Computer program, game system used therein, and control method

The game system addresses skill overlap bias by determining and calculating effects based on activated objects, enhancing strategic diversity and reducing reliance on high-level characters.

JP2026083236APending Publication Date: 2026-05-19KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KONAMI DIGITAL ENTERTAINMENT CO LTD
Filing Date
2026-03-03
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

In games where skills with the same type of effect overlap, only the highest-level skill with the strongest effect is activated, leading to a bias towards characters capable of activating that skill, limiting strategic diversity.

Method used

A computer program and game system that determines a target effect to be applied based on the number of activated objects satisfying specific activation conditions, calculating the effect amount using an effect amount calculation means.

Benefits of technology

Enhances strategic elements by allowing multiple skills to contribute to the game effect, reducing bias towards high-level characters and increasing strategic depth.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This program provides a computer program that allows for the creation of new strategic approaches. [Solution] The computer program PG2 uses a monitor MO that displays a team including players selected by the user, and a touch sensor TS that inputs the user's touch operations (instructions) regarding that team, to cause a control unit 31 (computer) incorporated into a game machine 3 that provides a baseball game to function as follows: That is, it functions as a means for determining which skills to actually be applied to the baseball game from among multiple skills corresponding to multiple activation conditions that utilize different requirements for each player on the team, according to a predetermined determination method that utilizes the number of players on the team that satisfy the activation conditions for each skill, and as a means for calculating the effect amount of the applied skills according to that number.
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Description

Technical Field

[0001] The present invention relates to a computer program or the like applied to a computer incorporated in a game system that provides a game using an object group, using an output device including a display device that displays an object group including an object selected by a user, and an input device that inputs a user instruction regarding the object group.

Background Art

[0002] There is a game system that provides a game using an object group, using an output device including a display device that displays an object group including an object selected by a user, and an input device that inputs a user instruction regarding the object group. For example, games played through various character objects are known (see, for example, Non-Patent Document 1).

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the game described in Non-Patent Document 1, skills of the same type (skills with the same type of effect) may overlap. In this case, only the highest-level skill with the strongest effect is activated. In this game, the value of the highest-level skill with the strongest effect is absolutely high, so there is a tendency for its use to be biased towards characters who can activate that skill.

[0005] Therefore, the present invention aims to provide a computer program or the like that can incorporate new strategic elements. [Means for solving the problem]

[0006] The present invention provides a computer that is incorporated into a game system that provides a game using the object group, utilizing an output device including a display device that displays a group of objects including an object selected by a user, and an input device for inputting user instructions regarding the object group. The computer is configured to function as a target determination means that determines, according to a predetermined determination method that uses the number of activated objects, which is the number of objects in the object group that satisfy the activation conditions for each effect, a target effect to be applied to the game from among a plurality of effects corresponding to a plurality of activation conditions that utilize different requirements for the object group, and an effect amount calculation means that calculates the effect amount of the target effect according to the number of activated objects.

[0007] On the other hand, the present invention is a game system that provides a game using an object group, utilizing an output device including a display device that displays an object group including an object selected by a user, and an input device for inputting user instructions regarding the object group, and comprises: a target determination means that determines, among a plurality of effects corresponding to a plurality of activation conditions that utilize different requirements for the object group, a target effect to be applied to the game, according to a predetermined determination method that utilizes the number of activation objects, which is the number of objects in the object group that satisfy the activation conditions for each effect; and an effect amount calculation means that calculates the effect amount of the target effect according to the number of activation objects.

[0008] Furthermore, the control method of the present invention involves using an output device including a display device that displays a group of objects including an object selected by a user, and an input device that inputs user instructions regarding the group of objects, to cause a computer incorporated into a game system that provides a game using the group of objects to execute a target determination procedure that determines, according to a predetermined determination method that uses the number of activated objects, which is the number of objects in the group of objects that satisfy the activation conditions for each effect, a target effect to be applied to the game from among a plurality of effects corresponding to a plurality of activation conditions that utilize different requirements for the group of objects, and an effect amount calculation procedure that calculates the effect amount of the target effect according to the number of activated objects. [Brief explanation of the drawing]

[0009] [Figure 1] A diagram showing the schematic configuration of a network system to which a game system according to one embodiment of the present invention is applied. [Figure 2] A functional block diagram showing the essential components of the control system of a network system. [Figure 3] A schematic diagram showing an example of a home screen. [Figure 4] A schematic diagram showing an example of an order screen. [Figure 5]A schematic diagram illustrating an example of a skills list screen. [Figure 6] A diagram showing an example of the information each character possesses, presented in a table format. [Figure 7] A diagram showing an example of the information each skill possesses, presented in a table format. [Figure 8] A diagram used to explain the details of each category in a table format. [Figure 9] An explanatory diagram illustrating one example of how to determine applicable skills. [Figure 10] An explanatory diagram illustrating an example of skill application. [Figure 11] A diagram showing an example of appearance types in a table format. [Figure 12] An explanatory diagram illustrating an example of the flow of a match. [Figure 13] A schematic diagram illustrating an example of a momentum screen. [Figure 14] A schematic diagram illustrating an example of the personal momentum screen. [Figure 15] A flowchart illustrating an example of the procedure for determining applicable skills. [Figure 16] A flowchart illustrating an example of the procedure for processing the first skill. [Figure 17] A flowchart illustrating an example of the procedure for processing the second skill. [Modes for carrying out the invention]

[0010] Hereinafter, a game system (a game system according to one embodiment of the present invention) in which a computer program according to one embodiment of the present invention is implemented will be described with reference to the attached drawings.

[0011] (Overall structure) First, with reference to Figure 1, the overall configuration of a network system to which a game system according to one embodiment of the present invention is applied will be described. As shown in Figure 1, the network system 1 is configured as a client-server type system including a central server 2 and a plurality of game machines 3 as client devices that can be connected to the central server 2 via a predetermined network 5.

[0012] The center server 2 is configured as a single logical server device by combining server units 2A, 2B,... as a plurality of computer devices. However, the center server 2 may be configured by a single server unit. Alternatively, the center server 2 may be logically configured using cloud computing.

[0013] The game machine 3 is an example of a game device and is a computer device that provides a predetermined game. The game machine 3 implements a computer program according to an aspect of the present invention and functions as a game system according to an aspect of the present invention in the network system 1. The game machine 3 may include various game devices (computer devices) that provide games. In the example of FIG. 1, three types of game machines 3A, 3B, and 3C are shown as the game machine 3.

[0014] The game machine 3A is configured as a commercial (business-use) game machine that allows a user to play a game within a range corresponding to the play fee in exchange for payment of a predetermined consideration. This type of game machine 3 is sometimes called an arcade game machine. The game machine 3A (hereinafter sometimes referred to as the arcade game machine 3) is often installed in a predetermined facility such as a store for the main purpose of allowing a large number of users to repeatedly play a game to increase profits.

[0015] On the other hand, game consoles 3B and 3C are configured as user terminal devices for personal use by users. User terminal devices are computer devices that are network-connected and used for personal purposes by users. User terminal devices include various computer devices such as stationary or book-type personal computers (PCs), stationary home game consoles, portable game consoles, portable tablet devices, and mobile phones including smartphones. Various user terminal devices can be used as game consoles 3B and 3C. In Figure 1, a PC and a smartphone are shown as examples of game consoles 3B and 3C. Hereinafter, game consoles 3B and 3C may be referred to as PC3B or smartphone3C, respectively, and when they are not distinguished, they may be referred to as personal game console 3. In the example in Figure 1, multiple types of game consoles 3 are connected to the center server 2, but only one type of game console 3 may be connected to the center server 2, and the number of such consoles may be appropriate.

[0016] Personal game console 3 can provide users with various services offered by central server 2 by implementing various computer software. Personal game console 3 functions as a game console 3 by implementing game applications (hereinafter sometimes referred to as game apps) as such software. Game apps may be paid or distributed free of charge. Furthermore, whether distributed for a fee or free of charge, they may include appropriate in-app purchases based on game progress, etc.

[0017] The specified game may be any game that uses a set of objects, including objects selected by the user. For example, it may be a role-playing game or a simulation game. Game console 3 provides a baseball game as an example of the specified game. The baseball game is a type of competitive game that simulates the sport of baseball. The baseball game is played through characters displayed as objects on the game screen. Characters include not only human concepts but also various concepts that can be given personality traits, such as animals and objects (e.g., vehicles). Characters (objects) may be represented as appropriate on the game screen, either in a virtual three-dimensional representation or as cards. Furthermore, characters may be players or managers. Alternatively, they may play other roles in the baseball game. In addition, characters may be directly controlled by the user or indirectly controlled through automatic control according to various instructions from the user.

[0018] Baseball games can be classified into different game types, such as action games or simulation games, depending on the type of controls. Alternatively, they can be classified according to the character's role, such as whether they are a player or a manager. Furthermore, baseball games can be played in multiple game modes depending on the type of game. For example, baseball games are played in a "turn-to-play" mode (this is just one example of a game mode, and can be expressed by any appropriate name). A turn-to-play mode is a type of game mode in which the user controls players (either some or all) in specific situations within the baseball game. In this mode, the player's actions are controlled by the user in situations (situations) determined by predetermined rules, such as random or user-defined situations (for example, scoring opportunities). The game itself may also determine the situations, such as random or pinch / opportunity situations. The user's control can be direct or indirect (such as tactical instructions).

[0019] Network 5 may be configured as appropriate, as long as it allows the game console 3 to be connected to the central server 2. For example, network 5 includes the internet as a WAN, and various connection equipment or devices such as LANs or access points (APs) that connect the central server 2 and the game console 3 to the internet.

[0020] The central server 2 provides various game console services related to the baseball game to the game console 3 or its users. The game console services may include, for example, a distribution service or a matching service. The distribution service is a service that distributes and updates programs or data via the network 5. The central server 2 distributes various programs or data necessary for providing the baseball game to each game console 3 as appropriate through such distribution services. The matching service is a service that matches opponents in a match (or cooperators if cooperative play is included). In addition, the game console services may appropriately include, for example, an authentication service that receives user identification information from the game console 3 and authenticates the user, and a service that receives and stores data such as the usage history of authenticated users from the game console 3. Alternatively, the above services, such as a matching service when the opponent is a computer, may be omitted as appropriate.

[0021] (Control system for network systems) Next, with reference to Figure 2, the main components of the control system of the network system 1 will be described. First, the center server 2 is equipped with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that performs various calculation processes and operation controls according to a predetermined computer program, with internal memory and other peripheral devices necessary for its operation.

[0022] The storage unit 22 is an external storage device that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data within a single storage unit, or it may be configured to distribute and store data across multiple storage units. The storage unit 22 stores a server program PG1 as an example of a computer program that causes the control unit 21 to execute processing necessary to provide various services to the user. The storage unit 22 also stores server data SD necessary for providing services for the game machine, etc. Server data SD may include various types of data. Figure 2 shows play data PD, character data CD, team data TD, and skill data LD as examples.

[0023] Play Data PD is data that manages information about gameplay performance for each user. For example, a baseball game may have various possessions such as items, and the possessions owned by each user are managed by Play Data PD. Character Data CD is data that defines each character that appears in the baseball game. Character Data CD contains information about various parameters associated with each character. The parameters of each character may change (e.g., grow) through gameplay. In that case, the change in parameters (the difference from the parameters defined in Character Data CD) is managed, for example, by Play Data PD.

[0024] Team Data TD is information used to manage each team that appears in the baseball game. Each player (character) belonging to each team is also managed in Team Data TD. Each player belonging to each team may be set as appropriate. For example, each team may be composed of fixed players that have been prepared in advance (which may be replaced at appropriate intervals). Alternatively, the addition of players owned by the user (for example, managed in Play Data PD), players rented from other users or the administrator of the baseball game (program), etc., may be permitted as appropriate, and all or some of the players belonging to a team may be composed of players owned by the user. Owned players may be assigned to the user as appropriate, for example, by lottery, purchase, or distribution by the administrator of the baseball game (program), etc. Furthermore, whether each team is composed of fixed players or allows user additions, the selection (formation) of players who will play in the game (starters), players who may play (reserves), and players who will not play (players who were not selected for either the starters or reserves) is permitted from a predetermined group of players. This selection may be permitted only for a portion of the starters, etc. In this case, the remaining players may be automatically set to the most preferable combination based on the selected players, for example, or they may be set fixedly in advance. Alternatively, the selection of all starters and reserves may be permitted. As an example, each team may include fixed players and players owned by the user, and the selection (formation) of all players for the starters and reserves may be permitted. In this case, the results of the formation of the starters, etc. may be managed separately as temporary data, but as an example, they may be managed in the team data TD and shared with the opponent (other game console 3).

[0025] Skill Data LD is data that defines the various skills (effects) available in a baseball game. Baseball games include various skills that can give an advantage or disadvantage in a match. Each skill can be assigned to various elements (including one of these, or appropriate combinations) such as the stadium (game field), equipment (items) like bats, player abilities, or team abilities. Furthermore, the elements to which a skill applies may differ. As an example, it can be set as an effect applied to the team (including effects applied individually to each player on the team). Each skill has activation conditions that require information (characteristics) about each player on the team. Each activation condition has different requirements for each player. Then, one or more skills that meet the activation conditions are applied to the team after it has been formed. Skill Data LD manages the information each skill possesses, such as its activation conditions.

[0026] Furthermore, the Server Data SD may include appropriate data for realizing various services, and may also include ID management data for managing various IDs such as user IDs for identifying each user. In addition, Play Data PD, Character Data CD, and Team Data TD are part of Game Data GD. The Server Data SD may also include appropriate Game Data GD, such as image data for displaying various images for the game screen, or audio data for playing game sounds (including background music).

[0027] The control unit 21 is equipped with various logical devices realized through a combination of the control unit 21's hardware resources and the server program PG1 as a software resource. Figure 2 shows the game machine service management unit 24 as an example. The game machine service management unit 24 is a logical device that executes various processes to realize the aforementioned game machine services for the game machine 3. Input devices such as keyboards and output devices such as monitors may be connected to the control unit 21 as needed. However, these are not shown in the illustration.

[0028] On the other hand, the game console 3 is equipped with a control unit 31 as a computer and a memory unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU, which is an example of a processor that performs various processes according to a predetermined computer program, with internal memory and other peripheral devices necessary for its operation.

[0029] The memory unit 32 is an external storage device that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor memory device. The memory unit 32 stores a game program PG2 as an example of a computer program that causes the control unit 31 to execute various processes necessary to provide services such as games. The memory unit 32 also stores game data GD necessary for providing games. The game data GD may appropriately include various types of game data such as image data, audio data, or ID management data. Figure 2 shows play data PD, character data CD, team data TD, and skill data LD as examples.

[0030] Game data GD may be stored in the memory unit 32 by an appropriate method. For example, it may be pre-installed on the game console 3, or it may be stored in the memory unit 32 via various recording media. As an example, play data PD, character data CD, team data TD, and skill data LD are provided from the center server 2 through a distribution service.

[0031] The control unit 31 is configured with various logical devices through a combination of the control unit 31's hardware resources and the game program PG2 as software resources. The control unit 31 performs various processes necessary for providing the game (including processes necessary to enjoy the game machine services provided by the game machine service management unit 24 of the center server 2) via these logical devices. In Figure 2, the progress control unit 33 and the data management unit 34 are shown as examples of logical devices.

[0032] The progress control unit 33 is a logical device that performs various processes related to the progress of the baseball game. For example, the progress control unit 33 executes processes to realize a match (match) (for example, processes that make each character move in the match according to user operations or instructions). The progress control unit 33 also performs processes that provide opportunities to assemble the starting lineup, etc., and display various information (screens) necessary for that. Furthermore, it also performs processes related to the application of skills. For example, as an example of these processes, the progress control unit 33 executes the application skill determination process, the first skill process, and the second skill process. Details of the procedures for the application skill determination process, the first skill process, and the second skill process will be described later.

[0033] The data management unit 34 is a logical device that performs various processes related to the management of game data GD recorded in the memory unit 32. The processes performed by the data management unit 34 include, for example, data acquisition processing, data update processing, and data transmission processing. Data acquisition processing is the process of acquiring game data GD such as play data PD, character data CD, team data TD, and skill data LD from the center server 2. Data update processing is the process of updating the game data GD as appropriate. Similarly, data transmission processing is the process of providing (transmitting) the game data GD to the center server 2.

[0034] Game machine 3 is equipped with appropriate output and input devices depending on the type of game machine 3, such as arcade game machine 3 or personal game machine 3. For example, arcade game machine 3 may be equipped with a control panel as an input device, which has a stick-type control unit for indicating various directions and push-button switches used for various decisions. In addition, a payment collection device may be equipped as an input device for collecting the predetermined price required for the game from the user using cash, substitute coins, medals, electronic currency (including points), credit card functions, etc. Similarly, PC3B is often equipped with an input device such as a keyboard with multiple push buttons or a dedicated controller instead of a control panel. The following describes the case in which a smartphone 3C is used as game machine 3.

[0035] Game device 3 (smartphone 3C) may be equipped with appropriate general-purpose output devices such as a camera and communication device, which are commonly found in smartphones. Figure 2 shows an example of such a device: monitor MO, speaker SP, and touch sensor TS. Monitor MO is a display device for displaying game screens, including various images. Speaker SP is an audio playback device for outputting various sounds, such as background music, sound effects in response to user instructions, or character voices. Both monitor MO and speaker SP are examples of output devices connected to control unit 31 and are controlled according to the output signals from control unit 31. Touch sensor TS is an example of an input device connected to control unit 31 and is a detection device that detects the position of a touch operation. Touch sensor TS is positioned to cover the display surface of monitor MO. It then inputs (outputs) a signal to control unit 31 corresponding to the position of the touch operation (various instructions) on the game screen displayed on monitor MO.

[0036] (Various game screens) Next, with reference to Figures 3 to 5, we will explain some examples of various game screens used in the baseball game. Figure 3 is a schematic diagram showing an example of the home screen. The home screen 50 is the game screen that serves as the starting point for transitioning to other game screens. As shown in Figure 3, the home screen 50 includes selection buttons 51 such as "My Page," "Match," "Order," "Players," "Scout," and "Menu." Each selection button 51 is a virtual push button that should be touched (instructed) to transition to the home screen 50, the match screen, the order screen, the player screen, the scout screen, and the menu screen, respectively. The match screen is the game screen for conducting baseball matches (matches) between teams. The order screen is the game screen for deciding the team composition (order) for a match, such as the starting lineup and reserve members. The scout screen is the game screen for adding new players through scouting (which may be implemented as appropriate, for example, by lottery). The menu screen is the game screen for selecting various menus (functions) provided in the baseball game. The order screen, among the various game screens, will be discussed later.

[0037] The home screen 50 may be provided with various functions in addition to the selection button 51. In the example shown in Figure 3, the home screen 50 is equipped with touch buttons such as “Presents,” “Missions,” “Daily,” “News,” “Baseball Information,” and “Events.” Each touch button is a virtual push button that should be pressed to perform a touch operation (instruction) to transition to the presents screen, cumulative missions screen, daily missions screen, news screen, baseball information (information on various statistics) screen, and event screen, respectively. The descriptions of the presents screen, cumulative missions screen, daily missions screen, news screen, baseball information screen, and event screen are omitted.

[0038] Figure 4 is a schematic diagram showing an example of an order screen. The order screen 60 is displayed when the "Order" selection button 51 is touched on the home screen 50. However, other game screens, such as the menu screen or the match screen, may also have a selection button 51 for transitioning to the order screen 60. The order screen 60 may be configured as appropriate to allow for team formation for a match, and in the example of Figure 4, it is configured so that selections are made for pitchers, fielders, and reserve members. Figure 4(1) shows the order screen 60 when a pitcher is selected, and (2) shows the order screen 60 when a fielder is selected.

[0039] As shown in Figures 4(1) and (2), the order screen 60 includes a target selection button 61, a display switching button 62, an order switching button 63, a player display area 64, a reset button 65, an order menu button 66, a save button 67, and a select button 51. The select button 51 is the same as that on the home screen 50.

[0040] The target selection button 61 is a virtual push button on which a touch operation should be performed to specify the players to be included in the team. The target selection button 61 includes three types of target selection buttons 61: "Pitcher," "Fielder," and "Reserve," for specifying pitchers, fielders, and reserve members as players to be included in the team, respectively. In addition, a highlighting 61A is added to the target selection button 61 that is currently being selected. The display switching button 62 is a virtual push button on which a touch operation should be performed to switch the information of each player displayed in the player display area 64. When a touch operation is performed on the display switching button 62, various information about each player is displayed in the player display area 64.

[0041] The Order Switching Button 63 is a virtual push button on which a touch operation should be performed to select an order list that saves orders (team formations) such as starting lineups and reserve members for each team formation result. When the Order Switching Button 63 is touched, an order list containing each order corresponding to past team formation results is displayed. If the baseball game has various game formats with different opponents or rules, orders may be set for each of those game formats. Past team formation results may include orders set for those various game formats. The order selected in the order list is applied to the display of the player display area 64 on the order screen 60 as the current team formation. The order screen 60 may allow not only the setting of team formations (orders) such as starting lineups and reserve members, but also various settings (selections) related to team formation. For example, the order screen 60 may allow the selection of various positions such as starting pitcher, relief pitcher, closer for pitchers, or left fielder, center fielder, or right fielder for fielders, as well as the batting order. Each order in the order list contains the results of those selections.

[0042] The player display area 64 is an area for displaying each player currently in the team. The player display area 64 includes player icons 68 (partially indicated by symbols) corresponding to each player in the team. The player icons 68 may contain various information about each player, and in the example in Figure 4, they include a player image 68A showing an image of each player, the player's name ("Hachiro," etc.), and their level ("Lv.75," etc.). Each player icon 68 functions as a virtual push button on which a touch operation to instruct settings related to each player should be performed. When a touch operation is performed on each player icon 68, settings (team formation) such as changing defensive positions or swapping with substitute players are executed. In this example, each player icon 68, including the player image 68A and corresponding to each player, functions as an example of an object of the present invention. Furthermore, the team realized in each order functions as a group of objects of the present invention.

[0043] As shown in Figure 4(1), when a pitcher is selected, the player display area 64 displays player icons 68 corresponding to each pitcher among the players in the roster. Then, settings related to each pitcher (such as position) are executed. On the other hand, as shown in Figure 4(2), when a fielder is selected, the player display area 64 displays player icons 68 corresponding to each fielder. Then, settings related to each fielder (such as position) are executed.

[0044] The reset button 65 and the save button 67 are virtual buttons on which touch operations should be performed to reset and save the current selection results (formation results). For example, if a touch operation is performed on the reset button 65, the results (formation results) selected on the current order screen 60 will be reset and returned to the state before transitioning to the order screen 60. On the other hand, if a touch operation is performed on the save button 67, the results selected on the current order screen 60 will be saved and confirmed.

[0045] The Order Menu button 66 is a virtual push button for executing various auxiliary functions related to orders, such as player list, batting order change, order editing, and skill list. When the Order Menu button 66 is touched, the user is given the opportunity to select one of the auxiliary functions, and the selected function is provided. For example, the Player List is an auxiliary function that displays a list of players included in the order selected in the order list. There is no limit to the number of players that make up each team, but as an example, it may be limited to a predetermined number (e.g., 24 players). When the Player List is selected, a game screen is displayed that displays a list of the predetermined number of players that make up the order (team composition). The Batting Order Change is an auxiliary function for changing the batting order. When the Batting Order Change is selected, a game screen for changing the batting order is displayed. The Order Edit is a function that allows the user to load and edit an order that they have previously created and saved.

[0046] The Skill List is a supplementary function that displays a list of each skill that applies to the team after it has been formed. When the Skill List is selected, the Skill List screen is displayed. The Skill List screen is a game screen that displays each skill that applies to the team after it has been formed (including some of the players that make up the team). On the Skill List screen, skills that can be activated (satisfied with the activation conditions) are displayed in a list. The Skill List screen will be explained in more detail later.

[0047] The order screen 60 may include various virtual push buttons as well as information related to team formation. In the example in Figure 4, information such as "Team Spirit" and "Team Cost" is displayed. "Team Cost" is information that shows the current state of the team cost. Each player has a cost set individually according to their ability or level, and that cost is required to include each player in the team (select them for the starting lineup, etc.). Each user has an individually set amount of team cost that they can spend (which may be increased or decreased based on appropriate conditions), and they are required to form a team within the range of that team cost. "Team Cost" ("562 / 1160") displays information about the cost incurred for the current formation (numerator) and the available team cost (denominator). "Team Spirit" is information that shows the current team spirit. Team spirit is a value that affects the development of the game during autoplay (the part of the game that is not played) in matches. Each team has a team spirit set according to the players that are included in the formation. "Team Spirit" displays information about the amount of team spirit in the current formation ("95000"). Team spirit will be discussed further later.

[0048] Figure 5 is a schematic diagram showing an example of a skill list screen. The skill list screen is displayed via a touch operation on the order menu button 66 on the order screen 60. However, the skill list screen may also be accessible from various game screens so that it can be viewed at appropriate times, such as at the start or end of a match. In Figure 5, (1) shows the default display of the skill list screen, (2) shows the detailed display, and (3) shows the overall display. As shown in Figure 5, the skill list screen 70 includes a skill display area 71 and a display change button 72. The display change button 72 is a virtual push button on which a touch operation should be performed to switch the skill display area 71. When a touch operation is performed on the display change button 72, the display of the skill display area 71 is switched in the order of default display, detailed display, and overall display.

[0049] Skill display area 71 is an area for displaying various skills in a list. Skill display area 71 can display various skills as appropriate. For example, in the default display, it is configured to display a list of skills that are applied to the team being formed (hereinafter sometimes referred to as applied skills). If the team is still being formed, skill display area 71 will display the applied skills that are scheduled to be applied after the team is formed. Each skill may be applied without any other conditions if its activation conditions are met, but for example, only some of the skills whose activation conditions are met are determined to be applied skills according to a predetermined determination method. Details of the method for determining applied skills will be described later.

[0050] As shown in Figure 5(1), the skill display area 71 includes an applied skill information section 73 (only a portion of the symbols are shown) in the default (initial) display. The applied skill information section 73 is the part for displaying information about each applied skill. The applied skill information section 73 may display information about each applied skill as appropriate, and in the example in Figure 5, information on the classification icon, skill name, and effect amount is displayed.

[0051] The classification icon indicates the category (classification) to which each applicable skill belongs. Each skill is classified into one of several categories. Each category is assigned a different classification icon. The applicable skill information unit 73 displays the classification icon corresponding to the category to which each applicable skill belongs. Each classification icon is configured appropriately so as to be distinguishable from one another, for example, by displaying the name of the group. In the example in Figure 5, they are distinguished by differences in shape, such as "■" and "◆". In addition, each category has multiple groups. Therefore, multiple skill display areas 71 are displayed so that they belong to the same category. Details of each skill's category and group will be further explained in the description of the skill's information below.

[0052] Skill names are information indicating the name of each skill. Effect amounts are information indicating the degree of effect applied when each skill is activated. The effect amount of each skill is determined (calculated) based on the number of players in the team after formation who meet the activation conditions. This calculation may be determined by an appropriate logic that utilizes the number of players who meet the activation conditions, and as an example, it is determined by multiplying the effect amount per person by the number of players who meet the activation conditions (using a predetermined formula). The effect amount per person is set for each skill. Therefore, the more players who meet the activation conditions, the greater the effect amount of each skill, but the skill with the most players does not necessarily have the greatest effect amount. The method for calculating effect amounts will be further explained in the section on how to determine applicable skills below.

[0053] Furthermore, the skill display area 71 is configured to display skills that meet the activation conditions in the detailed view (hereinafter sometimes referred to as "activatable skills"). As mentioned above, some of the activateable skills are determined to be applicable skills. For this reason, the skill display area 71 is configured to additionally display information not only on applicable skills in the detailed view, but also on skills that are activateable (meet the activation conditions) but do not qualify as applicable skills (are not affected by the effect) (hereinafter sometimes referred to as "inapplicable skills"). In the detailed view, information on all activateable skills, that is, both applicable skills and inapplicable skills, is displayed.

[0054] Specifically, as shown in Figure 5(2), the skill display area 71 includes a skill information section 74 (only a part of the symbol is shown) in addition to the applicable skill information section 73 in the detailed display. The skill information section 74 is the part for displaying information for each skill. In the detailed display, the skill information section 74 corresponding to the inapplicable skills is displayed. In addition, the detailed display may also display information for all inapplicable skills. In the example in Figure 5, only the skill information section 74 corresponding to the inapplicable skills of the group to which the applicable skill belongs (i.e., inapplicable skills of some groups) is displayed. Each skill information section 74 may display information about each usable skill as appropriate, and in the example in Figure 5, the skill name and effect amount information are displayed.

[0055] Furthermore, each skill is classified into one of several categories, for example. Each category is further classified into several groups. Each skill information section 74 is then classified and displayed according to its group. Specifically, each skill information section 74 is placed below the applicable skill information section 73 that corresponds to the applicable skills of the same group to which the corresponding skill belongs. For example, below the applicable skill information section 73 that corresponds to the applicable skill "A-Team Spirit", three skill information sections 74 are displayed, corresponding to the inapplicable skills "A-League West Division Spirit", "A-League Spirit", and "All-Star".

[0056] In the skill list screen 70, applicable skills and inapplicable skills may be identified as appropriate, and in the example in Figure 5, they are identified by the applicable skill information section 73 and the skill information section 74. Furthermore, the applicable skill information section 73 and the skill information section 74 are identified by the presence or absence and placement of classification icons. However, the applicable skill information section 73 and the skill information section 74 may also be distinguished by differences in various display characteristics, such as shades of gray or color schemes.

[0057] The skill display area 71 is configured to display all skills in the overall display. In other words, in the overall display, information on skills that do not meet the activation conditions (hereinafter sometimes referred to as "incomplete skills") is also displayed in addition to the skills that can be activated. Specifically, as shown in (3) of Figure 5, the skill display area 71 includes the applicable skill information section 73 and the skill information section 74 in the overall display. Each skill information section 74 supports not only activated skills but also incomplete skills. In other words, the skill display area 71 has additional skill information sections 74 that correspond to incomplete skills. For this reason, for example, below the applicable skill information section 73 corresponding to the applied skill "Team A Spirit", many skill information sections 74 corresponding to incomplete skills such as "Team B Spirit", "Team C Spirit", or "○○ Spirit" (various names are added to the ○○ part) are displayed compared to the detailed display. As a result, compared to the detailed display, the display of the second and subsequent applicable skill information sections 73 corresponding to "Ironclad Infielder+" is omitted.

[0058] In the overall display, the skill information section 74 corresponding to defective skills and the skill information section 74 corresponding to inapplicable skills may be distinguished by an appropriate display method, for example, by whether or not the effect amount is zero. However, they may also be distinguished by differences in display methods, such as differences in shading or color scheme. In this example, the skill list screen 70 functions as the effect game screen of the present invention. Furthermore, the classification icon, the multiple skill information sections 74 and applicable skill information section 73, and the effect amount information (or distinction by shading, etc.) function as information about the group of the present invention, information about multiple effects, and information about whether or not the activation conditions are met. In addition, the distinction between the skill information section 74 and the applicable skill information section 73 functions as information about whether or not it falls under the target effect of the present invention. Note that the applicable skill information section 73 etc. omitted in the overall display may be displayed by an appropriate operation such as sliding downwards.

[0059] (Information about characters and their skills) Next, we will explain the information each character and each skill possesses, referring to Figures 6 to 8. First, we will explain the information each character possesses, referring to Figure 6. Figure 6 is a diagram showing an example of the information each character possesses in table format. As shown in Figure 6, each character is assigned information such as "Character ID", "Player ID", "Name", "Series", "Affiliated Team", "Rank", "Cost", "Ability", "Position Suitability", "Level", "Special Ability", and "Spirits (Individual)". For example, these detailed contents are managed on the character data CD.

[0060] "Character ID" is a unique character ID for each game medium used to identify the game medium. In the game, characters of the same player may appear with different ranks, etc. These are uniquely managed by the character ID. "Player ID" is a unique player ID for each player (type of character) used to identify them. "Name" is information indicating the name of each player. "Series" is information used to identify the version of the game program PG2 or game data GD (the release date of the player in question), indicating when the data for each player is based.

[0061] "Affiliated Team" is information about the team to which each player (character) belongs. The team is the population of players from which the user selects the team (starters and reserves) to be formed. As part of the "Affiliated Team" information, for example, a unique team ID is used for each team to identify it. "Rank" is information indicating the rank (rarity) of each player. The game may have various ranks, for example, S in order of rarity, and then ranks A to E. Also, for the same player, the higher the rank, the higher the ability and spirit (individual) will be set. "Cost" is information about the cost required when forming a team. Since the cost is proportional to the player's ability, it also functions as information indicating ability.

[0062] "Ability" refers to information about a player's basic baseball abilities. Baseball abilities can be set as appropriate, and parameters such as "power," "contact," or "arm strength" (hereinafter sometimes referred to as ability parameters) are provided as examples. The degree of ability is then set by values ​​(or worth) related to these parameters, such as "B75," "E40," or "A85." "Position suitability" is information indicating suitability for each position (for fielders, defensive positions; for pitchers, starting pitcher, relief pitcher, closer, etc.). Suitability for each position can be set as appropriate. "Level" is information indicating the level of each player (character). As the level increases, abilities and spirits (individual) increase (grow).

[0063] "Special Abilities" is information indicating the special abilities of each player (character). Special abilities are abilities that activate in specific situations (situations of the controlled character) in the form of a turn in gameplay, and bring about effects such as an increase in abilities. Various types of special abilities may be available in the game, and each of them has a level. The higher the level of a special ability, the higher the probability of it activating. The activation of special abilities and the target of their activation may be determined as appropriate, for example, by lottery. "Spirits (Individual)" is the spirit set for each player (character) (hereinafter sometimes referred to as individual spirits). Team spirits may be set as appropriate, for example, by the sum of the individual spirits of each player that makes up the team. Individual spirits will be discussed further later along with team spirits.

[0064] Figure 7 is a table illustrating an example of the information associated with each skill. As shown in Figure 7, each skill is assigned information such as "ID," "Name," "Category," "Group," "Activation Conditions," "Standard Effect Amount," and "Maximum Number of Users." For example, these detailed contents are managed in the skill data LD.

[0065] "ID" is a unique ID for each skill used to identify it. "Name" is the name of each skill. "Category" is the category (classification) to which each skill belongs. Each category is classified according to the type of activation condition and is identified by unique information for each category, such as "4". "Group" is information indicating a group that is a further subdivision of each category. Each group is identified by unique information for each group, such as "401".

[0066] The “activation conditions” are information about the conditions that each skill must meet to be activated. In other words, they are information about the conditions that each skill must meet in order to be judged as an activated skill. Activation conditions can be set as appropriate. For example, they can be set to be related to the information of each player (character). For example, each player may have ability parameters such as batting, fielding, running speed, or abilities that are more detailed than those (such as the aforementioned power, contact, or arm strength), and the activation conditions may be set as conditions that include requirements related to those ability parameters. For example, each fielder (including pitchers depending on the rules, such as in leagues without the DH system) may have a contact ability parameter as a type of batting ability, and an activation condition may be set such as “the team must have a player whose contact is equal to or greater than a predetermined value ("B70")” related to that contact ability parameter. The activation condition is met when a player with a "Hit" rating of "B70" or higher is included in the team. If even one player who meets the activation condition is included in the team, the condition is met and the skill is judged as usable. However, the amount of its effect is determined according to the number of players who meet the activation condition.

[0067] Furthermore, the activation conditions may also include other complex conditions (for example, multiple conditions related to ability parameters) or alternative conditions (conditions that only need to satisfy one of multiple conditions related to ability parameters). In addition, the activation conditions may be configured to include requirements other than information related to the player, such as the user's favorite team or place of origin.

[0068] The "baseline effect size" is information about the effect size per person. The baseline effect size is used as a standard for calculating the effect size of each skill. The baseline effect size can be set as appropriate; for example, it may be set so that the higher the difficulty of the activation condition (the rarity of the required players), the larger (higher) the effect size becomes. The "maximum number of players" is information about the maximum number of players that will be counted as meeting the activation condition. If the number of players who meet the activation condition exceeds the maximum number, the effect size will be calculated based on the number of players up to the maximum. In other words, if the maximum number of players is 5, even if 6 players meet the activation condition, they will be counted as 5, and 5 players will be added to the base effect size. This information is set for each skill as an example.

[0069] The information set for each skill may be changed as appropriate, for example, in accordance with updates. For example, skill information may be changed to take game balance into consideration, or new skills or groups may be added to create new strategic possibilities. Furthermore, the information set for a skill is not limited to the example in Figure 7. Alternatively, some parts of the example in Figure 7 may be omitted as appropriate. For example, the maximum number of players may be omitted. However, having a maximum number of players provides an incentive to stay within that limit, thus encouraging the activation of various skills rather than relying on a single skill. As a result, it is possible to encourage diverse team compositions. Alternatively, instead of a number of players condition, a logic may be applied in the calculation of the skill's effect amount that attenuates the effect amount according to the number of players. For example, for a skill with a base effect amount of 10 points, if the number of players who meet the activation condition is 1, the effect amount may be calculated as 10 points (base effect amount × 1 person), if there are 2 players, it may be 19 points (base effect amount × 2 people minus 1 point), and if there are 3 players, it may be 27 points (base effect amount × 3 points), and so on, with the number of players increasing as the number of players increases. In this case as well, it is possible to prevent team compositions from being biased towards activating a particular skill. In other words, the limit on the effect size can be implemented using appropriate methods such as an upper limit on the number of participants or decay logic (an example where the effect size is divided into multiple stages for each participant).

[0070] Figure 8 is a diagram illustrating the details of each category in a table format. As shown in Figure 8, each skill category includes various categories such as "Team-related," "Pitcher ability-related," "Fielder ability-related," "Position-related," or "Player characteristic-related." For example, these detailed contents are also managed in the skill data LD.

[0071] The “Team-Related” category corresponds to activation conditions related to a player's team affiliation, and includes groups such as “Players belonging to a specific team” and “Players belonging to a team in a specific league.” Each group corresponds to activation conditions related to that group. For example, “Players belonging to a specific team” would have activation conditions that require the player to belong to a specific team, such as “Players belonging to Team A” or “Players belonging to Team B.”

[0072] The same applies to "pitcher ability-related," "fielder ability-related," "position-related," and "player characteristic-related." These are categories that correspond to activation conditions related to pitcher ability, fielder ability, position, and player characteristics, respectively. These are also classified into multiple groups. For example, in the case of "pitcher ability-related," the group "players with a pitching power of ○ or higher" (where ○ is an arbitrary number) has activation conditions set for players with a pitching power of B70 or higher, and players with a pitching power of A80 or higher, etc.

[0073] Similarly, for "fielder ability-related" categories, the group "players with power of ○ or higher" (where ○ is any number) will have activation conditions set for players with power above a certain level (a type of ability parameter), such as "players with power of B70 or higher" or "players with power of A80 or higher." For "position-related" categories, the group "players with closer suitability of ○ or lower" (where ○ is any rank) will have activation conditions set for players with closer suitability below a certain level (a type of ability parameter), such as "players with closer suitability of B or lower" or "players with closer suitability of A or lower." Furthermore, for "player characteristic-related" categories, the group "players with specific characteristics" will have activation conditions set for players with specific characteristics (a type of ability parameter, which may be further specified as ability skills, etc.), such as "legendary players" or "two-way players." In this way, each category includes multiple groups, and activation conditions are set for each group. In addition, each activation condition is not limited to ability parameters, but may include various information about the player, such as position suitability or special abilities, as requirements.

[0074] (Method for determining applicable skills) Next, the method for determining applicable skills will be explained with reference to Figure 9. Figure 9 is an explanatory diagram illustrating an example of a method for determining applicable skills. In the example in Figure 9, the flow of the method for determining applicable skills is shown. As shown in Figure 9, the method for determining applicable skills includes three steps: calculating the effect size (F1), listing (F2), and determining the target of application (F3). In this example, the determination method in Figure 9 functions as a predetermined determination method of the present invention.

[0075] The calculation of effect size is the procedure (F1) for calculating the effect size for each skill. In this procedure, as an example, the effect size of all skills is calculated for each skill. The effect size of each skill is calculated based on the number of players in the team who meet the activation conditions, as described above. Specifically, it is calculated by multiplying the base effect size set for each skill by the number of players who meet the activation conditions. Note that the effect size of all skills does not have to be calculated in the F1 procedure. For example, the effect size may be calculated only for skills whose activation conditions are met. Also, if each skill has an activation probability separate from the activation conditions, such as being activated by winning a lottery after the activation conditions are met, the effect size may be calculated only for the skills that were won in that lottery.

[0076] The listing procedure (F2) is a procedure for listing candidates for applicable skills. In this procedure, candidates are listed for each group of skills. The candidates for each group may be determined as appropriate. For example, each player may be assigned a value for determining the applicable skill, separate from the baseline effect size, and this value may be added to the number of people who meet the activation conditions, with the determination based on the total value. In this case, the order of the F1 and F2 procedures may be reversed, and the F1 procedure may calculate the effect size only for the candidates. In other words, other conditions may be provided for determining the candidates. In the example in Figure 9, the candidates for each group in the F2 procedure are determined by the magnitude of their effect sizes.

[0077] For example, if there are two skills, "Team A Spirit," which becomes available when a player belonging to Team A is included in the team, and "League West Division Spirit," which becomes available when a player belonging to the West Division of the A League is included in the team, the magnitude of their effects will be compared. Specifically, if a team has two players belonging to Team A (players who meet the activation conditions for "Team A Spirit") and three players belonging to the West Division of the A League (including Team A) (players who meet the activation conditions for "League West Division Spirit"), then the effect of "Team A Spirit" will be "80" and the effect of "League West Division Spirit" will be "90". Comparing "League West Division Spirit" and "Team A Spirit," the range of players that can be targeted is wider for the former, while the difficulty level is higher for the latter. Therefore, although the base effect amount (referring to the effect amount when one person is included) is higher for "Team A Spirit" ("40"), the effect amount considering the number of people who can meet the activation conditions is higher for "League West Division Spirit". Therefore, instead of "Team A spirit," which has a larger baseline effect size, "Team A West spirit," which has a larger effect size calculated using F1, is selected as the candidate and listed.

[0078] Similarly, for groups where activation conditions related to ability parameters such as "players with power of ○ or higher" are set, the determination is not based on a standard effect size, but on the magnitude of the effect size relative to the number of players. In other words, the skill with the largest effect size for each group is listed as a candidate for each group. Therefore, even players with inferior abilities (players with power less than ○) can contribute to the activation of other skills if there are many of them, and those skills may end up having a larger effect size. As a result, players with inferior abilities become useful, and team composition that considers the activation of lower-level skills (skills with relatively low standard effect sizes) as well as higher-level skills (skills with relatively high standard effect sizes) is promoted. In this example, the applicable skills determined by the determination method in Figure 9, such as "A League West Division Spirit," function as the target effect of the present invention.

[0079] Furthermore, each group is not limited to one candidate; there may be multiple candidates. Alternatively, there may be groups where no candidates are determined. Users may also be able to set groups where multiple candidates are determined. Alternatively, instead of determining a candidate for a group that only contains skills with an effect size of 0 (defective skills), multiple candidates may be determined from other groups (for example, the skill with the highest effect size among the skills not currently considered as candidates, or the skill with the second highest effect size in other groups).

[0080] The determination of the applicable skills is the procedure (F3) for determining the applicable skills. For example, the applicable skills are selected from the candidates in each group, and a predetermined number of skills with the highest effect sizes are selected. While an unlimited number of candidate skills could be selected as applicable skills, the number is limited to a predetermined number to avoid disrupting the game balance. The predetermined number can be set as appropriate, and in the example in Figure 9, it is set to 10th place. In other words, in the F3 procedure, the skills that rank in the top 10 in terms of effect size from the candidates in each group listed in F2 are selected as applicable skills.

[0081] The determination method is not limited to the example in Figure 9. For example, in calculating the effect size of F1, user actions may be reflected in the calculation of the effect size, such as multiplying the effect size of the skills of the group selected by the user by 1.5. In this case, the timing of the user action may be before or after the calculation of the effect size. Also, the listing of F2 is not limited to each group. For example, it may be by category. Alternatively, it may be listed based on the magnitude of the effect size of all skills, rather than by group or other units. In other words, regardless of group or category, the top 10 skills in terms of effect size (which may include skills from the same category, etc.) may be determined as applicable skills. In this case, information such as the group set for the skill may be omitted. However, determining candidates for each group can encourage the activation of skills from various groups, thus leading to greater diversity in team composition.

[0082] Furthermore, while the applicable skills based on the determination method are determined for each match (at the start of the match) as an example, the timing of the execution of the determination method may be at an appropriate time. For example, the applicable skills may be determined when the team is formed (order is determined). Alternatively, in cases where multiple matches are played as one set, and the information related to the activation conditions (e.g., player information) does not change between matches and the applicable skills do not change, the applicable skills may be determined for each set. In addition, skills that are not applicable may be used for other purposes as appropriate. For example, the skills ranked 11th to 20th in effect amount may be used by adding a value obtained by dividing the sum of their effect amounts by 10 to the sum of the effect amounts of the applicable skills. In this case, the number of usable skills that are wasted is reduced, which can improve the strategicity of team formation.

[0083] (Application of skills) Next, the application of skills will be explained with reference to Figure 10. The elements to which skills should be applied may be set as appropriate, and the application of effect amounts may also be implemented in various ways accordingly. Figure 10 is an explanatory diagram illustrating an example of skill application. Figure 10(1) shows the elements to which skills should be applied in a table format, and (2) shows the application method, both in a table format. As shown in Figure 10(1), as an example, skills are applied to team spirit and individual spirit. In this example, team spirit and individual spirit function as the competitive value of the present invention.

[0084] Team Spirit is a value that influences (affects) the development of the game (scoring rate, goal prevention rate) during autoplay, which is applied outside of the player's turn in the game. During autoplay, the team spirits of the opposing team and each other are compared, and the degree to which the development is affected changes according to the difference. The comparison of team spirits may be performed only once at the start of the match, or it may be performed multiple times (unlimited). Team spirit fluctuates depending on the effect (application) of skills, but it may also fluctuate depending on the performance during player turn control. Each team spirit functions as a collective battle value in this invention.

[0085] Individual Spirit is a value that influences a player's abilities (such as batting average) during their turn in the game. During their turn, the individual spirits of the opposing pitcher (or batter) are compared, and the player with the lower individual spirit has their abilities reduced by the difference (the player with the higher individual spirit may have their abilities increased by the difference, or a combination of these decreases and increases may occur). Furthermore, the individual spirit at the time of comparison changes due to the effects of skills. Each individual spirit functions as an individual battle value in this invention.

[0086] Furthermore, as shown in Figure 10 (2), the method of applying skills differs between team spirit and individual spirit. Specifically, the application of skills to team spirit is achieved by summing up the effect amounts of all applied skills and adding them to team spirit. For example, if the effect amounts of "A League West Division Spirit" and "Ironclad Infielder+" are 90 points and 70 points respectively, then 160 points, the sum of which is added to team spirit (sum of individual spirits), will be added. If there are other applicable skills besides these two, their effect amounts will also be added together and added to team spirit. This addition may be performed at an appropriate time, for example, before the start of a match (game).

[0087] On the other hand, the application of skills to individual spirits is achieved by adding 10% of the total effect amount of the applied skills to the individual spirits. For example, if the combined effect amounts of "A League West Division Spirit" and "Ironclad Infielder+" are 160 points, 10% of that, or 16 points, will be added to the individual spirits. If other applied skills exist, their effect amounts will also be added, and 10% of the total amount (this is just an example; it could be any appropriate value, such as 50%) will be added to the individual spirits. This addition may be performed at any time, for example, when controlling a player during their turn in the game. Operation times may also occur at any time, for example, during offense or defense in a baseball game where offense and defense alternate. Therefore, the addition to individual spirits (application of applied skills) may be performed during offense or defense. The effects of skills are applied to team spirits and individual spirits in this manner, for example.

[0088] The timing of skill application may be at an appropriate time, for example, at the start of a specific inning, or when selected through a probability-based lottery. The timing of application may differ depending on the skill. In other words, a specific application time may be set for each skill. Furthermore, skill application is not limited to the examples given. For example, contrary to the example in Figure 10, 10% of the total effect amount of the skill (the value may be appropriate) may be applied to the team spirit, and the total effect amount may be added to the individual spirit.

[0089] (The flow of the match) Next, the flow of the game will be explained with reference to Figures 11 to 14. Figure 11 is a diagram showing an example of appearance types in appearance play in table format. There may be only one type of play in a baseball game, and selective appearance types do not necessarily have to be available, but they are provided as an example, and after the "Game" selection button 51 is touched on the home screen 50, the player is given the opportunity to select an appearance type. As shown in Figure 11, appearance play includes three types of appearances: highlight type, full play type, and full auto type.

[0090] The Highlight type is controlled so that players get 3-6 opportunities to play in critical or opportune moments. This type is for casual users who want to moderately control pitching and batting actions (player operation). In Highlight type, team spirit increases during the game depending on the results. Full Play is a type where you can control all pitching and batting actions. Autoplay is allowed selectively for at-bats you don't want to control. This type is for users who absolutely want to win or who simply want to enjoy the action. In Full Play, team spirit does not increase during player appearances. Therefore, Full Play is slightly less advantageous than Highlight type in terms of autoplay. Full Auto type is a type where players do not get any opportunities to play, and the game proceeds entirely by autoplay until the end. This type is for users who want to complete the game in the shortest possible time without performing pitching and batting actions, such as when repeating games multiple times.

[0091] Figure 12 is an explanatory diagram illustrating an example of the flow of a game. When the "Game" selection button 51 is touched on the home screen 50 and the appearance type is selected, the game flow shown in Figure 12 begins. A baseball game may offer multiple types of games depending on elements such as the game format (against another user, or against the computer), the items that can be obtained (enhancement items, coins, etc.), and the teams that can be used (free, restricted, etc.). The example in Figure 12 shows an overview of the game flow based on the transitions between game screens. As shown in Figure 12, when a game starts, the momentum screen is displayed first. The momentum screen is a game screen that displays the team spirit of the team assembled by the user and the team spirit of the opponent. Details of the momentum screen will be described later.

[0092] Following the Momentum screen, a loading screen indicating program loading, or an appropriate demo screen indicating the start of the match, is interspersed, before the match screen is displayed. The match screen is the game screen that realizes a baseball match (match) between teams. The match screen further includes various game screens that make up the match. In the example in Figure 12, the autoplay screen, turn screen, manager request screen, individual momentum screen, special ability activation screen, operation screen, action screen, performance gauge screen, and victory demo screen are shown. These game screens are displayed and switched between as appropriate during the match.

[0093] The Autoplay screen is a game screen that displays the progress of a match in autoplay mode. The Player Turn screen is a game screen that is displayed when a player is being controlled in turn play mode. The Manager Request screen is a game screen that displays the conditions for fulfilling requests from the manager, which will grant a bonus if completed. The Individual Momentum screen is a game screen that displays an individual player's spirit during their turn in the game. The Special Ability Activation screen is a game screen that is displayed when a special ability is activated. The Control screen is a game screen that is displayed when the user is taking action, such as pitching or batting. The Action screen is a game screen that displays various actions, such as actions taken by each player in conjunction with autoplay, or actions taken by each player as a result of the user's actions. The appropriate Action screen is used depending on the type of action. The Performance Gauge screen is a game screen that displays the Performance Gauge (rewards are given according to the amount earned), which increases when a player contributes to the team during their turn in the game or fulfills the manager's requests. The Victory Demo screen is a demo screen that is displayed when a victory is achieved. Of these game screens, the Individual Momentum screen will be described in more detail later.

[0094] Figure 13 is a schematic diagram showing an example of the Momentum screen. As shown in Figure 13, the Momentum screen 80 includes a Spirits display area 81 and an Applied Skills display area 82. The Spirits display area 81 is an area for displaying the team spirits ("89578", "42713") of the user ("PLAYER") and the opponent ("COM"). The Spirits display area 81 may display the team spirits before the skill effect amount is applied, but as an example, it displays the team spirits after the skill effect amount is applied.

[0095] The applied skill display area 82 is an area for displaying the applied skills of each team. In the example in Figure 13, it includes the effect display section 83 and the individual skill display section 84 (only some of the symbols are shown). The effect display section 83 is the part for displaying the effect amount (total amount) of the applied skill. In the example in Figure 13, the applied skill is called an "activation combo," and the effect display section 83 displays the user's effect amount ("+4860") and the opponent's effect amount ("+2115"). Subtracting these effect amounts from the team spirit in the spirit display area 81 calculates the team spirit before the skill effect was applied. The individual skill display section 84 is the part for individually displaying information about each applied skill. The individual skill display section 84 displays information such as the name of each applied skill ("Training Results," etc.) and the effect amount of that applied skill ("+944," etc.). In this example, "COM" (computer) and each player organized into the corresponding team function as the opponent and the group of battle objects of the present invention.

[0096] Figure 14 is a schematic diagram illustrating an example of the individual momentum screen. The example in Figure 14 shows the individual momentum screen 90 displayed when the user's player is up to bat. On the individual momentum screen 90, the individual spirits of the player controlled by the user and the opposing player facing that player are displayed, and a comparison is made between these individual spirits. The individual spirits displayed here, that is, the individual spirits being compared, are the individual spirits after the effects of the applied skills have been applied. The player with the lower individual spirit will then have a debuff (negative effect) applied that lowers their ability parameters (the targets can be set as appropriate) according to other factors. Because the player's ability parameters change during operation, the user can feel the effect of the skills more strongly than at other times. Note that the application period of this debuff and the effect (application) of the applied skills both end when the current turn ends.

[0097] Specifically, as shown in Figure 14, the personal momentum screen 90 includes a comparison spirits display unit 91 and a player information unit 93. The player information unit 93 is the part that displays information about the player being controlled in this turn. The player information unit 93 displays information such as each player's image, name, and level. The player information unit 93 may also include other information about the player related to this operation, such as ability parameters (even if only some).

[0098] The comparative spirits display section 91 is the part that displays the individual spirits of the comparison target. The comparison target is the value (individual spirits) of each player after the effect of the applied skills has been applied to their individual spirits. The individual spirits may only have the effect amounts of the skills that the player being manipulated satisfies applied, but as an example, the effect amounts (total amount) of the skills that the team satisfies after formation (applied skills similar to team spirits) will be applied. However, the effect applied to individual spirits is 1 / 10 of the effect amounts (total amount) of all applied skills (the application ratio may be set as appropriate). For this reason, the comparative spirits display section 91 displays each individual spirit ("3200", "2329") after an effect amount obtained by adding 10% to the effect amount (total) of all applied skills has been added as the effect of the applied skills.

[0099] Furthermore, the comparative spirits display section 91 may only display the numerical value of each individual's spirits, but the example in Figure 14 includes a comparative graph section 94. The comparative graph section 94 is a part that displays each individual's spirits (after the skill effect is applied) in a bar graph format. The comparative graph section 94 is used to help understand the comparison results by visually showing the relative magnitudes of the individual spirits. In this example, the information in the comparative spirits display section 91 (or the spirits display area 81 in Figure 13) functions as information regarding the superiority or inferiority of the present invention.

[0100] (Network system processing) Next, the procedures for determining the applicable skill, the first skill processing, and the second skill processing will be explained with reference to Figures 15 to 17. The applicable skill determination process is the process for determining the applicable skill. The applicable skill is determined, for example, at the start of the match. Therefore, when the match starts (for example, when the "Match" selection button 51 is touched on the home screen 50), the progress control unit 33 starts the applicable skill determination process shown in Figure 15, and first determines the number of players on the team who meet the activation conditions (step S101). This determination is performed for each skill. Skills for which the number of players who meet the activation conditions is zero are determined to be skills for which the activation conditions are not met.

[0101] Next, the progress control unit 33 calculates the effect amount of each skill (step S102). As an example, the progress control unit 33 multiplies the standard effect amount set for each skill and the number of players who meet the activation conditions (the determination result in step S101), and calculates the result of this multiplication as the effect amount for each skill. This calculation is performed for all skills. For example, the effect amount of a skill for which the number of players who meet the activation conditions is zero is calculated as zero. In this example, the number of players who meet the activation conditions functions as the number of activation objects of the present invention.

[0102] Next, the progress control unit 33 lists candidate skills for application for each group (step S103). The listing is performed based on the effect size in step S102, for example. Specifically, the progress control unit 33 identifies the skill with the largest effect size for each group of skills and lists that skill as a candidate skill for application.

[0103] Next, the progress control unit 33 determines the skills to which the effect should be applied, i.e., the applicable skills (step S104). Specifically, the progress control unit 33 determines the skills to which the effect should be applied (applicable skills) from among the candidates listed in step S103, for example, to be the skills that rank in the top 10 in terms of effect amount. This determination result (including the effect amount of each skill, etc.) may be saved so that it can be used as appropriate in the display of various game screens such as the skill list screen 70, the momentum screen 80, and the personal momentum screen 90, or in various processes such as the first skill processing described later. After this determination, the progress control unit 33 terminates the applicable skill determination process. As a result, candidates for each group are determined according to the magnitude of the effect amount of each skill, and the top 10 skills from among these candidates are further determined as applicable skills. In other words, the procedure in the example in Figure 9 is realized, and the applicable skills are determined by a predetermined determination method.

[0104] The first skill processing and the second skill processing are both processes for actually applying the applicable skills. Specifically, the first skill processing is a process for applying the applicable skills to team spirit. The progress control unit 33 starts the first skill processing, for example, at the start of each match (for example, each time the process in Figure 14 is executed), and first calculates the sum of the effect amounts of the applicable skills (step S202). The effect amount of each skill may be calculated based on the applicable skills determined in the process in Figure 14, or it may be obtained from the saved processing results of Figure 14.

[0105] Next, the progress control unit 33 obtains the team spirit of the team assembled by the user (step S202). The team spirit is determined by summing the individual spirits set for each player that makes up the team. Therefore, the progress control unit 33 obtains the individual spirits of each player made up of the team and obtains the team spirit by summing them up. In the case of a computer (COM) match, this calculation is performed for both the user's team and the opponent's (COM) team (the process in Figure 14 is the same).

[0106] Next, the progress control unit 33 applies the applicable skill to the team spirit acquired in step S202 (step S203). Specifically, the progress control unit 33 adds the sum calculated in step S201 to the team spirit acquired in step S202. This application result (the team spirit value after addition) may be saved so that it can be used as appropriate in the display of various game screens, such as the momentum screen 80 and the individual momentum screen 90. After this application (addition), the progress control unit 33 terminates the first skill processing. As a result, the applicable skill is actually applied to the team spirit. In other words, the team spirit (team spirit after skill application) that will be used as appropriate in each process, such as during autoplay, is acquired.

[0107] The second skill processing is the process of applying applicable skills to individual spirits. The progress control unit 33 starts the second skill processing, for example, each time it is time for an action, and first calculates the sum of the effect amounts of the applicable skills (step S301). The effect amount of each skill may be calculated based on the applicable skills determined in the processing of Figure 14, or it may be obtained from the saved processing results of Figure 14.

[0108] Next, the progress control unit 33 identifies the player to be controlled this time (if the opponent is COM, this may include the opponent's player) (step S302) and acquires that player's individual spirit (step S303). After acquiring it, the progress control unit 33 applies the applicable skill to the individual spirit acquired in step S303 (step S304). Specifically, the progress control unit 33 adds to the individual spirit acquired in step S303 a value obtained by multiplying the sum calculated in step S301 by 10% (1 / 10). This application result (the value of the individual spirit after addition) may be saved so that it can be used as appropriate in the display of various game screens, such as the individual momentum screen 90. After this application (addition), the progress control unit 33 finishes the second skill processing for this time. As a result, the applicable skill is actually applied to the individual spirit. In other words, the individual spirit (individual spirit after skill application) that will be used as appropriate in each process, such as when controlling a player's turn, is acquired.

[0109] As explained above, in this form, the applicable skills to be actually applied to the baseball game are determined according to a predetermined determination method that utilizes the number of players who meet the activation conditions for each skill. Furthermore, the effect amount of the applicable skill is calculated according to the number of players who meet the activation conditions. In other words, the number of players who meet the activation conditions is reflected in the determination of the applicable skills and their effect amounts. Therefore, it is possible to require the user to select players, i.e., to assemble a team, taking into account the number of players who meet the activation conditions. This allows for a new strategic element regarding player selection (team composition).

[0110] Specifically, even skills with a small effect size per player (base effect size) can have a large effect size depending on the number of players who meet the activation conditions. This allows for greater diversity in team composition. In other words, even users who do not have good players (players who meet the activation conditions for skills with a large effect size per player) can potentially compete with users who do have good players by carefully structuring their team composition. This introduces a new strategic element to player selection (team composition), not just whether a player is good or not, but also the number of players. Furthermore, in this type of game, once a powerful skill is established, players who meet the activation conditions for that skill tend to become popular, and other players tend to be neglected. However, by using the number of players who meet the activation conditions for each skill to determine which skills to apply and to calculate their effect size, this tendency can be suppressed, and the concentration of popularity can be reduced. As a result, it is possible to suppress bias in player usage by utilizing this new strategic element. Moreover, not only is the determination of applicable skills based on the number of players who meet the activation conditions, but their effect size is also determined based on the number of players who meet the activation conditions. Therefore, compared to when these are determined based on different values, the complexity of team composition strategies can be reduced.

[0111] Furthermore, while the activation conditions are based on player ability information, the skill's effect amount is applied to a separate team spirit (the sum of individual spirits) or to individual spirits. This allows for strategic decision-making, such as prioritizing individual spirit or player ability. For example, even if a player's ability is slightly lower, including players who contribute to skill activation can increase team spirit. Skills are also categorized and grouped, with candidates for application determined for each group, and the top 10 skills from those candidates selected as applicable skills. This expands the range of strategic possibilities compared to cases where there is only one applicable skill or where groups are not used to determine applicable skills. In addition, information on applicable skills and their effect amounts is provided to the user in advance via the skill list screen 70. This allows users to utilize information on skill effect amounts in team formation, etc. For example, the skill list screen 70 can provide information on how much effect amount is needed for an inapplicable skill to become an applicable skill. Therefore, this information can be used to encourage users to assemble a team of players who can make currently unapplicable skills applicable.

[0112] On the other hand, the effect amount of each skill is calculated by multiplying the base effect amount by the number of players who meet the activation conditions, but the base effect amount is set according to the difficulty of the activation conditions. Therefore, the difficulty of the activation conditions can be reflected in the base effect amount. Specifically, if the number of players who meet the activation conditions is the same, skills corresponding to more difficult activation conditions can have a higher effect amount. This helps to suppress the decrease in value of skills with higher difficulty. As a result, it is possible to provide baseball games (competitive games) that include various new strategic elements, and ultimately improve the enjoyment of the game.

[0113] In the above configuration, the progress control unit 33 of the game machine 3 functions as the target determination means and the effect amount calculation means of the present invention by executing the procedure shown in Figure 15. Specifically, the progress control unit 33 functions as the target determination means by executing step S104 in Figure 15, and as the effect amount calculation means by executing step S102.

[0114] The present invention is not limited to the embodiments described above and may be implemented in forms that are appropriately modified or altered. Furthermore, the present invention may be implemented in forms obtained by appropriately combining various technical means included in the embodiments described above and the embodiments that are modified below. For example, in the embodiments described above, the network system 1 includes a center server 2. However, the present invention is not limited to this form. For example, when an offline game is provided that is played without connecting to the network 5, the center server 2 may be omitted, and the game machine 3 may function as the game system of the present invention on its own. Alternatively, the center server 2 may perform all or part of the role (various processing, etc.) of the game machine 3. In this case, the combination of the game machine 3 and the center server 2 (e.g., network system 1), or the center server 2 alone (including cases where it is composed of multiple server devices), may function as the game system of the present invention.

[0115] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.

[0116] The present invention provides a computer (PG2) that includes an output device including a display device (MO) that displays a group of objects including an object (68) selected by a user, and an input device (TS) that inputs user instructions regarding the group of objects. The computer (31) is configured to function as a target determination means (33) that determines, according to a predetermined determination method that uses the number of activated objects, which is the number of objects in the group of objects that satisfy the activation conditions for each effect, a target effect to be applied to the game from among a plurality of effects corresponding to a plurality of activation conditions that utilize different requirements for the group of objects, and an effect amount calculation means (33) that calculates the effect amount of the target effect according to the number of activated objects.

[0117] According to the present invention, the target effect to be applied to the game is determined according to a predetermined determination method that utilizes the number of activated objects. Furthermore, the effect amount of that target effect is calculated according to the number of activated objects. In other words, the number of activated objects is reflected in the determination of the target effect and its effect amount. Therefore, the user can be required to select objects while considering the number of activated objects. This allows for a new strategic element regarding object selection. In addition, this new strategic element can be used to suppress bias in object usage.

[0118] The effect size of each effect may be calculated as appropriate. For example, the number of activated objects may be divided into multiple stages, and an effect size may be set for each stage. Then, the effect size corresponding to the stage to which the current number of activated objects belongs may be calculated. Alternatively, a base effect size per object may be set for each effect. Then, the effect size of the target of activation may be calculated by multiplying that base effect size by the current number of activated objects. In this case, the base effect size may be set as appropriate. For example, it may be related to the activation conditions, or it may be set independently of them.

[0119] For example, in one embodiment of the computer program of the present invention, each effect is associated with a standard effect amount as an effect amount per object, and the effect amount calculation means may calculate the effect amount of the target effect by multiplying the standard effect amount by the number of activation objects. In this embodiment, the standard effect amount may be set to be larger as the difficulty of the activation condition corresponding to each effect increases. In this case, the difficulty of the activation condition can be reflected in the standard effect amount. Specifically, if the number of activation objects is the same, effects corresponding to activation conditions with higher difficulty can have a higher effect amount. This makes it possible to suppress the decrease in value of effects with higher difficulty.

[0120] The predetermined determination method may be various methods (logics) that utilize the number of triggering objects. For example, each object may be assigned a value for determining the target of the effect. The predetermined determination method may be configured to determine the target of the effect based on the product of that value and the number of triggering objects. That value may be a value different from the standard effect size. Alternatively, the standard effect size may be used as that value. In other words, the standard effect size may be used for both determining the target of the effect and determining the effect size. In this case, the effect size of each effect may be calculated first, and the target of the effect may be determined based on the calculation result. In other words, the order in which the target effect is determined by the target determination means and the effect size is calculated by the effect size calculation means may be reversed as appropriate.

[0121] For example, in an embodiment that utilizes a baseline effect size, the predetermined determination method is configured to utilize the effect size of each effect calculated by multiplying the baseline effect size by the number of triggered objects, and the target determination means may determine the effect with the largest effect size as the target effect based on the effect size of each effect according to the predetermined determination method. In this case, the complexity of the strategy regarding object selection can be reduced compared to when the target is determined based on a value other than the calculation of the effect size.

[0122] The target of activation may be one effect or multiple effects. In other words, the predetermined determination method may be configured to determine multiple effects as the target of activation. For example, in one embodiment of the computer program of the present invention, the multiple effects may be classified into multiple groups, and the target determination means may determine the target effect for each group according to the predetermined determination method. In this case, the range of strategic possibilities can be expanded compared to when there is only one target effect or when groups are not used to determine the applicable skill.

[0123] The game may be any game that utilizes a set of objects. For example, it may be a role-playing game or a simulation game that utilizes a set of objects. It may also be a type of game in which a user aims to complete a specific mission, either alone or in cooperation with other users. Similarly, each effect may have an appropriate impact on the game. For example, each effect may be the addition of various elements, such as a predetermined development (including missions, enemy characters, various draws, or various choices), or the addition of a predetermined ability (including the abilities of each object, or the abilities of the group of objects). Alternatively, each effect may have an appropriate advantageous or disadvantageous impact on various elements included in the game (in addition to the elements mentioned above, for example, the game field, various items, and various values ​​set for each group of objects including each object). Furthermore, the content of the impact of each effect may or may not be provided to the user. If it is provided to the user, the provision may be carried out appropriately via various output devices. For example, it may be provided visually via a monitor, or provided audibly via a speaker. In addition, the impact of each effect may be applied at an appropriate time.

[0124] For example, in one embodiment of the computer program of the present invention, a competitive game is provided in which a match is played between the user's group of objects and a group of opposing objects, which includes objects selected by the opponent. The group of objects and the group of opposing objects are each assigned a match value as a value related to the match, and each effect is set to change the match value to be advantageous or disadvantageous to the match. The output device may provide information regarding the superiority or inferiority between the group of objects and the group of opposing objects based on the match value after the target effect has been applied. In this embodiment, the match value includes an individual match value associated with each object in the group of objects and a collective match value associated with the group of objects, the collective match value is set based on the individual match value set for each object in the group of objects, and each effect may change at least one of the individual match value and the collective match value. In these embodiments, the target effect may also be applied before the start of the match. Alternatively, the competitive game may be played such that the object group and the opposing object group alternate between offense and defense, and the target effect may be applied at least during either the attack or defense phase of the object group. In these cases, a competitive game with new strategic elements can be provided.

[0125] The display device may display the object group as appropriate. For example, the display device may display a game screen that includes all of the object group, or a game screen that includes some of them as appropriate. The display device may also display multiple types of game screens. The multiple types of game screens may be configured as appropriate, and may include a game screen that does not display the object group. Alternatively, the multiple types of game screens may include a game screen that displays information about the effect being activated. Furthermore, it may also include game screens that display various other information related to each effect.

[0126] For example, in one embodiment of the computer program of the present invention, the display device displays a plurality of game screens for providing the game, and the plurality of game screens may include an effect game screen (70) as a game screen containing information on the target effect. In this embodiment, the effect game screen may further include at least one of the following pieces of information: information on the group to which each effect belongs when the plurality of effects are classified into a plurality of groups, information on the plurality of effects, information indicating whether each effect satisfies the activation conditions when the information on the plurality of effects is displayed, and information on whether each effect corresponds to the target effect. In these cases, various pieces of information on the effect can be made available to the user when selecting objects, etc.

[0127] On the other hand, the present invention provides a game using an object group, comprising: an output device including a display device (MO) that displays an object group including an object (68) selected by a user; and an input device (TS) that inputs user instructions regarding the object group, the game system (3) comprising: a target determination means (33) that determines, as an effect to be applied to the game, from among a plurality of effects corresponding to a plurality of activation conditions that utilize different requirements for the object group, according to a predetermined determination method that utilizes the number of activation objects, which is the number of objects in the object group that satisfy the activation conditions for each effect; and an effect amount calculation means (33) that calculates the effect amount of the target effect according to the number of activation objects.

[0128] Furthermore, the control method of the present invention utilizes an output device including a display device (MO) that displays a group of objects including an object (68) selected by a user, and an input device (TS) that inputs user instructions regarding the group of objects, to cause a computer (31) incorporated into a game system (3) that provides a game using the group of objects to execute a target determination procedure that determines, according to a predetermined determination method that uses the number of activated objects, which is the number of objects in the group of objects that satisfy the activation conditions for each effect, a target effect to be applied to the game from among a plurality of effects corresponding to a plurality of activation conditions that utilize different requirements for the group of objects, and an effect amount calculation procedure that calculates the effect amount of the target effect according to the number of activated objects. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of Symbols]

[0129] 3. Game console (game system) 31. Control Unit (Computer) 33. Progress Control Unit (Target Determination Means, Effect Amount Calculation Means) 68 Player Icons (Objects) MO monitor (display device, output device) TS Touch Sensor (Input Device) PG2 Game Program (Computer Program)

Claims

[Claim 1] A computer incorporated into a game system that provides a game using the object group includes an output device that includes a display device that shows a group of objects including an object selected by the user, and an input device that inputs user instructions regarding the object group, A target determination means for determining, among multiple effects corresponding to multiple activation conditions that utilize different requirements for the aforementioned group of objects, the target effect to be applied to the game, according to a predetermined determination method that utilizes the number of activation objects, which is the number of objects in the group of objects that satisfy the activation conditions for each effect, and An effect amount calculation means that calculates the effect amount of the target effect according to the number of activation objects, A computer program configured to function as such.