Non-transitory computer-readable storage medium, game control method, game device
The program automates the selection of event characters in a game by using predetermined conditions, enhancing user operability and gameplay efficiency by reducing manual character setup time.
Patent Information
- Application Number
- JP2025206960
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-27
- Publication Date
- 2026-02-16
Smart Images

Figure 2026026228000001_ABST
Abstract
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] Games that allow users to select and set characters have been known for some time. Patent Document 1 discloses a game device that allows users to incorporate characters selected from a list into an event deck. The game device of Patent Document 1 can generate various events according to a single character or a combination of multiple characters incorporated into the event deck. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2014-233323 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is a problem in that the user has to take the time to select and set the characters themselves in order to incorporate them into the event deck. The present invention has been made in consideration of the above-mentioned problems, and has as its object to improve user operability. [Means for solving the problem]
[0005] The program of the present invention is a program for setting a use object to be used in a game from among objects owned by a user, and causes a computer to execute a first setting step of setting an object selected by the user as the use object, and a second setting step of, if the user owns an object that satisfies a predetermined first condition, newly setting an object that satisfies the predetermined first condition as the use object in place of the set use object. [Brief explanation of the drawings]
[0006] [Figure 1] FIG. 10 is a diagram illustrating an example of a main menu screen. [Figure 2] FIG. 10 is a diagram showing an example of a deck setting screen. [Figure 3] FIG. 10 is a diagram illustrating an example of an event character table. [Figure 4] FIG. 10 is a diagram showing an example of event character ownership data. [Figure 5] FIG. 10 is a diagram illustrating an example of a standby screen. [Figure 6] FIG. 10 is a diagram showing an example of a pitching zone area and a waiting zone area. [Figure 7] FIG. 10 is a diagram showing an example of a performance display screen. [Figure 8] FIG. 10 is a diagram showing an example of a pitching zone area and a waiting zone area. [Figure 9] FIG. 10 is a diagram showing an example of a pitching zone area and a waiting zone area. [Figure 10] FIG. 10 is a conceptual diagram showing an example of an event character owned by a user. [Figure 11] FIG. 10 is a diagram showing an example of a deck setting screen. [Figure 12] FIG. 10 is a diagram illustrating an example of a selection screen. [Figure 13] FIG. 1 is a diagram illustrating an example of the overall configuration of a game system. [Figure 14] FIG. 2 is a diagram illustrating an example of a functional configuration of the game device. [Figure 15]FIG. 10 is a diagram illustrating an example of setting frame related data. [Figure 16] 10 is a flowchart illustrating an example of processing by the game device. [Figure 17] 10 is a flowchart showing an example of an automatic setting process 1 performed by the game device. [Figure 18] 10 is a flowchart showing an example of automatic setting processing 2 by the game device. [Figure 19] 10 is a flowchart showing an example of a manual setting process performed by the game device. DETAILED DESCRIPTION OF THE INVENTION
[0007] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0008] [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. The game of this embodiment is mainly a baseball game. The game of this embodiment is divided into a main game and an optional game. The user can select and play either the main game or the optional game at will. Below, the main game will be briefly explained, and the optional game will be explained in detail. Note that the optional game of this embodiment is a game that can be played for a limited period of time, but it may also be a game that can be played at any time without a limited period of time.
[0009] First, the main game will be explained. The main game consists of a training part, a battle part, and so on. In the training part, the player trains a main character who is a pitcher or fielder (including a catcher). In the training part, the main character to be trained practices baseball and is trained through various events. In the training part, the user first determines the main character's basic information, and then sets an event character on the deck setting screen for the main game as a teammate who practices with the main character. An event character is a character that affects the development of the main character through events that occur during the main character's development. For example, an event that increases the main character's abilities occurs depending on the set event character. Also, for example, the increase in the main character's abilities through practice increases depending on the set attribute of the event character. Therefore, the user can set an event character that will cause an event that increases its abilities, or an event character with attributes that will increase the main character's abilities. Event characters can be obtained as a reward for winning in the battle part, or by lottery or exchange.
[0010] In the battle part, a match is played between the user's team, which includes the pitcher and fielder main character characters trained in the training part, and another team. In the battle part, the game is played just like in real baseball, with offense and defense alternating, usually nine innings, and the team that scores the most points wins. If the user's team wins, they will be awarded many perks, a lot of in-game currency, and the above-mentioned event characters, etc. can be acquired. Since the battle part is played with a team that includes the main character characters trained in the training part, by training the main character characters so that their abilities improve in the training part, the probability of winning in the battle part can be increased.
[0011] Next, the option game will be described. The option game of this embodiment is a game in which the user controls a pitcher character to play against a batter character on the opposing team, and clears blocks placed in a specified area with balls thrown by the pitcher character. In the optional game, the user selects a pitcher character from among the main characters trained in the training part. The user also selects the type of pitch to be pitched and the point at which the pitched ball will land. The pitching zone area where the ball pitched by the pitcher character will land is divided into rectangular blocks, and each block is marked with a mark. When three or more blocks with the same mark are lined up vertically or horizontally by erasing the block at the point of impact or swapping it with an adjacent block, the line of three or more blocks is erased. When blocks are erased, points are awarded according to the number of blocks erased.
[0012] In the optional game of this embodiment, similar to the training part described above, event characters can be set on the deck setting screen for the optional game. By clearing blocks with the same mark and fulfilling the skill activation conditions, the skill of the event character set on the deck setting screen can be activated. Activating a skill changes a block with a specific mark to a block with a different mark. Therefore, activating a skill increases the probability of three or more blocks with the same mark being lined up vertically or horizontally. When three or more blocks with the same mark are lined up, the blocks are cleared, resulting in even more points being awarded. Here, the number of blocks that can be changed into blocks with different marks varies depending on the parameters of the set event character. Therefore, by setting an event character that can change a large number of blocks on the deck setting screen, the user can expect to receive more points. In this embodiment, the event characters can be automatically set without the user having to manually set the event characters on the deck setting screen. However, since there are cases where the user wants to select and set the event characters themselves, the event characters selected by the user can be set on the deck setting screen.
[0013] Next, the option games will be described in detail. 1 is a diagram showing an example of a main menu screen G100 for an option game according to this embodiment. A game start button B101 and a deck setting button B102 are displayed on the main menu screen G100. The game start button B101 is a button that the user selects when starting a game. When the game start button B101 is selected, the screen transitions to a standby screen. The deck setting button B102 is a button that the user selects when setting the event characters that will appear in the optional game on the deck setting screen. Selecting the deck setting button B102 transitions to the deck setting screen.
[0014] FIG. 2 is a diagram showing an example of the deck setting screen G200. The deck setting screen G200 displays setting frames 201a, 201b, and 201c, change buttons B205a, B205b, and B205c, and a back button B206. The setting frames 201a to 201c correspond to the first to third setting frames, respectively.
[0015] The setting frames 201a, 201b, and 201c are frames for setting event characters that the user owns to appear in the optional game. In this embodiment, three setting frames 201a, 201b, and 201c are provided, so that the user can set three event characters from among the event characters they own. The setting frames 201a, 201b, and 201c include a character display area A202, a rarity display area A203, and a skill display area A204.
[0016] In the character display area A202, the character names and face images of the event characters set in the setting frames 201a, 201b, and 201c are displayed. The rarity display area A203 displays the rarity of the event characters set in the setting frames 201a, 201b, and 201c. Rarity is an example of a parameter and indicates the difficulty of obtaining the event character. In this embodiment, there are six types of rarity: "N (Normal)," "PN (Powerful Normal)," "R (Rare)," "PR (Powerful Rare)," "SR (Super Rare)," and "PSR (Powerful Super Rare)." The rarity increases in the order of N, PN, R, PR, SR, and PSR. A user can own event characters with the same character name but different rarities. In this embodiment, the higher the rarity of an event character, the more skills it can activate that can advance the option game more advantageously. The skill display area A204 displays the skills of the event characters set in the setting frames 201a, 201b, and 201c. A skill is an ability. In this embodiment, by activating a skill in an option game, the option game can be advanced to an advantage.
[0017] In the example of FIG. 2, character A, character B, and character C are set in setting slots 201a, 201b, and 201c, respectively. Character A set in setting slot 201a has a rarity of PR and a skill of skill A2. Character B set in setting slot 201b has a rarity of PN and a skill of skill B1. Character C set in setting slot 201c has a rarity of R and a skill of skill C2.
[0018] FIG. 3 is a diagram showing an example of the event character table TBL300. The event character table TBL300 is a table that stores information about all event characters that may appear in the optional game, and information associated with each event character. The event character table TBL300 is non-rewritable information, and is stored in the event character data DT1 of the storage device 107, which will be described later. The event character table TBL300 has a character name column A301, a character type column A302, a rarity column A303, a character identification column A304, a skill column A305, an image column A306, and a sound effect column A307.
[0019] The character name column A301 contains the character names of the event characters. In the example of FIG. The character type column A302 includes a type number for each type of event character. In this embodiment, the type of event character refers to a classification of the event character by character name. In other words, if the character name is the same, the event character is the same type. In the example of FIG. 3, character A is associated with type number CT101, character B is associated with type number CT102, and character C is associated with type number CT103.
[0020] The rarity column A303 contains information about the rarity of the event character. In the example of Figure 3, the rarity for each character name is N, PN, R, PR, SR, or PSR, as described above. The character identification field A304 includes an identification number for each rarity of the event character. In the example of FIG. 3, ID1011 is associated with the rarity N of character A as an identification number, ID1012 is associated with the rarity PN of character A as an identification number, ID1013 is associated with the rarity R of character A, ID1014 is associated with the rarity PR of character A, ID1015 is associated with the rarity SR of character A, and ID1016 is associated with the rarity PSR of character A. Note that different identification numbers are associated with different types of event characters even if the rarity is the same. Therefore, an event character having a certain rarity is identified by an identification number.
[0021] The skill column A305 contains skill information for each rarity of the event character. In the example of FIG. 3, skill A1 is associated with character A's rarity N and PN, skill A2 is associated with character A's rarity R and PR, skill A3 is associated with character A's rarity SR, and skill A4 is associated with character A's rarity PSR. The effect of skill A1 is, for example, "randomly change 4 △ to O," the effect of skill A2 is, for example, "randomly change 8 △ to O," the effect of skill A3 is, for example, "randomly change a total of 12 △ and □ to O," and the effect of skill A4 is, for example, "change all △ and □ to O." The effect of the skill increases from skill A1 to skill A4, and the higher the skill effect, the more advantageously the option game can be played. Note that in this embodiment, rarity N and rarity PN are the same skill, and rarity R and rarity PR are the same skill, but they may be different skills. Furthermore, in this embodiment, even if the rarity is the same, different types of event characters are associated with different skills.
[0022] The image field A306 contains information about the effect image for each rarity that is displayed when a skill is activated. The effect image information is an example of attribute information. In the example of FIG. 3, the rarity N and PN of character A are associated with information about image A1, the rarity R and PR of character A are associated with information about image A2, the rarity SR of character A is associated with information about image A3, and the rarity PSR of character A is associated with information about image A4. Note that in this embodiment, the rarity N and rarity PN are the same image, and the rarity R and rarity PR are the same image, but they may be different images. Furthermore, the information about images A1 to A4 is not limited to image data itself, but may also be address information of a storage device that stores images A1 to A4. Furthermore, in this embodiment, different image information is associated when the types of event characters are different even if the rarities are the same.
[0023] The sound effect column A307 contains information about sound effects for each rarity that are generated when a skill is activated. The sound effect information is an example of attribute information. In the example of FIG. 3, the rarity N and PN of character A are associated with sound effect A1 information, the rarity R and PR of character A are associated with sound effect A2 information, the rarity SR of character A is associated with sound effect A3 information, and the rarity PSR of character A is associated with sound effect A4 information. Note that in this embodiment, the rarity N and rarity PN are the same sound effect, and the rarity R and rarity PR are the same sound effect, but they may each be different sound effects. Furthermore, the information about sound effects A1 to A4 is not limited to sound data itself, but may also be address information of a storage device that stores sound effects A1 to A4. Furthermore, in this embodiment, different sound effect information is associated when the types of event characters are different even if the rarities are the same.
[0024] Note that the event character table TBL300 may be associated with information on the face image of the event character. In this case, even for the same type of event character, different face images may be associated with each rarity. For example, the face images of the event characters are displayed on the deck setting screen G200 or the selection screen G1200 described later.
[0025] FIG. 4 is a diagram showing an example of the event character possession data D400. The event character ownership data D400 is data that stores information about the event characters owned by the user. The event character ownership data D400 is information that is updated depending on the status of the event characters owned by the user, and is stored in owned character data DT2 of the storage device 107, which will be described later. As described above, event characters can be acquired as rewards for winning battles, or through lottery or exchange. Since there is a limit to the number of event characters that can be owned, users may lose them by deleting them or exchanging them for other event characters. Therefore, the event character ownership data D400 may differ for each user, and may even differ for the same user as the game progresses.
[0026] The event character possession data D400 includes a character type column A401 and a character identification column A402. The character type column A401 stores type numbers that indicate the types of event characters owned by the user. In the example of Fig. 4, type numbers CT101, CT102, and CT103 are stored. Note that, with reference to the event character table TBL300 shown in Fig. 3, type number CT101 is character A, type number CT102 is character B, and type number CT103 is character C. The character identification column A402 stores the identification numbers of the event characters owned by the user for each type number, i.e., for each type of event character. In the example of FIG. 4, identification numbers ID1011 and ID1014 are stored for type number CT101, identification numbers ID1021 and ID1022 are stored for type number CT102, and identification numbers ID1031, ID1032, and ID1033 are stored for type number CT103. For ease of understanding, rarity information is written after the identification numbers. Referring to the event character table TBL300 shown in FIG. 3, identification number ID1011 is for character A with rarity N, and identification number ID1014 is for character A with rarity PR. Furthermore, identification number ID1021 is for character B with rarity N, and identification number ID1022 is for character B with rarity PN. Also, identification number ID1031 is character C of rarity N, identification number ID1032 is character C of rarity PN, and identification number ID1033 is character C of rarity R. That is, in the event character possession data D400 shown in FIG. 4, the highest rarity among character A is PR, the highest rarity among character B is PN, and the highest rarity among character C is R. In the event character possession data D400 shown in FIG. 4, the character type column A401 may not be included, and only the identification numbers of the event characters possessed by the user may be stored in the character identification column A402.
[0027] Returning to the deck setting screen G200 of Fig. 2 described above, and noting the rarity display area A203 for character A, character B, and character C set in setting frames 201a, 201b, and 201c, character A has a rarity PR, character B has a rarity PN, and character C has a rarity R. That is, in the deck setting screen G200 shown in Fig. 2, when the event characters owned by the user are the event character ownership data D400 shown in Fig. 4, the event character of the highest rarity is set for each type of event character.
[0028] The change buttons B205a, B205b, and B205c are buttons that are selected when changing the event characters set in the setting frames 201a, 201b, and 201c. The back button B206 is a button that is selected when wanting to return from the deck setting screen G200 to the main menu screen G100. An option game is started by selecting the game start button B101 on the main menu screen G100.
[0029] FIG. 5 is a diagram showing an example of a standby screen G500 for an optional game. The standby screen G500 displays a pitcher character CH501, a batter character CH502, a game status display item I503, a pitching zone area A504, a standby zone area A507, a pitch selection area A508, an event character display area A510, and the like. The pitcher character CH501 is a player character that is controlled by the user. The batter character CH502 is an opposing player character that hits the ball pitched by the pitcher character CH501. The game status display item I503 is an item that displays the current game status. The game status display item I503 includes displays of the strike count, ball count, number of at-bats, etc. In the example of Fig. 5, the game status display item I503 displays that the game is against a batter character in his first at-bat.
[0030] The pitching zone area A504 indicates the area where a ball pitched by the pitcher character will reach. The pitching zone area A504 is divided into a total of 25 rectangular blocks, five rows horizontally and five columns vertically. The pitching zone area A504 is also composed of two areas: a strike determination area A505 and a ball determination area A506. The strike determination area A505 is an area where a ball pitched by the pitcher character will reach and be determined as a strike. The strike determination area A505 is an area located in the center of the pitching zone area A504, consisting of a total of nine blocks, three rows horizontally and three columns vertically. On the other hand, the ball determination area A506 is an area where a ball pitched by the pitcher character will reach and be determined as a ball. The ball determination area A506 is an area of the pitching zone area A504 that is composed of a total of 16 blocks located surrounding the strike determination area A505.
[0031] Each block in the pitching zone area A504 is marked with a predetermined mark. In the example of FIG. 5, the mark marked on each block is one of three marks: "△ (triangle)," "○ (circle)," and "□ (square)." Blocks located in the pitching zone area A504 disappear or are swapped with adjacent blocks depending on the type of ball thrown by the pitcher character and the location (point of impact) of the ball. When three or more blocks with the same mark are lined up vertically or horizontally, the three or more lined up blocks are erased. When a block is erased, all blocks above the erased block fall downward.
[0032] The waiting zone area A507 indicates an area where blocks wait. The waiting zone area A507 is an area that the ball pitched by the pitcher character cannot reach, and is located above the pitching zone area A504. The waiting zone area A507 is divided into a total of 10 rectangular blocks, with two rows horizontally and five columns vertically. Like the pitching zone area A504, each block in the waiting zone area A507 is marked with a specific mark. When a block in the pitching zone area A504 disappears, a block in the waiting zone area A507 falls into the pitching zone area A504. The blocks in the waiting zone area A507 are constantly replenished so that they do not become empty. Furthermore, the marks on the blocks replenished in the waiting zone area A507 are, in principle, random and without any regularity.
[0033] Pitch selection area A508 displays pitch selection buttons B509a to B509f corresponding to pitches that the pitcher character can throw, so-called stock pitches. Here, we will explain the case where the selected pitcher character is a right-handed pitcher. Note that if the pitcher character is a left-handed pitcher, the names of some pitches and the direction in which breaking balls change will differ.
[0034] The pitch selection button B509a displays the straight pitches that the pitcher character has in his possession. A straight pitch is, in principle, a pitch that has a trajectory that does not change after being thrown and travels in a straight line. A typical pitch is a straight. Other pitches that are classified as straight pitches include a two-seam fastball, a moving fastball, a super slowball, and a riseball. The example in FIG. 5 shows a case where a straight pitch can be selected as a pitch that the pitcher character will throw using the pitch selection button B509a. When a straight pitch lands in pitching zone area A504, the block at the point of impact is erased, and all blocks above the erased block fall to fill the resulting space. If three or more blocks with the same mark are lined up, all of the blocks are erased.
[0035] The pitch selection button B509b displays the forkball pitches that the pitcher character possesses. A forkball pitch is a type of curveball that has a downward-sloping trajectory in the vertical direction. A typical pitch is the forkball. Other pitches that are classified as forkball pitches include the palmball, changeup, knuckleball, and vertical slider (V slider). The example in Figure 5 shows a case where the pitch selection button B509b allows the pitcher character to select a forkball as a pitch to be thrown. For a forkball pitch, when a pitch lands in pitching zone area A504, the block at the point of impact is swapped with the block directly below it. If the swap results in three or more blocks with the same mark being lined up, the three or more blocks lined up are erased. If the point of impact is the bottom block in pitching zone area A504, it is swapped with the top block in pitching zone area A504 that is in the same column as the block at the point of impact.
[0036] The pitch selection button B509c displays slider-type pitches among the pitches possessed by the pitcher character. A slider-type pitch is a type of curveball that changes trajectory laterally, opposite the pitcher's dominant arm. For a pitcher character who is right-handed, the trajectory changes to the left toward the pitching zone area A504. A typical pitch is the slider. A high-speed slider, a cut ball, and a slow slider cut are also classified as slider-type pitches. The example in FIG. 5 shows a case where the slider can be selected as a pitch to be thrown by the pitcher character using the pitch selection button B509c. For slider pitches, when a pitch lands in pitching zone area A504, the block at the point of impact is swapped with the block to its left. If the swap results in three or more blocks with the same mark being lined up, the three or more blocks lined up are erased. If the point of impact is the leftmost block in pitching zone area A504, the block at the point of impact is swapped with the rightmost block in the same row as the block at the point of impact.
[0037] The pitch selection button B509d displays the shoot-type pitches among the pitches possessed by the pitcher character. A shoot-type pitch is a type of curveball that changes trajectory in the lateral direction toward the pitcher's dominant arm. In the case of a right-handed pitcher character, the trajectory changes to the right toward the pitching zone area A504. A typical pitch is a shoot. A high-speed shot and a sinking fastball are also classified as shoot-type pitches. The example in FIG. 5 shows a case where a shoot can be selected as a pitch to be thrown by the pitcher character using the pitch selection button B509d. For shoot pitches, when the ball lands in the pitching zone area A504, the block at the point of impact is swapped with the block to its right. If the swap results in three or more blocks with the same mark being lined up, the three or more blocks lined up are erased. If the point of impact is the rightmost block in the pitching zone area A504, the block is swapped with the leftmost block in the same row as the block at the point of impact.
[0038] The pitch selection button B509e displays the curveballs that the pitcher character possesses. A curveball is a type of breaking ball that changes trajectory diagonally, downward and to the side opposite the pitcher's dominant arm. For a right-handed pitcher character, the curveball changes trajectory diagonally downward and to the left toward the pitching zone area A504. A typical pitch is a curveball. Other types of pitches that are classified as curveballs include a slow curveball, a D curveball, a slurve, a super slow curveball, and a knuckle curveball. The example in Figure 5 shows a case where a curveball can be selected as a pitch to be thrown by the pitcher character using the pitch selection button B509e. For curveball pitches, when a pitch lands in pitching zone area A504, the block at the point of impact is swapped with the block located diagonally below and to the left. If the swap results in three or more blocks with the same mark being lined up, the three or more lined up blocks are erased. If the point of impact is the leftmost block in pitching zone area A504, it is swapped with the rightmost block in the row below the block at the point of impact. If the point of impact is the leftmost and lowest block in pitching zone area A504, it is swapped with the rightmost and highest block in pitching zone area A504.
[0039] The pitch selection button B509f displays sinker-type pitches among the pitches possessed by the pitcher character. A sinker-type pitch is a type of curveball that changes its trajectory diagonally, downward and to the side of the pitcher's dominant arm. For a right-handed pitcher character, the trajectory changes diagonally downward to the right toward the pitching zone area A504. A typical pitch is a sinker. Other pitches that are classified as sinker-type pitches include a high-speed sinker, an ultra-high-speed sinker, a slow sinker, a circle changeover, and a slow circle changeover. The example in FIG. 5 shows a case where a sinker can be selected as a pitch to be thrown by the pitcher character using the pitch selection button B509f. For sinker pitches, when a pitch lands in pitching zone area A504, the block at the point of impact is swapped with the block located diagonally below and to the right. If the swap results in three or more blocks with the same mark being lined up, the three or more lined up blocks are erased. If the point of impact is the rightmost block in pitching zone area A504, the block is swapped with the leftmost block in the row below the block at the point of impact. If the point of impact is the rightmost and bottommost block in pitching zone area A504, the block is swapped with the leftmost and topmost block in pitching zone area A504.
[0040] In this embodiment, the names of pitches and the direction of change have been described for a pitcher character whose dominant arm is right-handed. However, if the dominant arm is left-handed, there are pitches with different names. For example, if the dominant arm is right-handed, the curveball changes diagonally downward to the left, but if the dominant arm is left-handed, it changes diagonally downward to the right. In other words, the curveball changes in a symmetrical direction between right-handed and left-handed pitchers. Similarly, slider-type pitches, shoot-type pitches, and sinker-type pitches change in a symmetrical direction between right-handed and left-handed pitchers.
[0041] In the event character display area A510, the event characters set in the setting frames 201a, 201b, and 201c are displayed by satisfying the skill activation conditions. For example, the user can activate the skill of the event character by touching the event character displayed in the event character display area A510. Here, the event character that activates the skill changes depending on the number of turns at bat. Therefore, by satisfying the skill activation conditions, an event character corresponding to the number of turns at bat is displayed in the event character display area A510. Specifically, in the example of the deck setting screen G200 shown in FIG. 2, when playing against a batter character in his first turn at bat, by satisfying the skill activation conditions, character A set in setting frame 201a is displayed in the event character display area A510. Also, when playing against a batter character in his second turn at bat, by satisfying the skill activation conditions, character B set in setting frame 201b is displayed in the event character display area A510. Also, when playing against a batter character in his third turn at bat, by satisfying the skill activation conditions, character C set in setting frame 201c is displayed in the event character display area A510. In the example of FIG. 5, character A, the event character set in setting frame 201a, is displayed in the event character display area A510.
[0042] Next, an example of the operation of erasing a block when a ball lands in pitching zone area A504 will be described. FIG. 6(a) is a diagram showing an example of the pitching zone area A504 and the waiting zone area A507 before the pitcher character pitches. Here, an example will be described in which the pitch type selection button B509b is selected to pitch a forkball. The user selects, for example, by touching the desired impact point in the pitching zone area A504 when pitching the forkball, and an animation of the pitcher character's pitching motion begins, and the pitched ball lands at the selected impact point in the pitching zone area A504. In the example of FIG. 6(a), it is assumed that the ball lands in block B601 in the strike determination area A505 of the pitching zone area A504.
[0043] FIG. 6(b) shows an example of the state in which blocks are swapped when a forkball is pitched and lands on block B601. When three or more blocks with the same marking are lined up in a straight line due to the block swapping, the three or more lined up blocks are erased. In the example of FIG. 6(b), block B601, which was located at the point of impact before the pitch, and block B602, which was located directly below block B601 before the pitching, are swapped. By swapping block B601 and block B602, three blocks with the same marking are lined up horizontally: block B602, the block adjacent to block B602's left, and the block adjacent to block B602's right. Therefore, the three horizontally lined up blocks, including block B602, are erased. Note that erased blocks are hatched in FIG. 6(b). When blocks are erased, a score is awarded according to the number of erased blocks. For example, the more blocks erased at one time, the higher the score is awarded. In addition, the number of times a block has been erased is incremented. In the example of Fig. 6(b), when three horizontally aligned blocks including block B602 are erased, 1 is incremented as the number of times a block has been erased. When a block is erased and the space of the erased block becomes empty, all blocks located above the erased block are replenished sequentially from the top to fill the empty space.
[0044] Furthermore, if multiple blocks satisfy the conditions for elimination with one throw, for example, if three or more blocks of different marks are lined up vertically or horizontally by swapping blocks with one throw, or if three or more blocks of the same mark are newly lined up vertically or horizontally by replenishing blocks, then multiple blocks will be eliminated with one throw. This type of elimination is called a chain. When a chain occurs, a special animation or other effect is displayed to indicate the chain, and the points awarded may increase by adding bonus points. Each elimination of a chain counts as one block elimination.
[0045] Therefore, the user checks the marks on the blocks located in the pitching zone area A504 and the waiting zone area A507 and considers combinations of pitch types and landing points that will allow a large number of blocks to be cleared or multiple chain reactions to occur. Multiple pitches are made to one batter character, and the match with the batter character for each turn at bat ends when a predetermined pitching end condition is met, such as when the strike count reaches three, the ball count reaches four, or the batter character is hit by a hit. The above-mentioned match is repeated for each of the batter characters' first through third turns at bat.
[0046] Furthermore, the skill activation condition is satisfied when the number of times blocks are cleared reaches a predetermined number (e.g., 20 times). By satisfying the skill activation condition, a skill of an event character set in the setting frame corresponding to the number of times the event character has been at bat can be activated. The timing of skill activation differs from the timing of pitching, and the skill can be activated when the player is waiting to pitch. Furthermore, as described with reference to the event character table TBL300 shown in FIG. 3, the skill of this embodiment changes a block with a predetermined mark to a block with a different mark. Therefore, by activating such a skill, the mark of the block located in the pitching zone area A504 changes, so that three or more blocks with the same mark can be lined up in a straight line without pitching. When three or more blocks with the same mark are lined up in a straight line, the three or more lined up blocks can be cleared, or even a chain reaction can occur, resulting in points being awarded without pitching.
[0047] Furthermore, if the skill activation conditions are met, the user can activate the skill at any time desired by the user, as long as it is before the end of the match against the batter character. Therefore, the skill may be activated immediately after the skill activation conditions are met, or after one or more pitches have been made after the skill activation conditions are met. Therefore, if the skill activation conditions are met, the user can check the marks on the blocks located in the pitching zone area A504 and the waiting zone area A507 while waiting to pitch, and activate the skill at a time that will allow the user to clear many blocks or create multiple chains. Furthermore, the user can activate the skill, for example, when the selected pitcher character does not have the balls necessary to optimally replace the blocks.
[0048] When the skill activation condition is met, as shown in FIG. 5(a), an event character corresponding to the number of times the player has turned at bat is displayed in the event character display area A510 from among the event characters set in the setting frames 201a, 201b, and 201c. The user can activate the skill of the event character by, for example, touching an event character displayed in the event character display area A510. In this embodiment, touching an event character in the event character display area A510 transitions to a different effect display screen for each event character before the skill is actually activated.
[0049] 7(a) and (b) are diagrams showing examples of the effect display screens G700a and G700b. The effect display screen G700a shown in Fig. 7(a) is an example of a screen displayed when character A of rarity PR is set in setting frame 201a, as in deck setting screen G200 shown in Fig. 2. The effect display screen G700a displays an event character image I701a and a skill display area A702a. In addition, along with the display of the effect display screen G700a, a sound effect N703a is emitted from the game device.
[0050] The event character image I701a is an image of the event character set in the setting frame, and is an image corresponding to the rarity of the event character. In the example of FIG. 7(a), character A with a rarity of PR is set in the setting frame 201a of the deck setting screen G200 of FIG. 2, so the event character image I701a is an image corresponding to the rarity PR of character A. Note that the event character image I701a shown in FIG. 7(a) is displayed based on the information of image A2 in the image column A306, which is associated with the rarity PR of character A in the event character table TBL300 shown in FIG.
[0051] The skill display area A702a displays the skill name and effect of the event character's skill set in the setting frame, which is activated according to the rarity of the set event character. In the example of FIG. 7(a), the skill display area A702a displays "Skill A2" and "Randomly change 8 triangles to circles." The skill name and effect displayed in the skill display area A702a shown in FIG. 7(a) are displayed based on the information about skill A2 in the skill column A305 associated with the rarity PR of character A in the event character table TBL300 shown in FIG.
[0052] Furthermore, the sound effect N703a is a sound that is emitted according to the rarity of the event character set in the setting frame. In the example of FIG. 7(a), "sound effect A2" is emitted as the sound effect N703a. Note that the sound effect N703a shown in FIG. 7(a) is emitted based on the information of the sound effect A2 in the sound effect column A307 that is associated with the rarity PR of character A in the event character table TBL300 shown in FIG.
[0053] The effect display screen G700b shown in Fig. 7(b) is an example of a screen that is displayed when character A of rarity N is set in setting frame 201a of deck setting screen G200 shown in Fig. 2. The effect display screen G700b displays an event character image I701b and a skill display area A702b. In addition, along with the display of the effect display screen G700b, a sound effect N703b is emitted from the game device.
[0054] In the example of Fig. 7(b), the event character image I701b is an image corresponding to the rarity N of the character A. The event character image I701b shown in Fig. 7(b) is displayed based on the information of the image A1 in the image column A306, which is associated with the rarity N of the character A in the event character table TBL300 shown in Fig. 3.
[0055] 7(b), the skill display area A702b displays "Skill A1" and "Randomly change 4 △ to O." The skill name and effect displayed in the skill display area A702b shown in FIG. 7(b) are displayed based on the information about skill A1 in the skill column A305 associated with the rarity N of character A in the event character table TBL300 shown in FIG.
[0056] 7(b), "sound effect A1" is emitted as sound effect N703b. Note that sound effect N703b shown in FIG. 7(b) is emitted based on the information of sound effect A1 in sound effect column A307, which is associated with the rarity N of character A in event character table TBL300 shown in FIG.
[0057] In this way, the effect display screen displays the skill name and effect and emits sound effects according to the event character set in the setting frame. Also, even for the same event character, different effect images are displayed and different sound effects are emitted according to the rarity of the event character set in the setting frame, so that you can enjoy effect images and sound effects for each rarity. After the effect display screens G700a and G700b are displayed, the screen transitions to a screen where the skill is actually activated.
[0058] FIG. 8 is a diagram illustrating an example of the pitching zone area A504 and the waiting zone area A507 before and after skill activation. FIG. 8(a) illustrates the state before skill activation, and FIG. 8(b) illustrates the state after skill activation. In the example of FIG. 8, character A with rarity PR is set in the setting frame 201a of the deck setting screen G200 of FIG. 2, and the skill "Skill A2" "Randomly change 8 triangles to circles" is activated. When the skill is activated, eight blocks B801-B808 marked with a "triangle" as shown in FIG. 8(a) change to eight blocks B811-B818 marked with a "circle" as shown in FIG. 8(b). By changing to eight blocks B811-B818 marked with a "circle," three or more blocks marked with a "circle" are lined up vertically or horizontally, and the line of three or more blocks is erased. In Figure 8(b), the blocks to be erased are hatched. When blocks are erased, points are awarded according to the number of erased blocks. Even if a skill is activated, it can be activated again by satisfying the skill activation conditions again. After the skill is activated, the screen returns to the standby screen G500 in Figure 5.
[0059] In the example of Figure 8(b), we have explained the case where "Skill A2" is activated, which "randomly changes 8 triangles into circles." However, with other skills, similarly, when three or more blocks of the same mark are lined up vertically or horizontally, the blocks that are lined up in a row will be erased.
[0060] In addition, by clearing a predetermined number of blocks marked with a specific mark during each turn at bat, a bonus transition condition is met. By satisfying the bonus transition condition, the player can proceed to the bonus stage. In this embodiment, the bonus stage is a mini-game in which a large number of points can be awarded.
[0061] 9 is a diagram showing an example of the pitching zone area A504 and the standby zone area A507 displayed on the bonus stage screen. When the game moves to the bonus stage, the blocks placed in the pitching zone area A504 and the standby zone area A507 on the standby screen G500 are reset, and new blocks are placed instead. As shown in FIG. 9, the number of types of marks affixed to each block in the pitching zone area A504 and the waiting zone area A507 is increased by, for example, two. In the example of FIG. 9, the mark affixed to each block is one of five marks: "△ (triangle)," "○ (circle)," "□ (square)," "☆ (star)," and "◇ (diamond)." In the bonus stage, the pitcher character can only pitch a straight ball, and can only clear blocks located at the point where the ball hits the ground. However, the 35 blocks located in the pitching zone area A504 and the waiting zone area A507 are arranged so that clearing any one block in the pitching zone area A504 will clear all of the blocks in a chain reaction. Therefore, the user finds a block that can clear all of the blocks in a chain reaction and selects that block as the point where the ball hits the ground. In the example of Figure 9, block B901 is selected as the impact point, and when block B901 is erased, all blocks are erased in a chain reaction. When all blocks are erased, a large amount of points is awarded. Note that a time limit is set for the user to select the impact point.
[0062] According to the option game described above, by setting a higher-rarity event character in the setting slot, even if the event character is of the same type, the number of blocks cleared in one go when the skill is activated increases, thereby increasing the probability of increasing the score awarded. Therefore, when a user normally owns event characters of the same type but with different rarities and a low-rarity event character is set in the setting slot, it is expected that the user will perform an operation to replace the low-rarity event character with a high-rarity event character. In order to improve user operability, the game of this embodiment has an automatic event character setting function that automatically sets a high-rarity event character in the setting slot.
[0063] On the other hand, even if the event characters are of the same type, different rarities result in different visual effects when the skill is activated, and different sound effects when the skill is activated. Therefore, it is expected that some users have their preferred visual effects and sound effects, and that users will want to set an event character of a rarity that produces their preferred visual effects and sound effects in the setting frame, regardless of whether the event character is of low or high rarity. The game of this embodiment has a manual event character setting function that allows the user to manually set an event character selected by the user in the setting frame.
[0064] Furthermore, when both an automatic setting function that automatically sets an event character in a setting frame and a manual setting function that allows a user to manually set an event character in a setting frame coexist, it is conceivable that an event character that a user manually set in a setting frame using the manual setting function will be automatically replaced by the automatic setting function without the user's intention. In this case, the user will have to manually set the event character in the setting frame again, which increases the user's workload and prevents the user from improving operability. In the game of this embodiment, it is possible to set an event character in accordance with the user's intention.
[0065] First, the automatic event character setting function will be described. FIG. 10(a) is a conceptual diagram showing an example of event characters owned by a user. Here, event characters of the same type, specifically only character A, are extracted and shown from among the event characters owned by the user. The example of FIG. 10(a) shows that the user currently owns character A with rarity N and character A with rarity PR. On the other hand, the dashed lines in FIG. 10(a) indicate that the user does not own character A with rarity PN, R, SR, or PSR. In this state, if the user selects the game start button B101 to start the option game for the first time without manually setting an event character in the setting frame, the automatic setting function automatically sets character A with the highest rarity PR in setting frame 201a, and the game starts. Therefore, even if the user does not manually set an event character in setting frame 201a, the option game starts with the event character set in setting frame 201a, improving user operability. Furthermore, by setting an event character with a high rarity in the setting frame, the number of blocks cleared in one go when a skill is activated increases, increasing the probability of an increase in the points awarded, so that the event character can be set in the setting frame in accordance with the user's wishes.
[0066] Next, a case will be described in which, after finishing an option game, the user acquires a new event character as a reward for the main game or option game, or through a lottery or exchange. FIG. 10(b) is a conceptual diagram showing an example of the event characters currently owned by the user after acquiring a new event character. Here, as with FIG. 10(a), only the same type of event characters are extracted and shown from among the event characters owned by the user. In the example of FIG. 10(b), in addition to the rarities N and PR, the user has acquired a character A of SR rarity, increasing the number of event characters owned. Furthermore, it is assumed that character A of PR rarity was set in the setting frame before the user acquired character A of SR rarity. From this state, if the user selects the game start button B101 to start the game or selects the deck setting button B102 to check the deck setting screen G200 without manually setting an event character in the setting frame, character A of rarity SR, which is higher than the rarity PR set in setting frame 201a, will be automatically set in setting frame 201a.
[0067] 11 is a diagram showing an example of the deck setting screen G1100. Here, as shown in the example of FIG. 10(b), it is assumed that after acquiring character A of SR rarity and thereby increasing the number of event characters owned, the deck setting button B102 is selected to display the deck setting screen G200. 11, instead of the character A of rarity PR that was set in the setting frame 201a, a character A of rarity SR, which is a higher rarity than the rarity PR, is automatically set in the setting frame 201a. Therefore, even if the user does not perform an operation to set the event character in the setting frame 201a by themselves, the event character is automatically set in the setting frame, thereby improving the operability for the user.
[0068] Unlike the example in Figure 10(b), if character A of rarity PN, R, PR is acquired in addition to rarity N and PR, the rarity is not higher than the rarity PR of the character set in setting frame 201a, so the setting of character A of rarity PR will be maintained in setting frame 201a.
[0069] Next, the manual setting function of the event character will be described. As described above, a user may wish to set an event character of a rarity that emits a preferred effect image or sound effect in the setting frame, and therefore the user can set an event character of a rarity that emits a preferred effect image or sound effect in the setting frame even if the rarity is lower than that of a character already set. Change buttons B205a to B205c are displayed on the deck setting screen G1100 shown in FIG. 11. Change buttons B205a, B205b, and B205c correspond to setting slots 201a, 201b, and 201c, respectively. The user can select a desired event character from among the event characters they own and manually set it for each of setting slots 201a, 201b, and 201c. In this example, in FIG. 11, character A with rarity SR is automatically set in setting slot 201a, and the user selects and sets character A with rarity N, which is lower than rarity SR. The user selects change button B205a to change the event character set in setting slot 201a, and a selection screen is displayed for selecting an event character that can be set in setting slot 201a.
[0070] FIG. 12 is a diagram showing an example of the selection screen G1200. The selection screen G1200 displays selectable event characters that can be set in the setting frame 201a among the event characters owned by the user. In the example of FIG. 12, a character A1201a with skill N, a character A1201d with skill PR, and a character A1201e with skill SR are displayed. Note that the dashed lines in FIG. 12 indicate that the user does not own a character A with rarity PN, R, or PSR and therefore cannot select it. The user selects an event character they want to set in the setting frame 201a among the characters A with rarity PN, R, or PSR, and the selected event character is set in the setting frame 201a by the manual setting function. If the user manually sets the setting frame 201a and then selects the game start button B101 to start the option game, when the skill is activated, an effect image and sound effect corresponding to the rarity set in the setting frame 201a are generated, and the user can view their preferred effect image and sound effect.
[0071] Furthermore, after an event character is set in the setting slot 201a by the manual setting function, the automatic setting function is limited. Specifically, even if a low-rarity event character is set in the setting slot 201a, if the event character set in the setting slot 201a is an event character set by the manual setting function, the high-rarity event character is not set in the setting slot 201a, even if the user owns an event character of a higher rarity than the event character set in the setting slot 201a. In the example of FIG. 12, after the user selects character A of rarity N from the selection screen G1200 and sets it in the setting slot 201a, even if the user selects the game start button B101 to start the optional game, character A of rarity PR or character A of rarity SR is not automatically set in the setting slot 201a. Therefore, the user can always enjoy the optional game with character A of rarity N set in the setting slot 201a. In this way, after the user manually sets an event character in the setting frame 201a, the automatic setting function does not automatically set the event character in the setting frame 201a, thereby preventing an event character that does not conform to the user's intention from being set in the setting frame.
[0072] However, even after an event character is set in the setting frame 201a by the manual setting function, if an event character with a higher rarity than the highest rarity of the event character previously set in the setting frame 201a is owned, the automatic setting function automatically sets the event character of the higher rarity owned in the setting frame 201a. In the example of FIG. 12, the highest rarity previously set in the setting frame 201a was character A with rarity SR, and the user selected character A with rarity N from the selection screen G1200 and set it in the setting frame 201a. Even in this case, if a character A with rarity PSR is owned, character A with rarity PSR is automatically set in the setting frame 201a instead of character A with rarity N set in the setting frame 201a. On the other hand, even if a character with rarity PN, R, or PR lower than the highest rarity SR previously set in the setting frame 201a is owned, the setting of character A with rarity N is maintained in the setting frame 201a. If the user owns an event character with a higher rarity than the highest rarity previously set in the setting slot 201a, it is assumed that the user will set the event character with the higher rarity in the setting slot. Therefore, even if the user does not perform the operation to set the event character in the setting slot himself, the option game will start with the event character set in the setting slot, thereby improving the user's operability.
[0073] Here, the setting frame 201a out of the multiple setting frames 201a, 201b, and 201c has been described, but the above-described automatic setting function and manual setting function are also executed in the setting frames 201b and 201c in the same way as in the setting frame 201a.
[0074] [2. Game System Configuration] Next, an outline of a game system for realizing the above-described game will be described. 13 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 a network.
[0075] 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.
[0076] 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 a network. 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.
[0077] 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 a 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.
[0078] The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication unit 304 , and a storage device 305 .
[0079] 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 a network. 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.
[0080] FIG. 14 is a diagram showing an example of the functional configuration of the game device 10 for executing the game described with reference to FIGS.
[0081] A program for executing a game is stored in the storage device 107 of the game device 10. The storage device 107 also 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, owned character data DT2, game data DT3, setting frame data DT4, and the like.
[0082] The event character data DT1 includes various information related to the event character, such as an event character table TBL300. The event character data DT1 also includes information related to the event of the event character, and other information related to the event character. The owned character data DT2 includes information on the event characters owned by the user. The owned character data DT2 includes, for example, the event character owned data D400. The owned character data DT2 also includes information on the player characters owned by the user. The information on the selected character includes, for each pitcher character, information on the type of pitch that the pitcher character can throw. The owned character data DT2 also includes information on the main character that has been trained in the training part.
[0083] The game data DT3 includes information about the game, etc. The game data DT3 includes information that is updated depending on the game situation. Data that is updated depending on the game situation includes, for example, the strike count, ball count, and number of at-bats in the optional game, information about the pitcher character pitching, and information about the marks on the blocks placed in the pitching zone area A504 and the waiting zone area A507. The game data DT3 also includes information necessary for progressing through the optional game, etc. The information necessary for progressing through the optional game, etc. includes, for example, the rules for how blocks are eliminated when a pitched ball hits the ground, the rules for how blocks are swapped, the rules for how blocks are eliminated when a skill is activated, and information about the bonus stage.
[0084] The setting frame data DT4 includes various information related to the setting frame in which the event character is set, etc. The setting frame data DT4 includes setting frame related data D1500. 15 is a diagram showing an example of the set-frame related data D1500. The set-frame related data D1500 is data that stores information associated with each set frame. The setting frame related data D1500 includes, for each setting frame, a character type field A1501, a current character identification field A1502, a setting method field A1503, and a past rarity field A1504.
[0085] The character type column A1501 includes the type number of the event character that can be set for each setting frame. In the example of FIG. 15, the first setting frame is associated with an event character with a type number CT101, the second setting frame is associated with an event character with a type number CT102, and the third setting frame is associated with an event character with a type number CT103. Here, the first to third setting frames correspond to the setting frames 201a to 201c of the deck setting screen G200 shown in FIG. 2, respectively. Note that, with reference to the event character table TBL300 shown in FIG. 3, the type number CT101 is character A, the type number CT102 is character B, and the type number CT103 is character C. That is, in the example of FIG. 15, only character A can be set in the first setting frame, only character B can be set in the second setting frame, and only character C can be set in the third setting frame. Note that the type numbers included in the character type column A1501 are predetermined and are not updated.
[0086] The current character identification field A1502 contains the identification number of the event character currently set in the setting frame. In the example of FIG. 15, the first setting frame is associated with an event character with an identification number ID1014, the second setting frame is associated with an event character with an identification number ID1021, and the third setting frame is associated with an event character with an identification number ID1033. Referring to the event character table TBL300 shown in FIG. 3, it shows that character A with a rarity PR is currently set in the first setting frame, character B with a rarity N is set in the second setting frame, and character C with a rarity R is set in the third setting frame. On the other hand, if no event character is currently set in a setting frame, the current character identification field A1502 for the setting frame that is not set is blank. For ease of understanding, rarity information is written after the identification number.
[0087] The setting method field A1503 contains information indicating the setting method of the event character currently set in the setting frame, i.e., whether it was set by the automatic setting function or the manual setting function. In the example of Fig. 15, the first setting frame is associated with information indicating that it was set by the automatic setting function, the second setting frame is associated with information indicating that it was set by the manual setting function, and the third setting frame is associated with information indicating that it was set by the automatic setting function. On the other hand, if an event character is not currently set in a setting frame, the setting method field A1503 for the setting frame that is not set is blank.
[0088] The past rarity column A1504 contains information on the highest rarity of the event characters that have been set in the setting frame in the past. In the example of Figure 15, the first setting frame is associated with information on rarity PR, the second setting frame is associated with information on rarity PN, and the third setting frame is associated with information on rarity R. On the other hand, if an event character has never been set in a setting frame in the past, the past rarity column A1504 of the setting frame that has never been set will be blank. The information contained in the current character identification column A1502, the setting method column A1503, and the past rarity column A1504 is information that can be updated by setting an event character in the setting frame.
[0089] 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 the game on the game device 10. The game control unit 120 also includes an automatic setting unit 121 and a manual setting unit 122.
[0090] When the user owns an object that satisfies a predetermined first condition, the automatic setting unit 121 newly sets the object that satisfies the predetermined first condition as the use object in place of the set use object. Here, an object is, for example, something that can be owned by a user in a game. Here, ownership means, for example, being associated with user identification information. User identification information is, for example, information for uniquely identifying a user. Also, an object is, for example, something that can appear or participate in a game. In this embodiment, the object is an event character. Note that the object may also be a character or item that appears or participates in a game.
[0091] A use object is, for example, an object to be used in a game. Here, "use" refers to, for example, having an object appear in or participate in a game. Also, "use" refers to, for example, a user operating or instructing an object via an input unit or the like. In this embodiment, a use object is an event character that is set in a setting frame among the event characters. The predetermined first condition is, for example, a condition determined in advance. The predetermined first condition is, for example, a condition that is established based on a comparison of specific parameters common to each object. Here, the parameter refers to, for example, an attribute associated with each object. The parameter refers to, for example, information that influences an advantage in the game. Advantage refers to, for example, being able to more easily accomplish tasks given in the game, being able to progress in the game, being able to obtain more points or benefits, being able to obtain more valuable benefits, etc. Information that influences an advantage in the game refers, for example, information regarding whether or not a task given in the game can be more easily accomplished, information regarding whether or not the game can be progressed further, information regarding whether or not more points or benefits can be obtained, information regarding whether or not more valuable benefits can be obtained, etc. In this embodiment, the parameter is rarity. In this embodiment, rarity is associated with the event character. In this embodiment, the predetermined first condition is a condition that is established based on a comparison of the rarity of the event character. The predetermined first condition may be any other condition that can improve the operability of setting an object as a target object.
[0092] Setting refers to, for example, storing information. In this embodiment, setting refers to storing an event character in association with a setting frame. Furthermore, setting an object as a use object refers to storing an object to be used in a game, for example. In this embodiment, setting an object as a use object refers to storing an event character in association with a setting frame of a deck. A deck is, for example, a collection of objects selected for some purpose (for example, battle or training). In this embodiment, a deck is a collection of event characters that appear when a skill activation condition is satisfied or a skill is activated in an optional game. Note that it is possible to set multiple use objects to be used in the game. In this embodiment, it is possible to associate an event character with each of multiple setting frames.
[0093] Furthermore, the automatic setting unit 121 newly sets an object of the same type as the object set as the use object as the use object. Here, the same type of object refers to, for example, objects that are classified into the same type when objects are divided into specific types. Here, type refers to, for example, an attribute associated with an object. In this embodiment, objects of the same type are event characters with the same character name. Also, in this embodiment, objects of the same type are event characters with the same type number associated with the event character.
[0094] Furthermore, even if the user owns an object that satisfies a predetermined first condition, if the user also satisfies a predetermined second condition, the automatic setting unit 121 will not set the object that satisfies the predetermined first condition as a new use object. Here, "not setting" means, for example, not storing information. In this embodiment, "not setting" means not associating an event character with a setting frame and storing it, but maintaining the current association between the setting frame and the event character. The predetermined second condition is, for example, a condition that is set in advance. The predetermined second condition is, for example, a condition that is different from the above-mentioned predetermined first condition. The predetermined second condition is, for example, a condition that is met when an object is manually set as the use target object. In this embodiment, the predetermined second condition is a condition that is met when an event character is manually set in the target setting frame. Note that the predetermined second condition may be any other condition as long as it is a condition that prevents an object that does not conform to the user's intention from being set as the use target object.
[0095] Furthermore, regardless of whether a use object is set by the automatic setting unit 121 or the manual setting unit 122, if the automatic setting unit 121 possesses an object of the same type as an object previously set as a use object and having a specific parameter superior to that of the object previously set as a use object, the automatic setting unit 121 newly sets the object having the specific parameter superior as the use object. Here, the term "superior parameter" refers to, for example, a parameter that allows the player to advance the game advantageously. Being able to advance the game advantageously means, for example, being more likely to be able to accomplish a task given in the game or being able to accomplish it. Being able to advance the game advantageously means, for example, being able to progress further in the game or being more likely to progress further. Being able to advance the game advantageously means, for example, being able to obtain more points or benefits or being more likely to obtain more. Being able to advance the game advantageously means, for example, being able to obtain more points or benefits or being more likely to obtain more. Being able to advance the game advantageously means, for example, being able to obtain more valuable benefits or being more likely to obtain them. In this embodiment, the superior parameter refers to a superior rarity. The rarities are N, PN, R, PR, SR, and PSR in order of superiority. For example, rarity PN is superior to rarity N.
[0096] Each object is associated with a specific parameter and a different type of attribute information. The specific parameter is, for example, information that influences a player's advantage in the game. In this embodiment, the specific parameter is rarity. The attribute information is, for example, a property of the object. The attribute information is, for example, at least one of image information and sound information that differs for each object. In this embodiment, the attribute information is information that has a smaller impact on the player's advantage in the game than rarity, or does not influence the player's advantage in the game. Here, "having a smaller impact on the player's advantage in the game" or "not influencing the player's advantage in the game" means, for example, that even if the attribute information is changed, it has no or little effect on whether the player can more easily accomplish tasks given in the game, has no or little effect on whether the player can progress further in the game, has no or little effect on whether the player can obtain more points or bonuses, or has no or little effect on whether the player can obtain more valuable bonuses. In this embodiment, the attribute information is at least one of information on visual effects and information on sound effects.
[0097] Furthermore, when the user no longer owns the object set as the use target object, or when no object is set as the use target object, the automatic setting unit 121 sets the object owned by the user as the use target object. Here, when the user no longer owns an object, it means, for example, that an object that was associated with user identification information is no longer associated with the user identification information. In this embodiment, it means that an event character that was stored in the event character ownership data D400 is no longer stored in the event character ownership data D400. In this embodiment, when an object is not set as a use target object, it means that the identification number of the event character is not stored in the current character identification column A1502 of the setting frame related data D1500.
[0098] The manual setting unit 122 sets an object selected by the user as a use object. In this embodiment, setting an object selected by the user as a use object means setting an event character selected by the user in a setting frame.
[0099] [3. Processing flow in the game system] The following describes the flow of processing by the game device 10 according to this embodiment. In this embodiment, an automatic setting process for automatically setting an event character to be used in an optional game and a manual setting process for manually setting an event character to be used in an optional game by the user will be described. Fig. 16 is a flowchart showing an example of processing for executing an optional game in the game device 10 according to this embodiment. The flowchart in Fig. 16 is started when the user issues an instruction to start an optional game via the operation unit 105. Specifically, the flowchart in Fig. 16 is started when the game start button B101 is selected on the main menu screen G100 shown in Fig. 1.
[0100] In S100, the game control unit 120 determines whether or not the user has acquired a new event character since the previous option game was played. Specifically, the game control unit 120 references the owned character data DT2 in the storage device 107 and compares the event character owned data D400 from the previous option game with the current event character owned data D400. If a new event character has been added at this time, the game control unit 120 determines that a new event character has been acquired, and proceeds to S104. On the other hand, if a new event character has not been added at this time, the game control unit 120 determines that a new event character has not been acquired, and proceeds to S102.
[0101] 17 is a flowchart showing an example of the automatic setting process 1 of S102. The automatic setting process 1 is an automatic setting process of an event character that is executed when a new event character has not been acquired. In S200, the automatic setting unit 121 reads the setting frame related data D1500 stored in the setting frame data DT4. In the subsequent S202 to S210, the target setting frame is changed from the first setting frame to the third setting frame, and the process is executed for each setting frame. Here, the target setting frame is referred to as the target setting frame.
[0102] In S202, the automatic setting unit 121 determines whether an event character has already been set in the target setting frame. Specifically, the game control unit 120 determines whether an event character has currently been set by referring to the current character identification field A1502 of the setting frame related data D1500. If the identification number of the event character is stored in the current character identification field A1502, it is determined that the event character has already been set, and the process proceeds to S204. On the other hand, if the identification number of the event character is not stored, it is determined that the event character has not been set, and the process proceeds to S206. For example, when a user starts an optional game for the first time, no event character has been set in the target setting frame.
[0103] In S204, the automatic setting unit 121 determines whether the user currently owns the event character set in the target setting frame. Specifically, the game control unit 120 reads the event character ownership data D400 of the owned character data DT2 and determines whether the event character set in the target setting frame is stored in the event character ownership data D400. If the user does not own the event character, the process proceeds to S206. If the user owns the event character, the automatic setting process 1 ends and the process returns to the flowchart of FIG. 16. The case where the user does not currently own the event character set in the target setting frame refers to, for example, the case where the user has lost the event character that was previously set in the target setting frame by deleting it or exchanging it for another event character.
[0104] In S206, the automatic setting unit 121 identifies the type of event character that can be set in the target setting frame. Specifically, the game control unit 120 references the setting frame related data D1500 and identifies the type number associated with the character type field A1501 of the target setting frame. For example, in the example of the setting frame related data D1500 in FIG. 15, the type number CT101 is identified for the first setting frame.
[0105] In S208, the automatic setting unit 121 sets, in the target setting frame, the event character with the highest rarity among the event characters owned by the user and of the type identified in S206. Specifically, the automatic setting unit 121 references the event character ownership data D400 and extracts the identification number of the event character with the highest rarity among the event characters with the identified identification numbers. The game control unit 120 stores the extracted event character identification number in the current character identification field A1502 of the setting frame related data D1500. For example, in the example of the event character ownership data D400 in FIG. 4, in the case of the first setting frame, the event character identification number ID1014(PR) is extracted, and the identification number ID1014(PR) is stored in the current character identification field A1502 of the first setting frame in the setting frame related data D1500 in FIG. 15. In this way, by associating the setting frame with the event character's identification number, the event character is automatically set in the setting frame.
[0106] In S210, the automatic setting unit 121 updates the setting-slot-related data D1500 stored in the setting-slot data DT4. Specifically, the automatic setting unit 121 stores information in the setting method column A1503 of the setting-slot-related data D1500 indicating that the automatic setting unit 121 has set an event character in the target setting slot, i.e., information indicating that the setting was made by the automatic setting function. For example, in the example of the setting-slot-related data D1500 in FIG. 15, information indicating that the setting was made by the automatic setting function in the first setting slot is stored. Furthermore, the automatic setting unit 121 determines whether the rarity of the event character set in S208 is higher than the rarity stored in the past rarity column A1504 of the setting-slot-related data D1500. If the rarity is higher, the automatic setting unit 121 replaces the rarity in the past rarity column A1504 of the setting-slot-related data D1500 with the rarity of the event character set in S208. On the other hand, if it is not high, the automatic setting unit 121 does not change the rarity in the past rarity column A1504 of the setting slot related data D1500.
[0107] In this way, when the user starts an optional game for the first time or when the user has lost the event character that was set in the setting frame, the automatic setting unit 121 automatically sets the event character in the setting frame, thereby improving the operability for the user. After that, the automatic setting unit 121 returns to the flowchart of FIG. 16.
[0108] 18 is a flowchart showing an example of the automatic setting process 2 of S104. The automatic setting process 2 is an automatic setting process of an event character that is executed when a new event character is acquired. In S300, the automatic setting unit 121 reads the setting frame related data D1500 stored in the setting frame data DT4. In the subsequent S302 to S316, the target setting frame is changed from the first setting frame to the third setting frame, and the process is executed for each setting frame. Here, the target setting frame is referred to as the target setting frame.
[0109] In S302, the automatic setting unit 121 determines whether the type of the acquired event character is a type that can be set in the target setting frame. Specifically, the automatic setting unit 121 references the setting frame related data D1500 and identifies the type number associated with the character type column A1501 of the target setting frame. The automatic setting unit 121 determines whether the identified type number is the same as the type number of the acquired event character. If the type numbers are the same, the automatic setting unit 121 determines that the type of the acquired event character is a type that can be set in the target setting frame, and proceeds to S304. On the other hand, if the type numbers are not the same, the automatic setting unit 121 determines that the type of the acquired event character is not a type that can be set in the target setting frame, terminates automatic setting process 2, and returns to the flowchart of FIG. 16.
[0110] In S304, the automatic setting unit 121 determines whether an event character has already been set in the target setting frame. This process is the same as that in S202. If an event character has already been set, the process proceeds to S308, and if an event character has not been set, the process proceeds to S306. In S306, the automatic setting unit 121 sets the acquired event character in the target setting frame. Specifically, the game control unit 120 stores the identification number of the acquired event character in the current character identification field A1502 of the setting frame related data D1500. In this way, by associating the setting frame with the identification number of the event character, the event character is automatically set in the setting frame.
[0111] In S308, the automatic setting unit 121 determines whether the acquired event character satisfies a predetermined first condition. Here, the predetermined first condition is a condition that is established based on the result of comparing specific parameters, in this case, rarities, common to the acquired event character and the event character already set in the target setting frame. Specifically, the automatic setting unit 121 first identifies the rarity of the event character already set in the target setting frame by referencing the setting frame related data D1500 and identifying the identification number associated with the current character identification field A1502 of the target setting frame. Next, the automatic setting unit 121 compares the rarity of the acquired event character with the rarity of the event character already set in the target setting frame. If the comparison results in a higher rarity of the acquired event character than the rarity of the event character already set in the target setting frame, the automatic setting unit 121 determines that the first condition is met; otherwise, the automatic setting unit 121 determines that the first condition is not met. If the first condition is met, i.e., if the rarity of the acquired event character is high, it is generally assumed that the user will perform an operation to replace the event character in order to advance advantageously in the option game. Therefore, in order to improve user operability, the process proceeds to S310 so that the process can proceed to automatically set the event character in the setting frame. On the other hand, if the first condition is not met, that is, if the rarity of the acquired event character is not high, it is generally assumed that the user will not perform an operation to replace the event character, and the automatic setting process 2 is terminated and the process returns to the flowchart of Figure 16. By such processing, when character A of rarity SR is acquired in the example of Figure 10(b), a process can be realized in which an event character of character A of rarity SR is automatically set in setting frame 201a as shown in the example of Figure 11.
[0112] In S310, the automatic setting unit 121 determines whether a predetermined second condition is satisfied. Here, the predetermined second condition is a condition that is met when the manual setting unit 122 sets an event character in the target setting frame. Specifically, the automatic setting unit 121 references the setting frame related data D1500 and determines that the second condition is satisfied if the setting method field A1503 stores information indicating that the manual setting unit 122 set an event character in the target setting frame, i.e., that the setting was made by the manual setting function. On the other hand, the automatic setting unit 121 determines that the second condition is not satisfied if the setting method field A1503 stores information indicating that the automatic setting unit 121 set an event character in the target setting frame, i.e., that the setting was made by the automatic setting function. If the second condition is satisfied, i.e., if an event character manually selected by the user is set in the target setting frame, it is assumed that the user has set an event character that emits a desired effect image and sound effect. Therefore, the process proceeds to S312, where there is room to prevent the event character from being automatically set in the setting slot, in accordance with the user's wishes. On the other hand, if the second condition is not met, that is, if the event character is automatically set in the target setting slot, it is assumed that the user will perform an operation to replace the event character as usual in order to advance the option game advantageously. Therefore, in order to improve user operability, the process proceeds to S314, where the event character can be automatically set in the setting slot. By such processing, if in the example of Figure 11 character A of rarity SR is manually set to character A of rarity N in setting frame 201a, processing can be realized in which the setting of character A1201a of rarity N is maintained in setting frame 201a even if rarity PN, R, or PR is acquired and owned.
[0113] In S312, the automatic setting unit 121 determines whether the rarity of the acquired event character is higher than the highest rarity of an event character previously set in the target setting slot. Specifically, the automatic setting unit 121 references the setting slot related data D1500 and identifies the rarity associated with the past rarity column A1504 of the target setting slot. The automatic setting unit 121 compares the identified rarity with the rarity of the acquired event character, and if the rarity of the acquired event character is higher, proceeds to S314. If the rarity of the acquired event character is higher than the highest rarity of an event character previously set in the target setting slot, it is assumed that the user will perform an operation to replace the event character to advance the option game advantageously, as usual. Therefore, to improve user operability, proceeds to S314, which is a process of automatically setting the event character to the setting slot. On the other hand, if the rarity of the acquired event character is not higher, the automatic setting process 2 is terminated and the process returns to the flowchart of FIG. 16 so that the event character is not automatically set in the setting slot. 11, if a character A of rarity SR is manually changed to a character A of rarity N in setting frame 201a, a process can be realized in which a character A of rarity PSR, which is higher than the highest rarity SR in the past, is acquired, and a character A of rarity PSR is automatically set in setting frame 201a. On the other hand, a process can be realized in which a character A of rarity PN, R, or PR is acquired and owned, and the setting of character A 1201a of rarity N is maintained in setting frame 201a.
[0114] In S314, the automatic setting unit 121 newly sets the acquired event character in the target setting frame, replacing the event character currently set in the target setting frame. Specifically, the automatic setting unit 121 stores the identification number of the acquired event character in place of the identification number currently associated with the current character identification field A1502 in the setting frame related data D1500. For example, in the example of the event character ownership data D400 in FIG. 4, when character A with identification number ID1016 (PSR) is acquired, regardless of whether character A with identification number ID1011 (N) is manually set in the first setting frame or character A with identification number ID1014 (PR) is automatically set, identification number ID1016 (PSR) is stored in the current character identification field A1502 of the first setting frame in the setting frame related data D1500 in FIG. 15. In this way, by associating the target setting frame with the identification number of the event character, the event character is automatically set in the target setting frame. In addition, if an event character is automatically set in the target setting frame, the event character that is currently automatically set in the target setting frame will be set to a rarity that is even higher than the highest rarity in the past.
[0115] Furthermore, the type of event character that can be set in the target setting frame is limited to the type of type number associated with the character type column A1501 of the setting frame related data D1500. Therefore, in S314, an event character of the same type as the event character currently set in the target setting frame is newly set in the target setting frame. There are cases where the user does not want different types of event characters to be automatically set in the target setting frame, and by automatically setting objects of the same type in the target setting frame, it is possible to set an event character that suits the user's intention in the target setting frame.
[0116] In S316, the automatic setting unit 121 updates the setting slot related data D1500 stored in the setting slot data DT4. Specifically, the automatic setting unit 121 stores information in the setting method column A1503 of the setting slot related data D1500 indicating that the automatic setting unit 121 has set an event character in the target setting slot, i.e., information indicating that the setting was made by the automatic setting function. In addition, the automatic setting unit 121 replaces the rarity in the past rarity column A1504 of the setting slot related data D1500 with the rarity of the event character set in S314. Alternatively, the automatic setting unit 121 stores the rarity of the event character set in S306 in the past rarity column A1504 of the setting slot related data D1500.
[0117] In this way, the automatic setting unit 121 improves user operability by automatically setting an event character in a setting frame when the rarity of the acquired event character is higher than the rarity of the event character already set in the target setting frame, etc. After that, the automatic setting unit 121 returns to the flowchart of FIG.
[0118] In S106, the game control unit 120 executes a game in which the user controls a pitcher character to play against a batter character of the opposing team and eliminates blocks arranged in a predetermined area with a ball pitched by the pitcher character. At this time, the game control unit 120 activates the skill of the event character set in the setting frame when a skill activation condition is satisfied. For example, if the user manually sets an event character with a rarity that produces a desired visual effect or sound effect, the skill activation allows the user to view the desired visual effect or sound effect. The game control unit 120 executes a game for each of the batter characters in their first through third at-bats, and ends the flowchart of FIG. 16 when the match for the third batter character ends. At this time, the game control unit 120 may allow the user to acquire a new event character or in-game currency or items that can be used in the main game or optional games, depending on the points awarded.
[0119] Fig. 19 is a flowchart showing an example of manual setting processing in the game device 10 according to this embodiment. The flowchart in Fig. 18 is started when the user issues an instruction to manually set an event character in the setting frame via the operation unit 105. Specifically, the flowchart in Fig. 19 is started when the deck setting button B102 is selected from the main menu screen G100 shown in Fig. 1.
[0120] In S400, the manual setting unit 122 reads out the setting frame related data D1500 stored in the setting frame data DT4. In S402, the manual setting unit 122 displays the deck setting screen G200 on the display unit 106 based on the read setting frame related data D1500. In S404, the manual setting unit 122 determines whether an instruction to change the event character set in the setting frame has been issued. Specifically, the manual setting unit 122 determines whether any of the change buttons B205a, B205b, and B205c on the deck setting screen G200 has been selected. If no instruction to change has been issued, the process waits for an instruction to change. If an instruction to change has been issued, the process proceeds to S406. As described above, the change buttons B205a, B205b, and B205c correspond to the setting frames 201a, 201b, and 201c, respectively. For example, if the user wants to change the event character in the setting frame 201a, the user selects the change button B205a. Here, the setting frame corresponding to the selected change button is referred to as the target setting frame.
[0121] In S406, the manual setting unit 122 displays information about the event characters that can be set in the target setting frame. Specifically, the manual setting unit 122 references the setting frame related data D1500 and identifies the type number associated with the character type column A1501 of the target setting frame. Next, the manual setting unit 122 references the event character possession data D400 and extracts the identification number of the event character that is associated with the identified type number from among the owned event characters. The manual setting unit 122 displays the event characters on the display unit 106 so that they can be selected based on the extracted identification number. Therefore, for example, the event characters that can be set in the target setting frame are displayed as shown on the selection screen G1200 in FIG. 12 . The manual setting unit 122 displays information about the rarity and skills of the event characters by referencing the event character table TBL300.
[0122] In S408, the manual setting unit 122 determines whether or not an event character to be set in the target setting frame has been selected. Specifically, the manual setting unit 122 determines whether or not the user has selected one of the event characters displayed on the selection screen G1200. If no event character has been selected, the process waits for selection, and if one has been selected, the process proceeds to S410. In S410, the manual setting unit 122 sets the selected event character in the target setting frame. Specifically, the manual setting unit 122 stores the identification number of the selected event character in the current character identification field A1502 of the target setting frame in the setting frame related data D1500. In this way, by associating the target setting frame with the identification number of the event character, the event character can be manually set in the target setting frame.
[0123] In S412, the manual setting unit 122 updates the setting frame related data D1500 stored in the setting frame data DT4. Specifically, the manual setting unit 122 stores, in the setting method column A1503 of the setting frame related data D1500, information indicating that the manual setting unit 122 has set an event character in the target setting frame, i.e., that the setting has been made by the manual setting function. In this way, the manual setting unit 122 can set an event character that is in line with the user's intention by setting the event character selected by the user in the target setting frame. Thereafter, the manual setting unit 122 displays the main menu screen G100 in response to selection of the back button B206, thereby ending the flowchart of FIG.
[0124] As described above, according to this embodiment, a program for setting an event character to be used in a game among event characters owned by a user in a setting frame includes a first setting step of setting an event character selected by the user in the setting frame, and a second setting step of, if the user owns an event character that satisfies a predetermined first condition, newly setting an event character that satisfies the predetermined first condition in the setting frame instead of the event character set in the setting frame. Therefore, by automatically setting an event character that satisfies the predetermined first condition in the setting frame, the user does not need to manually set the event character in the setting frame, thereby improving user operability.
[0125] Furthermore, according to this embodiment, the predetermined first condition is a condition that is met based on the result of comparing the rarities of the event characters. Based on the result of comparing the rarities of the event characters, the event characters owned by the user are automatically set in the setting slots, eliminating the need for the user to manually set the event characters in the setting slots, thereby improving user operability.
[0126] Furthermore, according to this embodiment, in the second setting step, an event character of the same type as the event character set in the setting frame is newly set in the setting frame. By automatically setting the same type of event character in the setting frame, an event character that is more in line with the user's intention is set in the setting frame.
[0127] Furthermore, according to this embodiment, in the second setting step, even if the user owns an event character that satisfies the predetermined first condition, if the predetermined second condition is also satisfied, the event character that satisfies the predetermined first condition is not newly set in the setting frame. By not automatically setting the event character in the setting frame when the predetermined second condition is satisfied, it is possible to prevent an event character that does not conform to the user's intention from being set in the setting frame.
[0128] Furthermore, according to this embodiment, the predetermined second condition is a condition that is established in response to an event character being set in a setting frame by the first setting step. When an event character selected by a user is set in a setting frame, the event character is not automatically set in the setting frame, thereby preventing an event character that does not conform to the user's intention from being set in the setting frame.
[0129] Furthermore, according to this embodiment, in the second setting step, regardless of whether an event character is set in a setting frame by the first setting step or the second setting step, if an event character of the same type as an event character previously set in a setting frame and of a higher rarity than the event character previously set in the setting frame is owned, the event character of higher rarity is newly set in the setting frame. Even if an event character selected by the user is set in the setting frame, an event character of higher rarity than the previous event character is automatically set in the setting frame, so that an event character that meets the user's intention is set in the setting frame.
[0130] Furthermore, according to this embodiment, a plurality of event characters used in the game can be set in setting frames, and in the first setting step or the second setting step, the event characters are set for each of the plurality of setting frames. By automatically setting an event character that satisfies a predetermined first condition for each of the plurality of setting frames, the user does not need to manually set the event character for each setting frame, thereby improving user operability.
[0131] Furthermore, according to this embodiment, each event character is associated with a rarity and a type of attribute information different from the rarity. The user can select an event character to set in a setting frame based on the attribute information.
[0132] Furthermore, according to this embodiment, rarity is information that affects the advantage in the game, and the attribute information is information that affects the advantage in the game less than rarity or does not affect the advantage in the game. A user can select an event character to set in a setting frame based on the attribute information.
[0133] According to this embodiment, the attribute information is at least one of image information and sound information, which differs for each object. The user can select an event character to set in the setting frame based on the image information and sound information.
[0134] Furthermore, according to this embodiment, in the second setting step, if the user no longer owns the event character set in the setting frame, or if no event character is set in the setting frame, an event character owned by the user is automatically set in the setting frame. If the user no longer owns the event character set in the setting frame, or if no event character is set in the setting frame, the event character is automatically set in the setting frame, eliminating the need for the user to manually set the event character in the setting frame, thereby improving user operability.
[0135] [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.
[0136] In the above-described embodiment, the main game and the optional game are described as being games related to baseball games, but this is not limited to this case and can be applied to a variety of games regardless of game format or genre, such as sports games (games based on soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or training games.
[0137] In the above-described embodiment, a case where an event character is set in the setting frame has been described, but this is not limited to this, and a character that appears in the game may also be set. For example, if the game is a sports game, a player character that will participate in the match from among the player characters owned by the user may be automatically set. In this case, it is not limited to the case where a player character with the same character name as the player character set in the setting frame is automatically set in the setting frame, but a player character in the same defensive position as the player character set in the setting frame may also be automatically set in the setting frame. Furthermore, a player character with higher abilities than the ability of the player character set in the setting frame may be automatically set in the setting frame. Furthermore, for example, when the game is an adventure game, a simulation game, a role-playing game, or a training game, characters and items that appear in the game may be automatically set from among the characters owned by the user and the items used by the characters in the game. In this case, it is not limited to automatically setting in the setting frame a character with the same character name or an item with the same item name as the character or item set in the setting frame, but a character or item of the same type as the character or item set in the setting frame may also be automatically set in the setting frame. Furthermore, a character or item with higher abilities than the abilities of the character or item set in the setting frame may be automatically set in the setting frame.
[0138] In the above-described embodiment, the case where an event character is set in the setting frame for an optional game is described, but this is not limited to this case, and the same can be applied when an event character is set in the setting frame of the deck setting screen for the main game. In the above-described embodiment, an example was described in which an event character is set in three setting frames, but this is not limited to this case, and an event character may be set in one setting frame, two setting frames, or four or more setting frames.
[0139] In the above embodiment, a case has been described in which the timing for newly setting an event character in a setting frame, instead of the event character set in the setting frame, is the timing for starting an optional game, but this is not limited to this, and the timing may be the timing when the event character is acquired. Also, the timing may be a predetermined timing between the timing when the event character is acquired and the timing when the optional game is started.
[0140] 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 server device 30 may hold at least any of the event character data DT1, the owned character data DT2, the game data DT3, and the setting frame data DT4, 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.
[0141] [5. Notes] From the above description, the present invention can be understood, for example, as follows.
[0142] (1-1) A program according to an embodiment of the present invention is a program for setting a use object to be used in a game from among objects owned by a user, and causes a computer to execute a first setting step of setting an object selected by the user as the use object, and a second setting step of, if the user owns an object that satisfies a predetermined first condition, newly setting an object that satisfies the predetermined first condition as the use object in place of the set use object.
[0143] (1-12) A game control method according to an aspect of the present invention is a game control method for setting a use object to be used in a game from among objects owned by a user, and is characterized by having a first setting step for setting an object selected by the user as the use object, and a second setting step for, when the user owns an object that satisfies a predetermined first condition, newly setting an object that satisfies the predetermined first condition as the use object instead of the set use object.
[0144] (1-13) A game device according to an aspect of the present invention is a game device that sets a use object to be used in a game from among objects owned by a user, and is characterized by having a first setting means that sets an object selected by the user as a use object, and a second setting means that, when the user owns an object that satisfies a predetermined first condition, newly sets an object that satisfies the predetermined first condition as a use object instead of the set use object.
[0145] (1-14) A game system according to an embodiment of the present invention is a game system that sets a use object to be used in a game from among objects owned by a user, and is characterized by having a first setting means that sets an object selected by the user as a use object, and a second setting means that, when the user owns an object that satisfies a predetermined first condition, newly sets an object that satisfies the predetermined first condition as a use object instead of the set use object.
[0146] According to the inventions relating to (1-1), (1-12), (1-13) or (1-14) above, an object that satisfies a predetermined first condition is automatically set as the object to be used, which eliminates the need for the user to manually set an object as the object to be used, thereby improving user operability.
[0147] (1-2) In the aspect of the present invention, in the above aspect (1-1), the predetermined first condition may be a condition that is met based on a result of comparing specific parameters common to each object. According to the above aspect (1-2), an object owned by the user is automatically set as a target object for use based on a result of comparing specific parameters common to each object, thereby eliminating the need for the user to manually set an object as a target object for use, thereby improving user operability.
[0148] (1-3) In the above aspect of the present invention, in the above aspect (1-1) or (1-2), the second setting step may be configured to newly set an object of the same type as the object set as the use object as the use object. According to the above aspect (1-3), an object of the same type is automatically set as the use object, so that an object that is more in line with the user's intention is set as the use object.
[0149] (1-4) In the aspects of the present invention, in any of the above aspects (1-1) to (1-3), in the second setting step, even if the user owns an object that satisfies the predetermined first condition, if a predetermined second condition is satisfied, the object that satisfies the predetermined first condition may not be newly set as a use target object. According to the above aspect (1-4), if a predetermined second condition is satisfied, by not automatically setting an object as a use target object, it is possible to prevent an object that does not conform to the user's intention from being set as a use target object.
[0150] (1-5) In the aspect of the present invention, in the above aspect (1-4), the predetermined second condition may be a condition that is met in response to an object being set as a use object in the first setting step. According to the above aspect (1-5), when an object selected by a user is set as a use object, the object is not automatically set as a use object, thereby preventing an object that does not conform to the user's intention from being set as a use object.
[0151] (1-6) In the aspect of the present invention, in the above aspect (1-5), in the second setting step, regardless of whether the use target object was set in the first setting step or the second setting step, if the user owns an object of the same type as the object previously set as the use target object and having a specific parameter that is more significant than that of the object previously set as the use target object, the object having the specific parameter that is more significant may be newly set as the use target object. According to the above aspect (1-6), even if an object selected by the user is set as the use target object, the object having the more significant parameter in the past is automatically set as the use target object, so that an object that conforms to the user's intention is set as the use target object.
[0152] (1-7) In the aspects of the present invention, in any of the above aspects (1-1) to (1-6), a plurality of use objects to be used in the game can be set, and in the first setting step or the second setting step, an object may be set for each of the plurality of use objects. According to the above aspect (1-7), an object that satisfies a predetermined first condition is automatically set for each of the plurality of use objects, eliminating the need for the user to manually set an object for each use object, thereby improving user operability.
[0153] (1-8) In the aspects of the present invention, in any of the above aspects (1-1) to (1-7), each object may be associated with a specific parameter and attribute information of a type different from the specific parameter. According to the above aspect (1-8), the user can select an object to be set as the target object based on the attribute information.
[0154] (1-9) In the above aspect of the present invention, in the above aspect (1-9), the specific parameter may be information that affects the advantage in the game, and the attribute information may be information that affects the advantage in the game less than the specific parameter, or that does not affect the advantage in the game. According to the above aspect (1-9), the user can select an object to be set as the use object based on the attribute information.
[0155] (1-10) In the aspects of the present invention, in either of the above aspects (1-8) or (1-9), the attribute information may be at least one of image information and sound information that differs for each object. According to the above aspect (1-10), the user can select an object to be set as the target object based on the image information and sound information.
[0156] (1-11) In the aspects of the present invention, in any of the above aspects (1-1) to (1-10), in the second setting step, if the user no longer owns the object set as the use target object, or if no object is set as the use target object, an object owned by the user may be set as the use target object. According to the above aspect (1-11), if the user no longer owns the object set as the use target object, or if no object is set as the use target object, the object is automatically set as the use target object, thereby eliminating the need for the user to manually set the object as the use target object, thereby improving user operability.
[0157] Although the present invention has been described above in conjunction with the above-mentioned embodiments, the present invention is not limited to only the above-mentioned embodiments, and modifications 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]
[0158] 1: Game system 10: Game device 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: Automatic setting unit 122: Manual setting unit G100: Main menu screen B101: Game start button B102: Deck setting button G200: Deck setting screen 201a-201c: Setting frame A202: Character display area A203: Rarity display area A204: Skill display area B205a, B205b, B205c: Change button B206: Back button TBL300: Event character table A301: Character name field A302: Character type field A303: Rarity field A304: Character identification field A305: Skill field A306: Image field A307: Sound effect column D400: Event character ownership data A401: Character type column A402: Character identification column G500: Waiting screen CH501: Pitcher character CH502: Batter character I503: Game status display items A504: Pitching zone area A505: Strike determination area A506: Ball determination area A507: Waiting zone area A508: Pitch type selection area A510: Event character display area B601, B602: Blocks G700a, G700b: Performance display screen I701a, I701b: Event character image A702a, A702b: Skill display area N703a, N703b: Sound effects B801~B808: Blocks B811~B818: Blocks B901: Blocks G1100: Deck setting screen G1200: Selection screen 1201a, 1201d, 1201e: Character A D1500: Setting frame related data A1501: Character type column A1502: Current character identification column A1503: Setting method column A1504: Past rarity column
Claims
[Claim 1] A program for setting a target object to be used in a game from among objects owned by a user, comprising: a first setting step of setting an object selected by a user as a target object to be used; and a second setting step of, when the user owns an object that satisfies a predetermined first condition, newly setting the object that satisfies the predetermined first condition as the object to be used in place of the set object to be used.
Citation Information
Patent Citations
Game managing device, game system, method of managing game, and program
JP2014233323A