, and the attributes of the cargo associated with the training in display area A1433. Thus, the user can tentatively select and confirm the destination after checking the selling price level, the information on the joint training character, and the attributes of the cargo associated with the training. Although the second destination of options P1405 to P1412 cannot be confirmed as a destination, it can be tentatively selected, allowing the user to confirm the next destination after checking the selling price level, the information on the joint training character, and the attributes of the cargo associated with the training. Furthermore, even if the ship has not yet entered a state where it is possible to depart (if three bells have not yet been acquired), the departure destination map screen G1400A is displayed by selecting the "Change Destination" option P1301 on the departure screen G1300. In this case, the user provisionally selects one of the departure destinations from the options P1401 to P1412, and the selling price levels for each cargo attribute in the display area A1431, the information on the joint training character in the display area A1432, and the attributes of the cargo associated with the training in the display area A1433 are changed and displayed according to the departure destination of the provisionally selected option. Therefore, the user can consider the departure destination even if the ship has not yet entered a state where it is possible to depart.

[0099] Next, if the user is happy to depart to the provisionally selected destination, the user selects the "DESTINATION DECISION" option P1440 to return to the departure screen G1300 shown in FIG. 13. However, if the provisionally selected destination is currently unavailable, the user cannot select the "DESTINATION DECISION" option P1440. Unavailable destinations include destinations from options P1405 to P1412 and destinations from options P1401 to P1404 that are no longer available. Therefore, the user must provisionally select a destination from available destinations and then select the "DESTINATION DECISION" option P1440. On the other hand, if the user wishes to store cargo in a warehouse without departing, the user can select the "RETURN" option P1441 to return to the departure screen G1300 shown in FIG. 13. Furthermore, if the state has not yet shifted to one in which sailing is possible (if three bells have not been acquired), the "Decide Destination" option P1440 cannot be selected, regardless of whether the destination of the provisionally selected option is any of options P1401 to P14012.

[0100] On the departure screen G1300, the name of the departure destination in the display area A1307 and the selling price level for each cargo attribute in A1310 are changed and displayed according to the destination of the provisionally selected option. Therefore, the user can confirm the departure destination after checking the selling price level, the information of the joint training character, and the attributes of the cargo associated with the training. On the other hand, if the user wants to place more cargo in the warehouse without setting sail, the user can return to the main screen G800 shown in FIG. 8 by selecting the "Back" option P1303. Therefore, the user can select the "Practice" option P408 from the main screen G800 without setting sail and transition to the training screen G1100, where he or she can place more cargo in the warehouse.

[0101] However, even if you obtain three bells and are ready to set sail, if the turn progresses without you setting sail, the number of destinations you can set sail from will decrease as the turn progresses. 14B is a diagram showing an example of a display area A1420 that shows a portion of the departure destination map screen G1400B. The departure destination map screen G1400B is displayed when the "Depart" option P808 is selected on the main screen G800 and the "Change destination" option P1301 is selected on the departure screen G1300 on the turn following the first turn in which the ship transitioned to a state in which it was possible to depart (the turn following the turn in which three bells were obtained and in which the ship was possible to depart but no departure was made). In the display area A1420 shown in FIG. 14B, of the destinations of options P1401 to P1404, "Time Over" P1425 is displayed superimposed on option P1401, indicating that the destination of option P1401 is unavailable for departure. The destination of option P1401 becomes unavailable for departure, reducing the number of available destinations. However, it is possible to provisionally select the destination of option P1401 and check the selling price level for each cargo attribute of the provisionally selected destination. In this way, even if three bells are obtained and the ship is ready to depart, if one turn proceeds without sailing, one destination will become unavailable for departure.

[0102] Furthermore, if a turn progresses without departure from a state in which the destination of option P1401 is unavailable, then "Time Over" P1425 is displayed superimposed on option P1401 and option P1402, respectively, among the destinations of options P1401 to P1404, and the destinations of options P1401 and P1402 become unavailable. Furthermore, if a turn progresses without departure from a state in which the destinations of options P1401 and P1402 are unavailable, then "Time Over" P1425 is displayed superimposed on option P1401 to P1403, respectively, among the destinations of options P1401 to P1404, and the destinations of options P1401 to P1403 become unavailable. In this way, the number of available departure destinations decreases by one with each turn that progresses. However, when there is only one available departure destination left, the decrease in the number of available departure destinations by one will stop. Therefore, even if the turn progresses without departing from a destination that is available for departure, there will still be one destination, option P1404. Therefore, it is only possible to depart from the destination of the remaining option P1404. When there is only one available departure destination left, it is not possible to select the practice option for placing cargo in the warehouse, and the turn can only progress by departing to the destination of the remaining option P1404.

[0103] In this way, if you acquire three bells and move into a state where you can set sail, the number of available destinations decreases by one for each turn that passes without setting sail, narrowing the range of destination choices. Therefore, the user must choose whether to set sail or practice, taking into account the disadvantage of having fewer available destinations and the advantage of receiving more rewards by placing cargo without setting sail. Note that even if the number of available options decreases, you can still set sail to the one remaining destination, so you can sell cargo at the remaining destination and receive rewards.

[0104] Furthermore, when the number of departure destinations decreases, the number of departure destinations decreases based on a predetermined rule. Here, of the departure destinations of options P1401 to P1404, the destination of option P1401 located at the top of the display area A1420 is the first to be unable to depart. Next, the destination of option P1402 located on the right of the display area A1420 is unable to depart. Finally, the destination of option P1403 located at the bottom of the display area A1420 is unable to depart. In this way, the destinations are unable to depart in clockwise order starting from the destination of option P1401 located at the top of the display area A1420, so the user can know in advance when the destinations will be unable to depart. Therefore, the user can know when the desired destination will be unable to depart, and can store cargo in the warehouse until just before the desired destination is unable to depart.

[0105] If the user has acquired three bells and is ready to depart, the user can depart to the provisionally selected destination by selecting the "Depart" option P1302 shown in Fig. 13. The user will depart to the provisionally selected destination and will be granted a benefit based on the current attribute-specific loading information. At the destination, the cargo placed in the warehouse will be sold, leaving the warehouse empty, so the user must repeatedly select options P511 to P516 on the practice screen G1100 in Fig. 11 and the practice screen G1200 in Fig. 12 to place cargo in the warehouse again. On the other hand, since the current location is updated upon departure, the first departure destination from which departure can be made and the second departure destination from which departure can be made next after departure from the first departure destination are changed. Here, we will explain the first and second departure destinations that change when departing from departure point "A" to destination "B" in the state of departure destination map screen G1400A in Figure 14A, with reference to the departure destination map screen G1600 in Figure 16.

[0106] 16 is a diagram showing an example of an updated departure destination map screen G1600. As a result of setting sail for destination "B," the departure point, which is the current location, is updated to "B." On the destination map screen G1600, options P1401 to P1404 display destinations "M," "F," "G," and "X" as the first destinations available for departure from the current departure point. In addition, options P1405 to P1412 display destinations "O" to "V" as the changed second destinations. Among the first departure destinations on the departure destination map screen G1600, "M," "F," and "G" are destinations that can be departed from destination "B" on the departure destination map screen G1400A of FIG. 14A. On the departure destination map screen G1600, the departure destinations "M," "F," and "G" are arranged clockwise from top to bottom in the display area A1420. Furthermore, among the first departure destinations on the departure destination map screen G1600, destination "X" is a departure destination that is not included in the first departure destinations on the departure destination map screen G1400A of FIG. 14A. Furthermore, destination "X" is a departure destination that is not included in the second departure destinations on the departure destination map screen G1400A of FIG. 14A. The departure destination "X" is displayed in option P1404 located on the left in the display area A1420. Note that destination "X" in option P1404 is the last remaining destination even if the turn proceeds without departing from a state where the destination is available for departure. In this way, by including a new destination that was not included in either the first or second destinations at the time of the previous departure as the first destination at the time of this departure, the user can anticipate what destination will appear as the first destination.

[0107] Furthermore, the first departure destination on the departure destination map screen G1600 does not include destination "A," which was the departure point for the previous departure. Therefore, the user can recognize that the current departure will not allow the user to immediately return to destination "A." The progress of the group training characters who practiced together at the departure destination is maintained even if the user returns to the same departure destination. Therefore, the user may wish to return to the same departure destination again to practice with the group training characters whose progress has been maintained. However, by preventing the user from immediately returning to the same departure destination, the user is prevented from easily receiving a bonus. However, at the next departure, destination "A," which was the departure point for the previous departure, may be displayed in option P1404 located to the left in display area A1420 or may be displayed as a second departure destination, making it possible to return to the same departure destination.

[0108] In this way, placing cargo in the warehouse and selling cargo at the destination is repeated until the fourth turn of the fourth section. By progressing to the fourth turn of the fourth section, the destination will be forced to become the initial departure point and set sail, and from the fourth turn onwards, cargo will no longer be associated with any of the six types of practice. Also, from the fourth turn onwards, it will no longer be possible to set sail at the destination.

[0109] As described above, in the scenario according to this embodiment, the protagonist character is trained by practicing with teammates such as joint training characters at the destination, placing cargo in the warehouse, and receiving rewards for selling cargo at the destination. The rewards granted vary depending on the placement and sale of cargo and the practice of teammates at each destination, further enhancing the entertainment value of the game.

[0110] [2. Game System Configuration] Next, an outline of a game system for realizing the game described above will be described. 17 is a diagram showing an example of the overall hardware configuration of the game system 1 according to this embodiment. In the game system 1 according to this embodiment, the server device 30 and the game device 10 are wirelessly connected via the network 20.

[0111] The game device 10 is a device for operating the above-described game, and may be, for example, a portable communication device such as a smartphone, a portable dedicated game device, a tablet, a stationary game device, etc. The game device 10 has a CPU 101, a ROM 102, a RAM 103, a communication unit 104, an operation unit 105, a display unit 106, and a storage device 107.

[0112] The CPU 101 reads out a control program stored in the ROM 102 into the RAM 103 and executes various processes. The ROM 102 stores a control program (such as an OS) required to operate the game device 10. A flash memory (NVRAM) may be used instead of the ROM 102. The RAM 103 is used as a temporary storage area such as the main memory and work area of ​​the CPU 101. The communication unit 104 performs communication processing with the server device 30 and other external devices via the network 20. The operation unit 105 accepts various operations by the user. Note that, if the display unit 106 is a liquid crystal display panel equipped with a touch panel, the touch panel serves as the operation unit 105. The display unit 106 displays various information such as the game screen described above. The storage device 107 mainly stores game programs related to the game and various data related to the game.

[0113] The functions and processing of game device 10 are realized by CPU 101 reading a program stored in ROM 102 or storage device 107 and executing this program. As another example, CPU 101 may read a program stored in a removable recording medium such as an SD card, rather than reading a program stored in ROM 102 or the like. The means for supplying the program to the computer may be a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. Hereinafter, game device 10 will be described as a smartphone having a liquid crystal display panel equipped with a touch panel.

[0114] The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication unit 304 , and a storage device 305 .

[0115] CPU 301 reads out control programs stored in ROM 302 and executes various processes. RAM 303 is used as a temporary storage area such as the main memory and work area of ​​CPU 301. Communication unit 304 performs communication processing with game device 10 and other external devices via network 20. Storage device 305 stores programs related to the game, identification information such as the ID of the user operating game device 10, and various other information for each user required for the game. Note that some of this information may be stored in a database (not shown) or the like.

[0116] FIG. 18 is a diagram showing an example of the functional configuration of the game device 10 for executing the game of the scenario of the training part described with reference to FIGS.

[0117] The storage device 107 of the game device 10 stores a game program for executing the game, and further includes a data storage unit 1071 that stores various data necessary for game processing. For example, the data storage unit 1071 stores event character data DT1, event deck data DT2, main character character data DT3, held item data DT4a, used item data DT4b, association data DT5, game situation data DT6, and bonus granting data DT7. The event character data DT1, held item data DT4a, and bonus granting data DT7 are fixed data that do not depend on the game situation, while the event deck data DT2, main character character data DT3, used item data DT4b, association data DT5, and game situation data DT6 are data that are updated depending on the game situation.

[0118] The event character data DT1 consists of various information related to the event characters. For example, the event character data DT1 includes information on the type of event character the user owns in the game, information on the favorite practice associated with the event character, information on the level of the event character, information on the event of the event character, and other information related to the event character. The event character data DT1 also includes information on scenario-specific event characters and non-event characters that appear as teammates, and also includes information on scenario-specific and predetermined scenario events. The event character data DT1 also includes information on the type of joint training character that practices with the main character at the departure destination, information on the favorite practice associated with the joint training character, and the like. The joint training character is associated with the departure destination and is a character unique to each departure destination.

[0119] Additionally, event characters placed on the event deck, scenario-specific event characters, and joint training characters are each associated with one of five attributes, the same type as cargo. Note that some characters are associated with two or more of the five attributes.

[0120] The event deck data DT2 includes various information related to the event deck. For example, the event deck data DT2 stores reference information for the event character data DT1 related to the event characters set in the event deck.

[0121] The main character data DT3 consists of various information about the main character who is trained in the training part. Specifically, the main character data DT3 includes basic information such as the main character's name, position, dominant hand, batting form, and pitching form, the main character's current experience points obtained in the training part scenario, the main character's teammates' evaluation of the main character (progress in the case of a joint training character), and the main character's current basic abilities and special abilities. The main character data DT3 is updated each time the training part scenario progresses.

[0122] The held item data DT4a is made up of information about game items that can be used in the training part, and includes information about the types and number of game items that the user owns in the game.

[0123] The used item data DT4b includes information on items used in the selected scenario. The used item data DT4b includes the type and number of game items selected when entering the main character's basic information, and information on whether the selected game items have already been used.

[0124] The association data DT5 includes information associated with the progression of the game. Specifically, it includes a practice TBL that associates cargo attributes with each practice for each departure destination, a selling price TBL that associates cargo attributes with selling price levels for each departure destination, practice / teammate-related information that associates teammates with each practice, practice / cargo-related information that associates cargo with each practice, practice / bell-related information that associates bell information with each practice, and option-related information that associates, for each first departure destination, a second departure destination that can be departed from the first departure destination. The practice / teammate-related information, practice / cargo-related information, and practice / bell-related information are updated every turn.

[0125] The game status data DT6 also includes information about the status of the scenario that is necessary for progressing through the game. Specifically, the information includes information about the current section number and the current turn number, departure destination-related information that associates departure destinations with options, departure denial information that is generated when there are departure destinations that are not available for departure, the number of turns since the departure availability flag was turned on, information about the current location, the bell addition number that is the number of selected practices associated with bell information, cargo display information that is referenced when displaying the cargo loading status, experience point allocation information that accumulates experience points, cargo loading information that includes information about the number of cargoes placed in the warehouse and the number of cargoes that can be placed, bonus allocation information that includes information about the total number of cargoes placed in the warehouse for each attribute, and the number of departures. The benefit granting data DT7 includes information on the benefit to be granted.

[0126] The game device 10 also includes a game control unit 120, and the functions of the game control unit 120 are realized by the CPU 101 executing a game program stored in the storage device 107. The game control unit 120 performs control necessary for the user to play a game on the game device 10. The games controlled by the game control unit 120 include at least three types of games.

[0127] The first game is a game in which a second object is associated with a first object having an associable upper limit. Specifically, the first game is a game in which cargo is placed in a warehouse having an upper limit of placement. Here, having an upper limit for association means that association cannot be made beyond the upper limit. Furthermore, a first object refers to an object to which a second object is associated. In this embodiment, the first object is a warehouse. Furthermore, a second object is an object to which the first object is associated. In this embodiment, the second object is cargo. Furthermore, associating refers to linking one piece of information to another piece of information and storing them.

[0128] The second game is a game that awards a reward according to a reward element based on a reward awarding condition. Specifically, the second game is a game that awards a reward according to a cargo based on a selling price level. Here, the bonus granting conditions are the conditions for the bonus elements under which a bonus is granted. In this embodiment, the bonus granting conditions are the selling price levels for each cargo attribute according to the departure destination. Granting a bonus according to the bonus elements means that the bonus may change when the bonus elements differ. Furthermore, the bonus elements are elements that are referenced when granting a bonus. In this embodiment, the bonus elements are the constituent quantity of the cargo.

[0129] The third game is a game in which the user progresses while selecting options, specifically, the game in which the user progresses while selecting a departure destination from options P1401 to P1405. Here, "progress" means that the game progresses. The progress of the game may mean that the turns advance or that time passes.

[0130] The game control unit 120 also includes a selection unit 121 , an association unit 122 , a benefit granting unit 123 , an accumulation unit 124 , a progress unit 125 , a reduction processing unit 126 , and a setting unit 127 .

[0131] The selection unit 121 allows the user to select an option. For example, the selection unit 121 accepts the selection of an option by the user. The selection unit 121 also allows the user to select one of a plurality of options each associated with a second object whose constituent quantity may vary. For example, the selection unit 121 allows the user to provisionally select and confirm one of the practice options P511 to P516 each associated with a cargo whose constituent quantity may vary. Here, "the constituent quantities may differ" means that the constituent quantities of all second objects associated with multiple options are not necessarily different, and the same constituent quantity is also acceptable. A selection may be a selection to provisionally select an option or a selection to finalize an option. Furthermore, the constituent quantity refers to the quantity that constitutes one second object. However, the quantity is not limited to number, and may also be weight or capacity. In other words, one second object may have different weights or capacities. In this embodiment, one second object is composed of one or more blocks.

[0132] The selection unit 121 also allows the user to select one of a plurality of options associated with different benefit granting conditions. For example, the selection unit 121 allows the user to provisionally select and confirm one of the destinations from a plurality of options P1401 to P1404 associated with different selling price levels for each cargo attribute according to the destination. In this embodiment, the selling price level of cargo is associated with each destination in the selling price TBL, and the destination is associated with the options P1401 to P1404, so the selling price level of cargo is indirectly associated with the options P1401 to P1404.

[0133] The selection unit 121 also allows the user to select one of a plurality of privilege element options with which the privilege element and predetermined information can be associated, respectively. For example, the selection unit 121 allows the user to provisionally select and confirm one of the practice options P511 to P516 with which the cargo and bell information can be associated, respectively. Here, the term "privilege element option" refers to an option associated with a privilege element. In this embodiment, the term "privilege element option" refers to options P511 to P516 associated with cargo. In this embodiment, the predetermined information is bell information, but is not limited to bell information and may be other information. Furthermore, "a privilege element may be associated" means that a privilege element is not necessarily associated with all or any of the multiple privilege element options, and it is acceptable for the privilege element to be not associated with any of the multiple privilege element options. Furthermore, "a privilege element may be associated" means that a privilege element is not necessarily associated with all or any of the multiple privilege element options, and it is acceptable for the privilege element to be not associated with any of the multiple privilege element options.

[0134] The associating unit 122 associates a second object associated with an option selected by the user with a first object when the second object can be associated with the first object based on the relationship between the upper limit of the first object and the constituent quantity of the second object already associated with the first object. For example, the associating unit 122 determines that the second object can be placed in the warehouse when the quantity of cargo that can be placed in the warehouse, calculated by subtracting the quantity of cargo already placed from the upper limit of the warehouse, is equal to or greater than the constituent quantity of cargo associated with the practice of the options P511 to P516, and places the cargo in the warehouse. On the other hand, the associating unit 122 determines that the second object cannot be placed in the warehouse when the quantity of cargo that can be placed in the warehouse is smaller than the constituent quantity of cargo associated with the practice of the options P511 to P516. Even if the associating unit 122 determines that the cargo cannot be placed, if the option provisionally selected by the user is confirmed, the cargo associated with the option is not placed in the warehouse, but experience points corresponding to the practice associated with the option are obtained. Here, the relationship between the upper limit of a first object and the number of second objects already associated with the first object refers to the relationship in which, when a second object is already associated with a first object, the number of second objects that can be associated with the first object is limited.

[0135] Furthermore, the associating unit 122 associates the second object associated with the option selected by the user with any one of the plurality of first objects. For example, the associating unit 122 places the cargo associated with the practice of the options P511 to P516 selected by the user in any one of the first to third warehouses. The upper limits of the plurality of first objects may all be the same, some may be the same, or all may be different.

[0136] Furthermore, the associating unit 122 associates the second object associated with the option selected by the user in the selection process with one of the plurality of first objects based on a predetermined procedure. Furthermore, as a predetermined procedure, the associating unit 122 determines whether a second object associated with an option selected by the user in the selection process can be associated with a plurality of first objects in a predetermined order, and associates the second object with the first object that is first determined to be associable. For example, the associating unit 122 determines whether cargo associated with the practice options P511 to P516 selected by the user in the selection process can be placed in the first warehouse, second warehouse, and third warehouse in that order, using a determination method described later, and places the cargo in the first warehouse where it can be placed. Here, the selection process refers to a process in which the selection unit 121 causes the user to select one of a plurality of options associated with second objects whose constituent quantities may differ. The predetermined procedure is not limited to the procedure of this embodiment, and may be a procedure that prioritizes warehouses that are not associated with any cargo, or warehouses with a small number of associated cargoes. In this embodiment, the predetermined order is the first warehouse, the second warehouse, and the third warehouse, but is not limited to this order and may be any other predetermined order.

[0137] Furthermore, the associating unit 122 enables a greater number of second objects to be associated with the first object than when at least one of the conditions is not satisfied if all of the following conditions are met: a first attribute of a second object associated with an option selected by a user in the selection process matches a first attribute of a bonus-granting element associated with the option; a second attribute of the option matches a second attribute of the bonus-granting element associated with the option and the evaluation value of the bonus-granting element is equal to or greater than a predetermined value (second condition); and the second object associated with the option can be associated with the first object by compressing the cargo of at least one of the second objects already placed and the second object associated with the option (third condition). For example, the association unit 122 enables a greater quantity of cargo to be placed in the warehouse than when at least one of the conditions is not met if all of the following conditions are met: the attributes of the cargo associated with the practice of options P511 to P516 tentatively selected and confirmed by the user in the selection process match the attributes of the teammate associated with the practice of that option (first condition); the practice of that option matches the favorite practice of the teammate associated with the practice of that option and the teammate's evaluation value is equal to or greater than a predetermined value (progress level 1 or greater in the case of a joint practice character); and the cargo associated with that option can be placed in the warehouse by compressing at least one of the cargo already placed and the cargo associated with that option (third condition).

[0138] Here, the first attribute is an attribute associated with the second object. In this embodiment, the first attribute is any of the attributes "star," "diamond," "circle," "heart," and "triangle" associated with the cargo. The reward element is an element that contributes to the awarding of a reward. In this embodiment, the reward element is a teammate associated with the practice of the options P511 to P516. The second attribute is an attribute associated with the option that is different from the first attribute. In this embodiment, the second attribute is a practice associated with the options P511 to P516, and a favorite practice associated with the teammate associated with the practice of the options P511 to P516. Compression refers to reducing the size of the cargo while maintaining the constituent quantity. Note that the associating unit 122 may be configured to be able to associate a greater number of second objects with a first object when any of the above-described first, second, and third conditions is satisfied than when none of the conditions is satisfied. In this embodiment, the third condition is described as a condition where a second object associated with the option can be associated with a first object by compressing an already placed second object.

[0139] Furthermore, when all of the first, second, and third conditions described above are satisfied, the associating unit 122 compresses at least one of the second objects already associated by the associating process and the second object associated with the option, thereby enabling a larger number of second objects to be associated with the first object than when at least one of the conditions is not satisfied. For example, when all of the first, second, and third conditions described above are satisfied, the associating unit 122 compresses at least one of the cargo already placed and the cargo associated with the option, thereby enabling a larger number of cargo to be placed in the warehouse than when at least one of the conditions is not satisfied. In this embodiment, when all of the first, second, and third conditions described above are satisfied, the size of the already placed cargo is compressed by half, thereby enabling a larger number of cargo to be placed in the warehouse than when at least one of the conditions is not satisfied. In addition, when any one of the above-mentioned first condition, second condition, and third condition is satisfied, the associating unit 122 may compress at least one of the second objects already associated by the associating process and the second objects associated with the option, thereby making it possible to associate a greater number of second objects with the first object than when at least one of the conditions is not satisfied.

[0140] The reward granting unit 123 grants a reward according to the second object associated with the first object by the association process while the selection process and the association process are repeatedly executed and a predetermined termination condition is satisfied. For example, the reward granting unit 123 grants a reward according to the cargo placed in the warehouse by the association process while the selection process and the association process are repeatedly executed and the cargo departs for the destination. Here, the association process refers to a process in which the association unit 122 associates a second object associated with an option selected by the user with a first object when the second object can be associated with the first object based on the relationship between the upper limit of first objects and the number of second objects already associated with the first object. Furthermore, "repeated execution of the selection process and the association process" refers to executing the selection process multiple times and the association process multiple times. This does not necessarily mean that the selection process and the association process are executed the same number of times, nor is it limited to the case where the selection process and the association process are executed alternately. In this embodiment, "the period until a predetermined termination condition is satisfied" refers to the period until the game departs at the destination, including the period until the user selects the destination and departs, and the period until the game is forced to depart. However, "the period until a predetermined termination condition is satisfied" may also be the period until a predetermined number of turns has been reached, the period until a predetermined time has passed, or the like. "Providing a benefit according to the second object" refers to the fact that the benefit may differ depending on whether the second object is associated or not.

[0141] Furthermore, the greater the number of second objects associated with the first object through the association process until a predetermined termination condition is satisfied, the more valuable the award given by the award granting unit 123. For example, the greater the number of cargoes placed in the warehouse through the association process before departure for the destination, the more experience points the awarding unit 123 will grant. Here, a high-value benefit means a larger number of benefits of the same type, or a different type of benefit, such as a game item that increases the probability of winning a match in the battle part.

[0142] Furthermore, the reward granting unit 123 grants a reward according to the attributes and constituent quantity of the second object associated with the first object by the associating process until a predetermined termination condition is satisfied. For example, the reward granting unit 123 grants experience points according to the attributes and constituent quantity of cargo placed in a warehouse by the associating process until departure for a destination. Here, granting a benefit according to the attribute and the number of constituents of the second object means that the benefit can change depending on the attribute and the number of constituents of the second object.

[0143] Furthermore, the reward granting unit 123 grants an additional reward when the second object associated with the first object by the association process is associated at a predetermined rate or more with respect to the upper limit of the first object until a predetermined termination condition is satisfied. For example, the reward granting unit 123 grants an additional reward when the cargoes placed in the first to third warehouses by the association process before departure for the destination are associated at a rate of 120% or more with respect to the possible placement quantity obtained by adding up the upper limits of the first to third warehouses. The predetermined percentage is not limited to the percentage in this embodiment, and may be a value equal to or greater than 100%, or may be a value smaller than 100%.

[0144] Furthermore, the reward granting unit 123 changes the value of the reward according to the second object associated with the first object by the associating process until a predetermined termination condition is satisfied, based on information preset for each of a plurality of attributes of the second object. For example, the reward granting unit 123 changes the value of the reward according to the cargo placed in the warehouse by the associating process until departure for the destination, based on a selling price level preset for each of a plurality of attributes of the cargo.

[0145] The reward granting unit 123 also grants a reward according to the accumulated reward elements based on the reward granting conditions associated with the selected option. For example, the reward granting unit 123 grants a reward according to the cargo placed in the warehouse based on the selling price level for each attribute of the cargo according to the destination associated with the selected option P1401 to P1404.

[0146] The accumulation unit 124 accumulates the bonus elements. For example, the accumulation unit 124 adds up the component quantities of the cargo associated with the practice of the confirmed option for each attribute of the cargo.

[0147] The accumulation unit 124 also accumulates the bonus elements associated with the bonus element options selected by the user through the bonus element selection process. For example, the accumulation unit 124 allows the user to provisionally select one of the multiple options P511 to P516 to which information on cargo and bells can be associated, and adds up the constituent quantities of the cargo associated with the confirmed practice for each attribute of the cargo. Here, the privilege element selection process is a process in which the selection unit 121 allows the user to select one of a plurality of privilege element options, each of which can be associated with a privilege element and predetermined information.

[0148] The progression unit 125 progresses the game. For example, the progression unit 125 performs section start processing and turn start processing. Furthermore, for example, the progression unit 125 progresses a turn by confirming the practice of the provisionally selected option. At this time, for example, if there is cargo associated with the practice of the confirmed option, the progression unit 125 adds the constituent quantity for each attribute of the cargo and then progresses the turn. The progression unit 125 may progress the game in accordance with the accumulation of bonus elements. Here, progressing the game in accordance with the accumulation of bonus elements means that the turn progresses as the bonus elements are accumulated. The accumulation of bonus elements and the progress of the turn may occur at the same time, or other processing may be performed between the accumulation of bonus elements and the progress of the turn.

[0149] Furthermore, when the process of reducing the number of options selectable by the user by the reduction process is stopped, the progression unit 125 does not progress the game unless the remaining option is selected. For example, when the process of reducing the number of destinations selectable by the user by the reduction processing unit 126 is stopped, the progression unit 125 does not progress the turn unless the remaining destination is selected. In other words, when the process of reducing the number of options selectable by the user is stopped, it is not possible to provisionally select and confirm a practice option in order to place cargo in a warehouse. Here, "reducing the number of options" means making selectable options unselectable. Making an option unselectable may mean making the option unselectable by not displaying the option, or may mean making the option unselectable by invalidating the selection even if the option is selected.

[0150] The reduction processing unit 126 reduces the number of options that the user can select from a plurality of options as the game progresses. For example, the reduction processing unit 126 reduces the number of departure destinations that the user can tentatively select and confirm from a plurality of departure destinations as the turn progresses.

[0151] Furthermore, the reduction processing unit 126 reduces the number of options that the user can select from the multiple options based on a predetermined rule. For example, the reduction processing unit 126 reduces the departure destinations associated with the options one by one as the turn progresses. The predetermined rule refers to a rule that is determined in advance. The predetermined rule is not limited to the rule of this embodiment, and may be to reduce the destinations in a different predetermined order, to reduce two or more destinations at a time, to change the number of destinations to be reduced as the turn progresses, or to reduce the destinations according to other predetermined rules.

[0152] Furthermore, the reduction processing unit 126 stops the process of reducing the number of options that the user can select when the number of options that the user can select from among multiple options has been reduced to one. For example, the reduction processing unit 126 stops the process of reducing the number of destinations that the user can select when the number of destinations that the user can select from among multiple destinations has been reduced to one. Here, stopping the process of reducing the number of options that the user can select when the number of options remaining is reduced to one means that one option remains.

[0153] Furthermore, the decrease processing unit 126 transitions from a state in which the number of options selectable by the user from among the multiple options is not decreased as the game progresses to a state in which the number of options selectable by the user from among the multiple options is decreased as the game progresses by satisfying a predetermined condition. For example, the decrease processing unit 126 transitions from a state in which the number of departure destinations selectable by the user from among the multiple destinations is not decreased as the turn progresses to a state in which the number of departure destinations selectable by the user from among the multiple destinations is decreased as the turn progresses by satisfying the condition that the bell addition number is "3." The predetermined condition is not limited to the condition of this embodiment, but may be a condition that a predetermined number of turns has passed, or a condition according to accumulated bonus elements.

[0154] Furthermore, the reduction processing unit 126 determines whether a predetermined condition is satisfied based on predetermined information associated with the bonus element option selected by the user in the bonus element selection process. For example, the reduction processing unit 126 determines whether the condition that the bell addition number is "3" is satisfied based on the bell information associated with the confirmed practice after the user has provisionally selected one of a plurality of practice options, each of which may be associated with information on cargo and bells. Here, determining whether a specified condition is met based on specified information associated with a bonus element option may mean determining that the specified condition is met when the specified information is associated with the bonus element option, or determining that the specified condition is met when a specified number of bonus element options associated with the specified information are selected.

[0155] When any of a plurality of options selectable by the user is selected, the setting unit 127 sets a plurality of options selectable by the user based on at least one of the plurality of options. For example, when any of a plurality of departure destinations selectable by the user is provisionally selected and confirmed, the setting unit 127 sets a plurality of departure destinations selectable by the user based on at least one of the plurality of departure destinations. Here, "setting a plurality of options selectable by the user based on at least one of the plurality of options" means that the plurality of options selectable by the user are not set arbitrarily. For example, "setting a plurality of options selectable by the user based on at least one of the plurality of options" includes a case where an option that is pre-associated with at least one of the plurality of options is set, a case where an option that is not pre-associated with at least one of the plurality of options is set, and the like.

[0156] Furthermore, when one of the multiple options is selected, the setting unit 127 sets multiple options that can be selected by the user based on the selected option. For example, when one of the multiple departure destinations is tentatively selected and confirmed, the setting unit 127 sets multiple departure destinations that can be selected by the user based on the confirmed departure destination. Here, setting multiple options that the user can select based on the selected option means that the options are not set arbitrarily without being based on the option selected by the user. For example, setting multiple options that the user can select based on the selected option includes setting options that are pre-associated with the selected option, setting options that are not pre-associated with the selected option, etc.

[0157] Furthermore, when any one of the multiple options is selected, the setting unit 127 sets multiple options that can be selected by the user based on all of the multiple options. For example, when any one of the multiple departure destinations is provisionally selected and confirmed, the setting unit 127 sets multiple departure destinations that can be selected by the user based on all of the multiple departure destinations. Here, "setting multiple options that the user can select based on all of the multiple options" means that the options are not set arbitrarily without being based on all of the multiple options. For example, "setting multiple options that the user can select based on all of the multiple options" includes a case where an option that is pre-associated with each of the multiple options is set, and a case where an option that is not pre-associated with all of the multiple options is set.

[0158] Furthermore, when any one of the multiple options is selected, the setting unit 127 sets multiple options selectable by the user from multiple options including at least one option different from any of the multiple options. For example, when any one of the multiple departure destinations is provisionally selected and confirmed, the setting unit 127 sets multiple departure destinations selectable by the user from multiple departure destinations including at least one departure destination different from any of the multiple departure destinations.

[0159] Furthermore, when any one of the multiple options is selected, the setting unit 127 sets multiple options that the user can select from multiple options that are different from any of the multiple options. For example, when any one of the multiple departure destinations is provisionally selected and confirmed, the setting unit 127 sets multiple options that the user can select from multiple departure destinations that are different from any of the multiple departure destinations.

[0160] Furthermore, when any one of the multiple options is selected, the setting unit 127 sets multiple options selectable by the user from multiple options that do not include the option selected immediately before the selection. For example, when any one of the multiple departure destinations is provisionally selected and confirmed, the setting unit 127 sets multiple departure destinations selectable by the user from multiple departure destinations that do not include the departure destination confirmed immediately before the confirmed destination.

[0161] Furthermore, when any one of a plurality of options is selected, the setting unit 127 sets a plurality of options selectable by the user based on a plurality of options previously associated with the selected option, and also associates and sets, for each of the set plurality of options, a plurality of options that will be selectable by the user when the user selects that option. For example, when any one of a plurality of departure destinations is tentatively selected and confirmed, the setting unit 127 sets a plurality of departure destinations selectable by the user based on a plurality of departure destinations previously associated with the confirmed departure destination, and also associates and sets, for each of the set plurality of departure destinations, a plurality of departure destinations that will be selectable by the user when the user tentatively selects and confirms the departure destination. Furthermore, the setting unit 127 sets at least one option among the multiple options set in association with each of the multiple options selectable by the user, in association with at least two or more options among the multiple options selectable by the user. For example, the setting unit 127 sets at least one departure destination among the multiple departure destinations set in association with each of the multiple departure destinations selectable by the user, in association with at least two or more departure destinations among the multiple departure destinations selectable by the user.

[0162] [3. Processing flow in the game system] The basic processing flow in the game device 10 according to this embodiment will be described below. 19A to 21 are flowcharts showing an example of a basic processing procedure from the start to the end of the training part by the game device 10 according to this embodiment. The processing described below is realized by the CPU 101 reading the game program stored in the storage device 107 into the RAM 103 and executing this game program. First, the process starts when the user selects the training part. Hereinafter, the process will be described when the scenario described with reference to Figs. 1 to 16 is selected.

[0163] At S100, the game control unit 120 starts the training part. As the start process of the training part, the game control unit 120 receives, via user operation, input of basic information about the main character, setting of an event character to be set in the event deck, and selection of a game item. Specifically, the game control unit 120 displays a setting screen on the display unit 106 for inputting basic information about the main character. The user operates the operation unit 105 to input information about the main character's name, position, dominant arm, and batting form (and pitching form). The game control unit 120 then displays the event deck setting screen shown in FIG. 2 on the display unit 106. The user operates the operation unit 105 to set the event character. Next, the game control unit 120 displays a screen on the display unit 106 for selecting game items to be used in the scenario. The user operates the operation unit 105 to select game items to be used in the scenario. Once these processes are completed, the training part for training the main character begins. Through these processes, the game control unit 120 updates the event deck data DT2, main character data DT3, and used item data DT4b.

[0164] In S102, the game control unit 120 sets cargo attributes for each practice at the departure destination. Specifically, the game control unit 120 sets a practice TBL100 in which cargo attributes are associated with each practice for each departure destination, and stores the association data DT5. FIG. 22 is a diagram showing an example of a practice TBL 100 in which the main character character is a fielder. In the practice TBL 100, one of five attributes is associated with each of six types of practice for each destination. For example, at destination "A," the attribute "circle" is associated with practice "batting," the attribute "diamond" is associated with practice "strength," the attribute "star" is associated with practice "baserunning," the attribute "heart" is associated with practice "shoulder strength," and the attribute "triangle" is associated with practice "defense" and practice "mental." Here, associating the attribute "circle" with practice "batting" means that when cargo is associated with the practice "batting" of option P511 on the practice screen G1100 for destination "A," the attribute of the cargo is always "circle." Even if the main character is a pitcher, a training TBL is set for each destination, with each of the six training types ("pitch speed," "control," "stamina," "curve ball," "defense," and "mental") associated with one of five attributes.

[0165] The game control unit 120 sets the practice TBL 100 based on predetermined data. The practice TBL 100 is adjusted so that the same attributes are not all associated with each practice, and the configuration of attributes associated with each practice is not the same between two departure destinations. The practice TBL 100 contains the same data until the end of the training part. However, the practice TBL 100 is not limited to predetermined data, and the game control unit 120 may set the cargo attributes associated with each practice by lottery for each departure destination each time the training part starts.

[0166] In S104, the game control unit 120 sets a selling price level for the cargo stored in the warehouse for each destination when the cargo is sold at the destination. Specifically, the game control unit 120 sets a selling price TBL101 for each destination, which associates a selling price level with an attribute of the cargo, and stores the set in the association data DT5. FIG. 23 is a diagram showing an example of the selling price TBL 101. In the selling price TBL 101, for each destination, one of three selling price levels is associated with each of five types of attributes. For example, for destination "A," the attributes "star" and "yen" are associated with the selling price level "standard," the attributes "diamond" and "triangle" are associated with the selling price level "level 1," and the attribute "heart" is associated with the selling price level "level 2." Even when selling the same quantity of cargo at destination "A," cargo with the attributes "diamond" or "triangle" associated with the selling level "level 1" can be sold for a higher price than cargo with the attributes "star" or "yen" associated with the selling level "standard," i.e., additional benefits are provided. Also, even when selling the same quantity of cargo at destination "A," cargo with the attribute "heart" associated with selling level "Level 2" can be sold for a higher price than cargo with the attribute "diamond" or "triangle" associated with selling level "Level 1," meaning that additional benefits will be granted.

[0167] The game control unit 120 sets the selling price TBL101 based on predetermined data. The selling price TBL101 is adjusted so that the same selling level is not associated with all five types of attributes, and so that the configuration of selling levels associated with the five types of attributes is not the same between two departure destinations. The selling price TBL101 remains the same data until the end of the development part. However, the selling price TBL101 is not limited to predetermined data, and the game control unit 120 may set the selling price level of cargo for each departure destination by lottery each time the development part starts.

[0168] In S106, the setting unit 127 sets initial destination-related information for displaying the destination when the user selects it. Specifically, the setting unit 127 generates destination-related information that associates the destination with options when displaying available destinations on a map, and stores the information in the game situation data DT6. 24A is a diagram showing an example of the departure destination related information DT102a. The departure destination related information DT102a includes first departure destination options P1401 to P1404 and second departure destination options P1405 to P1412. Each of the options P1401 to P1404 and the options P1405 to P1412 is associated with a different departure destination. For example, the options P1401 to P1404 are associated with destinations "B" to "E," respectively, and the options P1405 to P1412 are associated with destinations "F" to "M," respectively.

[0169] The setting unit 127 determines the departure destination to be associated with each option by lottery from all departure destinations (excluding the departure origin). At this time, the setting unit 127 adjusts the options P1401 to P1412 so that the same departure destination is not associated with the options P1401 to P1412, and so that the departure origin, which is the current location, is not associated with the options P1401 to P1404. Furthermore, the setting unit 127 adjusts the options P1401 to P1412 so that the departure origin, which is the current location, is not associated with the options P1401 to P1412. Therefore, the departure origin cannot be selected for the first departure destination and the second departure destination. Note that the departure destination related information DT102a is not limited to being generated each time the training part starts, but may be predetermined and always the same data.

[0170] After the tentative selection of one of the destinations P1401 to P1404 has been confirmed and the vessel has departed, the vessel cannot depart to any of the destinations P1405 to P1412, but can only depart to a specific second destination according to the destination P1401 to P1404 for which the tentative selection was confirmed. In other words, each first destination is associated in advance with a second destination that can depart next to the first destination. The association data DT5 stores option-related information in which the second destinations of the options P1405 to P1412 are pre-associated with each of the first destinations of the options P1401 to P1404.

[0171] FIG. 28 is a diagram showing an example of the option-related information DT 106. In the option related information DT106, the options P1401 to P1404 are respectively associated with one of the options P1405 to P1412, thereby indirectly associating the first departure destination with the second departure destination. In Fig. 28, for example, the option P1401 is associated with three options: P1412, P1405, and P1406. Therefore, by referring to the destination related information DT102a in Fig. 24A, the first departure destination "B" is associated with the second departure destinations "M," "F," and "G." Also, option P1402 is associated with three options P1406, P1407, and P1408. Therefore, by referring to the destination related information DT102a in Fig. 24A, the first destination "C" is associated with the second destinations "G," "H," and "I." Furthermore, option P1403 is associated with three options P1408, P1409, and P1410. Therefore, by referring to the destination related information DT102a in Fig. 24A, the first destination "D" is associated with the second destinations "I," "J," and "K." Also, option P1404 is associated with three options P1410, P1411, and P1412. Therefore, by referring to the destination related information DT102a in Fig. 24A, the first destination "E" is associated with the second destinations "K," "L," and "M."

[0172] Conversely, options P1405, P1407, P1409, and P1411 are each associated with only one option. On the other hand, options P1406, P1408, P1410, and P1412 are each associated with multiple (two) options. Therefore, by referring to the destination-related information DT102a in Figure 24A, for example, the second destinations "F," "H," "J," and "L" are associated with only one first destination, and the second destinations "G," "I," "K," and "M" are associated with two first destinations. However, multiple first destinations may be associated with all second destinations. Also, the option related information DT106 does not have to be predetermined and always the same data, and the second destinations of the options P1405 to P1412 to be associated with each first destination of the options P1401 to P1404 may be determined by lottery.

[0173] In S108, the progression unit 125 performs a section start process. Specifically, the progression unit 125 adds 1 to the number of sections stored in the game situation data DT6. When the number of sections is 1, it indicates that the first section is about to start, and when the number of sections is 2, it indicates that the second section is about to start. In this embodiment, as described above, the game is made up of four sections (first section to fourth section). The game control unit 120 also displays on the display unit 106 that a section is about to start.

[0174] In S110, the progression unit 125 performs a turn start process. Specifically, the game control unit 120 adds 1 to the number of turns stored in the game situation data DT6. A turn number of 1 indicates that the first turn has started, and a turn number of 2 indicates that the second turn has started. In this embodiment, as described above, the first to third sections each consist of 12 turns (turns 1 to 12), and only the fourth section consists of 15 turns (turns 1 to 15). Furthermore, if the departure ready flag is on, the game control unit 120 adds 1 to the number of turns since the departure ready flag was turned on. The departure ready flag is turned on by transitioning to a departure ready state. The game control unit 120 stores the number of turns since the departure ready flag was turned on in the game situation data DT6.

[0175] In S112, the game control unit 120 associates teammates who will practice together with each of the six types of practice. Specifically, the game control unit 120 randomly selects teammates for each practice, generates practice / teammate-related information that associates the selected teammates with the practice, and stores the information in the association data DT5. If practice / teammate-related information is already stored in the association data DT5, the game control unit 120 updates the practice / teammate-related information. At this time, if attributes and favorite practices are associated with teammates in the event character data DT1, the game control unit 120 also associates the attributes and favorite practices with the teammates in the practice / teammate-related information. In this embodiment, the number of teammates associated with one practice ranges from 0 to 6. Teammates include scenario-specific event characters, event characters placed on the event deck, non-event characters, and joint practice characters. The processing of S112 is performed after the turn start processing, so the teammates associated with each practice change with each turn.

[0176] In S114, the game control unit 120 associates a cargo with each of the six types of practice. The cargo is composed of two different types of elements. Specifically, the cargo is composed of one of five types of attributes associated with a constituent quantity. First, the game control unit 120 determines the composition quantity of cargo to be associated with a practice based on the number of teammates associated with the practice in S112, etc. Specifically, if there is at least one teammate associated with the practice, the game control unit 120 adds 1 to the composition quantity, and if the teammate has an event character set in the event deck, the game control unit 120 adds a number corresponding to the number of event characters to the composition quantity. Note that if there are no teammates associated with a practice, the game control unit 120 does not associate a cargo with that practice.

[0177] Next, the game control unit 120 determines the attributes of the cargo to be associated with the practice based on the practice TBL100 shown in FIG. 22. Specifically, first, the game control unit 120 acquires information about the current location from the game situation data DT6. Next, the game control unit 120 associates the attributes associated with the practice at the departure destination corresponding to the acquired current location in the practice TBL100 with the cargo. For example, if the current location is destination "A," the attribute "circle" is associated with the practice "hitting" at destination "A" in the practice TBL100, and therefore the game control unit 120 determines the attribute to be associated with the practice "hitting" to be "circle." The game control unit 120 generates practice / cargo-related information that associates cargo with each practice, each of which is associated with a component quantity and attributes, and stores the information in the association data DT5. If practice / cargo-related information is already stored in the association data DT5, the practice / cargo-related information is updated. Each practice is associated with cargo that may have different attributes or component quantities. The attributes and component quantities of the cargo associated with each practice are not limited to those based on the practice TBL 100 or the number of teammates, but may be determined by lottery or may be predetermined for each turn.

[0178] In S116, the game control unit 120 associates bell information for transitioning to a state where the team can set sail with the practice. Specifically, the game control unit 120 generates practice / bell-related information that associates bell information with practices among the six types of practice that have five or more associated teammates, or practices that have three or more predetermined event characters or joint practice characters, and stores the information in the association data DT5. Note that if practice / bell-related information is already stored in the association data DT5, the practice / bell-related information is updated. Furthermore, whether or not to associate bell information with each practice is not limited to the number of teammates associated with the practice, and may be determined by lottery or may be predetermined for each turn.

[0179] In S118, the game control unit 120 determines whether or not to generate a morning event based on information about the event of the event character set in the event deck, which is included in the event character data DT1, and information about the scenario event that is predetermined and specific to that scenario. In this process, the game control unit 120 performs an event generation lottery, and if the lottery is won, the morning event is generated. If the result of this determination is that a morning event is to be generated, the process proceeds to S120, and if a morning event is not to be generated, the process proceeds to S122.

[0180] There are multiple types of morning events, and each of these events has its own conditions for occurrence (e.g., the evaluation value of the main character, whether related events occur, number of turns, etc.). For all event character events and scenario events related to this development part, one event is generated by lottery from among the events that are determined to satisfy the conditions for occurrence based on the game situation. If no events satisfy the conditions for occurrence, no event will occur. Also, some events, such as scenario events, are generated with priority over other events regardless of the results of the lottery. For such scenario events, the conditions for occurrence are set with priority.

[0181] In S120, the game control unit 120 generates the event that was won in the lottery. Specifically, the game control unit 120 generates a screen according to the story of the event and displays it on the display unit 106. At this time, the game control unit 120 updates the main character data DT3 so as to grant experience points to the main character, restore stamina, increase the evaluation value of the event character that appears in the event relative to the main character, and change the "motivation" of the main character.

[0182] In S122, the game control unit 120 displays a main screen G800, such as that shown in FIG. 8, on the display unit 106. At this time, the game control unit 120 displays the loading status of cargo already loaded in the warehouse in a display area A806 based on cargo display information included in the association data DT5. The game control unit 120 also displays bell objects in a display area A809 adjacent to the option P808, with the number based on the bell addition number included in the game situation data DT6. Note that, when the forced departure flag stored in the game situation data DT6 is on, the selection unit 121 allows only the "Depart" option P808 and the "Improve Ability" option P410 to be selected. Here, even if the "Improve Ability" option P410 is selected, the turn does not advance. As a result, the user is forced to select the "Depart" option P808 to advance the turn.

[0183] In S124, the game control unit 120 determines whether any of the options P407 to P413 (or the menu button B403) has been selected from the main screen G800 by a user operation. If the result of this determination is that the "Practice" option P408 has been selected, the process proceeds to S136. If the "Set sail" option P808 has been selected, the process proceeds to S144. On the other hand, if an option other than the "Practice" option P408 and the "Set sail" option P808 has been selected, the process proceeds to S126. In S126, the game control unit 120 determines whether or not the "ability improvement" option P410 has been selected by the user's operation. If the "ability improvement" option P410 has been selected, the process proceeds to S128; if not, the process proceeds to S130.

[0184] In S128, the game control unit 120 displays on the display unit 106 a setting screen G600 for increasing the basic abilities of the main character, as shown in Fig. 6, and performs processing for increasing the main character's basic abilities and acquiring special abilities in response to a user operation. In this processing, the game control unit 120 switches between the screen shown in Fig. 6 and the screen shown in Fig. 7 in response to a user operation. If a back button (not shown) is selected on these screens, the process returns to S122. Note that if the user consumes experience points to increase the main character's basic abilities or acquire a special ability, the game control unit 120 updates the main character data DT3.

[0185] In S130, the game control unit 120 determines whether or not the menu button B403 has been selected by a user operation on the main screen G800. If the result of this determination is that the menu button B403 has been selected, the process proceeds to S132, and if the menu button B403 has not been selected, the process proceeds to S134. In S132, the game control unit 120 displays a menu screen on the display unit 106. While viewing this menu screen, the user can interrupt the scenario midway or change other game-related settings. When an instruction to close the menu screen is received from the user, the game control unit 120 closes the menu screen and returns to S122.

[0186] In S134, the game control unit 120 performs processing according to the selected option. If the "Rest" option P407 is selected by the user's operation, the game control unit 120 updates the main character data DT3 to restore the main character's stamina. If the "Visit the Hospital" option P411 is selected by the user's operation, the game control unit 120 holds a lottery to cure the main character's illness, etc., and if the lottery is won, updates the main character data DT3 for the illness, etc. If the "Play" option P412 is selected by the user's operation, the game control unit 120 updates the main character data DT3 to restore the main character's stamina and "motivation." If the "Date" option P413 is selected by the user's operation, the main character's stamina is restored and experience points are awarded to the main character according to the content of the date. Accordingly, the game control unit 120 updates the main character data DT3. If necessary, the game control unit 120 displays information such as the increase in stamina on the display unit 106.

[0187] In S136, the game control unit 120 displays a practice screen G1100, for example, as shown in FIG. 11, on the display unit 106. At this time, if there is a cargo associated with the practice option, the game control unit 120 displays the cargo attributes and component quantity in a position adjacent to the option so that they can be identified. Specifically, the game control unit 120 displays the cargo attributes and component quantity associated with the practice option based on the practice / cargo-related information stored in the association data DT5. The game control unit 120 displays, for example, cargoes P1101 to P1106 on the practice screen G1100 shown in FIG. 11. Furthermore, if there is information about a bell associated with the practice option, the game control unit 120 displays a bell object in a position adjacent to the option. Specifically, the game control unit 120 displays the bell associated with the practice option based on the practice / bell-related information stored in the association data DT5. The game control unit 120 displays, for example, a bell P1107 on the practice screen G1100 shown in FIG. 11. The game control unit 120 also displays the loading status of cargo placed in the warehouse. Specifically, the game control unit 120 displays the loading status of cargo based on the cargo display information stored in the game situation data DT6. The game control unit 120 displays, for example, the status as shown in the display area A806 of the practice screen G1100 in FIG.

[0188] In S138, the game control unit 120 executes a process related to the cargo. Here, the process related to the cargo will be described with reference to the flowchart of FIG. First, in S200, the selection unit 121 determines whether any of the options P511 to P516 has been provisionally selected by a user operation. Here, provisional selection refers to a provisional selection made by the user before finalizing the practice of the option. By provisionally selecting, the user can confirm the experience points that will be awarded when the provisionally selected practice is finalized, whether the cargo associated with the practice can be loaded into the warehouse, the loading status when the cargo is placed in the warehouse, whether a special tag practice, a shipping bonus, or a shipping tag practice will occur, and the additional experience points that will be awarded when a shipping bonus or a shipping tag practice occurs. Therefore, the user can finalize the practice after making a provisional selection and checking the experience points and the loading status of the warehouse. The selection unit 121 determines that an option has been provisionally selected when any of the options P511 to P516 has been touched. If a provisional selection has been made, the process proceeds to S202. If a provisional selection has not been made, the selection unit 121 waits for the provisional selection. When proceeding to S200 for the first time after starting the turn of S110, a predetermined practice from among the options P511 to P516 is provisionally selected.

[0189] In S202, the game control unit 120 determines whether or not a cargo is associated with the provisionally selected practice option. Specifically, the game control unit 120 makes this determination based on the practice / cargo association information stored in the association data DT5. If a cargo is associated with the practice option, the process proceeds to S210; if a cargo is not associated with the practice option, the process proceeds to S204.

[0190] In S204, the game control unit 120 displays which option is provisionally selected. Specifically, the game control unit 120 displays an arrow P510 in a position adjacent to the provisionally selected option. The game control unit 120 also displays teammates associated with the practice of the provisionally selected option. Specifically, the game control unit 120 displays the teammates based on the practice / teammate-related information stored in the association data DT5, and also displays the teammates' evaluation values ​​(progress levels in the case of joint practice characters) based on the main character character data DT3. If the teammates associated with the practice of the option have attributes or favorite practices, the attributes or favorite practices are displayed in a position adjacent to the teammates. The game control unit 120 displays, for example, display areas A505 to A507 and A1108 of the practice screen G1100 shown in FIG. 11. The game control unit 120 also displays the experience points to be awarded when the user confirms the practice of the provisionally selected option. Specifically, first, the bonus awarding unit 123 determines the experience points to be awarded based on the bonus awarding TBL stored in the bonus awarding data DT7. Here, experience points are determined mainly based on the provisionally selected practice level, the number of teammates associated with the practice, the motivation parameter of the main character, etc. The game control unit 120 displays, for example, the display area A502 of the practice screen G1100 shown in Fig. 11. Note that these display items are displayed in the same way even when a cargo is associated with the provisionally selected option.

[0191] In S206, the selection unit 121 determines whether the practice of the provisionally selected option has been confirmed. Specifically, the selection unit 121 determines that the practice of the provisionally selected option has been confirmed when the provisionally selected option is touched again. If it has been confirmed, the process proceeds to S208, and if it has not been confirmed, the process returns to S200. In S208, the benefit granting unit 123 updates the experience point grant information stored in the game situation data DT6 by adding the experience points determined in S204 to the experience point grant information stored in the game situation data DT6, and then returns to S138 in the flowchart of FIG.

[0192] In S210, the game control unit 120 determines whether the provisionally selected practice option satisfies both the conditions for the special tag practice and the conditions for the shipping bonus. The game control unit 120 determines whether the conditions for the special tag practice are met in the following manner. If there is an event character among the teammates associated with the provisionally selected practice whose favorite practice matches the provisionally selected practice and whose evaluation value for the main character character is equal to or greater than a predetermined value (progress level 1 or greater in the case of a joint practice character), the game control unit 120 determines that the conditions for the special tag practice are met. The game control unit 120 can determine the favorite practice of a teammate based on the practice / teammate related information stored in the association data DT5, and can determine the evaluation value of a teammate (progress level in the case of a joint practice character) based on the main character data DT3.

[0193] Next, the game control unit 120 determines whether the conditions for the shipping bonus are met in the following manner. The game control unit 120 determines that the conditions for the shipping bonus are met when the attributes of the teammates associated with the provisionally selected practice match the attributes of the cargo associated with the provisionally selected practice. The game control unit 120 can determine the attributes of the cargo based on the practice / cargo-related information stored in the association data DT5, and can determine the attributes of the teammates based on the practice / teammate-related information stored in the association data DT5. If both the conditions for the special tag practice and the conditions for the shipping bonus are met, the process proceeds to S248, and if not, the process proceeds to S212.

[0194] In S212, the associating unit 122 determines whether or not the cargo associated with the practice of the provisionally selected option can be placed in the warehouse, i.e., whether or not the cargo can be associated, based on the relationship between the upper limit of the warehouse and the quantity of cargo already placed in the warehouse. Specifically, the associating unit 122 determines whether or not the cargo can be placed based on the cargo loading information stored in the game situation data DT6.

[0195] Fig. 25A is a diagram showing an example of cargo loading information DT103a. In cargo loading information DT103a, an upper limit on the amount of cargo that can be placed is set for each of the first to third warehouses. Fig. 25A shows an example in which the upper limit quantity for the first warehouse is "5", the upper limit quantity for the second warehouse is "5", and the upper limit quantity for the third warehouse is "10". The upper limit quantity for each warehouse matches the upper limit quantity for each warehouse in the warehouse object shown in Fig. 9A. Furthermore, the cargo loading information DT103a includes the "quantity of cargo placed" and the "quantity of cargo that can be placed" for each of the first to third warehouses. FIG. 25A shows an example in which no cargo is placed in the first and second warehouses, and a cargo is placed in the third warehouse. In the first and second warehouses, the "quantity of cargo placed" is "0", and the "quantity of cargo that can be placed" is the same as the upper limit. On the other hand, in the third warehouse, the "quantity of cargo placed" is "6", and the "quantity of cargo that can be placed" is "4", which is the upper limit minus the "quantity of cargo placed". Note that the "quantity of cargo placed" has both "before compression" and "after compression", but here we will explain the quantity "before compression", and the "after compression" will be explained later.

[0196] The associating unit 122 determines whether a cargo can be placed in a warehouse by referring to the cargo loading information. Specifically, the associating unit 122 determines that a cargo can be placed in a warehouse where the "quantity of cargo that can be placed" obtained by subtracting the "quantity of placed cargo" from the upper limit in the cargo loading information is equal to or greater than the constituent quantity of the cargo associated with the practice of the option. On the other hand, the associating unit 122 determines that a cargo cannot be placed in a warehouse where the "quantity of cargo that can be placed" obtained by subtracting the "quantity of placed cargo" from the upper limit in the cargo loading information is smaller than the constituent quantity of the cargo associated with the practice of the option. In this case, the associating unit 122 determines whether a cargo can be placed in the first warehouse, the second warehouse, and the third warehouse in this order, as a predetermined procedure. The associating unit 122 can determine the constituent quantity of the cargo associated with the practice of the option based on the practice / cargo-related information stored in the association data DT5. For example, in the case of the cargo loading information DT103a shown in Figure 25A, if the constituent quantity of the cargo associated with the practice option is "3", the association unit 122 first judges the first warehouse and determines that the cargo can be placed in the first warehouse because the "quantity of cargo that can be placed" in the first warehouse is "5".

[0197] 25B is a diagram showing an example of cargo loading information DT103b. The cargo loading information DT103b shows an example where cargo has already been placed, and the "quantity of placed cargo" in the first warehouse is "2", and the "quantity of cargo that can be placed" is "3", which is the upper limit quantity minus the "quantity of placed cargo" of "2". For example, in the case of the cargo loading information DT103b shown in Figure 25B, when the constituent quantity of the cargo associated with the practice option is "4", the association unit 122 first makes a judgment on the first warehouse, and determines that the cargo cannot be placed in the first warehouse if the "quantity of cargo that can be placed" in the first warehouse is "3", and then makes a judgment on the second warehouse, and determines that the cargo can be placed in the second warehouse because the "quantity of cargo that can be placed" in the second warehouse is "5". On the other hand, for example, in the case of the cargo loading information DT103b shown in Figure 25B, if the constituent quantity of the cargo associated with the practice option is "6", the association unit 122 first judges the first warehouse and determines that it cannot be placed in the first warehouse, then judges the second warehouse and determines that it cannot be placed in the second warehouse, and finally judges the third warehouse and determines that it cannot be placed in the third warehouse, thereby determining that it cannot be placed in any warehouse. If the cargo can be placed, the process proceeds to S220, and if the cargo cannot be placed in any warehouse, the process proceeds to S214.

[0198] In S214, the game control unit 120 displays the provisionally selected option, the teammate associated with the practice of the provisionally selected option, the attributes and favorite practice of the teammate, and the experience points to be awarded if the user confirms the practice of the provisionally selected option. This process is the same as S204. In S214, even if the practice of the provisionally selected option is confirmed, the game control unit 120 displays a message that the cargo cannot be placed in any of Warehouses 1 to 3. Specifically, the game control unit 120 displays a message such as "Over," changes the color of the warehouse to a color different from that of a warehouse where placement is possible, or changes the color of the option to a color different from that of a warehouse where placement is possible.

[0199] In S216, the selection unit 121 determines whether the practice of the provisionally selected option has been confirmed. This process is the same as that of S206. If it has been confirmed, the process proceeds to S218, and if it has not been confirmed, the process returns to S200. In S218, the benefit granting unit 123 updates the experience point granting information stored in the game situation data DT6 by adding the experience points determined in S214, and then proceeds to S264, which will be described later.

[0200] Meanwhile, in S220, the game control unit 120 determines whether the practice of the provisionally selected option satisfies the conditions for the shipping bonus. This process is performed in the same manner as the method used to determine whether the conditions for the shipping bonus are met in S210 described above. If the conditions for the shipping bonus are not met, the process proceeds to S222, and if the conditions for the shipping bonus are met, the process proceeds to S232. In S222, the game control unit 120 determines whether the practice of the provisionally selected option satisfies the conditions for special tag practice. This process is performed using the same method as that used in S210 described above to determine whether the conditions for special tag practice are met. If the conditions for special tag practice are not met, the process proceeds to S224, and if the conditions for special tag practice are met, the process proceeds to S240.

[0201] In S224, the game control unit 120 displays the provisionally selected option, the teammate associated with the practice of the provisionally selected option, the attributes and favorite practice of the teammate, and the experience points to be awarded if the user confirms the practice of the provisionally selected option. This process is the same as S204. However, in S224, the game control unit 120 displays the loading status of the cargo associated with the practice of the provisionally selected option when it is temporarily placed in the warehouse. Specifically, the game control unit 120 displays based on cargo display information for temporary placement that is generated based on the cargo display information stored in the game situation data DT6.

[0202] FIG. 26A is a diagram showing an example of cargo display information DT104a. In cargo display information DT104a, information on the attributes of the cargo placed is associated with the identification number of each space in each of the first to third warehouses. The cargo display information DT104a shown in FIG. 26A includes identification numbers 1 to 5 for each space in the first and second warehouses, and identification numbers 1 to 10 for each space in the third warehouse. The cargo display information DT104a shown in FIG. 26A shows an example in which no cargo is placed in the first and second warehouses, and cargo with the attribute "star" is placed in identification numbers 1 to 6 in the third warehouse.

[0203] The association unit 122 generates cargo display information for provisional placement that associates the constituent quantity and attributes of the cargo associated with the practice of the provisionally selected option with the warehouse that was determined to be available for placement in S212, and stores the information in the game situation data DT6. For example, in the case of the display information DT104a shown in Fig. 26A, if the constituent quantity of the cargo associated with the practice of the provisionally selected option is "2" and the attribute is "circle", it is determined in S212 that it can be placed in the first warehouse. Therefore, the associating unit 122 generates cargo display information for provisional selection in which the attribute "circle" is associated with the identification No. 1 to No. 2 of the first warehouse.

[0204] 26B is a diagram showing an example of cargo display information DT104b for temporary selection. In the cargo display information DT104b for temporary placement, the attribute "circle" is associated with the identification No. 1 to No. 2 of the first warehouse. However, the attribute "circle" associated with the identification No. 1 to No. 2 is added with selection identification information to identify that it is a temporary selection. Here, the attribute "circle" is shown with a dashed line as identification information.

[0205] The game control unit 120 displays the loading status of the cargo when temporarily placed, based on the cargo display information for temporary placement stored in the game situation data DT6. The game control unit 120 displays cargo objects overlapping at the position of the warehouse identification number corresponding to the identification number in the cargo display information for temporary placement, and also displays marks corresponding to the attributes associated with each identification number. At this time, if selection identification information is added to the attribute, the game control unit 120 displays the cargo object by blinking so that the user can recognize that it is the cargo associated with the provisionally selected option. Therefore, the user can check in advance how the cargo associated with the provisionally selected option will be placed in the warehouse before finalizing it.

[0206] In S226, the selection unit 121 determines whether the practice of the provisionally selected option has been confirmed. This process is the same as that of S206. If it has been confirmed, the process proceeds to S228, and if it has not been confirmed, the process returns to S200. In S228, the associating unit 122 places the cargo associated with the practice of the confirmed option in an available warehouse and associates it. Specifically, the associating unit 122 updates the cargo display information by replacing the cargo display information stored in the game situation data DT6 with the cargo display information for temporary placement generated in S224. At this time, the associating unit 122 deletes the selection identification information added to the cargo display information for temporary placement.

[0207] The associating unit 122 also updates the cargo loading information stored in the game situation data DT6. Specifically, the associating unit 122 updates the "quantity of placed cargo" and the "quantity of placeable cargo" of the warehouse where the confirmed cargo is placed in the cargo loading information, based on the constituent quantity of the cargo associated with the practice of the confirmed option. For example, assume that the cargo loading information DT103a before confirmation is as shown in FIG. 25A, and the constituent quantity of the cargo associated with the confirmed practice is "2." In this case, the associating unit 122 updates the "quantity of placed cargo" of the first warehouse from "0" to "2" and the "quantity of placeable cargo" from "5" to "3," as shown in the cargo loading information DT103b in FIG. 25B.

[0208] In addition, the accumulation unit 124 updates the benefit granting information stored in the game situation data DT6. FIG. 27A is a diagram showing an example of the privilege granting information DT105a. The privilege granting information DT105a includes, for each of the first to third warehouses, the quantity of cargo placed in the warehouse divided by attribute. It also includes the total number obtained by adding up the quantities for each attribute for all of the first to third warehouses. It also includes the total number of cargo. FIG. 27A shows an example in which the quantity of the attribute "star" in the third warehouse is 6, and since the other warehouses do not include a quantity for the attribute, the total number of "star" is "6", and the total number of cargo is "6".

[0209] The accumulation unit 124 adds the constituent quantity of the cargo associated with the practice of the confirmed option to the number of corresponding attributes of the warehouses associated with the cargo. For example, assume that the bonus granting information DT105a shown in FIG. 27A was used before the confirmation, and the constituent quantity of the cargo associated with the confirmed practice was "2," the attribute was "yen," and the cargo was placed in the first warehouse. In this case, the accumulation unit 124 adds "2" to the attribute "yen" of the first warehouse, as shown in the bonus granting information DT105b shown in FIG. 27B, adds "2" to the attribute "yen" in the total number, and adds "2" to the total number to update it to "8." In this way, the accumulation unit 124 accumulates cargo as a bonus element by adding the constituent quantity of the cargo associated with the practice of the confirmed option for each attribute of the cargo. In S230, the benefit granting unit 123 updates the experience point grant information stored in the game situation data DT6 by adding the experience points determined in S224, and then proceeds to S264, which will be described later.

[0210] On the other hand, if the conditions for the shipping bonus are met in S220, the process proceeds to S232. In S232, the game control unit 120 displays the provisionally selected option, the loading status of the cargo when provisionally placed in the warehouse, the teammates associated with the practice of the provisionally selected option, the attributes and favorite practices of the teammates, and the experience points to be awarded when the user confirms the practice of the provisionally selected option. This process is the same as S224. However, in S232, the game control unit 120 displays to the user in a manner that indicates that the provisionally selected practice option satisfies the conditions for a shipping bonus in a manner that is easily recognizable to the user. Furthermore, the game control unit 120 displays the experience points to be awarded separately, namely, regular experience points and the shipping bonus as additional points. The bonus awarding unit 123 determines the experience points and shipping bonus to be awarded based on the bonus awarding TBL stored in the bonus awarding data DT7. Here, the shipping bonus is determined based on the level and number of favorite practices of teammates determined to match the attributes of the cargo associated with the provisionally selected practice, the motivation parameter of the main character, and the like. The game control unit 120 displays the shipping bonus, for example, as in the display area A1109 of the practice screen G1100 shown in FIG. 11 .

[0211] In S234, the selection unit 121 determines whether the practice of the provisionally selected option has been confirmed. This process is the same as that of S206. If it has been confirmed, the process proceeds to S236, and if it has not been confirmed, the process returns to S200. In S236, the associating unit 122 places the cargo associated with the practice of the confirmed option in a warehouse where it can be placed and associates it. Specifically, the associating unit 122 updates the cargo display information by replacing the cargo display information stored in the game situation data DT6 with the cargo display information for temporary placement generated in S232.

[0212] The associating unit 122 also updates the cargo loading information stored in the game situation data DT6. Specifically, the associating unit 122 updates the cargo loading information by changing the "quantity of cargo placed" and the "quantity of cargo that can be placed" of the warehouse where the confirmed cargo is placed, based on the constituent quantity of the cargo associated with the practice of the confirmed option. The accumulation unit 124 also updates the benefit granting information stored in the game situation data DT6. Specifically, the accumulation unit 124 adds the constituent quantity of the cargo associated with the practice of the confirmed option to the number of warehouses with which the cargo is associated, each having the corresponding attribute. These processes are the same as those in S228.

[0213] In S238, the benefit granting unit 123 updates the experience point granting information stored in the game situation data DT6 by adding the experience points determined in S232, and then proceeds to S264, which will be described later. Here, the bonus granting unit 123 adds a shipping bonus as additional points to the experience point granting information in addition to the normal experience points. Therefore, when the conditions for the shipping bonus are met, more experience points are granted than when the conditions for the shipping bonus are not met.

[0214] On the other hand, if the conditions for special tag training are met in S222, proceed to S240. In S240, the game control unit 120 displays the provisionally selected option, the loading status of the cargo when provisionally placed in the warehouse, the teammates associated with the practice of the provisionally selected option, the attributes and favorite practices of the teammates, and the experience points to be awarded when the user confirms the practice of the provisionally selected option. This process is the same as S224. However, in S222, the game control unit 120 displays to the user in a manner that enables the user to recognize that the practice of the provisionally selected option satisfies the conditions for the special tag practice. Furthermore, the game control unit 120 displays the experience points to be awarded, which are the normal experience points plus the additional points for the special tag practice. The bonus awarding unit 123 determines the normal experience points and the additional points for the special tag practice based on the bonus awarding TBL stored in the bonus awarding data DT7. The game control unit 120 displays the experience points obtained by adding the normal experience points and the additional points for the special tag practice determined by the bonus awarding unit 123.

[0215] In S242, the selection unit 121 determines whether the practice of the provisionally selected option has been confirmed. This process is the same as that of S206. If it has been confirmed, the process proceeds to S244, and if it has not been confirmed, the process returns to S200. In S244, the associating unit 122 places the cargo associated with the practice of the confirmed option in a warehouse where it can be placed and associates it. Specifically, the associating unit 122 updates the cargo display information by replacing the cargo display information stored in the game situation data DT6 with the cargo display information for temporary placement generated in S240.

[0216] The associating unit 122 also updates the cargo loading information stored in the game situation data DT6. Specifically, the associating unit 122 updates the cargo loading information by changing the "quantity of cargo placed" and the "quantity of cargo that can be placed" of the warehouse where the confirmed cargo is placed, based on the constituent quantity of the cargo associated with the practice of the confirmed option. The accumulation unit 124 also updates the benefit granting information stored in the game situation data DT6. Specifically, the accumulation unit 124 adds the constituent quantity of the cargo associated with the practice of the confirmed option to the number of warehouses with which the cargo is associated, each having the corresponding attribute. These processes are the same as those in S228.

[0217] In S246, the benefit granting unit 123 updates the experience point granting information stored in the game situation data DT6 by adding the experience points determined in S240, and then proceeds to S264, which will be described later. Here, the benefit granting unit 123 adds the additional points for the special tag training to the experience point granting information in addition to the normal experience points. Therefore, when the special tag training is satisfied, more experience points are granted than when the special tag training is not satisfied.

[0218] On the other hand, if both the conditions for the special tag practice and the conditions for the shipping bonus are met in S210, the process proceeds to S248. In S248, the associating unit 122 determines whether or not the cargo associated with the practice of the provisionally selected option can be placed in the warehouse, i.e., whether or not the association is possible, by compressing the size of the cargo already placed in the warehouse by half. Specifically, the associating unit 122 determines whether or not the cargo can be placed in the warehouse by halving the constituent quantity of the cargo already placed, instead of compressing the size of the cargo already placed by half. First, the associating unit 122 generates cargo loading information for provisional selection in which the constituent quantity of the cargo already placed is halved, based on the cargo loading information stored in the game situation data DT6.

[0219] FIG. 25C is a diagram showing an example of cargo loading information DT103c for temporary selection. The cargo loading information DT103c for temporary selection shown in FIG. 25C is obtained by halving the constituent quantities of cargoes already placed in warehouses based on the cargo loading information DT103b shown in FIG. 25B. In the cargo loading information DT103b shown in FIG. 25B, the "quantity of placed cargo" for the first warehouse and the third warehouse is "2" and "6," respectively, before compression. By halving these quantities, they are changed to "1" and "3," respectively, after compression, as shown in the cargo loading information DT103c for temporary selection shown in FIG. 25C. Therefore, the "quantity of cargo that can be placed" for the first warehouse and the third warehouse is "4" and "7," respectively, which are the quantities obtained by subtracting the "quantity of placed cargo" of "1" and "3" from the upper limit.

[0220] The associating unit 122 determines that the cargo can be placed in the cargo loading information for provisional selection when there is a warehouse in which the "quantity of cargo that can be placed" is equal to or greater than the constituent quantity of the cargo associated with the practice option. In this case, the associating unit 122 determines whether the cargo can be placed in the order of the first warehouse, the second warehouse, and the third warehouse, as a predetermined procedure. For example, in the case of the cargo loading information DT103c for provisional selection shown in Figure 25C, when the constituent quantity of the cargo associated with the practice option is "3", the association unit 122 first judges the first warehouse and determines that the cargo can be placed in the first warehouse because the "quantity of cargo that can be placed" in the first warehouse is "4". 25C, and the constituent quantity of the cargo associated with the practice option is "6," the associating unit 122 first targets the first warehouse for judgment, and determines that the cargo cannot be placed in the first warehouse if the "quantity of cargo that can be placed" in the first warehouse is "4," then targets the second warehouse for judgment, and determines that the cargo cannot be placed in the second warehouse if the "quantity of cargo that can be placed" in the second warehouse is "5," then targets the third warehouse for judgment, and determines that the cargo can be placed in the third warehouse because the "quantity of cargo that can be placed" in the third warehouse is "7." Note that if the cargo is not compressed and remains as it is in the cargo loading information DT103b shown in FIG. 25B, it is determined that the cargo cannot be placed in any of the first to third warehouses.

[0221] In this way, if both the conditions for special tag practice and the conditions for the shipping bonus are met and the cargo can be placed by compressing the cargo that has already been placed, it is determined that a larger quantity of cargo can be placed than if at least neither condition is met. If the cargo can be compressed and placed, the process proceeds to S250, and if it cannot be placed in any warehouse, the process proceeds to S258.

[0222] In S250, the game control unit 120 displays the provisionally selected option, the loading status of the cargo when provisionally placed in the warehouse, the teammates associated with the practice of the provisionally selected option, the attributes and favorite practices of the teammates, and the experience points to be awarded when the user confirms the practice of the provisionally selected option. This process is the same as S224. However, in S250, the game control unit 120 displays to the user in a manner that indicates that the provisionally selected practice option satisfies both the conditions for the special tag practice and the conditions for the shipping bonus, thereby satisfying the conditions for the shipping tag. Similarly to S232, the game control unit 120 separately displays the experience points to be awarded, including regular experience points and the shipping tag bonus as additional points. The bonus awarding unit 123 determines the experience points and shipping tag bonus to be awarded based on the bonus awarding TBL stored in the bonus awarding data DT7. Similarly to S232, the bonus awarding unit 123 determines the shipping tag bonus based on the level and number of favorite practices of teammates determined to match the attributes of the cargo associated with the provisionally selected practice, the main character's motivation parameter, and the like. The game control unit 120 displays the shipping bonus, for example, in the display area A1109 of the practice screen G1200 shown in FIG. 12 . Furthermore, the game control unit 120 displays the experience points to be awarded in the same manner as in S240, with the additional points for the special tag training added to the normal experience points.

[0223] Furthermore, when displaying the loading status of cargo associated with the practice of the provisionally selected option when it is temporarily placed in the warehouse, the game control unit 120 displays the compressed cargo in a darker shade so that it is clear that the size of the cargo already placed will be compressed to half. The game control unit 120 displays based on cargo display information for temporary placement that has been generated based on the cargo display information stored in the game situation data DT6.

[0224] The association unit 122 generates cargo display information for provisional placement that associates the constituent quantity and attributes of the cargo associated with the practice of the provisionally selected option with the warehouse that was determined to be available for placement in S248, and stores this information in the game situation data DT6. For example, let us take the case of the cargo display information DT104b in Figure 26B from which the identification information has been deleted. In the cargo display information DT104b shown in Figure 26B, if the cargo associated with the practice of the provisionally selected option has a component quantity of "3" and an attribute of "yen," it is determined in S248 that the cargo can be placed in the first warehouse by compressing the cargo that has already been placed in the first warehouse and has a component quantity of "2" and an attribute of "yen." Therefore, the associating unit 122 generates cargo display information for provisional selection in which the attribute "yen" is associated with the first warehouse. Here, the associating unit 122 divides the cell with identification No. 1 in the first warehouse into two, assigns the quantity of the cargo that has already been placed to one of the two divided cells, and re-associates the cargo that has already been placed in the two divided cells.

[0225] FIG. 26C is a diagram showing an example of cargo display information DT104c for provisional selection. The cargo display information DT104c for provisional placement reassociates the cargo that has already been placed with both of the cells obtained by dividing the identification No. 1 of the first warehouse in half. In this way, by associating the cargo with both of the cells obtained by dividing the cell of identification No. 1 of the first warehouse in half, it is shown that the size of the cargo has been compressed to 1 / 2 while the constituent quantity remains "2". Note that the attribute "circle" associated with both of the cells obtained by dividing identification No. 1 in half is added with compression identification information to identify that it has been compressed. Furthermore, the attribute "circle" of the cargo with the constituent quantity "3" associated with the practice of the provisionally selected option is associated with identifications Nos. 2 to 4 of the first warehouse. Here, selection identification information is added, in which the attribute "circle" is indicated by a dashed line to identify that it is a provisionally selected option.

[0226] The game control unit 120 displays the loading status of the cargo when temporarily placed, based on the cargo display information for temporary placement stored in the game situation data DT6. The game control unit 120 displays cargo objects so that they overlap at the position of the warehouse identification number corresponding to the identification number in the cargo display information for temporary placement, and displays marks corresponding to the attributes associated with each identification number. At this time, the game control unit 120 displays the compressed cargo so that it can be recognized if compression identification information has been added, and displays the cargo so that it can be recognized as the cargo associated with the temporarily selected option if selection identification information has been added.

[0227] FIG. 9C is a diagram showing an example of a loading state displayed in the display area A806 shown in FIG. 11. Here, the loading state is displayed based on the cargo display information DT104c for temporary placement shown in FIG. 26C. In the loading state shown in FIG. 9C, a compressed cargo P905 is placed at a position corresponding to identification No. 1 in the first warehouse P901, and the density of the cargo P905 is increased so that it can be recognized as a compressed cargo. Furthermore, a cargo P906 associated with the practice of the provisionally selected option is placed at a position corresponding to identification Nos. 2 to 4 in the first warehouse P901, and is displayed blinking so that it can be recognized as a provisionally selected cargo. Furthermore, an uncompressed cargo P907 is placed at a position corresponding to identification Nos. 1 to 6 in the third warehouse P903. Therefore, the user can check in advance how the cargo that has already been placed will be compressed and how the cargo associated with the provisionally selected option will be arranged when placed in the warehouse before finalizing it.

[0228] In S252, the selection unit 121 determines whether the practice of the provisionally selected option has been confirmed. This process is the same as that of S206. If it has been confirmed, the process proceeds to S228, and if it has not been confirmed, the process returns to S200. In S254, the associating unit 122 places the cargo associated with the practice of the confirmed option in an available warehouse and associates it. Specifically, the associating unit 122 updates the cargo display information by replacing the cargo display information stored in the game situation data DT6 with the cargo display information for temporary placement generated in S250. At this time, the associating unit 122 deletes the selection identification information added to the cargo display information for temporary placement.

[0229] The associating unit 122 also updates the cargo loading information stored in the game situation data DT6. Specifically, the associating unit 122 updates the "quantity of cargo placed" and the "quantity of cargo that can be placed" of the warehouse where the confirmed cargo is placed in the cargo loading information for provisional selection, based on the component quantity of the cargo associated with the practice of the confirmed option. For example, if the cargo loading information DT103b for provisional selection before confirmation is as shown in FIG. 25B and a practice option associated with a cargo whose component quantity is "3" is confirmed, the associating unit 122 changes the component quantity of the cargo already placed in the first warehouse from "2" to "1," which is half of the component quantity, and then adds the component quantity "3" of the cargo associated with the practice of the confirmed option, thereby changing the "quantity of cargo placed" from "2" to "4" and changing the "quantity of cargo that can be placed" from "3" to "1," as shown in the cargo loading information DT103d in FIG. 25D.

[0230] The accumulation unit 124 also updates the bonus granting information stored in the game situation data DT6. The accumulation unit 124 adds the constituent quantity of the cargo associated with the practice of the confirmed option to the number of warehouses with the corresponding attribute associated with the cargo. For example, if the bonus granting information DT105b shown in FIG. 27B before confirmation is the constituent quantity "3" and the practice associated with the cargo with the attribute "yen" is confirmed, the accumulation unit 124 adds the constituent quantity "3" of the cargo associated with the practice of the confirmed option to the quantity "2" of the attribute "yen" of the cargo already placed in the first warehouse, as shown in the bonus granting information DT105c shown in FIG. 27C, changing it from "2" to "5." The accumulation unit 124 then changes the quantity of the attribute "yen" from "2" to "5." The accumulation unit 124 then adds "3" to the total number, updating it to "11." That is, the accumulation unit 124 adds the constituent quantity of the cargo already placed in the first warehouse without halving it. In this way, by updating the privilege granting information, cargo as a privilege element, specifically the quantity of cargo attributes, is accumulated.

[0231] In S256, the benefit granting unit 123 updates the experience point granting information stored in the game situation data DT6 by adding the experience points determined in S250, and then proceeds to S264, which will be described later. Here, the bonus granting unit 123 adds additional points greater than the shipping bonus as additional points to the experience point granting information in addition to the experience points for the special tag practice. Therefore, when the conditions for the shipping bonus and the conditions for the special tag practice are met, more experience points are granted than when at least one of the conditions for the shipping bonus and the conditions for the special tag practice is not met.

[0232] On the other hand, if it is determined that the cargo associated with the practice of the provisionally selected option cannot be placed in the warehouse even if the cargo is compressed in S248, the process proceeds to S258. In S258, the game control unit 120 displays the provisionally selected option, the teammate associated with the practice of the option, the teammate's attributes and favorite practice, and the experience points to be awarded if the user confirms the practice of the provisionally selected option. This process is the same as S204. However, in S258, the game control unit 120 displays to the user in a manner that enables the user to recognize that the practice of the provisionally selected option satisfies the conditions for the special tag practice. Furthermore, the game control unit 120 displays the experience points to be awarded, which are the normal experience points plus the additional points for the special tag practice. The bonus awarding unit 123 determines the normal experience points and the additional points for the special tag practice based on the bonus awarding TBL stored in the bonus awarding data DT7. The game control unit 120 displays the experience points obtained by adding the normal experience points and the additional points for the special tag practice determined by the bonus awarding unit 123. Furthermore, in S258, even if the practice of the provisionally selected option is confirmed, the game control unit 120 displays a message that the cargo cannot be placed in any of Warehouses 1 to 3. Specifically, the game control unit 120 displays a message such as "Over," changes the color of the warehouse to a color different from that of the option when the cargo can be placed, or changes the color to a color different from that of the option when the cargo can be placed.

[0233] In S260, the selection unit 121 determines whether the practice of the provisionally selected option has been confirmed. This process is the same as that of S206. If it has been confirmed, the process proceeds to S262, and if it has not been confirmed, the process returns to S200. In S262, the benefit granting unit 123 updates the experience point granting information stored in the game situation data DT6 by adding the experience points determined in S258, and then proceeds to S264, which will be described later. Here, the benefit granting unit 123 adds the additional points for the special tag training to the experience point granting information in addition to the normal experience points. Therefore, when the special tag training is satisfied, more experience points are granted than when the special tag training is not satisfied.

[0234] In S264, the game control unit 120 determines whether or not bell information is associated with the practice of the confirmed option. Specifically, the game control unit 120 determines whether or not bell information is associated with the practice of the confirmed option based on the practice / bell-related information stored in the association data DT5. If bell information is associated, the process proceeds to S266; if bell information is not associated, the process returns to S138 in the flowchart of FIG. 19B.

[0235] In S266, the game control unit 120 determines whether the bell addition number is a predetermined number. Specifically, the game control unit 120 determines whether the bell addition number is a predetermined number, "3" in this case, based on the bell addition number stored in the game situation data DT6. If the bell addition number is the predetermined number, the process returns to S138 in the flowchart of FIG. 19B, and if the bell addition number is not the predetermined number, the process proceeds to S268. In S268, the game control unit 120 adds "1" to the bell addition count. Specifically, the game control unit 120 adds "1" to the bell addition count stored in the game situation data DT6 to update it. The bell addition count is incremented up to the predetermined number "3" described above. Thereafter, the process returns to S138 in the flowchart of FIG. 19B.

[0236] In S140, the game control unit 120 determines whether or not to generate an afternoon event based on information about the event of the event character set in the event deck, which is included in the event character data DT1 and the game situation data DT6, and information about the scenario event that is predetermined and specific to that scenario. In this process, the game control unit 120 performs an event generation lottery, just as with the morning event, and generates an afternoon event if the lottery is won. If the result of this determination is that an afternoon event will not be generated, the process proceeds to S146, and if the afternoon event will be generated, the process proceeds to S142. The conditions for generating an afternoon event are the same as those for the morning event.

[0237] In S142, the event that was selected by lottery is generated. Specifically, the game control unit 120 generates a screen corresponding to the story of the event and displays it on the display unit 106. At this time, as with the morning event, the game control unit 120 updates the main character data DT3 so as to grant experience points to the main character, restore stamina, increase the evaluation value of the event character appearing in the event relative to the main character, and change the main character's "motivation." Note that, at a predetermined turn in the fourth section, a baseball game (a qualifying round or a Koshien game) occurs as an afternoon event. In this case, the game control unit 120 updates the game situation data DT6 with information related to the outcome of the game.

[0238] On the other hand, if the "Depart" option P808 is selected in S124, the process proceeds to S144. In S144, the game control unit 120 executes processing related to departure. Here, the processing related to departure will be described with reference to the flowchart of FIG. First, in S300, the game control unit 120 displays a departure screen G1300, for example, as shown in Fig. 13, on the display unit 106. The game control unit 120 displays bell objects in a display area A1304 near the "Depart" option P1302, with the number of bell objects being based on the bell count included in the game situation data DT6. Note that the selection unit 121 prevents the "Depart" option P1302 from being selected if the bell count is not three, specifically if the departure ready flag stored in the game situation data DT6 is not on, and allows the "Depart" option P1302 to be selected if the bell count is three, specifically if the departure ready flag stored in the game situation data DT6 is on.

[0239] Furthermore, the game control unit 120 displays departure information in display area A1305 on the departure screen G1300, and information on the joint training character associated with the departure origin (current location) in display area A1306. Here, the departure information includes the name of the departure origin (current location) and the name of the departure destination (provisionally selected option) in display area A1307, the current loading status in display area A1308, attribute-specific loading information in display area A1309, and the selling price level for each cargo attribute according to the departure destination (provisionally selected option) in display area A1310. The game control unit 120 displays the name of the departure origin (current location) based on the information on the current location stored in game situation data DT6. When the process proceeds to S300 from the flowchart of FIG. 19B, the game control unit 120 displays the name of the departure destination associated with option P1401 from the destination-related information stored in game situation data DT6. The game control unit 120 also displays the current loading status based on the cargo display information stored in the game status data DT6. The game control unit 120 also displays attribute-specific loading information based on the bonus grant information stored in the game status data DT6. The game control unit 120 also displays the selling price level for each cargo attribute according to the departure destination based on the selling price TBL101 stored in the association data DT5. When displaying information about a joint training character, the game control unit 120 also displays the attributes, favorite training, and progress of the joint training character.

[0240] In S302, the selection unit 121 determines whether any of the options P1301 to P1303 has been selected from the departure screen G1300 by a user operation. If the result of this determination is that the "Back" option P1303 has been selected, the process returns to S122 of the flowchart in Fig. 19B. If the "Change destination" option P1301 has been selected, the process proceeds to S304; if the "Depart" option P1302 has been selected, the process proceeds to S312.

[0241] In S304, the game control unit 120 displays, for example, a departure destination map screen G1400A as shown in FIG. 14A on the display unit 106. Specifically, the game control unit 120 associates a departure destination with each of the options P1401 to P1412 based on the departure destination-related information stored in the game situation data DT6. On the departure destination map screen G1400A shown in FIG. 14A, the game control unit 120 displays first departure destinations "B" to "E" in the options P1401 to P1404, respectively, and second departure destinations "F" to "M" in the options P1405 to P1412, respectively. The current location is departure origin "A." Furthermore, the game control unit 120 displays the options P1401 to P1404 in a circular display area A1420 centered on the current point, and displays the options P1405 to P1412 in an annular display area A1421 centered on the current point. Furthermore, the game control unit 120 displays the options P1401 to P1404 in the display area A1420 so that they are positioned clockwise from the top, and displays the options P1405 to P1412 in the display area A1421 so that they are positioned clockwise from the top.

[0242] The game control unit 120 displays a display item indicating a second destination that can be provisionally selected and confirmed next after the provisionally selected first destination is confirmed, based on the option-related information stored in the association data DT5. On the destination map screen G1400A shown in Fig. 14A, the game control unit 120 displays arrows P1422a to P1422c pointing from the provisionally selected destination "B" of option P1401 to the destination "M" of option P1412, the destination "F" of option P1405, and the destination "G" of option P1406, respectively. Furthermore, when the departure destination "C" of option P1402 is provisionally selected, the game control unit 120 displays arrows P1422a to 1422c from the provisionally selected departure destination "C" of option P1402 to the departure destination "G" of option P1406, the departure destination "H" of option P1407, and the departure destination "I" of option P1408, respectively. Furthermore, when the departure destination "D" of option P1403 is provisionally selected, the game control unit 120 displays arrows P1422a to 1422c from the provisionally selected departure destination "D" of option P1403 to the departure destination "I" of option P1408, the departure destination "J" of option P1409, and the departure destination "K" of option P1410, respectively. In addition, when the departure destination "E" of option P1404 is provisionally selected, the game control unit 120 displays arrows P1422a to P1422c pointing from the provisionally selected departure destination "E" of option P1404 to the departure destination "K" of option P1410, the departure destination "L" of option P1411, and the departure destination "M" of option P1412, respectively.

[0243] However, if there is a destination among the first departure destinations that has become unavailable for departure, the game control unit 120 displays that fact. Specifically, the game control unit 120 identifies the destination based on the unavailable departure information stored in the game status data DT6 and displays that departure is unavailable. Therefore, for example, if there is a display indicating that the tentative selection of the first departure destination "B" cannot be confirmed, the user can recognize that departure to destination "B" is unavailable even though it is the next destination.

[0244] Furthermore, the game control unit 120 displays, on the destination map screen G1400A, attribute-specific loading information in display area A1430, selling price levels for each cargo attribute corresponding to the provisionally selected destination in display area A1431, information on the joint training character associated with the provisionally selected destination in display area A1432, and attributes of the cargo associated with training at the provisionally selected destination in display area A1433. The game control unit 120 displays the attribute-specific loading information based on the bonus grant information stored in the game situation data DT6. The game control unit 120 also displays selling price levels for each cargo attribute corresponding to the destination based on selling price TBL101 stored in the association data DT5. The game control unit 120 also displays attributes of the cargo associated with training at the destination based on training TBL100 stored in the association data DT5. When displaying information on the joint training character, the game control unit 120 also displays the attributes, favorite training, and progress of the joint training character. Furthermore, the game control unit 120 displays a "Decide destination" option P1440 and a "Return" option P1441 on the departure destination map screen G1400A.

[0245] In S306, the selection unit 121 determines whether or not a departure destination from among the options P1401 to P1412 on the departure screen G1300 has been provisionally selected by a user operation. Here, provisional selection refers to a provisional selection made by the user before finalizing the departure destination of the option. The selection unit 121 determines that an option has been provisionally selected when one of the options P1401 to P1412 is touched. At this time, not only the first departure destination options P1401 to P1404 but also the second departure destination options P1405 to P1412, which cannot currently be set sail from, can be provisionally selected. In addition, options whose provisional selection cannot be finalized can also be provisionally selected. If provisionally selected, the process returns to S304, and if not provisionally selected, the process proceeds to S308.

[0246] When returning to S304, the game control unit 120 changes and displays the destination map screen in accordance with the provisionally selected destination. Specifically, the game control unit 120 changes and displays the selling price level for each cargo attribute in accordance with the provisionally selected destination, the information of the joint training character associated with the provisionally selected destination, the attributes of the cargo associated with training at the provisionally selected destination, and the like.

[0247] In S308, the selection unit 121 determines whether the "Decide Destination" option P1440 has been selected from the departure screen G1300 by a user operation. If the "Decide Destination" option P1440 has been selected, the process returns to S300; if not, the process proceeds to S310. Note that if the provisionally selected option is one of the second departure destinations of the options P1405 to P1412, or if it is a destination that cannot be departed from even though it is a first departure destination of the options P1401 to P1404, the selection unit 121 makes it impossible to select the "Decide Destination" option P1440.

[0248] In addition, when returning to S300 and the provisionally selected destination has been changed from the previous time, the game control unit 120 changes and displays the name of the provisionally selected destination and the selling price level for each cargo attribute according to the provisionally selected destination.

[0249] In S310, the selection unit 121 determines whether the "Back" option P1441 is selected from the departure screen G1300 by a user operation. If the "Back" option P1441 is selected, the process returns to S300; if not, the process returns to S308.

[0250] On the other hand, if the "Depart" option P1302 is selected in S302, the process proceeds to S312. In S312, the game control unit 120 confirms the provisionally selected departure destination and performs departure processing. Specifically, the game control unit 120 changes the current location information stored in the game situation data DT6 to information about the confirmed departure destination. The game control unit 120 also turns off the departure possible flag stored in the game situation data DT6. If the forced departure flag stored in the game situation data DT6 is on, the game control unit 120 turns off the forced departure flag. If departure impossible information is stored in the game situation data DT6, the game control unit 120 deletes the departure impossible information. The game control unit 120 also increments the number of departures stored in the game situation data DT6 by 1. At this time, the game control unit 120 stores the number of sections and the number of turns at the time of departure in the game situation data DT6.

[0251] In S314, the bonus granting unit 123 grants a bonus according to the cargo placed in the warehouse. The bonus granting unit 123 also grants a more valuable bonus the greater the quantity of cargo placed in the warehouse. Here, a more valuable bonus means that, for the same type of bonus, a larger quantity of cargo is awarded than a smaller quantity. For different types of bonuses, a larger quantity of cargo is awarded than a smaller quantity, which is more effective for training in the training part. For different types of bonuses, a larger quantity of cargo is awarded than a smaller quantity, which is more effective for training in the training part, such as a game item that allows a player to advance in a match more advantageously in the battle part. The bonus granting unit 123 also grants a bonus according to the attributes of the cargo placed in the warehouse in addition to the constituent quantity of the associated cargo.

[0252] Specifically, the benefit granting unit 123 grants a benefit based on the benefit granting information stored in the game situation data DT6. First, the bonus granting unit 123 tallies the total number of cargoes for each attribute from the bonus granting information and grants a bonus according to the total number of cargoes for each attribute. Specifically, for the attribute of the largest cargo among the total number of cargoes for each attribute, the bonus granting unit 123 increases the level of the practice corresponding to the attribute based on the attribute TBL110 stored in the association data DT5. For example, assuming that the main character is a fielder, if the attribute of the largest cargo among the total number of cargoes for each attribute is "star," the level of the practice "muscle strength" is increased; if the attribute is "diamond," the level of the practice "batting" is increased; if the attribute is "circle," the level of the practice "base running" is increased; if the attribute is "heart," the level of the practice "shoulder strength" is increased; and if the attribute is "triangle," the level of the practice "defense" is increased. Also, if the main character is a pitcher, if the attribute of the largest cargo among the total number of cargoes for each attribute is "star," the level of the "pitch speed" training will be increased; if the attribute is "diamond," the level of the "control" training will be increased; if the attribute is "circle," the level of the "curveball" training will be increased; if the attribute is "heart," the level of the "stamina" training will be increased; and if the attribute is "triangle," the level of the "defense" training will be increased. The benefit granting unit 123 does not directly grant experience points according to the attribute of the cargo with the largest total number of cargoes for each attribute, but increases the level of the type of practice in order to grant more experience points.

[0253] Furthermore, the bonus granting unit 123 grants more experience points to the second to fifth largest cargo attributes among the total number of cargoes for each attribute, as the total number increases. Specifically, for the second to fifth largest cargo attributes among the total number of cargoes for each attribute, the bonus granting unit 123 grants experience points for the experience point types associated with the attributes based on the attribute TBL110 stored in the association data DT5. For example, assuming that the main character is a fielder, if the attribute of the second largest cargo among the total number of cargoes for each attribute is "star," experience points are granted to the experience point type "strength," if the attribute is "diamond," experience points are granted to the experience point type "skill," if the attribute is "circle," experience points are granted to the experience point type "agility," if the attribute is "heart," experience points are granted to the experience point type "spirit," and if the attribute is "triangle," experience points are granted to all types. For example, if the main character is a pitcher, if the attribute of the second largest cargo among the total number of cargoes for each attribute is "star," experience points will be awarded to the experience point type "strength," if the attribute is "diamond," experience points will be awarded to the experience point type "technique," if the attribute is "circle," experience points will be awarded to the experience point type "curveball," if the attribute is "heart," experience points will be awarded to the experience point type "spirit," and if the attribute is "triangle," experience points will be awarded to all types. The benefit granting unit 123 directly grants experience points according to the attributes of the cargoes having the second largest or greater total number of cargoes for each attribute.

[0254] Fig. 27D is a diagram showing an example of the privilege granting information DT 105d. The privilege granting information DT 105d shown in Fig. 27D is obtained by adding the quantity "4" of the attribute "triangle" to the privilege granting information DT 105c shown in Fig. 26C. The game control unit 120 displays the benefit to be granted in the display area A1504, as in the benefit granting screen G1500 shown in FIG. 15, based on the benefit granting information DT105c shown in FIG. 26C, for example. In the benefit granting information DT105c shown in FIG. 26C, the total number of cargoes with the attribute "star" is "6," which is the largest attribute of cargo, so the level of the training "muscle strength" associated with the attribute "star" is incremented by 1. Also, in the benefit granting information DT105c shown in FIG. 26C, the total number of cargoes with the attribute "circle" is "5," which is the second largest attribute of cargo, so experience points are granted to the experience point type "agility" associated with the attribute "circle." Also, the total number of cargoes with the attribute "triangle" is "4," which is the third largest attribute of cargo, so experience points are granted to the "total experience points" associated with the attribute "triangle."

[0255] In this way, the type of benefit corresponding to the attribute of the cargo with the largest total number of cargoes for each attribute is different from the type of benefit corresponding to the attributes of the cargoes with the second largest total number or greater. In particular, if a user wants to obtain a benefit corresponding to the attribute of the cargo with the second largest total number or greater, the user does not place only cargoes with the same attribute, but selects cargoes so that the cargoes with the attributes corresponding to the desired benefit are placed second or greater. Note that the same type of benefit may be granted regardless of the order of the total number. In this case, the greater the total number, the more benefits may be granted, or more benefits may be granted for the attributes of the cargoes with the second largest total number or greater than for the attributes of the cargoes with the largest total number.

[0256] Second, the bonus granting unit 123 grants additional bonuses based on the selling price level for each attribute of the cargo corresponding to the confirmed departure destination. Specifically, if there is cargo with an attribute associated with a selling price level of "Level 1" or "Level 2" based on the selling price TBL101 stored in the association data DT5, the bonus granting unit 123 grants additional experience points according to the total number of cargoes with that attribute. For example, if the main character is a fielder, if the attribute associated with the selling price level of "Level 1" or "Level 2" is "Star," the bonus granting unit 123 grants additional experience points to the experience point type "Strength," if the attribute is "Diamond," the bonus granting unit 123 grants additional experience points to the experience point type "Technology," if the attribute is "Circle," the bonus granting unit 123 grants additional experience points to the experience point type "Agility," if the attribute is "Heart," the bonus granting unit 123 grants additional experience points to the experience point type "Spirit," and if the attribute is "Triangle," the bonus granting unit 123 grants additional experience points to all types. For example, if the main character is a pitcher, if the attribute associated with selling price level "Level 1" or "Level 2" is "Star," experience points are awarded in addition to the experience point type "Strength," if the attribute is "Diamond," experience points are awarded in addition to the experience point type "Technique," if the attribute is "Circle," experience points are awarded in addition to the experience point type "Curveball," if the attribute is "Heart," experience points are awarded in addition to the experience point type "Spirit," and if the attribute is "Triangle," experience points are awarded in addition to all types. In this case, if the total number of cargoes for each attribute is the same, more experience points are awarded for the attribute associated with selling price level "Level 2" than for the attribute associated with selling price level "Level 1." The game control unit 120 displays the additionally awarded bonus in the display area A1505, for example, as in a bonus award screen G1500 shown in FIG.

[0257] In this way, additional benefits are granted based on the selling price level for each cargo attribute according to the destination, so that when a user selects a destination, the user selects a destination for which additional benefits are granted according to the current benefit grant information. Also, if the user has a desired destination, the user refers to the selling price level for each cargo attribute according to the desired destination and selects cargo with selling price level "Level 1" or "Level 2" to be placed in the warehouse.

[0258] Third, the reward granting unit 123 grants an additional reward when the cargo is placed at a predetermined ratio or more relative to the warehouse's upper limit. Specifically, the reward granting unit 123 acquires information on the total number of cargoes from the reward granting information, divides the acquired total number of cargoes by the available allocation quantity, which is the sum of the upper limits of the first to third warehouses, and multiplies the result by 100 to calculate the ratio of the cargo to the warehouse's upper limit. The reward granting unit 123 determines whether the calculated ratio is equal to or greater than a predetermined ratio, in this case, 120% or greater. If the calculated ratio is equal to or greater than the predetermined ratio, the reward granting unit 123 grants a special ability tip. Note that, as described above, when the shipping tag conditions are met, the constituent quantity of the cargo already placed in the warehouse is halved. However, the reward granting information adds the constituent quantity of the cargo placed in the warehouse without halving it. Therefore, the total number of cargoes exceeds the available allocation quantity, and the proportion of the cargo can be increased to 100% or greater. In this way, if the amount of cargo placed in the warehouse is greater than a predetermined percentage of the warehouse's upper limit, an additional benefit is given, encouraging the user to place more cargo in the warehouse.

[0259] Fourth, the bonus granting unit 123 grants an additional bonus according to the progress level of the joint training character associated with the departure point. Specifically, the bonus granting unit 123 grants an additional bonus when the progress level of the joint training character stored in the main character character data DT3 is equal to or greater than a predetermined value, in this case, progress level 1 or greater. The bonus granting unit 123 grants additional experience points according to the attribute associated with the joint training character whose evaluation value is equal to or greater than a predetermined value. For example, if the attribute associated with the joint training character is "star," experience points are granted in addition to the experience point type "strength." If the attribute is "diamond," experience points are granted in addition to the experience point type "skill." If the attribute is "circle," experience points are granted in addition to the experience point type "curveball." If the attribute is "heart," experience points are granted in addition to the experience point type "spirit." If the attribute is "triangle," experience points are granted in addition to all types. Furthermore, the bonus granting unit 123 grants a larger bonus when the progress level is 2 than when the progress level is 1. In this way, additional benefits are awarded according to the progress of the joint training character, so that the user will select cargo that has a joint training character associated with it as a training option as much as possible.

[0260] Fifth, the bonus granting unit 123 grants an additional bonus when a specific character is set in the event deck and cargo with a predetermined number of attributes or more is placed in the warehouse. Specifically, the bonus granting unit 123 determines whether a specific character is included in the characters stored in the event deck data DT2 and whether the cargo has a predetermined number of attributes or more, three or more types in this case, based on the bonus granting information. If the condition is met, the bonus granting unit 123 grants additional experience points according to the total number of attributes with the smallest total number (excluding 0). For example, if the main character is a fielder, if the attribute with the smallest total number is "star," the bonus granting unit grants additional experience points to the experience point type "strength," if the attribute is "diamond," the bonus granting unit grants additional experience points to the experience point type "skill," if the attribute is "circle," the bonus granting unit grants additional experience points to the experience point type "curveball," if the attribute is "heart," the bonus granting unit grants additional experience points to the experience point type "spirit," and if the attribute is "triangle," the bonus granting unit grants additional experience points to all types. For example, if the main character is a pitcher, if the attribute with the smallest total number is "star," experience points are awarded to the experience point type "strength," if the attribute is "diamond," experience points are awarded to the experience point type "technique," if the attribute is "circle," experience points are awarded to the experience point type "curveball," if the attribute is "heart," experience points are awarded to the experience point type "spirit," and if the attribute is "triangle," experience points are awarded to all types. In this way, when cargo with a predetermined number of types or more of attributes is placed in a warehouse, an additional benefit is given, allowing the user to select cargo so that cargo with multiple types of attributes can be placed in the warehouse.

[0261] Sixth, the bonus granting unit 123 grants additional bonuses according to the number of departures. Specifically, the bonus granting unit 123 determines whether the number of departures stored in the game status data DT6 is a predetermined number, seven in this case. If the number of departures is the predetermined number, the bonus granting unit 123 grants tips on special abilities. In this way, additional rewards are awarded depending on the number of times a sail is made, and the user selects exercises associated with bells so that they can sail as often as possible.

[0262] In S316, the setting unit 127 updates and sets the departure destination related information stored in the game situation data DT6 in preparation for the next time the departure destination map screen is to be displayed on the display unit 106. At this time, the setting unit 127 updates and sets the departure destination related information based on at least one of the departure destinations of the options P1401 to P1404 before the departure destination is confirmed.

[0263] First, the setting unit 127 associates the departure destination based on the confirmed departure destination with the options P1401 to P1403 to be updated among the departure destination related information. Specifically, the setting unit 127 refers to the option related information stored in the association data DT5 and associates the departure destination of the option associated with the option P1401 corresponding to the confirmed departure destination with the options P1401 to P1403 to be updated. For example, when the departure destination of option P1401 is confirmed, the setting unit 127 associates the departure destinations that were associated with options P1412, P1405, and P1406 before the departure destination was confirmed with the updated options P1401, P1402, and P1403, respectively. Furthermore, when the departure destination of option P1402 is confirmed, the setting unit 127 associates the departure destinations that were associated with options P1406, P1407, and P1408 before the departure destination was confirmed with the updated options P1401, P1402, and P1403, respectively. Furthermore, when the departure destination of option P1403 is confirmed, the setting unit 127 associates the departure destinations that were associated with options P1408, P1409, and P1410 before the departure destination was confirmed with the updated options P1401, P1402, and P1403, respectively. In addition, when the departure destination of option P1404 is confirmed, the setting unit 127 associates the departure destinations that were associated with options P1410, P1411, and P1412 before the departure destination was confirmed with the updated options P1401, P1402, and P1403, respectively.

[0264] Next, the setting unit 127 associates the option P1404 to be updated with an option based on all of the options P1401 to P1404 before the departure destination was confirmed. Specifically, the setting unit 127 associates the option P1404 to be updated with a departure destination determined by lottery from among the departure destinations that were not associated with any of the options P1401 to P1404 and the options P1405 to P1412 before the departure destination was confirmed. As a result, the updated options P1401 to P1404 are associated with a departure destination that is different from any of the departure destinations that were associated with the options P1401 to P1404 before the departure destination was confirmed. Note that the setting unit 127 may associate the updated options P1401 to P1404 with at least one of the departure destinations that was not associated with any of the options P1401 to P1404 before the departure destination was confirmed.

[0265] At this time, the setting unit 127 does not associate the departure origin before the departure destination is confirmed with the option P1404 to be updated among the departure destination related information. As a result, since the departure origin before the departure destination is confirmed is not associated with any of the options P1401 to P1404, it is not possible to depart from the confirmed departure destination to the departure origin, and immediate return to the departure origin is restricted. Furthermore, the setting unit 127 newly associates with the updated options P1405 to P1412 a departure destination determined by lottery from among the departure destinations that were not associated with any of the options P1401 to P1404 and the options P1405 to P1412 before the departure destination was confirmed, after all of the departure destinations. Furthermore, the setting unit 127 does not associate with the updated options P1405 to P1412 a departure origin before the departure destination was confirmed.

[0266] Fig. 24B is a diagram showing an example of the departure destination related information DT102b. The departure destination related information DT102b shown in Fig. 24B is updated and set by the setting unit 127 when the departure destination in the departure destination related information DT102a shown in Fig. 24A is confirmed to be destination "B" of option P1401. As shown in FIG. 24B, options P1401-P1403 are associated with the departure destinations "M," "F," and "G," which were associated with options P1412, P1405, and P1406, respectively, before the departure destinations were confirmed. Also, option P1404 is associated with departure destination "X," which is different from any of the departure destinations associated with options P1401-P1412, respectively, before the departure destinations were confirmed. Also, options P1405-P1412 are associated with new departure destinations "O"-"V," which are different from any of the departure destinations associated with options P1401-P1412, respectively, before the departure destinations were confirmed. Also, none of options P1401-P1412 includes destination "A," which was the departure origin immediately before the departure destination was confirmed.

[0267] Note that when the process proceeds to S304 again after the processing of S316 (when displaying the departure destination map screen with the confirmed departure destination), the game control unit 120 displays the departure destination map screen based on the departure destination related information DT102b shown in Fig. 24B. In this case, as shown in Fig. 16, a departure destination map screen G1600 is displayed in which the departure destinations "M", "F", "G", and "X" are associated with the options P1401 to P1404, respectively, and the departure destinations "O" to "V" are associated with the options P1405 to P1412, respectively. Furthermore, if the process proceeds to S316 again (if the departure destination is confirmed as one of the destinations "M", "F", "G", or "X" from the options P1401 to P1404 shown in Figure 16), the setting unit 127 updates and sets the departure destination related information DT102b shown in Figure 24B stored in the game status data DT6.

[0268] Fig. 24C is a diagram showing an example of the departure destination related information DT102c. The departure destination related information DT102c shown in Fig. 24C is updated and set by the setting unit 127 when the departure destination in the departure destination related information DT102b shown in Fig. 24B is confirmed to be the departure destination "M" of the option P1401. As shown in Figure 24C, options P1401 to P1403 are associated with the departure destinations "V," "O," and "P," which were associated with options P1412, P1405, and P1406, respectively, before the departure destinations were confirmed. Also, option P1404 is associated with the departure destination "Y," which is different from any of the departure destinations associated with options P1401 to P1412, respectively, before the departure destinations were confirmed, i.e., in the departure destination related information DT102b of Figure 24B. Also, options P1405 to P1412 are associated with the departure destinations "AA" to "AH," which are different from any of the departure destinations associated with options P1401 to P1412, respectively, before the departure destinations were confirmed, i.e., in the departure destination related information DT102b of Figure 24B. However, the setting unit 127 associates the departure destination "A," which is the departure origin before the departure destination is confirmed, with the departure destination of option P1404 and one of the departure destinations of options P1405 to P1412 through a lottery. Therefore, the user may be able to return to the same departure destination again. However, none of the options P1401 to P1412 includes the departure destination "B," which was the departure origin confirmed one before the departure destination was confirmed.

[0269] 19B, and proceeds to the turn end process of S 166. On the other hand, after the event process of S 142, or if no afternoon event is generated in S 140, proceeds to S 146. In S146, the game control unit 120 determines whether the following conditions are met: the number of remaining turns in the section is equal to or less than a predetermined number, the player has never set sail in the section, and the player has not acquired bell information in the current turn. The game control unit 120 can determine whether the number of remaining turns is equal to or less than a predetermined number, in this case, "4" or less, based on the current number of turns stored in the game status data DT6. The game control unit 120 can also determine whether the player has set sail in the section based on the number of sections at the time of set sail, which is stored in the game status data DT6. If the conditions are met, the process proceeds to S148; if the conditions are not met, the process proceeds to S154.

[0270] In S148, the game control unit 120 adds 1 to the bell addition number stored in the game situation data DT6. Therefore, if the condition of S146 is satisfied, the bell addition number is added by 1 even if bell information is not associated with the practice of the confirmed option. In S150, the game control unit 120 determines whether the bell count is a predetermined number. Specifically, the game control unit 120 determines whether the bell count is "3" based on the bell count stored in the game situation data DT6. If the bell count has reached the predetermined number, the process proceeds to S152, and if the bell count has not reached the predetermined number, the process proceeds to S166.

[0271] In S152, the game control unit 120 turns on the departure possible flag and the forced departure flag, and stores them in the game situation data DT6. When the departure possible flag is turned on, the "Departure" option P1302 can be selected in S300. On the other hand, when the forced departure flag is turned on, the "Departure" option P808 and the "Ability improvement" option P410 can be selected only in S124.

[0272] In addition, the reduction processing unit 126 reduces the number of departure destinations so that the first departure destination cannot be set to a specific destination. Specifically, the reduction processing unit 126 stores the departure destinations associated with the options P1401, P1402, and P1403 in the departure destination-related information as the departure destinations that cannot be set to the non-sailable information. Note that if the non-sailable information already includes destinations associated with the options P1401, P1402, and P1403, the reduction processing unit 126 adds destinations associated with the options that are not included. In this way, by storing the non-sailable destinations in the non-sailable information, the user cannot set sail to the departure destinations included in the non-sailable information. On the other hand, since the non-sailable information does not include the departure destination associated with option P1404, the user can set sail to at least the departure destination associated with option P1404. Furthermore, since the forced departure flag is turned on, the turn can only proceed by selecting the "Departure" option P808, so the user cannot proceed with the turn unless they provisionally select and confirm the departure destination associated with option P1404.

[0273] On the other hand, if it is determined in S146 that the condition is not met, the process proceeds to S154. In S154, the game control unit 120 determines whether the bell count has reached a predetermined number in the current turn. Specifically, the game control unit 120 determines whether the bell count has reached "3" based on the bell count stored in the game situation data DT6. If the bell count has reached the predetermined number, the process proceeds to S156; if the bell count has not reached the predetermined number, the process proceeds to S158. In S156, the game control unit 120 turns on the departure ready flag and stores it in the game situation data DT6. Therefore, the departure ready flag is turned on when the practice of the option associated with the bell information is confirmed three times. In other words, when the departure ready flag is turned on, the "Departure" option P1302 can be selected in S300.

[0274] In S158, the game control unit 120 determines whether the number of turns since the departure ready flag was turned on for the current turn is within a predetermined range. Specifically, the game control unit 120 determines whether the number of turns is within the range of "1" to "3" based on the number of turns since the departure ready flag was turned on, which is stored in the game situation data DT6. If the number of turns is within the predetermined range, the process proceeds to S160; if it is not within the predetermined range, the process proceeds to S162. Note that if the process proceeds to S158 immediately after the departure ready flag was turned on in S156, the number of turns since the departure ready flag was turned on is "0," and therefore the number of turns is not within the range of "1" to "3." Similarly, if the number of turns since the departure ready flag was turned on is "4," the number of turns is not within the range of "1" to "3."

[0275] In S160, the reduction processing unit 126 reduces the number of departure destinations based on a predetermined rule. Specifically, the reduction processing unit 126 reduces the number of departure destinations based on the number of turns since the departure possible flag was turned on. If the number of turns since the departure possible flag was turned on is "1", the decrease processing unit 126 stores the departure destination associated with option P1401 in the departure destination related information as a non-destination that cannot be sailed to in the departure impossible information. Also, if the number of turns since the departure possible flag was turned on is "2", the decrease processing unit 126 stores the departure destination associated with option P1402 in the departure destination related information as a non-destination that cannot be sailed to in the departure impossible information. Also, if the number of turns since the departure possible flag was turned on is "3", the decrease processing unit 126 stores the departure destination associated with option P1403 in the departure destination related information as a non-destination that cannot be sailed to in the departure impossible information. In order to proceed from S158 to S160, the condition is that at least the departure possible flag is on. Therefore, the decrease processing unit 126 transitions from a state in which the departure destinations are not decreased to a state in which the departure destinations are decreased, triggered by the bell addition number reaching a predetermined number, in this case "3," and the departure possible flag being turned on.

[0276] In this way, the reduction processing unit 126 reduces the destinations associated with the options one by one in the order of options P1401, P1402, and P1403 as the turn progresses, according to a predetermined rule. Therefore, as the turn progresses, the range of destinations that the user can tentatively select and confirm gradually narrows. However, in S158 described above, if the number of turns since the departure possible flag was turned on is "4", the process does not proceed to S160, and therefore the departure destination associated with option P1404 in the departure destination related information is not prohibited from departure. In other words, the reduction processing unit 126 stops the process of reducing the departure destination when the number of turns since the departure possible flag was turned on is "4". Therefore, the user can set sail at least to the departure destination associated with option P1404.

[0277] In S162, the game control unit 120 determines whether the number of turns since the departure ready flag was turned on has exceeded a predetermined range. Specifically, the game control unit 120 determines whether the number of turns has exceeded the range of "1" to "3" and is now "4", based on the number of turns since the departure ready flag was turned on, as stored in the game situation data DT6. If the number of turns has exceeded the predetermined range, the process proceeds to S162; if it is not within the predetermined range, the process proceeds to S166.

[0278] In S164, the game control unit 120 turns on the forced departure flag and stores it in the game situation data DT6. By turning on the forced departure flag, in S124, the player is restricted to select only the "Depart" option P808 and the "Improve Ability" option P410. Note that by turning on the forced departure flag, the progression unit 125 can only progress the turn by selecting the "Depart" option P808, and therefore the user cannot progress the turn unless they provisionally select and confirm the departure destination associated with option P1404.

[0279] In S166, the progression unit 125 performs a turn end process. Specifically, the progression unit 125 updates the main character data DT3 so as to restore a certain amount of the main character's physical strength, and updates the game situation data DT6 to transition to the next turn. In S168, the progression unit 125 determines whether the current turn is the last turn of each section. If it is the last turn, the process proceeds to S170, and if it is not the last turn, the process returns to S110. If the player loses the match and is eliminated midway through the fourth section, the fourth section is forcibly ended, and the current turn becomes the last turn. If the player continues to win matches and progresses to the 15th turn of the fourth section, the current turn will also be the last turn.

[0280] In S170, the progression unit 125 determines whether the current section is the last section. If it is the last section, proceed to S172. On the other hand, if it is not the last section, the progression unit 125 displays a screen on the display unit 106 indicating that the section has ended, updates the game situation data DT6 to move on to the next section, and returns to S108.

[0281] In S172, the game control unit 120 performs processing to end the training part. Specifically, the game control unit 120 first displays on the display unit 106 a setting screen G600 for improving the basic abilities of the main character, as shown in FIG. 6. In other words, the game control unit 120 prompts the user to use up all of their remaining experience points to improve the basic abilities and acquire special abilities. Then, when the user operates the game and consumes the remaining experience points for the basic abilities and special abilities, the game control unit 120 updates the main character data DT3 with the abilities of the main character that are finally determined, and ends the scenario, which is the training part.

[0282] As described above, according to this embodiment, a program for executing a game in which cargo is associated with a warehouse having an upper limit for the number of cargoes that can be associated with the warehouse includes a selection process that allows a user to select one of multiple options associated with cargoes that may have different constituent quantities, an association process that associates the cargo associated with the option selected by the user with the warehouse if the cargo can be associated with the warehouse based on the relationship between the warehouse's upper limit and the constituent quantity of the cargo already associated with the warehouse, and a bonus granting process that repeatedly executes the selection process and the association process and grants a bonus according to the cargo associated with the warehouse by the association process until a predetermined termination condition is met. Therefore, when the user selects an option, the user can be more interested in selecting an option associated with a cargo that does not exceed the warehouse's upper limit until the predetermined termination condition is met, thereby increasing the game's enjoyment.

[0283] Furthermore, according to this embodiment, in the reward granting process, the greater the component quantity of cargo associated with the warehouse by the association process until a predetermined termination condition is met, the more valuable the reward is granted. Therefore, when the user selects an option, the user can be more interested in selecting an option associated with a cargo that has as large a component quantity as possible within the range that does not exceed the warehouse's upper limit.

[0284] Furthermore, according to this embodiment, there are multiple warehouses to which cargoes can be associated, and in the association process, the cargo associated with the option selected by the user in the selection process is associated with one of the multiple warehouses. In this way, having multiple warehouses increases the number of patterns for associating cargoes with warehouses, thereby making the system more interesting.

[0285] Furthermore, according to this embodiment, the multiple warehouses include warehouses with different upper limits for which cargo can be associated, so that when a user selects an option, the user takes into consideration the different upper limits of the warehouses and selects an option with which cargo is associated, thereby increasing interest.

[0286] Furthermore, according to this embodiment, a cargo is associated with one of a plurality of attributes, and in the reward granting process, a reward is granted according to the attributes and component quantities of the cargo associated with the warehouse by the association process until a predetermined termination condition is met. Therefore, by taking the attributes of the cargo into consideration when the user selects an option, the user can further increase interest.

[0287] Furthermore, according to this embodiment, the associating process associates the cargo associated with the option selected by the user in the selection process with one of a plurality of warehouses based on a predetermined procedure, thereby eliminating the need for the user to select a warehouse to associate the cargo with and improving operability.

[0288] Furthermore, according to this embodiment, the association process has a predetermined procedure in which it is determined whether the cargo associated with the option selected by the user in the selection process can be associated with multiple warehouses in a predetermined order, and the cargo is associated with the first warehouse determined to be associable. When the user selects an option, the warehouse to associate the cargo with can be known in advance, and by considering selecting an option associated with a cargo that is suitable for association with the warehouse, the interest can be further improved.

[0289] Furthermore, according to this embodiment, in the reward granting process, if the cargo associated with the warehouse by the association process is associated with the warehouse at a rate equal to or greater than a predetermined percentage of the upper limit of the warehouse before a predetermined termination condition is met, an additional reward is granted. When the user selects an option, the user is encouraged to select an option with an associated cargo that is equal to or greater than the predetermined percentage, thereby further increasing the interest of the user.

[0290] Furthermore, according to this embodiment, in the association process, if a condition is met that the attributes of the cargo associated with the option selected by the user in the selection process match the attributes of the teammates associated with that option, a larger number of cargoes can be associated with the warehouse than when that condition is not met. When selecting an option, the user further takes into consideration the teammates when selecting an option associated with the cargo, thereby further increasing the interest.

[0291] Furthermore, according to this embodiment, when the association process satisfies the condition that the attributes of the cargo match the attributes of the teammate associated with the option, the association process compresses at least one of the cargo already associated with the warehouse and the cargo to be associated with the warehouse by the association process, thereby making it possible to associate a larger number of cargoes with the warehouse than when the condition is not met. When the user selects an option, the user can be more interested in the option by considering selecting an option associated with a cargo that satisfies the condition.

[0292] Furthermore, according to this embodiment, the reward granting process changes the value of the reward for the cargo associated with the warehouse by the association process based on the selling price levels preset for each of the cargo attributes until a predetermined termination condition is met. Because the value of the reward changes depending on the cargo attributes, it is possible to further increase the interest.

[0293] Furthermore, according to this embodiment, a program for executing a game that awards a reward according to cargo based on a reward awarding condition includes an accumulation process for accumulating cargo, a progression process for progressing through turns according to the accumulation of cargo, a selection process for having a user select one of multiple destinations associated with different selling price levels, a reward awarding process for awarding a reward according to the accumulated cargo based on the selling price level associated with the selected destination, and a reduction process for reducing the number of destinations selectable by the user from the multiple destinations as the turns progress. Therefore, when a user selects a destination, cargo accumulates as the turns progress, but there is a risk that a destination with a desired selling price level will no longer be selectable. Therefore, by considering selecting a destination at an appropriate time, the game can be made more interesting.

[0294] Furthermore, according to this embodiment, the reduction process reduces the number of destinations that the user can select from a plurality of destinations based on a predetermined rule. Therefore, the user can know in advance the destinations that will be reduced, and if there is a desired destination, the user can accumulate cargo until just before the reduction, which further enhances the user's interest.

[0295] Furthermore, according to this embodiment, the process of reducing the number of destinations that the user can select is stopped when the number of destinations that the user can select from among multiple destinations has been reduced to one. Therefore, even if the number of destinations is reduced, there will be no shortage of destinations, and the user will be given the opportunity to receive special benefits, which can further increase interest.

[0296] Furthermore, according to this embodiment, in the progression process, when the process of reducing the number of options that the user can select by the reduction process is stopped, the turn will not proceed unless the remaining departure destination is selected. Therefore, since the user is forced to select a destination, it is possible to further enhance the enjoyment of the game by considering the possibility that the forcibly selected destination may not be the desired destination and selecting a destination at an appropriate time.

[0297] Furthermore, according to this embodiment, the reduction process shifts from a state in which the number of destinations selectable by the user from among multiple destinations is not reduced as the turns progress, to a state in which the number of destinations selectable by the user from among multiple destinations is reduced as the turns progress by satisfying a predetermined condition. By varying the range of destinations selectable between the state before the predetermined condition is satisfied and the state in which the predetermined condition is satisfied, it is possible to further increase the enjoyment of the game.

[0298] Furthermore, according to this embodiment, a bonus element selection process is further executed, in which the user selects one of a plurality of practice options, each of which can be associated with cargo and bell information. In the accumulation process, cargo associated with the bonus element option selected by the user in the bonus element selection process is accumulated, and in the reduction process, it is determined whether a predetermined condition is met based on bell information associated with the practice option selected by the user in the bonus element selection process. When the user selects a destination, the user can consider whether to continue accumulating cargo without reducing the destination by not selecting a practice option associated with bell information, or to accumulate cargo even if it reduces the destination by selecting a practice option associated with bell information, thereby further improving the enjoyment of the game.

[0299] Furthermore, according to this embodiment, the program for executing a game in which the user progresses by selecting options includes a setting process for setting multiple user-selectable departure destinations based on at least one of the multiple user-selectable departure destinations when the user selects one of the multiple user-selectable departure destinations. This can improve the enjoyment of the game compared to when the multiple user-selected departure destinations are set arbitrarily.

[0300] Furthermore, according to this embodiment, when one of a plurality of departure destinations is selected, the setting process sets multiple destinations that the user can select based on the selected destination. Therefore, the multiple destinations that are set when the user selects one of a plurality of departure destinations can be more interesting than when the multiple destinations are set arbitrarily and not based on the destination selected by the user.

[0301] Furthermore, according to this embodiment, when one of a plurality of departure destinations is selected, the setting process sets multiple destinations that the user can select based on all of the multiple departure destinations. Therefore, the multiple destinations that are set when the user selects one of the multiple departure destinations can be more interesting than when they are set arbitrarily and not based on all of the multiple departure destinations.

[0302] Furthermore, according to this embodiment, in the setting process, when one of a plurality of departure destinations is selected, a plurality of departure destinations that can be selected by the user are set from a plurality of departure destinations that include at least one departure destination that is different from any of the plurality of departure destinations. Therefore, since the plurality of departure destinations that are set when the user selects one of a plurality of departure destinations include at least one departure destination that is different from any of the plurality of departure destinations, the ability to select different departure destinations can increase interest.

[0303] Furthermore, according to this embodiment, when one of a plurality of departure destinations is selected, the setting process sets a plurality of departure destinations that the user can select from among a plurality of departure destinations that are different from any of the plurality of departure destinations. Therefore, the plurality of departure destinations that are set when the user selects one of a plurality of departure destinations are different from any of the plurality of departure destinations, which can increase interest.

[0304] Furthermore, according to this embodiment, in the setting process, when one of a plurality of departure destinations is selected, a plurality of departure destinations that can be selected by the user are set from a plurality of departure destinations that do not include the destination selected immediately before the selection. Therefore, the plurality of departure destinations that are set when the user selects one of a plurality of departure destinations do not include the destination selected immediately before, so that the user is prevented from selecting the same departure destination immediately after the selection, thereby improving the interest.

[0305] Furthermore, according to this embodiment, when one of a plurality of departure destinations is selected, the setting process sets a plurality of departure destinations selectable by the user based on a plurality of departure destinations previously associated with the selected destination, and then associates a plurality of new options with each of the set options, which become selectable by the user when the user selects that option. Therefore, the plurality of second departure destinations set when the user selects one of a plurality of first departure destinations include the plurality of second departure destinations previously associated with the first departure destination selected by the user, so that the user can select the first departure destination taking the second departure destinations into consideration, thereby improving the user's interest.

[0306] Furthermore, according to this embodiment, in the setting process, at least one option among the plurality of options that are set in association with each of the plurality of options selectable by the user is set in association with at least two or more options among the plurality of options selectable by the user. When there is a second destination that the user wishes to select, the user can further increase interest by considering which of the plurality of first destinations that are associated in advance to select.

[0307] [4. Modifications] Although the embodiments of the present invention have been described in detail with reference to the drawings, the specific configuration is not limited to the above-described embodiments and can be modified as appropriate within the scope of the present invention.

[0308] In the above-described embodiment, the case where the user tentatively selects one of the options P511 to P516 or the options P1401 to P1404 and then confirms the selection has been described, but this is not limited to this. For example, the user may confirm the selection by pressing one of the options P511 to P516 once with a finger or the like. Also, for example, the user may confirm the selection by pressing one of the options P1401 to P1404 once with a finger or the like.

[0309] Furthermore, in the above embodiment, a case has been described in which cargo attributes are associated with each practice in the practice TBL, but this is not limiting, and cargo attributes may be associated with the options P511 to P516.

[0310] Furthermore, in the above-described embodiment, a case where cargo objects are placed on a warehouse object has been described, but this is not limited to this. For example, the present invention can be applied to a game in which fluid objects such as liquids and gases are stored in an object such as a container. In this case, the associating unit 122 stores the fluid associated with the option selected by the user in the container if it is possible to store the fluid in the container based on the relationship between the upper limit volume of the container and the constituent quantity of the fluid already stored in the container. Note that the constituent quantity of the fluid in this case is the volume of the fluid.

[0311] Furthermore, in the above-described embodiment, a case where cargo objects are placed on a warehouse object has been described, but the present invention is not limited to this. For example, the present invention can be applied to a game in which objects such as weights are loaded onto an object such as a loading platform. In this case, the associating unit 122 loads the weights associated with the option selected by the user onto the loading platform if the weights can be loaded onto the loading platform based on the relationship between the load capacity, which is the upper limit of the loading platform, and the number of weights already loaded onto the loading platform. In this case, the number of weights refers to the weight of the weights.

[0312] Furthermore, in the above-described embodiment, a case has been described in which the number of destinations selectable by the user from a plurality of destinations decreases as the turn progresses, but this is not limited to this case. For example, the present invention can be applied to a game in which the number of products a user can purchase decreases from a plurality of products. In this case, for example, the accumulation unit 124 can accumulate currency for purchasing products as the turn progresses. Therefore, when purchasing a product, the user must consider purchasing the product at an appropriate time, since while currency accumulates as the turn progresses, there is a risk that the user will not be able to select the desired product.

[0313] Furthermore, in the above-described embodiment, a case has been described in which a user-selectable destination is set when one of a plurality of user-selectable destinations is selected, but this is not limited to this case. For example, the present invention can be applied to a game in which a plurality of products that the user can purchase next are set when the user selects one of a plurality of purchasable products. In this case, for example, the setting unit 127 can set a plurality of products that the user can purchase next based on at least one of the plurality of products that the user can purchase. Therefore, the game can be more interesting than when a plurality of products are arbitrarily set by the user.

[0314] In the above embodiment, the game content of the training part in baseball was described, but it may be a sport other than baseball, or it may be a game with a training part related to academics. For example, when training through sports in general, the content of the practice options may be changed to types such as "baseball," "soccer," and "volleyball," and when training through academics, options such as "Japanese," "English," and "math" may be used.

[0315] Furthermore, although the above-described embodiment mainly relates to a game in which a main character is trained, the present invention does not necessarily have to be a game in which a main character is trained. For example, the present invention may be any other game, such as a game in which a main character earns money.

[0316] Furthermore, in the above-described embodiment, the processing is described as being performed on the game device 10 side, but some of the processing may be performed on the server device 30. For example, the event character data DT1 and the game situation data DT6 may be held on the server device 30 side, and the above-described processing may be realized while communicating with the server device 30. For example, among the processing of the game control unit 120, the processing of displaying on the display unit 106 may be performed on the game device 10 side, and all or some of the other processing may be performed on the game device 10 side or the server device 30.

[0317] [5. Notes] From the above description, the present invention can be understood, for example, as follows.

[0318] (1-1) A program according to a first aspect of the present invention is a program for executing a game in which a second object is associated with a first object having an upper limit on the number of objects that can be associated, the program causing a computer to execute the following steps: a selection process in which a user selects one of a plurality of options with which second objects, each of which may have a different number of constituents, are associated; an association process in which the second object associated with the option selected by the user is associated with the first object if it can be associated with the first object in relation to the upper limit of the first object and the number of constituents of second objects already associated with the first object; and a bonus granting process in which the selection process and the association process are repeatedly executed until a predetermined termination condition is met, and a bonus is granted according to the second object associated with the first object by the association process.

[0319] (1-12) A game control method according to a first aspect of the present invention is a game control method for controlling a game in which a second object is associated with a first object having an upper limit on the number of objects that can be associated, and is characterized by having: a selection process in which a user selects one of a plurality of options associated with each of the second objects, which may have different constituent quantities; an association process in which the second object associated with the option selected by the user is associated with the first object if it can be associated with the first object in relation to the upper limit of the first object and the constituent quantity of the second objects already associated with the first object; and a bonus granting process in which the selection process and the association process are repeatedly executed, and a bonus is granted according to the second object associated with the first object by the association process until a predetermined termination condition is met.

[0320] (1-13) A game device according to a first aspect of the present invention is a game device that plays a game in which a second object is associated with a first object having an upper limit on the number of objects that can be associated, and is characterized by having: a selection means that allows a user to select one of a plurality of options with which second objects, each of which may have a different number of constituent second objects, are associated; an association means that associates the second object associated with the option selected by the user with the first object if the second object can be associated with the first object in relation to the upper limit of the first object and the number of constituent second objects already associated with the first object; and a bonus granting means that repeatedly executes processing by the selection means and processing by the association means, and grants a bonus according to the second object associated with the first object by the association means until a predetermined termination condition is met.

[0321] (1-14) A game system according to a first aspect of the present invention is a game system that plays a game in which a second object is associated with a first object having an upper limit on the number of objects that can be associated, and is characterized by having: a selection means that allows a user to select one of a plurality of options with which second objects, each of which may have a different number of constituent second objects, are associated; an association means that associates the second object associated with the option selected by the user with the first object if it can be associated with the first object in relation to the upper limit of the first object and the number of constituent second objects already associated with the first object; and a bonus granting means that repeatedly executes processing by the selection means and processing by the association means, and grants a bonus according to the second object associated with the first object by the association means until a predetermined termination condition is met.

[0322] According to the inventions relating to (1-1), (1-12), (1-13) or (1-14) above, when the user selects an option, the user is given the opportunity to select an option associated with a second object so as not to exceed the upper limit of the first object until a predetermined termination condition is met, thereby making it possible to further increase the interest of the user.

[0323] (1-2) In a first aspect of the present invention, in the above aspect (1-1), the bonus granting process may be configured to grant a bonus of higher value the greater the number of second objects associated with the first object by the associating process until the predetermined termination condition is satisfied. According to the above aspect (1-2), when the user selects an option, the user is encouraged to select an option associated with a second object that will result in as large a number of second objects as possible within a range that does not exceed the upper limit of the first object, thereby further improving the user's interest.

[0324] (1-3) In a first aspect of the present invention, in the above aspect (1-1) or (1-2), there may be a plurality of first objects to which the second object (cargo) is associated, and in the associating process, the second object associated with the option selected by the user in the selection process may be associated with any of the plurality of first objects. According to the above aspect (1-3), the presence of a plurality of first objects increases the number of patterns for associating second objects with first objects, thereby further improving interest.

[0325] (1-4) In a first aspect of the present invention, in the above aspect (1-3), the plurality of first objects may include objects with different upper limits to which the second object can be associated. According to the above aspect (1-4), when a user selects an option, the different upper limits of the first objects are taken into consideration, and an option with which the second object is associated is selected, thereby further enhancing the interest.

[0326] (1-5) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-4), the second object may be associated with any of a plurality of attributes, and in the benefit granting process, a benefit may be granted according to the attributes and the number of the second objects associated with the first object by the association process until the predetermined termination condition is satisfied. According to the above aspect (1-5), when the user selects an option, the attributes of the second objects may also be taken into consideration, thereby further increasing the interest.

[0327] (1-6) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-5), the associating process may associate the second object associated with the option selected by the user in the selection process with any of the plurality of first objects based on a predetermined procedure. According to the above aspect (1-6), it is possible to omit the operation of the user selecting the first object to associate the second object with, thereby improving operability.

[0328] (1-7) In a first aspect of the present invention, in the above aspect (1-6), the associating process may, as the predetermined procedure, determine whether the second object associated with the option selected by the user in the selection process can be associated with a plurality of first objects in a predetermined order, and associate the second object with the first object determined to be associable first. According to the above aspect (1-7), when the user selects an option, the first object to be associated with the second object can be known in advance, and therefore, by considering selecting an option associated with a second object that is suitable for association with the first object, interest can be further improved.

[0329] (1-8) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-7), the bonus granting process may grant an additional bonus if the second object associated with the first object by the associating process is associated with the first object at a predetermined ratio or more of the upper limit of the first object until the predetermined termination condition is satisfied. According to the above aspect (1-8), when the user selects an option, the user is given consideration to selecting an option with the second object associated therewith at a predetermined ratio or more, thereby further improving the enjoyment of the game.

[0330] (1-9) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-8), the associating process may be configured such that, when a condition is met that an attribute of the second object associated with an option selected by a user in the selection process matches an attribute of a benefit-granting element associated with the option, a greater number of the second objects can be associated with the first object than when the condition is not met. According to the above aspect (1-9), when a user selects an option, the benefit-granting element is further taken into consideration to select an option associated with a second object, thereby further increasing interest.

[0331] (1-10) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-9), when the condition is satisfied, the associating process may compress at least one of the second objects already associated with the first object by the associating process and the second objects to be associated by the associating process, thereby making it possible to associate a greater number of the second objects with the first object than when the condition is not satisfied. According to the above aspect (1-10), when the user selects an option, the user is given consideration to selecting an option associated with a second object that satisfies the condition, thereby making it possible to further improve interest.

[0332] (1-11) In a first aspect of the present invention, in any of the above aspects (1-1) to (1-10), the benefit granting process may change a value of a benefit corresponding to the second object associated with the first object by the associating process, based on information preset for each of the plurality of attributes of the second object, until the predetermined termination condition is satisfied. According to the above aspect (1-11), the benefit value changes depending on the attribute of the second object, thereby further increasing the enjoyment.

[0333] (2-1) A program according to a second aspect of the present invention is a program for executing a game that awards a bonus corresponding to a bonus element based on a bonus awarding condition, and causes a computer to execute the following steps: an accumulation process for accumulating the bonus elements; a progression process for progressing the game according to the accumulation of the bonus elements; a selection process for having a user select one of a plurality of options, each of which is associated with a different bonus awarding condition; a bonus awarding process for awarding a bonus corresponding to the accumulated bonus element based on the bonus awarding condition associated with the selected option; and a reduction process for reducing the options that the user can select from the plurality of options according to the progress of the game.

[0334] (2-7) A game control method according to a second aspect of the present invention is a game control method for controlling a game in which a bonus corresponding to a bonus element is awarded based on a bonus awarding condition, and is characterized by having an accumulation process for accumulating the bonus elements, a progression process for progressing the game in accordance with the accumulation of the bonus elements, a selection process for having the user select one of a plurality of options each associated with a different bonus awarding condition, a bonus awarding process for awarding a bonus corresponding to the accumulated bonus element based on the bonus awarding condition associated with the selected option, and a reduction process for reducing the options selectable by the user from the plurality of options in accordance with the progress of the game.

[0335] (2-8) A game device according to a second aspect of the present invention is a game device that executes a game in which a bonus corresponding to a bonus element is awarded based on a bonus awarding condition, and is characterized by having an accumulation means for accumulating the bonus elements, a progression means for progressing the game in accordance with the accumulation of the bonus elements, a selection means for allowing a user to select one of a plurality of options, each of which is associated with a different bonus awarding condition, a bonus awarding means for awarding a bonus corresponding to the accumulated bonus element based on the bonus awarding condition associated with the selected option, and a reduction means for reducing the options that the user can select from the plurality of options in accordance with the progress of the game.

[0336] (2-9) A game system according to a second aspect of the present invention is a game system that executes a game in which a bonus corresponding to a bonus element is awarded based on a bonus awarding condition, and is characterized by having an accumulation means for accumulating the bonus elements, a progression means for progressing the game in accordance with the accumulation of the bonus elements, a selection means for allowing a user to select one of a plurality of options, each of which is associated with a different bonus awarding condition, a bonus awarding means for awarding a bonus corresponding to the accumulated bonus element based on the bonus awarding condition associated with the selected option, and a reduction means for reducing the options that the user can select from the plurality of options in accordance with the progress of the game.

[0337] According to the inventions relating to (2-1), (2-7), (2-8) or (2-9) above, when a user selects an option, bonus elements are accumulated and the game progresses, but there is a risk that the option that satisfies the desired bonus conditions may not be selectable. Therefore, by considering selecting an option at the appropriate time, the interest can be further increased.

[0338] (2-2) In a second aspect of the present invention, in the above aspect (2-1), the reduction process may reduce the options that the user can select from the multiple options based on a predetermined rule. According to the above aspect (2-2), the user can know in advance which options will be reduced, so if there is a desired option, the user can accumulate the bonus elements until just before the option is reduced, thereby further increasing the interest.

[0339] (2-3) In a second aspect of the present invention, in the above aspect (2-1) or (2-2), the reduction process may be configured to stop the process of reducing the options selectable by the user when the number of options selectable by the user from the plurality of options has been reduced to one option remaining. According to the above aspect (2-3), even if the number of options is reduced, there are still options, so there is an opportunity to receive a bonus, which can further increase interest.

[0340] (2-4) In a second aspect of the present invention, in the above aspect (2-3), the progression process may be configured such that, when the process of reducing the number of options selectable by the user by the reduction process is stopped, the game does not progress unless the remaining option is selected. According to the above aspect (2-4), since the user is forced to select an option, it is possible to further increase the interest by considering the case where the option that is forcibly selected is not the desired option and selecting an option at an appropriate time.

[0341] (2-5) In a second aspect of the present invention, in any of the above aspects (1-1) to (1-4), the reduction process may transition from a state in which the number of options selectable by the user from the plurality of options is not reduced as the game progresses to a state in which the number of options selectable by the user from the plurality of options is reduced as the game progresses by satisfying a predetermined condition. According to the above aspect (2-5), by varying the range of options selectable between a state before the predetermined condition is satisfied and a state in which the predetermined condition is satisfied, it is possible to further increase interest.

[0342] (2-6) In a second aspect of the present invention, in the above aspect (2-5), a bonus element selection process is further executed in which the user selects one of a plurality of bonus element options to which the bonus element and predetermined information can be associated, and the accumulation process accumulates the bonus elements associated with the bonus element option selected by the user in the bonus element selection process, and the reduction process determines whether the predetermined condition is satisfied based on the predetermined information associated with the bonus element option selected by the user in the bonus element selection process. According to the above aspect (2-6), when the user selects an option, the user can consider whether to continue accumulating bonus elements without reducing the number of options by not selecting an option associated with the predetermined information, or to accumulate bonus elements even if it reduces the number of options by selecting an option associated with the predetermined information, thereby further improving the enjoyment of the game.

[0343] (3-1) A program according to a third aspect of the present invention is a program for executing a game in which the user progresses by selecting options, and when one of a plurality of options selectable by the user is selected, the program causes a computer to execute a setting process for setting a plurality of options selectable by the user based on at least one of the plurality of options.

[0344] (3-9) A game control method according to a third aspect of the present invention is a game control method for controlling a game that progresses while the user selects options, and is characterized by having a setting process for setting multiple options selectable by the user based on at least one of the multiple options when the user selects one of the multiple options.

[0345] (3-10) A game device according to a third aspect of the present invention is a game device that executes a game in which the user progresses by selecting options, and is characterized by having a setting means that, when one of a plurality of options selectable by the user is selected, sets a plurality of options selectable by the user based on at least one of the plurality of options.

[0346] (3-11) A game system according to a third aspect of the present invention is a game system that executes a game in which the user progresses by selecting options, and is characterized by having a setting means that, when one of a plurality of options selectable by the user is selected, sets a plurality of options selectable by the user based on at least one of the plurality of options.

[0347] According to the inventions relating to (3-1), (3-9), (3-10) or (3-11) above, it is possible to improve the interest of the user when the multiple options that are set when the user selects one of the multiple options are set arbitrarily, compared to when the multiple options are set arbitrarily.

[0348] (3-2) In a third aspect of the present invention, in the above aspect (3-1), when any of the plurality of options is selected, the setting process may set a plurality of options selectable by the user based on the selected option. According to the above aspect (3-2), the plurality of options set when the user selects any of the plurality of options can be more interesting than when they are arbitrarily set not based on the option selected by the user.

[0349] (3-3) In a third aspect of the present invention, in the above aspects (3-1) or (3-2), the setting process may be configured so that, when any of the plurality of options is selected, multiple options selectable by the user are set based on all of the plurality of options. According to the above aspect (3-3), the multiple options set when the user selects any of the plurality of options can be more interesting than when they are arbitrarily set not based on all of the plurality of options.

[0350] (3-4) In a third aspect of the present invention, in the aspect (3-3) above, the setting process may be configured so that, when any of the plurality of options is selected, a plurality of options selectable by the user are set from a plurality of options including at least one option different from any of the plurality of options. According to the aspect (3-4) above, the plurality of options set when the user selects any of the plurality of options includes at least one option different from any of the plurality of options, so that different options can be selected, thereby increasing interest.

[0351] (3-5) In a third aspect of the present invention, in the above aspect (3-3) or (3-4), the setting process may be configured to set a plurality of options selectable by the user, when any of the plurality of options is selected, from a plurality of options different from any of the plurality of options. According to the above aspect (3-5), the plurality of options set when the user selects any of the plurality of options are different from any of the plurality of options, thereby increasing interest.

[0352] (3-6) In a third aspect of the present invention, in any of the above aspects (3-1) to (3-5), the setting process may be configured such that, when any of the plurality of options is selected, a plurality of options selectable by the user are set from a plurality of options that do not include the option selected immediately before the selection. According to the above aspect (3-6), the plurality of options that are set when the user selects any of the plurality of options do not include the option selected immediately before, thereby preventing the user from immediately selecting the same option, thereby improving interest.

[0353] (3-7) In a third aspect of the present invention, in any of the above aspects (3-1) to (3-6), when any of the plurality of options is selected, the setting process may set a plurality of options selectable by the user based on a plurality of options previously associated with the selected option, and may also associate and set a plurality of options that will be selectable by the user when the user selects the option, for each of the set plurality of options. According to the above aspect (3-7), when the user selects one of the plurality of options that are set when the user selects any of the plurality of options, the next selectable option is newly associated and set, so that the user can select the next option while taking into account the options two options ahead, thereby improving interest.

[0354] (3-8) In a third aspect of the present invention, in the above aspect (3-7), the setting process may be configured so that at least one option among the multiple options that are set in association with each of the multiple options selectable by the user is set in association with at least two or more options among the multiple options selectable by the user. According to the above aspect (3-8), when there is a second option that the user desires to select, the user can consider which option to select from the multiple first options that are associated in advance, thereby further improving interest.

[0355] The present invention has been described above in conjunction with the above-mentioned embodiments, but the present invention is not limited to only the above-mentioned embodiments, and modifications and the like are possible within the scope of the present invention, and the above-mentioned embodiments or modified examples may be combined as appropriate. [Explanation of symbols]

[0356] 1 Game system, 10 Game device, 20 Network, 30 Server device, 101, 301 CPU, 102, 302 ROM, 103, 303 RAM, 104, 304 Communication unit, 105 Operation unit, 106 Display unit, 107, 305 Storage device, 1071 Data storage unit, 120 Game control unit, 121 Selection unit, 122 Association unit, 123 Benefit granting section, 124 accumulation section, 125 progress section, 126 reduction processing section, 127 setting section DT1 Event character data, DT2 Event deck data, DT3 Main character data, DT4a Held item data, DT4b Used item data, DT5 Association data, DT6 Game status data, DT7 Bonus data, A110~A115 Display area, A210~A222 Display area, A2221~A2222 Display area, A310~A316 Display area, A3161~A3162 Display area, A401~A402 Display area, B403 Menu button, A404~A405 Display area, P407~P413 Choices, A414 Display area, A501~A502 Display area, B504 Back button, A505~A508 Display area, P510 Arrow, P511~P516 Options, A601~A604 Display area, B611~B612 Selection button, B613 Arrow buttons, A701~A702 Display area, B713 Arrow buttons, A806~A807 Display area, P808 Options, P901~P903 Warehouse, P904~P906 Cargo, P1001~P1005 Attributes, P1101~P1106 Cargo, P1107 Bell, A1108~A1110 Display area, P1301~P1303 Options, A1304~A13110 Display area, P1304a Number of turns until forced departure, P1401~P1412 A1420~A1421 Display area, P1422a~P1422c Arrows, P1424 Options, P1425 Time over, A1431~A1433 Display area, P1441~P1442 Options, A1501~A1505 Display area, G100~G1600 Screen, TBL100 Attribute TBL, TBL101 Selling price TBL, DT102a~DT102c Departure destination related information, DT103a~DT103d Cargo loading information, DT104a~DT104c Cargo display information, DT105a~DT105d Bonus information, DT106 Options related information

Claims

1. A game including a training part in which a character is trained and a battle part in which a battle is conducted using the character trained in the training part, In the training part, in each of a plurality of turns, the user selects one of a plurality of options to specify an action of the character.

1. A game system comprising: an associating unit that associates, for each turn, each of the plurality of options with one of a plurality of attributes and a first numerical value related to the attribute; a changing unit that, when the user selects one of the plurality of options and specifies the action, changes a second numerical value related to the attribute associated with the option based on the first numerical value associated with the option; a generating unit that generates an effect that is advantageous to the development of the character based on the second numerical value associated with each of the plurality of attributes; A game system including:

2. The game system includes a display control unit that displays, on a choice screen on which a plurality of choice acceptance units that accept selection of each of the plurality of choices are displayed, a color and a mark that indicate which of the plurality of attributes is associated with each choice, in correspondence with each of the choice acceptance units, in a manner that makes it identifiable; The game system of claim 1 further comprising:

3. The display control unit displays the first numerical value associated with each option on the option screen in correspondence with each selection receiving unit. The game system according to claim 2 .

4. The option screen includes a display area showing a state of the second numerical value of each of the plurality of attributes, when the user provisionally selects one of the plurality of options, the display control unit updates the display related to the display area based on the attribute and the first numerical value associated with the option.

4. The game system according to claim 2 or 3.

5. A game including a training part in which a character is trained and a battle part in which a battle is conducted using the character trained in the training part, In the training part, in each of a plurality of turns, the user selects one of a plurality of options to specify an action of the character. A game control device, an associating unit that associates, for each turn, each of the plurality of options with one of a plurality of attributes and a first numerical value related to the attribute; a changing unit that, when the user selects one of the plurality of options and specifies the action, changes a second numerical value related to the attribute associated with the option based on the first numerical value associated with the option; a generating unit that generates an effect that is advantageous to the development of the character based on the second numerical value associated with each of the plurality of attributes; 1. A game control device comprising:

6. A program for causing a computer to function as a game system described in any one of claims 1 to 4 or a game control device described in claim 5.

7. A game including a training part in which a character is trained and a battle part in which a battle is fought using the character trained in the training part, In the training part, in each of a plurality of turns, the user selects one of a plurality of options to specify an action of the character. A game control method, comprising: for each turn, associating one of a plurality of attributes and a first numerical value related to the attribute with each of the plurality of options; When the user selects one of the plurality of options and specifies the action, a second numerical value related to the attribute associated with the option is changed based on the first numerical value associated with the option; generating an effect advantageous to the development of the character based on the second numerical value associated with each of the plurality of attributes; Game control method.