Computer program, game system used therein, and control method

The computer program manages effect states in breeding games, addressing redundant effect application by introducing activated and standby states, thereby enhancing gameplay variety and engagement.

JP2026099842APending Publication Date: 2026-06-18KONAMI DIGITAL ENTERTAINMENT CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KONAMI DIGITAL ENTERTAINMENT CO LTD
Filing Date
2026-04-01
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Existing breeding games focus players on acquiring live songs without considering the activation or standby states of their effects, leading to redundant application and neglect of gameplay progression.

Method used

A computer program that manages effect-granting and state-setting mechanisms for training objects, allowing effects to change between activated and standby states based on predetermined conditions and limits, enhancing gameplay variety.

Benefits of technology

Enhances gameplay variety by managing effect states, encouraging strategic gameplay rather than mere collection, and promoting engagement through dynamic effect application.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026099842000001_ABST
    Figure 2026099842000001_ABST
Patent Text Reader

Abstract

We provide computer programs that can offer new gameplay experiences. [Solution] The computer program PG2 causes the control unit 31 (computer), which is incorporated into the game machine 3 that provides a baseball game for training characters (players), to function as follows: It functions as a means to grant some of a plurality of assist training methods, each of which provides different advantageous effects to the training of the character, when predetermined granting conditions are met, such that the state changes between an activated state in which each assist training method is activated and a standby state in which the system is waiting for each assist training method to be activated; and it functions as a means to set a standby state for assist training methods granted after the number of activated states of the granted assist training methods reaches a predetermined upper limit, and an activated state for assist training methods granted before the upper limit is reached.
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Description

Technical Field

[0001] The present invention relates to a computer program and the like applied to a computer incorporated in a game system that provides a breeding game for breeding a breeding object using a display device that displays a breeding object as an object to be bred and an input device that inputs an instruction for breeding the breeding object.

Background Art

[0002] A game system that provides a breeding game for breeding a breeding object using a display device that displays a breeding object as an object to be bred and an input device that inputs an instruction for breeding the breeding object is known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The system described in Patent Document 1 provides a game in which live songs are linked to a first bonus that has effects such as increasing the ability parameters of the character being trained, and a second bonus that has effects such as increasing the rate of preferred training. However, neither the first bonus nor the second bonus has a state in which the effect is on standby. Naturally, the system is not configured so that the effects of other live songs are activated or on standby depending on the number of live songs whose effects are currently on. In the game of Patent Document 1, when multiple live songs are assigned, the effects of those multiple live songs are naturally applied redundantly. As a result, there is a tendency for players to focus only on acquiring many live songs, and to not pay attention to gameplay such as acquiring live songs based on their effects or progressing through the game. Therefore, there is room to provide this kind of new gameplay.

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

[0006] The computer program of the present invention is configured to function as a computer incorporated into a game system that provides a training game in which a training object is raised, using a display device that displays a training object as an object to be raised and an input device that inputs instructions for raising the training object. The computer is configured to function as an effect-granting means that grants some of a plurality of effects that each grant different advantageous effects to the training of the training object, as granting effects whose state changes between an activated state in which each effect is activated and a waiting state in which the activation of each effect is awaited, when predetermined granting conditions are met, and as a state-setting means that sets the waiting state for granting effects granted after the number of activated granting effects in the activated state reaches a predetermined upper limit, and sets the activated state for granting effects granted before the upper limit is reached.

[0007] On the other hand, the present invention provides a training game in which a training object is trained, using a display device that displays a training object as an object to be trained, and an input device that inputs instructions for training the training object. The system includes an effect granting means that grants some of a plurality of effects that each grant different advantageous effects to the training of the training object, as granting effects whose state changes between an activated state in which each effect is activated and a standby state in which the activation of each effect is awaited, when predetermined granting conditions are met, and a state setting means that sets the standby state for granting effects that are granted after the number of activated granting effects in the activated state reaches a predetermined upper limit, and sets the activated state for granting effects that are granted before reaching the upper limit.

[0008] Furthermore, the control method of the present invention involves using a display device that displays a training object as an object to be trained, and an input device that inputs instructions for training the training object, to cause a computer incorporated into a game system that provides a training game for training the training object to execute an effect granting procedure in which a portion of a plurality of effects that each grant different advantageous effects to the training of the training object are granted as granting effects whose state changes between an activated state in which each effect is activated and a standby state in which the activation of each effect is awaited, when predetermined granting conditions are met; and a state setting procedure in which the standby state is set for granting effects granted after the number of activated granting effects in the activated state reaches a predetermined upper limit, and the activated state is set for granting effects granted before the upper limit is reached. [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] An explanatory diagram to illustrate the overview of the training part. [Figure 5] An explanatory diagram illustrating the overview of the assisted training mode. [Figure 6] An explanatory diagram illustrating an example of a practice screen. [Figure 7] A schematic diagram showing an example of a distribution screen. [Figure 8] An explanatory diagram illustrating an example of the practice method list screen. [Figure 9] A diagram showing an example of the conditions for providing assisted training methods in a table format. [Figure 10] An explanatory diagram illustrating an example of the procedure for determining the training method to be granted during the initial granting process. [Figure 11] A diagram in table format shows an example of the specific effects of assisted training methods. [Figure 12] A schematic diagram illustrating an example of a training method selection screen. [Figure 13] An explanatory diagram detailing the dynamic training method. [Figure 14] A flowchart illustrating an example of the initial granting process. [Figure 15] A flowchart showing an example of the procedure for intermediate processing. [Figure 16] A flowchart illustrating an example of the procedure for changing the state. [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, referring to FIG. 1, the overall configuration of a network system to which a game system according to an embodiment of the present invention is applied will be described. As shown in FIG. 1, the network system 1 is configured as a client-server type system including a center server 2 and a plurality of game machines 3 as client devices that can be connected to the center 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 embodiment of the present invention and functions as a game system according to an embodiment 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) 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 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 repeatedly allowing a large number of users to play games 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 that are network-connected and used for personal purposes by users, 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 the example 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 is configured as a cultivation game for cultivating a character to be cultivated (hereinafter sometimes referred to as a cultivation character). "Cultivation" is a concept that includes changing the values (contents) of various parameters associated with the cultivation character in a direction in which the ability and the like increase. The change in the parameter value in the direction in which the ability and the like increase is hereinafter referred to as "growth", and the change in the parameter value in such a direction may be referred to as "change in the growth direction". However, in "cultivation", in addition to the change in the parameter value, the acquisition by the target character of a "skill" as a special ability that exhibits a specific advantageous effect in the game may be included, that is, an element (new item) different from the change in the existing parameter may be included. Also, for example, a change in the parameter value in the direction in which the ability value and the like decrease may be allowed in "cultivation" so that a development of cultivation failure is realized. That is, "cultivation" may include a change in the parameter other than growth.

[0018] The cultivation game is provided with a plurality of types of options for cultivating the cultivation character. Each option is configured to impart to the cultivation character a cultivation effect associated with a change in at least a part of a plurality of types of parameters. Then, the cultivation game is played so as to cultivate the cultivation character through the cultivation effect of the selected option.

[0019] The cultivation character includes not only a human-like concept that appears in the game, but also various concepts given personality characteristics such as animals and objects (for example, vehicles). The cultivation character is displayed as an object on the game screen. The cultivation character (object) may be appropriately represented on the game screen, may be virtually three-dimensionally represented to actually operate, or may be represented as a card corresponding to the cultivation character. And the cultivation game may be provided as an appropriate game including the cultivation element of the cultivation character, and may be provided as a part or all of various games such as, for example, an action game, a role-playing game, or a simulation game. Hereinafter, the case where the cultivation game is provided as a part of a baseball game will be described.

[0020] A baseball game is a type of game that simulates playing the sport of baseball. Besides the training part, which functions as a training game, a baseball game may include other parts with different gameplay, such as a competition part where teams play against each other. The competition part may be structured as an action game where the player directly controls each character (player), or as a simulation game where the player instructs automatically controlled characters on various actions. Furthermore, the training part may include various modes with different training methods. More details about baseball games will be provided later.

[0021] 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.

[0022] The center 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 various services related to the baseball game, such as distribution services or matching services. The distribution service is a service that distributes and updates programs or data via the network 5. The center 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 (or co-op players if cooperative play is included) in the competitive part of the game. 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.

[0023] (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.

[0024] 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, and practice method data TD as examples.

[0025] Play Data (PD) is data that manages information about gameplay performance for each user. For example, baseball games often have various items, and the items owned by each user are managed by Play Data (PD). In addition to items, if there are various objects (elements) owned by each user or each character being trained, these are also managed by Play Data (PD).

[0026] The character data CD contains data that defines each character appearing in the baseball game. The growth of a character being trained is achieved, for example, by changes in parameters that characterize the character (hereinafter sometimes referred to as ability parameters). The growth of a character being trained (changes in ability parameters) may be managed as appropriate using the character data CD, for example, by the play data PD. In this case, the character data CD manages information on the initial ability parameters before growth (in other words, information on ability parameters that are common to all users). Ability parameters may also change directly in conjunction with training effects. For example, this includes both changes via experience points and changes that occur directly. In other words, training effects may be indirectly linked to changes in ability parameters via experience points, or directly linked to changes in ability parameters. These experience points are managed, for example, by the play data PD.

[0027] Training Method Data TD is data used in Assist Training Mode. Assist Training Mode is one of the various modes included in the training part. Assist Training Mode offers various training methods, each providing different advantageous effects on the training character's development. Training Method Data TD is the data that manages these various training methods. Details of the various training methods will be described later.

[0028] The server data SD may include appropriate data to implement various services, such as team data or ID management data. Team data is data for managing each baseball team that appears in the baseball game. ID management data includes data for managing various IDs, such as user IDs, to identify each user. Play data PD, character data CD, and training method data TD are part of the 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). Alternatively, the server data SD does not have to include game data GD.

[0029] 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.

[0030] 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.

[0031] 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 game program PG2 is recorded in the memory unit 32. The game program PG2 is 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 records the game data GD necessary for providing the game. 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, and practice method data TD as examples.

[0032] 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, and practice method data TD are provided from the center server 2 through a distribution service.

[0033] 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.

[0034] 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 performs processes to realize the execution of a match in the match part, the granting of progress corresponding to the selected option, or the granting of experience points as an example of a training effect. The processes performed by the progress control unit 33 include various progress in the various modes of the training part. For this reason, the processes performed by the progress control unit 33 include processes to realize various training methods in the assist training mode. As an example of such processes, the progress control unit 33 performs initial granting processing, intermediate granting processing, and state change processing. Details of the procedures for initial granting processing, intermediate granting processing, and state change processing will be described later.

[0035] 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, and practice method data TD 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.

[0036] 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.

[0037] 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 on the game screen displayed on monitor MO.

[0038] (Overview of the baseball game) Next, we will further explain the baseball game with reference to Figures 3 to 13. First, we will explain the overview of the baseball game with reference to Figure 3. Figure 3 is a schematic diagram showing an example of the home screen. The home screen 40 is the game screen that serves as the starting point for screen transitions. As shown in Figure 3, the home screen 40 contains six icons 41 to 46 that correspond to training, battle, character list, My Team, lottery, and shop, respectively. These icons 41 to 46 are images that indicate the location where touch operations should be performed and function as virtual push buttons.

[0039] The training icon 41 is an icon used to signal the start of the training part. When the training icon 41 is touched, the training part begins. The training part may include multiple types of gameplay (modes) with different training methods, and in each mode, the training character may be trained individually or as part of a group (team). The following describes an example of training a character belonging to a team (group).

[0040] The battle icon 42 is an icon used to signal the start of the battle part. When the battle icon 42 is touched, the battle part begins. The battle part is a part where players can enjoy playing against other teams. The battle part may include various types of gameplay (modes), for example, a gameplay method in which players use a team trained in the training part to play against other teams (which may be computer-controlled or other users).

[0041] The character list icon 43 is an icon used to instruct the display of the character list. Each character in the game may be available for use as appropriate; for example, all characters may be available for selective use unconditionally, or they may be available for use under certain conditions. As an example, a user can use characters they own. Specifically, the game provides multiple characters that are candidates to be granted to the user and owned when certain conditions are met. These conditions may be set as appropriate, for example, by lottery or based on gameplay status. Therefore, a user may own a character that is a candidate to be granted depending on the lottery or other factors. The character list displays the characters that are granted to the user and owned (hereinafter sometimes referred to as owned characters). Owned characters may be used as appropriate; for example, they may be used as a member of the team being trained in the training part, or as characters appearing in events (scenarios) that occur in the training part. In addition, baseball games may have a deck function. In the deck function, owned characters are registered (set) by the user as appropriate in groups called decks. Owned characters registered in decks may appear as teammates, rivals, or various peripheral characters in various events that progress in the training part.

[0042] MyTeam Icon 44 is an icon used to display information about a team that includes characters trained in the training part (characters whose training is complete, including multiple characters trained through multiple play sessions, etc.), or to instruct various settings related to that team. In the training part, multiple characters may be trained at once, or multiple characters may be trained through multiple play sessions. After training, a MyTeam is formed that includes these trained characters. Setting the MyTeam's match lineup, including the starting members and substitute members, is also done through MyTeam Icon 44. The MyTeam can be used as appropriate, for example, in matches in the versus part.

[0043] The lottery icon 45 is an icon used to instruct the user to participate in a lottery to determine which characters will be awarded to them. Owned characters may be awarded through a lottery, and the lottery icon 45 is used for this lottery. The lottery may be performed unconditionally, but it may also be performed with certain conditions. These conditions may include time constraints, such as once a day. For example, the consumption of various items of predetermined value (which may be awarded based on in-game progress or obtained through in-app purchases) such as coins, medals, points, or tickets may be used as a condition for the lottery. In other words, the lottery is performed via the lottery icon 45 in exchange for a predetermined value.

[0044] Shop icon 46 is an icon that instructs the user to use the shop function. A shop function is provided for purchasing items, etc. The game has various values ​​such as coins, medals, and points, and items can be purchased in exchange for consuming these, for example. Touching shop icon 46 makes this shop function available.

[0045] (Overview of the training part) Figure 4 is an explanatory diagram illustrating the overview of the training part. The example in Figure 4 shows an example of the flow of the training part. The training part may be divided into parts as appropriate. As shown in Figure 4, the training part includes three types of parts, which are provided sequentially as an example: a pre-part, a main part, and a registration part.

[0046] The pre-part is the part for registering or setting information necessary for executing the main part. The pre-part may be structured as appropriate and may include appropriate procedures. For example, the pre-part may include procedures such as registering basic information, setting up the deck, and selecting items. Registering basic information is the procedure for registering basic information about the character being trained. Various types of information may be included in the basic information as appropriate. For example, the basic information may include information such as name, voice, defensive position, dominant hand, and batting form (or pitching form). The voice refers to the pronunciation (reading / furigana) of the name when the main character's name is output as voice. Also, if the defensive position is other than pitcher, the basic information will include information on the batting form. On the other hand, if the defensive position is pitcher, the basic information will include information on the pitching form. An original character based on the user's various settings may be set as the character being trained. Alternatively, a character selected from various candidates such as pre-prepared characters, owned characters, or characters assigned to the user under other conditions may be set as the character being trained.

[0047] The deck setting procedure is a step to implement the deck function. Specifically, in the deck setting procedure, a deck of owned characters (which may consist of only one owned character, but may also include multiple owned characters as an example) is set as the owned characters to be used in the training part. The owned characters set (registered) in the deck (hereinafter sometimes referred to as deck characters) have various effects on the training of the training character. For example, deck characters appear in the main part as various surrounding characters such as teammates and affect the training of the training character. In addition, deck characters may be assigned various characteristics, which may affect the training of the training character in the main part. In this example, the deck character (or its corresponding image) functions as a support object of the present invention. Furthermore, the procedure for setting up the deck functions as a setting opportunity of the present invention.

[0048] Item selection is the procedure for selecting items that will have a favorable effect on the character being trained. Opportunities to select items may be provided as needed. For example, they may be provided in the pre-training part. Usable items may be given to the user as needed, for example, as a reward for playing in a previous training part, a reward given at the start of the game (a reward to encourage continued play), through a lottery, or by being given by another user. Various items may be available in the baseball game, and in item selection, the user will select the items they own that will be used in the current training.

[0049] The main part is where the character, whose basic information was registered in the pre-part, is actually trained. In the main part, training is carried out according to a predetermined scenario, for example. Any suitable scenario can be adopted as the predetermined scenario. For example, in the training part, the training progresses according to a high school baseball scenario in which the character belongs to a high school baseball club, trains with teammates to earn a regular position, participates in games (local qualifying tournaments and national tournaments), and aims to become a professional baseball player. Each scenario can be structured as appropriate. For example, the high school baseball scenario includes multiple sections. In the example in Figure 4, two sections, Section 1 and Section 2, are shown as an example. However, it is not limited to this, for example, the main part may consist of only one section, or it may include three or more sections. Also, each section may branch as appropriate, and different developments may be realized through such branching.

[0050] Each section may be structured as appropriate. For example, it may consist of only one turn, but one example shows that it includes multiple turns. The number of turns may also be arbitrary and may differ between sections. In the example in Figure 4, each section similarly contains 12 turns. One turn corresponds to one week in the game. The scenario progresses as virtual time in the game advances by one week after each turn ends. One turn may also correspond to an arbitrary period such as one day or one month in the game. Furthermore, the in-game time corresponding to one turn may differ between turns. For example, normally one turn corresponds to one week, but in special turns or special sections, one turn may correspond to a different unit of time (period) such as one match.

[0051] Each turn offers multiple options (paths) for developing the character. These options can be set as appropriate. For example, each option is set to correspond to the training the character should perform. The character can be trained through direct user input (ongoing action commands), but for example, training is done through the selection (instruction) of training. Therefore, each turn, a training session is selected from multiple options for the character to perform. The training then progresses so that the character automatically performs the selected training session in weekly increments. Multiple training sessions can be set as appropriate. For example, training sessions with different methods (training directions), such as attack and strength, may be included. Below, the options corresponding to each training session may be referred to as training commands.

[0052] In each turn, experience points (training effect) are determined (calculated) as a value that quantitatively evaluates the results that the training character has achieved through practicing each training command. The experience points for each training are determined based on a predetermined determination method. In addition, multiple types of training commands with different training effects (training effects) are available in each turn. The training effect (experience points) for each training command is determined (calculated) based on a different determination method. Therefore, the method for determining experience points includes multiple types of determination methods.

[0053] The experience points gained in each turn are used as a resource to change the ability parameters of the character being trained. Ability parameters can be set as appropriate, and may include, for example, multiple types of basic parameters and multiple types of skills. These basic parameters and the skills possessed change through the allocation of experience points. Therefore, experience points function as an example of a mediating value to link the training performed by the character being trained with the changes in the values ​​of their ability parameters. The allocation of experience points to basic parameters and the acquisition of skills can be performed either manually, as instructed by the user, or automatically, as performed by the computer without user instruction. Opportunities to allocate experience points can be provided as appropriate, for example, at the start of each turn. At such opportunities, the user can choose between manual and automatic processing. Experience points may be used as appropriate; for example, they may be used only as a resource to change basic parameters, with resources for acquiring skills provided separately. Furthermore, the process of allocating experience points may be either manual only or automatic only, depending on the circumstances.

[0054] The registration part is for registering the completion of training a character. Training a character ends when the completion conditions are met in the main part. The completion conditions can be set as appropriate and may be met in appropriate cases (including overlaps of these), such as when the user issues a termination command or when the training objectives set during training are not achieved. As an example, the completion condition is met when the main part ends. In other words, when the scenario of the main part progresses to the end (when the final turn of the final section ends), training the character ends. A character registered in the registration part can be used in other parts other than the training part, such as the battle part. After the registration part ends, if you start the training part again from the beginning, you can train a different character. As an example, the training part is played in the following flow.

[0055] (Assisted practice mode) Next, we will explain the details of the Assist Practice Mode as an example of training in the main part. The Assist Practice Mode is an example of a mode in the training part, and is provided as a type of mode in which a training character belonging to a high school baseball club is trained according to a high school baseball scenario. Figure 5 is an explanatory diagram to explain the overview of the Assist Practice Mode. As shown in Figure 5, when a touch operation is performed on the mode selection icon 41a to specify playing the Assist Practice Mode, the menu screen 50 is displayed. The mode selection icon 41a for the Assist Practice Mode is included in the game screen (not shown) for mode selection that is displayed after a touch operation is performed on the training icon 41 on the home screen 40, for example.

[0056] The menu screen 50 is a game screen for displaying the menus that can be performed in each turn. Each turn may contain various elements that can be performed. The menu screen 50 displays menus corresponding to those elements. For example, six types of menus may be available as playable options: "Rest," "Practice," "Practice Method," "Improve Ability," "Play," and "Visit the Doctor." Figure 5 schematically shows an example of the menu screen 50 when these six types of menus are available. In this case, the menu screen 50 includes six menu selection buttons 51, each corresponding to one of these six types of menus. Each menu selection button 51 is an image indicating the position where a touch operation should be performed, and functions as a virtual push button.

[0057] The "Rest" option is a menu item used to allow the training character to rest during the target turn. When a training character rests from training, a predetermined recovery effect is applied. Therefore, when the "Rest" menu selection button 51 is touched, the training character rests from training and ends the target turn. In this case, the predetermined recovery effect is applied to the training character.

[0058] The "Practice" menu allows you to have your character practice through practice commands. Touching the "Practice" menu selection button 51 will display the practice screen. The practice screen is the game screen where you can perform practice by selecting practice commands. When practice is performed via practice commands, a predetermined training effect is granted according to the practice method. Details of the practice screen will be described later.

[0059] The "Ability Upgrade" menu allows you to change your ability parameters using the experience points you've earned. When you touch the "Ability Upgrade" menu selection button 51, the allocation screen will appear. The allocation screen is the game screen where you change your ability parameters by allocating the experience points you've earned. Details of the allocation screen will be explained later.

[0060] The "Play" menu allows the character to perform a game instead of practice. When the "Play" menu selection button 51 is touched, the character performs a game instead of practice and ends their turn. Various effects can be set for the game. For example, a story (development) may be assigned to the game depending on the turn or the character in the deck, and some training effects may be granted depending on the development of that story.

[0061] "Hospital Visit" is a menu option that allows the player to take their character to the hospital instead of practicing. In the main part of the game, the character may suffer an injury. Injuries (status ailments) are an element that represents the concept of injuries that can occur in real baseball players. Penalties (effects of status ailments) associated with injuries may be set as appropriate, including, for example, being unable to practice. Injuries occur according to a predetermined injury determination method (occurrence conditions). Hospital visits are used to heal those injuries. For this reason, the "Hospital Visit" menu selection button 51 is only displayed as selectable when the character is injured. When the "Hospital Visit" menu selection button 51 is touched, the character will perform a hospital visit instead of practicing and end the turn. The character's injury will then heal as a result of the hospital visit.

[0062] The "Training Methods" menu is used to display the list of training methods. Various training methods are granted to the user when certain conditions for granting them are met. The training method list screen is a game screen that displays a list of training methods owned by the user. Details of the training method list screen will be described later.

[0063] The menu screen 50 may include various information related to the selection of each menu item, in addition to the menu selection buttons 51. As an example, Figure 5 includes a turn information section 52, a health gauge 53, an ability information section 54, a home button 55, a character image 56, and a training method display section 57. The turn information section 52 is the part that displays information related to turns. In the example in Figure 5, information such as the current section ("Section 1") and the remaining turns in the current section ("9 turns remaining") is displayed as an example of information related to turns.

[0064] Stamina Gauge 53 is a bar-shaped gauge that displays the current amount of stamina possessed by the character being trained. Stamina is a value that represents the concept of virtual stamina possessed by the character being trained, and is a type of parameter. Stamina may be set as appropriate. For example, stamina is consumed when training is performed. On the other hand, stamina is recovered based on predetermined recovery conditions. Recovery conditions may be set as appropriate and may include, for example, the recovery effect associated with resting (selecting or performing "rest"). In other words, for example, stamina is recovered when the character being trained rests from training.

[0065] The ability information unit 54 is the part that displays information about ability parameters. In the example in Figure 5, the ability information unit 54 displays information about the current basic parameters associated with the character being trained, as an example of ability parameters. The home button 55 is an image that indicates the position where a touch operation should be performed to return to the home screen 40, and functions as a virtual push button. Therefore, when a touch operation is performed on the home button 55, the home screen 40 is displayed. The character image 56 is an image that represents the character being trained. In this example, the character image 56 functions as the training object of the present invention.

[0066] The training method display unit 57 is the part that displays information about the training methods applied to the training of the character being trained. The training methods include two types: assisted training methods and dynamic training methods. The training method display unit 57 displays information about the assisted training methods. Assisted training methods and dynamic training methods will be described later.

[0067] A suitable number of training methods (including overlaps between assist training methods and dynamic training methods) may be applied simultaneously to a training character. For example, multiple assist training methods may be applied to a single training character, in which case the training method display unit 57 may include information on multiple assist training methods. All applied assist training methods may be displayed, but in the example in Figure 5, when multiple assist training methods may be applied to a single training character, only the assist training method with the highest priority is displayed in the training method display unit 57. The training method display unit 57 includes a high school name unit 57A, a status information unit 57B, and a completion information unit 57C.

[0068] The high school name section 57A displays the name of the high school associated with the assisted training method. Each training method may have its own unique concept. For example, each high school may have its own unique training method concept in the development section. In this case, the high school name section 57A displays the name of the high school associated with the assisted training method ("High School A").

[0069] The status information section 57B displays information regarding the status of the assist training method shown in the high school name section 57A. Assist training methods are assigned such that their status changes between an activated state and a standby state. The activated state is the state in which the effect (influence) of the assist training method is activated. On the other hand, the standby state is the state in which the activation of the effect of the assist training method is pending. In other words, an assist training method has a state in which its effect is applied to the training character (activated state) and a state in which the application of its effect to the training character is pending (not applied) (standby state). The status information section 57B displays information indicating either the activated state or the standby state as the status of the assist training method. The activated state and the standby state may be expressed as appropriate in the status information section 57B. For example, the activated state may be expressed as "in progress" and the standby state as "waiting for practice".

[0070] The termination information section 57C displays information regarding the timing of the termination of the application of the assisted training method displayed in the high school name section 57A. Each training method may not have termination conditions and may be continuously usable (usable indefinitely), but as an example, both assisted training methods and dynamic training methods have termination conditions. Each training method terminates its effect when its termination condition is met. The termination conditions for each training method may be set as appropriate, for example, when a predetermined result (effect) is obtained, when termination is selected by lottery, when a predetermined touch operation (termination instruction) is entered for each training method, or when multiple of these conditions are included. Furthermore, the termination conditions may differ between assisted training methods and dynamic training methods, and may also differ between the various assisted training methods included in the assisted training method, and between the various dynamic training methods included in the dynamic training method. As an example, each assisted training method is uniformly set to have a termination condition that is met when a predetermined period (for example, 8 turns) has elapsed in the activated state. The termination information section 57C displays information on the number of turns remaining until the predetermined period has elapsed ("8 turns remaining").

[0071] (Practice screen) Figure 6 is an explanatory diagram illustrating an example of a practice screen. As shown in Figure 6, when the "Practice" menu selection button 51 is touched on the menu screen 50, the practice screen 70 is displayed. In the example in Figure 6, the practice screen 70 is schematically shown. The practice screen 70 includes instruction icons 71, related character section 72, experience point display section 73, back button 77, practice method transition button 78, turn information section 52, and stamina gauge 53. The turn information section 52 and stamina gauge 53 are the same as those in the menu screen 50 in the example in Figure 5.

[0072] The instruction icons 71 are used to instruct the training character on which practice to perform, and function as options (training commands) for instructing each type of practice. In Figure 6, as an example of training commands (practice), five instruction icons 71 are displayed, corresponding to five types of practice: batting, strength, base running, throwing strength, fielding, and mental training. The main part may have various types of practice available, which may differ from section, turn, or scenario (including those inserted as events in parts of each turn or section, and those applied to various modes in the training part), and special practices may appear as appropriate. The training screen 70 displays instruction icons 71 corresponding to these. Each instruction icon 71 can be configured as appropriate. In the example in Figure 6, it includes information on the content of the practice and its level (all similarly "LV.1").

[0073] The level information indicates the level of each practice session. The level affects the amount of experience points (training effect) gained from each practice session. For example, even if the same practice session is performed, a higher level session will yield more experience points. The level of each practice session increases by one each time a predetermined level-up condition is met (it may not be limited to one condition, but may be any number). The level-up condition may be set as appropriate; for example, it may be met when a predetermined level-up item is used. As an example, if a certain practice session is performed a certain number of times, its level will increase. In other words, the level-up condition is met by performing the practice session a certain number of times.

[0074] Each instruction icon 71 may have an additional cursor CL displayed. The cursor CL is an image that indicates the selected instruction icon 71. In the example in Figure 6, the cursor CL is displayed below the instruction icon 71 corresponding to muscle strength. In this case, the cursor CL indicates that the instruction icon 71 corresponding to muscle strength exercise is selected. When each instruction icon 71 is touched, the cursor CL moves below the touched instruction icon 71. In other words, the selected instruction icon 71 changes with each touch operation on the instruction icon 71. Then, when the selected instruction icon 71 is touched again, the exercise corresponding to that instruction icon 71 is executed. In other words, touching the selected instruction icon 71 functions as an instruction to execute the exercise corresponding to that instruction icon 71.

[0075] The related character section 72 is a part for displaying the characters (hereinafter sometimes referred to as "participating characters") that participate in each practice when each practice is instructed. Various characters, including characters whose training has been completed, may be used in the assist practice mode, and each character may appear as appropriate through various progressions such as events. Practice is also an example of a progression in which various characters appear. Participating characters may consist only of players from a baseball team, but may also include auxiliary characters such as managers, coaches, or scouts. In the example in Figure 6, the related character section 72 includes character images 72B that display each character, and three characters corresponding to the manager, scout, and player are displayed as participating characters through each character image 72B. The scout is a character that comes to each school to observe for a scouting event. In this example, the three character images 72B corresponding to the three characters function as an example of multiple objects of the present invention. In addition, a practice command that includes participating characters (the instruction icon 71 corresponding to "strength" in the example in Figure 6) functions as a related option of the present invention.

[0076] The participating characters may be the same for each opportunity (turn) to instruct a practice session (hereinafter, practices including participating characters may be referred to as joint practices). For example, they may differ depending on the practice session and the turn. The participating characters assigned to each practice session in each turn may be determined as appropriate, for example, by lottery. Deck characters may also be included as candidates for participating characters. When a joint practice session in which deck characters participate is performed, the characteristics of those deck characters may come into effect.

[0077] The characteristics of a deck character include, for example, a deck character bonus and a preferred training type. A deck character bonus may include an appropriate number of types, and for example, multiple types. Each type of deck character bonus may have an appropriate effect. For example, it may include an effect that affects experience points. Specifically, each owned character may have a deck character bonus. When an owned character with this characteristic is set as a deck character, the effect corresponding to the type of characteristic is exerted in the main part. For example, a deck character bonus may include a type that has a favorable effect (buff) on the experience points gained in joint training. Also, a deck character bonus may include multiple types that exert similar effects.

[0078] Similar to deck character bonuses, preferred training also provides a favorable effect (buff) to the experience points gained through joint training. Preferred training can sometimes be used as a condition for triggering special events. For example, deck characters are assigned relationship parameters that increase through joint training. When a deck character whose relationship parameter value is above a certain value performs a preferred training as joint training, the preferred training may trigger a tag training (event) that grants bonus experience points. In other words, the types of preferred training include those that have the effect of triggering events that add a bonus to experience points. Note that relationship parameters are not limited to joint training and may change as appropriate. For example, relationship parameters may change due to various events, or they may change when certain items (for example, items that increase relationship parameters) are used.

[0079] The experience point display section 73 is for displaying the experience points currently possessed by the character being trained. Multiple types of experience points may be set as appropriate. In the example in Figure 6, five types are included: "Strength," "Agility," "Technique," "Curveball," and "Mental." The character currently possesses "4," "6," "35," "0," and "59" points for these five types of experience points. In addition, "+140" and "+60" are displayed next to "Strength" and "Mental." These indicate the experience points that will be awarded if the currently selected training is actually performed. In other words, it can be seen that if the currently selected "Strength" training is actually performed, "+140" and "+60" experience points will be awarded to "Strength" and "Mental." Additionally, the experience points to be awarded, such as "+140" and "+60", will reflect the effects of deck character bonuses and preferred training methods (if multiple types of deck character bonuses are applicable, they will be applied in combination).

[0080] The back button 77 and the practice method transition button 78 are both virtual push buttons that indicate the location where a touch operation should be performed. Specifically, the back button 77 is a virtual push button where a touch operation should be performed to instruct the user to return to the previous game screen (menu screen 50). When the back button 77 is touched, the menu screen 50 is displayed. In other words, the game screen is switched to return from the practice screen 70 to the menu screen 50. On the other hand, the practice method transition button 78 is a virtual push button where a touch operation should be performed to instruct the user to transition to the practice method list screen. When the practice method transition button 78 is touched, the game screen is switched to transition from the practice screen 70 to the practice method list screen. Various game screens may be intervened as appropriate in the transitions between game screens based on the back button 77 and the practice method transition button 78.

[0081] Note that the example in Figure 6 shows the case where the character being trained is a fielder. The types of training and experience points may differ depending on the type of character being trained, such as a pitcher. The training screen 70, including instruction icons 71, may be displayed accordingly. The training screen 70 may also appropriately include various information necessary for training, such as the character's condition, which may provide various buffs or debuffs (unfavorable effects) on gaining experience points. However, a detailed explanation of these will be omitted.

[0082] (Distribution screen) Figure 7 is a schematic diagram showing an example of a distribution screen. Through the distribution screen 60, the distribution of experience points, that is, changes in ability parameters based on experience points, are performed. The distribution screen 60 may be configured as appropriate, and as an example, as shown in Figure 7, it includes an ability display unit 61, a resource display unit 62, a distribution execution unit 63, a back icon 64, a reset icon 65, and a confirm icon 66.

[0083] The resource display section 62 is the part that displays the amount of experience points currently owned (experience points acquired before distribution) as the resource for changing ability parameters. The resource display section 62 displays the amount of experience points owned for each type, such as "strength" and "agility".

[0084] The allocation execution unit 63 is responsible for distributing the player's experience points to ability parameters. Ability parameters may include various types of abilities; for example, if the character being trained is a fielder, seven types of abilities are included: "trajectory," "contact," "power," "speed," "arm strength," "fielding," and "catching." These are parameters that affect the trajectory of the batted ball, contact with the ball, or power in batting. The allocation execution unit 63 arranges these seven types of abilities and five types of experience points in a matrix, and displays the amount of experience points required to increase each ability by one level for each type, such as "strength" and "agility." For example, under "trajectory," "30" is displayed for each of the three types of experience points: "strength," "technique," and "mental." This display means that in order to increase the "trajectory" ability by one level, 30 points each of the three types of experience points—"strength," "technique," and "mental"—must be allocated (consumed). The same applies to other abilities such as "Meat".

[0085] Furthermore, the allocation execution unit 63 is provided with a plus icon 63a for each ability, such as "Ballistics." The plus icon 63a indicates the location where a touch operation should be performed to increase the target ability by consuming the required amount of experience points. For example, when a touch operation is performed on the plus icon 63a for "Ballistics," 30 points each of the three types of experience points—"Strength," "Technique," and "Spirit"—are actually consumed, and the "Ballistics" ability increases by one level. Similarly, the allocation execution unit 63 may be provided with a minus icon 63b for some abilities. The minus icon 63b indicates the location where a touch operation should be performed to decrease the target ability. While ability reduction can be performed without limit, it is limited, for example, to the ability that was increased in this instance. In the example in Figure 7, it is displayed for some abilities such as "Contact," indicating that some abilities such as "Contact" can be decreased, that is, the ability that was increased in this instance. For example, if you touch the minus icon 63b for "Meet," the "Meet" ability will decrease by one, and the three types of experience points used to increase it—"Strength," "Technique," and "Spirit"—will be returned to your experience point balance by "1," "6," and "4" points respectively.

[0086] The ability display unit 61 is the part that displays information on ability parameters associated with the character being trained. In the example in Figure 7, the ability display unit 61 is configured to display information on seven types of ability values, such as "trajectory," in two rows, upper and lower, with the upper row showing the value before the change and the lower row showing the value after the change. The ability display unit 61 includes a pitcher ability icon 61a and a fielder ability icon 61b for switching the type of ability parameter to be displayed. By touching the pitcher ability icon 61a and the fielder ability icon 61b, the type of ability parameter to be displayed is switched between pitcher ability parameters and fielder ability parameters. In the example in Figure 7, the fielder ability parameters are displayed by touching the fielder ability icon 61b.

[0087] Furthermore, the ability display unit 61 includes a basic icon 61c and a skill icon 61d for switching the allocation target in the allocation execution unit 63. Touching the basic icon 61c and the skill icon 61d switches the type of ability parameter to be allocated between basic parameters and skills. In the example in Figure 7, touching the basic icon 61c displays the basic parameters (7 types) as the allocation target in the allocation execution unit 63. When the skill icon 61d is touched, the allocation target in the allocation execution unit 63 is switched, and instead of the basic parameters (7 types), the obtainable skills (which may be provided as appropriate) are displayed.

[0088] The back icon 64, the reset icon 65, and the confirm icon 66 are all icons that indicate the position where a touch operation should be performed. Touching the back icon 64, the reset icon 65, and the confirm icon 66 will result in the following commands being executed: an instruction to return to the previous screen (for example, the menu screen 50), an instruction to reset the allocation (change in ability parameters) in the allocation execution unit 63, and an instruction to confirm the allocation in the allocation execution unit 63 (exit the allocation screen 60), respectively.

[0089] Furthermore, the experience points required for change include, for example, ability parameters such as "ballistics" which include both "strength" and "mental strength." In other words, changes in ability parameters that require experience points from at least one type of "strength" and "mental strength" obtained through "strength" training can be said to correspond to "strength" training. For this reason, the granting of experience points that contribute to such changes in ability parameters can be considered a training effect.

[0090] (Types of practice methods and a list of practice methods) Figure 8 is an explanatory diagram illustrating an example of a practice method list screen. The assisted practice mode may have an appropriate number of practice methods available; for example, only one type of practice method may be available. The example in Figure 8 shows a case where two types of practice methods are available: assisted practice and dynamic practice. In this case, as shown in Figure 8, when the menu selection button 51 for "Practice Method" is touched on the menu screen 50, a selection screen SS for selecting the type of practice method is displayed. The selection screen SS includes two types of options PS corresponding to assisted practice and dynamic practice, respectively. Note that if only one type of practice method is available, the display of the selection screen SS may be omitted, and the practice method list screen 80 may be displayed when the menu selection button 51 for "Practice Method" is touched.

[0091] Assist training methods are training methods that generate various effects to assist (support) the training of the character being trained. These effects that assist training include, for example, generating bonus missions that grant experience points, improving the effectiveness of training commands, and generating effects that are advantageous to dynamic training methods. Assist training methods are the training methods that are displayed in the training method display section 57 of the menu screen 50, and are a type of training method that has two states: standby state and active state.

[0092] On the other hand, dynamic training methods are training methods used to impart a different effect than assisted training methods. Specifically, dynamic training methods are training methods that produce an effect that increases the experience points gained when a training command is executed. When a training command that meets certain conditions is executed while this training method is acquired, the experience points set for each training method are awarded. Dynamic training methods do not have two states, standby and activated; once acquired, their effect is activated automatically. However, dynamic training methods may have various conditions, such as application timing or application conditions. In this case, although the effect of the dynamic training method is activated automatically after acquisition, its actual application will be at the time corresponding to the various conditions.

[0093] Both the Assist Training Method and the Dynamic Training Method are granted (acquired) to the training character (or user) when the predetermined granting conditions are met. The granting conditions may differ between the two training methods. For example, both training methods may be granted separately under the same granting conditions. Details of the granting conditions will be described later, using the Assist Training Method as an example.

[0094] Each option PS functions as a virtual push button indicating the location where a touch operation should be performed to instruct the display of the list screen for assist training methods and the list screen for dynamic training methods, respectively. In the example in Figure 8, a touch operation is performed on the option PS corresponding to an assist training method. In this case, the training method list screen 80 is displayed as the list screen corresponding to the assist training method. The training method list screen 80 is a game screen that displays a list of assist training methods acquired by the training character. In the example in Figure 8, the training method list screen 80 is schematically shown. The training method list screen 80 includes an activation area 81, a standby area 82, a back instruction icon 83, and a training transition instruction icon 84.

[0095] The activation area 81 is the section that displays the assisted training methods that are in the activated state. On the other hand, the standby area 82 is the section that displays the assisted training methods that are in the standby state. An upper limit is set on the number of assisted training methods that are in the activated state (hereinafter referred to as the number of activated methods). If a new assisted training method is assigned before the number of activated methods reaches the upper limit, the assisted training method is assigned the activated state and added to the activation area 81. On the other hand, if a new assisted training method is assigned after the number of activated methods has reached the upper limit, the assisted training method is assigned the standby state and added to the standby area 82. The upper limit can be set as appropriate, and in the example in Figure 8, it is set to two. Therefore, assisted training methods acquired after the number of activated assisted training methods has reached two are added to the standby area 82.

[0096] The activation area 81 and the standby area 82 both include a practice method details section 85. The practice method details section 85 is the part for displaying the details of each assist practice method. The activation area 81 and the standby area 82 display the practice method details section 85 for each assist practice method corresponding to the activation state and standby state, respectively. Each practice method details section 85 includes a practice explanation section 85A and a status display section 85C.

[0097] The practice explanation section 85A is for displaying explanatory text about each assist practice method. Various explanations about each assist practice method may be displayed in the practice explanation section 85A. In the example in Figure 8, information such as the name of the high school ("A High School," etc.), the name of each assist practice method ("Overheat," etc.), and the effect of each assist practice method ("Increases the amount of bond energy obtained in tag practice," etc.) are displayed. The status display section 85C is for displaying the status of each assist practice method, such as the activated state and the standby state. The activated state and the standby state may be expressed as appropriate in the status display section 85C, and in the example in Figure 8, they are expressed as "Finished" and "Waiting for practice," respectively.

[0098] Furthermore, the status display unit 85C also functions as a virtual push button indicating the position where a touch operation should be performed in the activation area 81 to signal the end of application. In other words, when a touch operation is performed on the status display unit 85C ("end") in the practice method details section 85 of the activation area 81, the effect of the assist practice (activated state) corresponding to that practice method details section 85 ends, and that assist practice method disappears. In other words, that assist practice method becomes a practice method that the training character does not possess, and the corresponding practice method details section 85 also disappears from the practice method list screen 80. This gives the user the option to activate a more desired assist practice method if an undesirable assist practice method is activated. As a result, the strategic possibilities can be expanded. Note that an appropriate game screen may be provided in which the assist practice method after activation has ended can be checked. For example, the practice method list screen 80 may be configured to allow checking (viewing) the assist practice method after activation has ended. In other words, the assist practice method after activation does not necessarily have to disappear from the practice method list screen 80. The assist practice method after activation is displayed in a separate area (for example, an activated area) located below the standby area 82. Alternatively, it may be displayed in the standby area 82 in an appropriate display manner indicating that it has been activated, such as a status display unit 85C indicating "activated".

[0099] Touch operations to signal the end of the application may be permitted without restriction, but as an example, they are permitted under certain limitations. Specifically, touch operations on the "end" status display unit 85C are not permitted until a predetermined number of turns have elapsed since the activation state was reached. For this reason, for example, an assist practice method that has not reached the predetermined number of turns, such as an assist practice method with 8 turns remaining, cannot be terminated early. By restricting the assist practice methods that can be terminated early, it is possible to maintain the importance of the order of acquisition while giving the user room to intervene. In this example, the touch operation to signal the end of the application (touch operation on the "end" status display unit 85C) functions as a termination signal according to the present invention.

[0100] On the other hand, a reward is granted upon completion of the specified number of turns (predetermined period) for the assisted training method. The reward may be an appropriate element that provides a favorable influence on the training of the character being trained, and as an example, it may be set to a predetermined amount of experience points. In other words, if the player does not terminate the training early by touching the status display unit 85C, and the predetermined period is completed, a predetermined amount of experience points is granted as a reward. Therefore, even if the assisted training method has an effect that the player does not particularly desire, a reward can be granted if the player endures it for a while. This expands the user's choices, such as whether to terminate the training early or to maintain the activated assisted training method until the predetermined period is completed in order to obtain the reward, thereby increasing the strategic depth of the game. A reward may also be granted in the case of early termination. In that case, the content of the reward may change depending on the number of remaining turns. For example, the more turns that are left, the less the reward may be, and the largest reward may be granted upon completion. Alternatively, all rewards, including the reward for completing the predetermined period, may be omitted. In this example, the predetermined amount of experience points granted as a reward functions as the predetermined training effect of the present invention.

[0101] When an active assist practice method ends (disappears), the standby assist practice method changes to the active state. The standby assist practice method to be changed to the active state may be determined as appropriate. For example, an assist practice method specified by the user from among the standby assist practice methods may be changed to the active state. Alternatively, it may be determined by lottery from among the standby assist practice methods. In the example in Figure 8, the assist practice method located at the top of the standby area 82 is determined to be the next to be changed to the active state. When a predetermined period (e.g., 8 turns) has elapsed, the active assist practice method also ends and disappears, similar to when a touch operation is performed on the "end" status display unit 85C, and the next target to be changed to the active state is determined in the same way as it disappears. In other words, a standby assist practice method ends and disappears when various termination conditions are met, such as the end of a predetermined period or a touch operation on the "end" status display unit 85C, and as a result of its disappearance, the standby assist practice methods are changed to the active state in the order they are displayed in the standby area 82.

[0102] The order in which the assist practice methods are displayed in the waiting area 82 may be set as appropriate. For example, the user may be given the opportunity to choose between or shuffle any assist practice methods specified by the user. This opportunity to choose may be provided unconditionally, or it may be provided according to various play situations, such as when an event occurs in a given turn, or when a specific item is used. In the example in Figure 8, the methods are set to be arranged from top to bottom in the order they were acquired (given). In other words, the order in which the methods are displayed in the waiting area 82 is set so that they change to the activated state in the order they were acquired. The order in which the methods change from the waiting state to the activated state may be managed separately from the waiting area 82. In this case, changes in the order, such as swapping or shuffling between assist practice methods based on user specifications, may be applied to the separately managed order. In this case, changes in the order in which the methods change from the waiting state to the activated state may or may not be reflected in the waiting area 82.

[0103] There may be a limit on the number of practice method detail sections 85 that can be displayed in the waiting area 82, in other words, the number of assist practice methods that can be owned in a waiting state, but for example, there is no limit. Therefore, a character being trained can own an unlimited number of assist practice methods in a waiting state. The waiting area 82 is provided with a waiting count display section 86 that shows the number of assist practice methods in a waiting state ("Waiting for practice: 4"). The waiting area 82 may also be provided with other operation sections, such as a scroll bar, to change the practice method detail section 85 to be displayed, as appropriate. However, these are not shown in the illustration.

[0104] On the other hand, the practice method details section 85 of the activation area 81 includes an end time display section 85B. The end time display section 85B is for displaying the time when the application of each assist practice method ends (e.g., "8 turns remaining"). The end time information in the end time display section 85B is used as a reference for touch operations on the "end" status display section 85C.

[0105] The back instruction icon 83 and the practice transition instruction icon 84 are icons that function as virtual push buttons indicating the location where various touch operations should be performed. Specifically, the back instruction icon 83 is an icon that should be touched to transition to the previous game screen (e.g., the selection screen SS), and the practice transition instruction icon 84 is an icon that should be touched to transition to the practice screen 70. Touching the back instruction icon 83 and the practice transition instruction icon 84 displays the previous game screen and the practice screen 70, respectively. In this example, the multiple assist practice methods provided in the assist practice mode, and the practice methods assigned to the training character (e.g., the five assist practice methods in the example in Figure 8), function as multiple effects and assigned effects of the present invention, respectively. The practice method list screen 80 functions as a browsing screen of the present invention. Touching the menu selection button 51 for "Practice Method" (or touching the selection PS corresponding to the assist practice method) functions as a browsing instruction of the present invention.

[0106] (Conditions for granting assisted training methods) Figure 9 is a table illustrating an example of the conditions for granting assist training methods. As shown in Figure 9, the conditions for granting assist training methods include three types: initial granting conditions, turn-based granting conditions, and scout event granting conditions. The initial granting conditions are designed to provide an opportunity to grant (acquire) training methods at the start of training a character. The initial granting conditions are set so that a maximum of one training method, specified by the deck characters set in the deck, can be acquired.

[0107] Specifically, the assist training mode offers multiple high schools, and each character is associated with a high school through settings such as their alma mater or current school. At least some of these high schools have training methods unique to (and associated with) that school. The initial granting condition is met at the start of training a character if there is a deck character set to have a high school associated with (or possesses) a training method. In this example, the deck character associated with a training method via a high school functions as an object with the effect of the present invention.

[0108] If there are multiple deck characters associated with a high school that possesses a training method, then multiple training methods corresponding to them become candidates for assignment. The actual number and target of the training methods to be assigned may be determined as appropriate from the candidates. For example, two or three training methods may be determined by various methods such as lottery or user specification. As an example, one training method may be determined as the target based on the setting operation when setting up a deck. The setting operation may be any appropriate operation related to setting up the deck, for example, if multiple slots are provided and deck characters are set by setting each owned character in a slot, then the training method may be determined to correspond to the character in a specific slot (for example, the leftmost of three slots arranged horizontally). In other words, the setting operation for a slot may be used to determine the target of assignment. In the example in Figure 9, the order in which deck characters are set is used as the setting operation to determine the target of assignment, and one training method corresponding to the first deck character set from among the multiple candidates for assignment is determined as the target of assignment. In other words, one training method is determined based on the setting order in setting up the deck. This makes it possible to establish a new criterion for determining whether a character can acquire a training method when setting up a deck. The number of training methods that can be granted, or the effect of each training method, may be constant, or they may change depending on the level of the deck character, etc. Also, each training method is not limited to each character's high school, but may be specified according to various parameters such as basic parameters.

[0109] Both turn granting conditions and scout event granting conditions are designed to provide opportunities to acquire training methods during the training of a character. However, turn granting conditions are set to provide opportunities to acquire training methods on a predetermined turn, while scout event granting conditions are set to provide opportunities to acquire training methods as events related to training commands.

[0110] Specifically, the turn granting condition is set so that an opportunity to acquire a training method is granted in a predetermined turn after the start of training. The predetermined turn can be set as appropriate; for example, it may be a specific turn that occurs only once, but as an example, it may be set to the first week of each month. In other words, the turn granting condition is met in the first week of each month (the predetermined turn), and as a result, an opportunity to acquire a training method is granted regularly at a frequency of once every four turns. The training method to be granted in the turn granting condition may be determined by an appropriate method, such as user specification or lottery, and as an example, it may be determined by a combination of these. Specifically, first, candidates for granting are determined by acquisition lottery, and from those candidates, one training method specified by the user is selected as the target to be granted. An appropriate number of candidates for granting may be determined in the acquisition lottery; as an example, four training methods may be determined. In other words, the turn granting condition is set so that one can be chosen and acquired from the four training methods determined by the acquisition lottery.

[0111] In the acquisition lottery, the target of the lottery (the population of the lottery) may be appropriate, and may be limited as appropriate, for example, to include practice methods that cannot be acquired with deck characters, but as an example, all practice methods available in assist practice mode may be set as the target of the lottery (population). Furthermore, the acquisition lottery may be implemented with appropriate logic. For example, the acquisition lottery may be executed in such a way that a specific practice method is more likely to be determined depending on the turn (time), and there may be practice methods that are always determined or not determined depending on the turn. In the acquisition lottery of a particular turn, it may be executed in such a way that a specific practice method (for example, a powerful practice method unlocked by setting a specific deck character) is always acquired. Furthermore, it may be executed in such a way that a practice method that has been determined (or acquired) once is not determined again. The logic for implementing these acquisition lotteries may be set in advance or may be changed as appropriate. If changed, the change may be executed by the operator of network system 1 or by the user. The acquisition lottery can be implemented as needed, and one example is a logic that weights the selection so that the practice method determined in the previous lottery is less likely to be selected again.

[0112] The conditions for granting a scout event are set so that the scout has the opportunity to acquire a scout by performing a practice session in which they are participating. In other words, the conditions for granting a scout event are met when a practice session in which the scout is participating is performed. The number and target of the practice sessions granted under the conditions for granting a scout event may be determined by an appropriate method, for example, by a unique method that differs from other granting conditions. As an example, the number and target of the practice sessions granted under the conditions for granting a scout event may be set in the same way as the conditions for granting a turn. In other words, the conditions for granting a scout event are set so that the scout can choose to acquire one of four practice sessions determined by lottery.

[0113] The granting of training methods based on the conditions for granting scout events may be performed without limit, but as an example, it may be limited to a certain number at predetermined intervals. Specifically, the granting of training methods based on the conditions for granting scout events is limited to once per month in the game period. When the granting of training methods based on the conditions for granting scout events is performed, adjustments are made so that no acquisition events by scouts occur within the same month. Like other participating characters, scouts are associated with training commands with a predetermined probability, and there is also a possibility that they will not be associated with any training commands. Therefore, if no scout events have occurred in a month (no training in which a scout participates has occurred), the probability of being associated with any training command (participating) increases (in other words, the probability of not being associated with any training command decreases).

[0114] (Procedure for initial grant conditions) Figure 10 is an explanatory diagram illustrating an example of the procedure for determining the training method to be granted in the initial granting conditions. As shown in Figure 10, once a deck is set, a predetermined priority is first set for the deck characters included in it. The priority can be implemented using appropriate logic, and as an example, it can be implemented using the logic that utilizes the order in which the characters are set, as described above. In other words, the deck characters are assigned a priority according to the order in which they are set, with the first character set being "1", the next being "2", and so on. For example, if the deck is set in the order of "Character A", "Character S", and "Character B", they will be assigned priorities of "1", "2", and "3" respectively.

[0115] Next, the training methods assigned to each deck character (including cases where no training methods are assigned) are identified based on the training method data TD. The training method data TD may appropriately include various information related to the management of training methods, and in the example in Figure 10, it includes information on "high school," "training method name," and "effect." "High school" is the name of the high school, "training method name" is the name of each training method, and "effect" is the effect that each training method has. Therefore, the training method name and its effect are identified in the training method data TD using the high school name assigned to each deck character's training method as the key. For example, "Character A," "Character S," and "Character B" are assigned "High School A," "High School S," and "High School B," respectively, and "High School A" and "High School B" have training methods such as "Overheat" and "Recruitment" assigned in the training method data TD. On the other hand, no training methods are assigned to "High School S." Therefore, these two training methods, "Overheat," etc., are identified as candidates for assignment. In this case, upon fulfilling the initial granting conditions, the training method set for the deck character with priority "1" (the training method with the highest priority), that is, the "Overheat" training method associated with "Character A" with priority "1" among the two granting candidates, is granted (acquired). In this example, the training methods possessed by the deck character function as effects that satisfy the candidate conditions of the present invention. For this reason, the two training methods, "Overheat" and "Recruitment," function as candidate effects of the present invention. In the example in Figure 10, each character has a high school assigned to them, but characters without a high school assigned may also be provided.

[0116] The opportunity to select deck characters (the opportunity to set a deck) is performed via the deck setting screen (not shown), which displays information about whether each owned character has a training method (whether each owned character corresponds to an object that has a training method) before the deck characters are finalized. The deck setting screen may provide information about training methods as appropriate; for example, when selecting a target for setting in a deck, it may provide a selection screen that includes a list of setting candidates (owner characters that can be set) and information about the training method for each setting candidate. In this case, the setting can be done while viewing the information about the training method via the selection screen. On the other hand, in the example in Figure 10, the deck setting screen is provided to include a deck character information section PP. The deck character information section PP is the part that displays information about the candidates to be set as each deck character (each owned character that has been provisionally designated and is not yet finalized). The deck character information section PP includes information about the training methods that each deck character possesses.

[0117] For example, in Figure 10, the Deck Character Information Section PP includes a Simplified Image Section PP1, an Acquisition Information Section PP2, and a Character Type Section PP3. The Deck Character Information Section PP displays the Simplified Image Section PP1, the Acquisition Information Section PP2, and the Character Type Section PP3 for each candidate character in the deck. The Simplified Image Section PP1 is the part that displays a simplified image of each character. The Character Type Section PP3 is the part that indicates the type of character, such as "Outfielder" (player) or "Girlfriend".

[0118] The Acquisition Information Unit PP2 displays information regarding whether or not each character can acquire a training method (in other words, whether or not each character is a character that possesses a training method). The acquisition information includes three types of information, such as "acquired," "none," and "unacquirable." "Acquired" indicates characters that are scheduled to acquire (be granted) a training method based on the initial granting conditions. "None" indicates characters that do not possess a training method (and therefore, even if set as a deck character, they will not be granted a training method). "Unacquirable" indicates characters that possess a training method but will not be granted one due to priority issues in the initial granting conditions (they are unacquirable). In this case, the training method that will be granted can be clearly displayed. Furthermore, the Acquisition Information Unit PP2 makes it easier for users to set up decks based on the acquisition of training methods. In addition, since the number of training methods that can be acquired is limited to one based on the order in which they are set, it is possible to add a strategic element to deck setting regarding the order in which they are set.

[0119] In the example in Figure 10, the initial granting condition grants the training method of the deck character, but this is not limited to deck characters; training methods of various characters may be used as granting candidates based on various granting conditions. For example, a character that has completed training in the training part may be used to grant a training method. For example, the offspring of a completed training character may appear in the assist training mode as a character that appropriately supports the training of the training character (a character that has various effects on the training of the training character, similar to deck characters), or the offspring may appear as a training character and grant the training method of the high school to which the completed training character belonged. Alternatively, when a character's training is completed, the training method corresponding to the high school to which that completed training character belonged may be granted unconditionally. Furthermore, the training method may be granted according to the mode in which the completed training character was trained (various modes provided in the training part). In addition, regardless of the high school to which the character belongs, various parameters of the completed training character may be used to grant a training method. In these cases, the gameplay of the training part performed previously will affect the gameplay of the training part performed afterward, thus improving the gameplay of the training part.

[0120] (Specific examples of assisted training methods) Figure 11 is a table illustrating an example of the specific effects of assisted training methods. As shown in Figure 11, assisted training methods include multiple types of training methods, and through them, they directly or indirectly influence the development of the character being trained by increasing the experience points granted in training commands, triggering various events, and affecting dynamic training methods. The effects of each of these assisted training methods are managed in the training method data TD, associated with the high school and training method name, etc. Furthermore, by including effects that have synergy with dynamic training methods, for example, it is possible to create a gameplay element where players simultaneously activate dynamic training methods that they want to enhance (or vice versa).

[0121] (Selection screen for training methods) Figure 12 is a schematic diagram showing an example of a training method selection screen. The training method selection screen 90 is a game screen that allows the user to select a training method to acquire from among the candidate training methods. The training method selection screen 90 is used, for example, to allow the user to select a target from the candidates determined by the acquisition lottery after the turn granting conditions and scout event granting conditions have been met. As shown in Figure 12, the training method selection screen 90 includes, for example, candidate training method options 91, a decision instruction icon 92, and a training method transition instruction icon 93.

[0122] The candidate practice method options 91 are options corresponding to the practice methods of each assigned candidate, and function as virtual push buttons indicating the location where a touch operation should be performed to select each assigned candidate practice method. The candidate practice method options 91 include, as an example, information such as the name of a high school ("A High School," etc.) and a detailed instruction button 91A. The detailed instruction button 91A is a virtual push button indicating the location where a touch operation to instruct the display of detailed information should be performed. When a touch operation is performed on the detailed instruction button 91A, detailed information about the practice method of each assigned candidate is displayed. In this example, the practice method that is selected in the acquisition lottery functions as an effect that satisfies the candidate conditions of the present invention. For this reason, the four practice methods corresponding to "A High School" to "D High School" function as candidate effects of the present invention.

[0123] The decision instruction icon 92 and the practice method transition instruction icon 93 are both icons that function as virtual push buttons. The decision instruction icon 92 indicates the position where a touch operation should be performed to determine the practice method to be acquired. Therefore, when a touch operation is performed on the decision instruction icon 92, the currently selected practice method (the practice method corresponding to the currently selected candidate practice method option 91) is determined as the target to be acquired by a touch operation on the candidate practice method option 91. The practice method transition instruction icon 93 indicates the position where a touch operation should be performed to instruct the display of the practice method list screen 80. Therefore, when a touch operation is performed on the practice method transition instruction icon 93, the game screen transitions from the acquired practice method selection screen 90 to the practice method list screen 80 (the selection screen SS may be intervened as appropriate), and the practice method list screen 80 is displayed.

[0124] (Dynamic practice method) Next, we will explain the dynamic training method with reference to Figure 13. Figure 13 is an explanatory diagram for detailing the dynamic training method. The dynamic training method is a training method that increases the experience points gained when a training command is executed. When this training method is acquired, and a training command that satisfies the specific conditions defined in the application conditions is executed, the experience points set for each training method are awarded. The method of acquisition is the same as for the assist training method. However, there is no change in state such as activation state or activation standby state, and the effect of all training methods that satisfy the application conditions is applied when a training command that satisfies the specific conditions is executed. In addition, there may be differences between the assist training method and the dynamic training method, such as whether the number of awarded points is counted separately or not, so that only one of the assist training method and dynamic training method is awarded. A predetermined number of award candidates, such as four, may be determined by lottery or other means from the assist training method and dynamic training method. In other words, the training methods of the award candidates may include both the assist training method and the dynamic training method in a mixed manner. The recipient may then be determined from these award candidates. Figure 13 (1) shows an example of the application conditions. As shown in Figure 13 (1), the dynamic practice method has three types of application conditions, from the first to the third condition. The dynamic practice method may be applied when some of these conditions are met, but as an example, when all three conditions are met, the effects of the dynamic practice method are actually applied.

[0125] The first condition is met when a tag practice occurs (a tag practice is performed) in the practice being performed. In other words, it is a condition that is met when a tag practice (a practice command that satisfies specific conditions) is performed. As mentioned above, a tag practice occurs when a deck character whose relationship parameter value is above a predetermined value performs their specialty practice as a joint practice. Therefore, the specific condition is met by a practice command in which a deck character whose relationship parameter value is above a predetermined value is performing their specialty practice.

[0126] The second condition is met when a special character participates in the training session being performed. In other words, a specific condition is met by the training session in which a special character participates. When you acquire a Dynamic Training Method, a special character is randomly selected from the characters that appear in Assist Training Mode, including deck characters. This selection is made each time you acquire a Dynamic Training Method (a different character is selected as the special character for each training method). In other words, the second condition is met when you train with the special character determined for each training method, and the effects of the training method corresponding to that special character are applied. Multiple special characters may participate in the same training command, but as an example, the characters participating in each training session are randomly selected so that no special characters are duplicated. In other words, multiple special characters will not participate in the same training session.

[0127] The third condition is met when you possess enough Bond Energy to cover the cost set for the training method being performed. In other words, a specific condition is met by training in which you possess enough Bond Energy to cover the cost. Bond Energy is the points (value) obtained by executing a training command. Each dynamic training method has a set amount of Bond Energy that it consumes when applied. If you do not possess enough Bond Energy to apply it, the third condition is not met, and that dynamic training method is not applied. The amount of Bond Energy obtained varies depending on the state of the training command that was executed.

[0128] Figure 13(2) shows the number of Bond Energy points gained. As shown in Figure 13(2), the number of Bond Energy points gained changes depending on the state of the practice. For example, when a tag practice is performed, one Bond Energy point is awarded to each participating character, depending on the number of characters participating in that tag practice. The same applies to practices where a predetermined event occurs. In addition, two or one Bond Energy points are awarded in practices that include specific characters, such as when there is a potential girlfriend, a partner, or a staff member.

[0129] Figure 13 (3) shows a table illustrating an example of the specific effects of the dynamic training method. In the example in Figure 13, "○" indicates that a bonus is awarded to experience points, and "×" indicates that no bonus is awarded. In the example in Figure 13, "Cost" refers to the amount of bond energy consumed to apply the training. Furthermore, in the example in Figure 13, "Change / Agility" refers to change or agility, and if the training target is a pitcher, a bonus is awarded to change experience points, and if it is a fielder, a bonus is awarded to agility experience points. As shown in Figure 13 (3), a bonus is awarded to the type of experience points set for each dynamic training method. In addition, the effect of the dynamic training method is set so that the higher the cost, the wider the range of effects (the larger the bonus).

[0130] Experience point bonuses may be achieved by appropriately increasing the amount of experience points gained. For example, the type of experience points set for a training method may be awarded as a bonus regardless of the type of experience points (training effect) obtained from the executed training command. The bonus may also be variable or a fixed value. As an example, the amount of the bonus may vary depending on the number of remaining sessions until the end and the number of dynamic training methods occurring simultaneously. Furthermore, it may be set so that the bonus is higher the fewer sessions remaining and higher the more simultaneous applications there are. The termination conditions for dynamic training methods may be set as appropriate; for example, if the same training method is applied 5 times, that training method will end. Upon termination, a reward (experience points) will be awarded, similar to assist training methods.

[0131] (Network system processing) Next, the procedures for the initial assignment process, the intermediate assignment process, and the state change process will be explained with reference to Figures 14 to 16. The initial assignment process is the process for assigning practice methods based on the initial assignment conditions. The example in Figure 14 shows the process when an assist practice method is assigned as a practice method. In this case, when the deck is set, the progress control unit 33 starts the initial assignment process in Figure 14 and first determines the contents of the set deck (step S101).

[0132] Next, the progress control unit 33 determines whether the contents of the configured deck meet the initial granting conditions (step S102). The initial granting conditions are met when the deck characters include a character that has a training method. Therefore, in step S102, the progress control unit 33 determines whether the deck characters include a character that has a training method. If the deck characters do not include a character that has a training method, that is, if the initial granting conditions are not met, the progress control unit 33 skips the subsequent processing and terminates this initial granting process.

[0133] On the other hand, if the deck characters include a character that possesses a training method, that is, if the initial granting condition is met, the progress control unit 33 identifies a training method that is a candidate for granting (step S103). Specifically, the progress control unit 33 identifies one or more training methods possessed by the deck characters as training methods that are candidates for granting.

[0134] Next, the progress control unit 33 determines the practice methods to be assigned from among the assignment candidates identified in step S104 (step S104). The practice methods to be assigned are determined, for example, based on priority. The priority is set such that, for example, the earlier the order in which they are set in the deck, the higher the priority. For this reason, the progress control unit 33 determines a predetermined number of practice methods (for example, the first one) from among the assignment candidates to be assigned according to the order in which they are set in the deck. Note that multiple practice methods may be determined to be assigned, in which case the progress control unit 33 determines the multiple assignment targets in order from highest to lowest, according to the order in which each assignment candidate is set in the deck of the corresponding character.

[0135] Next, the progress control unit 33 determines whether the number of active assist training methods has reached the upper limit (step S105). The upper limit is set to two, for example. Assist training methods are assigned in an active state until the upper limit is reached, and then assigned in a standby state. Therefore, the progress control unit 33 determines whether the number of active methods (or the number of training methods to be assigned in the case of the initial assignment condition) exceeds the upper limit. If the upper limit has not been reached (the number of training methods to be assigned does not exceed the upper limit) (step S105: Yes), the progress control unit 33 assigns the training methods to the training character in an active state (setting the activation state) (step S106). On the other hand, if the upper limit has been reached (the number of training methods to be assigned exceeds the upper limit) (step S105: No), the progress control unit 33 assigns the training methods that exceed the upper limit to the training character in a standby state (setting the standby state for the training methods that exceed the upper limit) according to the order in which they were set in the deck (step S107). After assigning the practice method in step S106 or step S107, the progress control unit 33 terminates the initial assignment process. Note that if the assignment target in the initial assignment condition is limited to one, it is inevitable that the upper limit will not be reached, so the processes in steps S105 and S107 may be omitted.

[0136] The procedure shown in Figure 14 enables the granting of assist training methods based on the initial granting conditions. More specifically, if a character with a training method is included in the deck, the training method of the character initially set in the deck settings will be granted to the training character as an assist training method. Furthermore, the assist training methods to be granted will be granted in either a standby state or an activated state, depending on the maximum number. However, if the granting of assist training methods based on the initial granting conditions is limited to one, and the maximum number is two, the assist training methods to be granted will be uniformly granted in an activated state.

[0137] The intermediate granting process is the process of granting training methods to a character during their training. More specifically, it is the process of granting training methods based on turn granting conditions and scout event granting conditions. The example in Figure 15 shows the process when an assist training method is granted as a training method. Every turn, or every time a training command is executed, the progress control unit 33 starts the intermediate granting process in Figure 15 and first determines whether the granting conditions, such as the turn granting conditions and the scout event granting conditions, are met (step S201). The turn granting conditions are met on a predetermined turn (for example, the turn of the first week of each month). The scout event granting conditions are met when a scout participates in the training command to be executed. If the current turn does not fall under a predetermined turn, or if a scout does not participate in the training command to be executed, that is, if neither the turn granting conditions nor the scout event granting conditions are met (step S201: No), the progress control unit 33 skips the subsequent processing and terminates the current intermediate granting process.

[0138] On the other hand, if the current turn is a designated turn, or if a scout is participating in the training command to be executed, that is, if either the turn granting condition or the scout event granting condition is met (step S201: No), the progress control unit 33 performs an acquisition lottery to determine the granting candidate (step S202).

[0139] Next, the progress control unit 33 determines the candidate practice methods to be assigned (step S203), displays the determined candidate practice methods on the monitor MO (step S204), and determines the practice method to be assigned (step S205). Specifically, the progress control unit 33 determines the four practice methods that were selected in the acquisition lottery in step S202 as candidates to be assigned, and displays these four practice methods on the monitor MO via the acquired practice method selection screen 90. Then, according to the selection result on the acquired practice method selection screen 90 (result of touch operation), it determines the practice method selected by the user as the practice method to be assigned.

[0140] Next, the progress control unit 33 determines whether the number of activated assist training methods has already reached the upper limit (step S206). The upper limit is set to two as an example. Therefore, the progress control unit 33 determines whether the current number of activated assist training methods exceeds two. If it has not reached two, that is, if the upper limit has not been reached (step S206: No), the progress control unit 33 sets the training method to be applied as an activated state (sets the training method to an activated state) and applies it to the training character (step S207). On the other hand, if it has reached two (the upper limit has been reached) (step S206: Yes), the progress control unit 33 sets the training method to be applied as a standby state (sets the standby state) and applies it to the training character (step S208). After applying the training method in step S207 or step S208, the progress control unit 33 terminates this intermediate application process.

[0141] The procedure shown in Figure 15 enables the granting of assist training methods based on turn granting conditions or scout event granting conditions. More specifically, when a scout is participating in a predetermined turn or the training command to be executed, four candidates determined by lottery are presented, and one training method selected by the user is granted to the training character. If two assist training methods are already active, the training method to be granted is granted in a standby state. On the other hand, if only one assist training method is active, the training method to be granted is granted in an active state.

[0142] The state change process is the process for changing an assist practice method from a standby state to an activated state. As described above, the state change between the standby state and the activated state can be changed as appropriate according to user instructions, etc. The example in Figure 16 shows the state change process when an assist practice method in a standby state is changed to an activated state upon completion of an assist practice method in an activated state. In this case, the progress control unit 33 starts the state change process in Figure 16 each time an assist practice method in an activated state ends (for example, after a predetermined period of time has elapsed, or based on a termination instruction from the user), and first determines the assist practice method is in a standby state (step S301).

[0143] Next, the progress control unit 33 identifies the target to be changed from among the assist practice methods in standby state (step S302). The target to be changed is determined, for example, in the order of acquisition (order of assignment). For this reason, the progress control unit 33 identifies the assist practice method that was assigned first among the assist practice methods in standby state (the practice method located at the top in the standby area 82 of the practice method list screen 80) as the target to be changed.

[0144] Next, the progress control unit 33 changes the state of the target to be changed, identified in step S303, from the standby state to the activated state (step S303). After this change, the progress control unit 33 terminates the current state change process. As a result, instead of the activated assist practice method ending, the assist practice method that was assigned first from the standby state is changed to the activated state. In other words, as the activated assist practice method ends, the practice method located at the top of the standby area 82 on the practice method list screen 80 is applied next. Then, on the practice method list screen 80, that assist practice method moves from the standby area 82 to the activated area 81.

[0145] As explained above, in this form, assist training methods are assigned such that their state changes between an activated state, where the effect is activated when predetermined conditions for assignment are met, and a standby state, where the activation of the effect is pending. The state of the assigned assist training method is set according to the number of activations. Specifically, an upper limit is set on the number of activations, and assist training methods exceeding this limit are stockpiled in the standby state. Therefore, while maintaining the gameplay of acquiring or collecting assist training methods, it is possible to provide a new gameplay element of deciding which assist training methods to activate or put into standby.

[0146] Specifically, for example, if an assist training method is granted based on an initial granting condition that requires a deck character to possess a training method, it allows for a new strategic element in setting up the deck (supporting characters) that reflects a new gameplay style. Alternatively, if an assist training method is granted based on a turn granting condition or a scout event granting condition, it allows for a new strategic element in elements such as the number of turns (in other words, the continuation of play) or the choice of training. In any case, since various play situations can be linked to the acquisition of assist training methods, it allows for a new strategic element in the progression of the game that reflects a new gameplay style.

[0147] Furthermore, if a reward is granted upon the termination of an assisted training method after a predetermined period, the assisted training method can be given value not only as a training method but also as a reward related to ability parameters. This can increase the value of the assisted training method.

[0148] Furthermore, if the next assist training method to be activated after the current one ends is determined by the order in which they are acquired, it adds a strategic element to the order in which players acquire assist training methods. For example, it becomes necessary to consider the waiting order when acquiring training methods, further enhancing the strategic aspect. On the other hand, since the user does not need to consider the order in which the training methods are activated after acquisition, it is possible to reduce the burden on the user while maintaining a moderate level of strategic depth. There is also the advantage that, compared to cases where the user can choose which training methods to activate, the user's gameplay is less likely to become fixed (if the user can choose, there is a tendency to select the same ones in the same order). The information on the next assist training method to be activated is provided via the training method list screen 80. This allows the user to recognize the training method that will be activated next (and the training methods that will be activated after that), making it easier to formulate strategies.

[0149] Furthermore, if there is no standby state and training methods are granted and accumulated as active states, setting the influence of one training method too high could lead to an excessively high influence due to accumulation, potentially disrupting the game balance. On the other hand, with assist training methods, the number of active assist training methods does not accumulate beyond the upper limit, allowing for a high influence level per method while maintaining game balance. This makes it possible to clearly differentiate the training status before and after activation. Moreover, if the number of activated training methods becomes too large, it tends to become difficult to keep track of which training methods are active. In contrast, with assist training methods, the number of activated training methods is limited to the upper limit, making it easier to keep track of which training methods are active.

[0150] In the above configuration, the progress control unit 33 of the game machine 3 functions as the effect-granting means and state-setting means of the present invention by executing the procedure shown in Figure 14 or Figure 15. Specifically, the progress control unit 33 functions as the effect-granting means and state-setting means of the present invention by executing steps S106 and S107 in Figure 14, or steps S207 and S208 in Figure 15.

[0151] The present invention is not limited to the embodiments described above and may be implemented in modified or altered forms as appropriate. Furthermore, the present invention may be implemented in a form obtained by appropriately combining various technical means included in the embodiments described above and the modified forms described below. For example, in the embodiments described above, each assist training method is set to either a standby state or an activated state when it is provided. However, the present invention is not limited to such embodiments. For example, each assist training method may be uniformly set to a standby state or a pending state when it is provided. Then, at an appropriate time, the standby state or other state may be changed to an activated state according to the number of activations. In other words, the activated state and the standby state may be set retrospectively as appropriate.

[0152] In the above-described configuration, the assist training methods in the standby state are sequentially changed to the activated state in the order set. However, the present invention is not limited to this configuration. For example, a training game may include a state swapping opportunity that swaps the states of the assist training methods between the standby state and the activated state. In the state swapping opportunity, the states of the assist training methods may be swapped as appropriate by the user's arbitrary selection or by a shuffle function, etc. In this case, the state of each assist training method can be given a strategic element. On the other hand, an assist training method whose state has been changed from the standby state to the activated state may be restricted from changing back to the standby state. In other words, appropriate restrictions may be placed on the state change between the standby state and the activated state.

[0153] In the above-described configuration, the assist training method is set to influence training through training commands, etc. However, the present invention is not limited to this configuration. For example, the assist training method may include types that have an effect that allows the acquisition of further assist training methods. For example, there may be types of assist training methods that have an effect such as acquiring another assist training method every two training sessions, acquiring another assist training method when the number of remaining turns reaches a predetermined number (e.g., 0), or acquiring one assist training method when there are five training members (assist training methods can be acquired under various conditions). In addition, other assist training methods may be acquired based on various conditions, such as performing tag training with a deck character, going on a date with a girlfriend character, when the evaluation of a deck character reaches a predetermined value, or when a predetermined option is selected in an event. Similarly, the assist training method may include types that have an effect that allows two training methods to be activated when the training ends. In this case, a temporary change (breakthrough) of the upper limit may be permitted. Furthermore, assist training methods may be brought in from other modes or other parts outside the training part, like carry-in items. Such items may be sold as paid items. Furthermore, the acquisition of the same training method may or may not be restricted. In other words, the same training method may only be acquired once, or it may be acquired multiple times.

[0154] In the above-described form, the assisted training method ends after a predetermined period (e.g., 8 turns). However, the present invention is not limited to this form. For example, the predetermined period may be increased or decreased based on appropriate modification conditions. For example, the predetermined period may be increased or decreased as a result of user actions, item usage, or the influence of the assisted training method (e.g., affecting the activation turns of simultaneously activated assisted training methods). The same applies to the upper limit of the number of activations. In other words, the upper limit may change as appropriate. For example, there may be an event that changes the upper limit (this may occur on a predetermined turn, or upon fulfillment of various conditions such as the use of an item brought in), and the upper limit may be determined at the time such an event occurs. Furthermore, forced activation exceeding the upper limit may be permitted by consuming various values ​​such as bond energy. In these cases, the user is given room to intervene even after acquiring the assisted training method.

[0155] In the above-described configuration, there is no limit to the number of assist training methods that can be owned while in standby mode. However, the present invention is not limited to this configuration. For example, there may be a limit to the number of assist training methods that can be acquired (owned). Also, it may be possible to combine the same assist training methods to generate another assist training method with a single powerful effect. When the same assist training methods are activated simultaneously, their effect may be higher than that of simple simultaneous activation, such as three times the effect. When the activated assist training methods are in a predetermined combination, an even greater effect may be produced. This can provide the user with guidance in selecting training methods. As a result, the difficulty of selection for the user can be reduced.

[0156] In the above-described configuration, the network system 1 includes a central server 2. However, the present invention is not limited to this configuration. For example, when an offline game is provided that is played without connecting to the network 5, the central server 2 may be omitted, and the game console 3 may function as the game system of the present invention on its own. Alternatively, the central server 2 may perform all or part of the role (various processing, etc.) of the game console 3. In this case, the combination of the game console 3 and the central server 2 (e.g., network system 1), or the central server 2 alone (including cases where it is composed of multiple server devices), may function as the game system of the present invention.

[0157] 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.

[0158] The computer program of the present invention is configured to function as a computer (31) incorporated into a game system (3) that provides a training game in which a training object (56) is trained, using a display device (MO) that displays a training object (56) as an object to be trained, and an input device (TS) that inputs instructions for training the training object, and as an effect granting means (33) that grants some of a plurality of effects that each grant different advantageous effects to the training of the training object, as granting effects whose state changes between an activated state in which each effect is activated and a standby state in which the activation of each effect is awaited, when predetermined granting conditions are met, and as a state setting means (33) that sets the standby state for granting effects that are granted after the number of activated granting effects, which is the number of activated granting effects, reaches a predetermined upper limit, and sets the activated state for granting effects that are granted before the upper limit is reached.

[0159] According to the present invention, effects are granted that change state between an activated state, where each effect is activated when predetermined granting conditions are met, and a waiting state, where the activation of each effect is awaited. The states of these effects are set according to the number of effects in the activated state. Specifically, an upper limit is set on the number of effects that can be activated, and effects exceeding this limit are stockpiled in the waiting state. Therefore, while maintaining the gameplay of acquiring or collecting effects, it is possible to provide a new gameplay element of deciding which effects to activate and which to put into waiting state. Note that the terms for setting the waiting state and the activated state realized by the state setting means are not limited to the time of granting the granted effect (or immediately before granting, etc.), but also include cases where it is performed retrospectively after granting.

[0160] The population of effects to be given may be appropriate, for example, it may be all the effects prepared for a breeding game, or a part based on various conditions. That is, the effects to be given may be determined from all the effects, or may be determined from appropriate partial effects (candidates). The candidates for the target of giving may be determined, for example, by lottery, based on various play situations, or based on the attributes of the user. Various situations of a breeding game or other games may be appropriately used as the play situation. For example, when a support object for assisting the breeding of a breeding object is prepared, it may be determined according to the support object. The support object may include an appropriate object (such as a character). The support object may include characters specified by various settings such as, for example, characters owned by the user, characters set in the deck, or characters that have completed breeding. And the support object may also be set under appropriate conditions such as lottery, user selection, and play situation. For example, when the support object that affects the candidates for the target of giving is determined by the user's selection, the information on the influence of the selection of each support object on the candidates for the target of giving may or may not be provided before the determination of the support object. In addition, various selection results related to or unrelated to the breeding of the breeding object may be used as the play situation. For example, appropriate events occurring in a breeding game may be used. Furthermore, the play situation may be an appropriate combination of those situations.

[0161] For example, in one aspect of the computer program of the present invention, the effect imparting means may impart at least a part of candidate effects as the imparted effects, which are effects satisfying a predetermined candidate condition among the plurality of effects. In this aspect, the cultivation game is provided such that a part of the plurality of objects is set as a support object (72B) as an object that assists in the cultivation of the cultivation object, the plurality of objects include an effect-bearing object as an object associated with at least a part of the plurality of effects, the imparting condition is satisfied when the effect-bearing object is set as the support object, and the candidate condition may be satisfied by an effect associated with the effect-bearing object set as the support object. Alternatively, the cultivation game is provided to impart a cultivation effect associated with a selection option selected by a user among a plurality of types of selection options (71) that respectively impart cultivation effects associated with changes in at least a part of a plurality of types of parameters associated with the cultivation object to the cultivation object, the plurality of types of selection options include related selection options related to a part of the plurality of objects included in the cultivation game, and the imparting condition may be satisfied when the related selection option is executed. In this aspect, the candidate condition may be satisfied by an effect selected by a lottery for determining the candidate effect. In these cases, since the play situation and the acquisition of effects can be associated, it is possible to give the game progress a strategic nature with a new gameplay in mind.

[0162] Also, in an aspect where the imparting condition is satisfied when the effect-bearing object is set as the support object, the cultivation game is provided to include a setting opportunity for the user to select and set the support object from the plurality of objects, and the setting opportunity may be provided to display information regarding whether or not it corresponds to the effect-bearing object via the display device. In this case, it is possible to give the setting of the support object a strategic nature with a new gameplay in mind.

[0163] The activation of each effect may be indefinite, or it may be terminated as appropriate. For example, the activation of each effect may be terminated when a predetermined termination condition is met. The predetermined termination condition may be set as appropriate, for example, it may be a condition that is met according to the result of a lottery, or a condition that is met based on instructions from the user. Alternatively, the predetermined termination condition may simply be a condition that is met when a predetermined period of time has elapsed. For example, in one embodiment of the computer program of the present invention, each effect has a termination condition such that the activation of each effect is terminated when the predetermined termination condition is met in the activation state, and the granting effect may terminate its activation when the termination condition is met. In this embodiment, the termination condition is met in the granting effect when a predetermined termination instruction to be executed on the granting effect in the activation state is input via the input device, and the granting effect may terminate its activation in accordance with the termination instruction. Alternatively, the termination condition is met in the granting effect when a predetermined period of time has elapsed in the granting effect in the activation state, and the granting effect may terminate its activation in accordance with the elapsed period of time in the activation state.

[0164] Furthermore, when the activation of each effect ends based on its termination condition, the effect that is changed from a standby state to an activated state after the activation of the effect ends may be determined as appropriate. For example, the effect to be changed may be determined by lottery, determined according to various gameplay situations, or determined based on user selection. Alternatively, it may be determined according to a predetermined order. The predetermined order may be set as appropriate, for example, by the order of the effects' value, by the order based on information that identifies each effect, by the order in which they entered the standby state, or by the order in which they were granted. In addition, a screen may be provided that displays a list of the granted effects. For example, if the effects to be changed are determined in a predetermined order, this screen may be provided to show that order. Furthermore, the order may be fixed, or it may be changed as appropriate in accordance with the collection of a predetermined price or various events.

[0165] Specifically, for example, in an aspect where the activation of each effect ends based on an end condition, the state setting means may set the effects in the standby state to the activation state in the order in which the effects were granted when the granted effect in the activation state satisfies the end condition. In this aspect, when a predetermined browsing instruction is executed via the input device on the display device, a browsing screen (80) including a list of the effects corresponding to the standby state in the order in which the effects were granted may be displayed. Further, in this aspect, the cultivation game may include an event for changing the order of the effects corresponding to the standby state on the browsing screen. In these cases, it is possible to impart strategic elements such as the order of obtaining effects.

[0166]

[0167]

[0168] In the case where the activation of each effect ends due to the elapse of a predetermined period, the elapse of the predetermined period may be appropriately evaluated. For example, the elapse of the predetermined period may be evaluated as a target for a privilege. For example, in an aspect where the activation of each effect ends due to the elapse of a predetermined period, a predetermined cultivation effect may be granted as a privilege to the cultivation object along with the end of the activation of the granted effect due to the elapse of the predetermined period. Thereby, the value of each effect can be enhanced. The activation state and the standby state may be changed not only at the end of the activation state but also under other appropriate conditions. For example, they may be changed under conditions such as a lottery, an event, a predetermined price, or a user's designation. For example, in one aspect of the computer program of the present invention, the cultivation game may include an opportunity for state replacement that switches the state of the granted effect between the standby state and the activation state. In this case, it is possible to impart strategic elements to the state of the granted effect.On the other hand, the present invention provides a training game in which a training object is trained, using a display device (MO) that displays a training object (56) as an object to be trained, and an input device (TS) that inputs instructions for training the training object, the system comprising: an effect granting means (33) that grants some of a plurality of effects that each grant different advantageous effects to the training of the training object as granting effects whose state changes between an activation state in which each effect is activated and a standby state in which the activation of each effect is awaited, when predetermined granting conditions are met; and a state setting means (33) that sets the standby state for granting effects that are granted after the number of activated granting effects in the activation state reaches a predetermined upper limit, and sets the activation state for granting effects that are granted before reaching the upper limit.

[0169] Furthermore, the control method of the present invention involves using a display device (MO) that displays a training object (56) as an object to be trained, and an input device (TS) that inputs instructions for training the training object, to cause a computer (31) incorporated into a game system (3) that provides a training game in which the training object is trained, to execute an effect granting procedure in which some of a plurality of effects that each grant different advantageous effects to the training of the training object are granted as granting effects whose state changes between an activated state in which each effect is activated and a standby state in which each effect is waiting to be activated, when predetermined granting conditions are met; and a state setting procedure in which the standby state is set for granting effects granted after the number of activated granting effects in the activated state reaches a predetermined upper limit, and the activated state is set for granting effects granted before the upper limit is reached. 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]

[0170] 3. Game console (game system) 31. Control Unit (Computer) 33 Progress Control Unit (Effect Application Means, State Setting Means) 71 Instruction icons (options, related options) 56 Character Images (Training Objects) 72B Character Images (Objects, Support Objects) MO monitor (display device) TS Touch Sensor (Input Device) PG2 Game Program (Computer Program)

Claims

[Claim 1] A computer incorporated into a game system that provides a training game in which a training object is raised is provided, using a display device that displays a training object as an object to be trained, and an input device that inputs instructions for raising the training object. An effect granting means that grants some of the multiple effects that each grant different advantageous effects to the growth of the aforementioned growth object, as granting effects whose state changes between an activated state in which each effect is activated and a waiting state in which each effect is waiting to be activated, when predetermined granting conditions are met, and A state setting means for setting the standby state for the granting effect granted after the number of granting effects in the activated state reaches a predetermined upper limit, and the activated state for the granting effect granted before reaching the upper limit. A computer program configured to function as such.