Game system, game control device, and program

The game system addresses the issue of fixed event-occurring characters by incorporating a dynamic parameter-changing mechanism, ensuring varied and engaging gameplay through adjustable effects in a two-part game structure.

JP2026100840APending Publication Date: 2026-06-19KONAMI DIGITAL ENTERTAINMENT CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KONAMI DIGITAL ENTERTAINMENT CO LTD
Filing Date
2026-04-03
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

In existing games, event-occurring characters can become fixed, leading to a lack of dynamic game effects and reduced player engagement.

Method used

A game system that includes a first game for changing or setting parameters of a first game object based on user operations, and a second game using the first object, with effects generated based on the parameter changes, and a determination mechanism to adjust the effects in the second game based on the parameter settings in the first game.

Benefits of technology

Prevents the fixation of event-occurring characters, enhancing game dynamics and player engagement by providing variable and engaging gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026100840000001_ABST
    Figure 2026100840000001_ABST
Patent Text Reader

Abstract

This prevents game objects such as event triggering characters from becoming fixed in place. [Solution] The first game execution means (1020) of the game system (1) includes a first effect generating means (1021) that generates an effect on the first game relating to a change or setting of parameters based on at least one selected from a plurality of second game objects. The second game execution means (1170) includes a determination means (1171) that determines whether the parameters of the first game objects used in the second game were changed or set in the first game executed with a specific second game object selected, and a second effect generating means (1172) that generates an effect on the second game that is advantageous or disadvantageous to the user based on the determination result of the determination means (1171).
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Description

Technical Field

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

Background Art

[0002] Conventionally, there has been known a game aimed at setting parameters of a game character or the like to a desired state. For example, in Patent Document 1, in a game in which a user raises a game character, when a game character different from the game character to be raised is set in an event deck as an event-occurring character, an event corresponding to the event-occurring character occurs and the raising becomes advantageous.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, for example, in the game of Patent Document 1, the user may strategically use the raised game characters, such as using them separately according to the game scene or replacing the game character to be used when better raising is possible. However, regarding the event-occurring characters, there is a possibility that they may be fixed to event-occurring characters with high raising ability. If the event-occurring characters are fixed, the user cannot actually feel the change in the effects occurring in the game, and the趣味性 of the game cannot be improved satisfactorily.

[0005] The present invention has been made in view of the above problems, and its purpose is to provide a game system, a game control device, and a program that can prevent game objects, such as event-generating characters, from becoming fixed in place. [Means for solving the problem]

[0006] To solve the above problems, a game system according to one aspect of the present invention includes: a first game execution means for executing a first game in which the parameters of a first game object are changed or set based on user operations; and a second game execution means for executing a second game in which the first game object is used; wherein the first game execution means includes a first effect generating means for generating an effect on the first game relating to the change or setting of the parameters based on at least one selected from a plurality of second game objects; and the second game execution means includes a determination means for determining whether the parameters of the first game object used in the second game were changed or set in the first game executed with a specific second game object selected; and a second effect generating means for generating an effect on the second game that is advantageous or disadvantageous to the user based on the determination result of the determination means.

[0007] A game system according to one aspect of the present invention includes: a first game execution means for executing a first game in which a user aims to bring the parameters of a first game object to a desired state; and a second game execution means for executing a second game in which the first game object is used, wherein the first game execution means includes a first effect generating means for generating an effect in the first game that is advantageous or disadvantageous to bringing the parameters to the desired state, based on at least one selected from a plurality of second game objects; and the second game execution means includes a determination means for determining whether the parameters of the first game object used in the second game were set in the first game executed with a specific second game object selected; and a second effect generating means for generating an effect in the second game that is advantageous or disadvantageous to the user, based on the determination result of the determination means.

[0008] A game control device according to one aspect of the present invention includes: a first game execution means for executing a first game in which the parameters of a first game object are changed or set based on user operation; and a second game execution means for executing a second game in which the first game object is used, wherein the first game execution means includes a first effect generating means for generating an effect on the first game relating to the change or setting of the parameters based on at least one selected from a plurality of second game objects; and the second game execution means includes a determination means for determining whether the parameters of the first game object used in the second game were changed or set in the first game executed with a specific second game object selected; and a second effect generating means for generating an effect on the second game that is advantageous or disadvantageous to the user based on the determination result of the determination means.

[0009] A game control device according to one aspect of the present invention includes: a first game execution means for executing a first game in which a user aims to bring the parameters of a first game object to a desired state; and a second game execution means for executing a second game in which the first game object is used, wherein the first game execution means includes a first effect generating means for generating an effect in the first game that is advantageous or disadvantageous to bringing the parameters to the desired state, based on at least one selected from a plurality of second game objects; and the second game execution means includes a determination means for determining whether the parameters of the first game object used in the second game were set in the first game executed with a specific second game object selected; and a second effect generating means for generating an effect in the second game that is advantageous or disadvantageous to the user, based on the determination result of the determination means. [Brief explanation of the drawing]

[0010] [Figure 1] This figure shows the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] This is a diagram showing an example of a home screen image for a baseball game. [Figure 3] This figure shows an example of the flow of the success part. [Figure 4] This figure shows an example of a character registration screen image used to register the basic information of the main character. [Figure 5] This is an example of an image of the event deck settings screen. [Figure 6] This diagram shows the contents displayed in the event deck settings area. [Figure 7] This figure shows an example of an event character screen image. [Figure 8] This figure shows an example of a bonus details screen image. [Figure 9] This figure shows an example of an image of the event character change screen. [Figure 10] This figure shows an example of an event deck setting area. [Figure 11] It is a diagram showing an example of an automatic setting menu screen image. [Figure 12] It is a diagram showing an example of a main command screen image in the success part. [Figure 13] It is a diagram showing an example of a practice screen image. [Figure 14] It is a diagram showing an example of a practice result screen image. [Figure 15] It is a diagram showing an example of an event screen image. [Figure 16] It is a diagram showing an example of an ability change screen image. [Figure 17] It is a diagram showing an example of an ability change screen image. [Figure 18] It is a diagram showing an example of a section completion screen. [Figure 19] It is a diagram showing an example of a next notice screen image. [Figure 20] It is a diagram showing an example of an event character menu screen image. [Figure 21] It is a diagram showing an example of an event deck editing screen image. [Figure 22] It is a diagram showing the content displayed in the event deck editing area. [Figure 23] It is a diagram showing an example of a base character selection screen image. [Figure 24] It is a diagram showing an example of a strengthening screen image. [Figure 25] It is a diagram showing an example of a material character selection screen image. [Figure 26] It is a diagram showing a strengthening screen image when a material character is selected. [Figure 27] It is a diagram showing a strengthening result window. [Figure 28] It is a diagram showing a my team menu screen image. [Figure 29] It is a diagram showing a normal order editing screen image. [Figure 30] It is a diagram showing a limited-time order editing screen image. [Figure 31]This is an example of an image of the event deck settings screen during a limited-time event. [Figure 32] This figure shows an example of the event deck setting area in the event deck setting screen image during a limited-time event. [Figure 33] This diagram shows the conditions under which a score bonus is awarded. [Figure 34] This figure shows the home screen image when a processing object is selected. [Figure 35] This diagram shows the flow of regular matches and limited-time event matches. [Figure 36] This is an explanatory diagram for the challenge letter. [Figure 37] This is a function block diagram showing the functions related to the present invention among the functions implemented in the game system. [Figure 38] This figure shows an example of a user table. [Figure 39] This figure shows an example of an event character table. [Figure 40] This figure shows an example of an event deck table. [Figure 41] This figure shows an example of an original character table. [Figure 42] This is a diagram showing an example of a custom-ordered table. [Figure 43] A flowchart illustrating an example of a process executed within the game system. [Figure 44] A flowchart illustrating an example of a process executed within the game system. [Figure 45] A flowchart illustrating an example of a process executed within the game system. [Figure 46] A flowchart illustrating an example of a process executed within the game system. [Figure 47] A flowchart illustrating an example of a process executed within the game system. [Figure 48] A flowchart illustrating an example of a process executed within the game system. [Figure 49]A flowchart illustrating an example of a process executed within the game system. [Figure 50] A flowchart illustrating an example of a process executed within the game system. [Figure 51] A flowchart illustrating an example of a process executed within the game system. [Figure 52] A flowchart illustrating an example of a process executed within the game system. [Figure 53] A flowchart illustrating an example of a process executed within the game system. [Figure 54] A flowchart illustrating an example of a process executed within the game system. [Figure 55] A flowchart illustrating an example of a process executed within the game system. [Figure 56] A flowchart illustrating an example of a process executed within the game system. [Figure 57] A flowchart illustrating an example of a process executed within the game system. [Figure 58] A flowchart illustrating an example of a process executed within the game system. [Figure 59] A flowchart illustrating an example of a process executed within the game system. [Figure 60] A flowchart illustrating an example of a process executed within the game system. [Figure 61] A flowchart illustrating an example of a process executed within the game system. [Figure 62] A flowchart illustrating an example of a process executed within the game system. [Figure 63] A flowchart illustrating an example of a process executed within the game system. [Figure 64] A flowchart illustrating an example of a process executed within the game system. [Figure 65] A flowchart illustrating an example of a process executed within the game system. [Figure 66]A flowchart illustrating an example of a process executed within the game system. [Modes for carrying out the invention]

[0011] Embodiments of the present invention will be described below with reference to the drawings. In the drawings, identical or corresponding components are denoted by the same reference numerals, and repeated descriptions may be omitted.

[0012] [1. Overall structure of the game system] Figure 1 shows the overall configuration of a game system 1 according to an embodiment of the present invention. As shown in Figure 1, the game system 1 according to this embodiment includes a plurality of user terminals 10-1, 10-2, ..., 10-N and a server 30. In the following description, content common to user terminals 10-1, 10-2, and 10-N may be referred to as "user terminal 10".

[0013] The user terminal 10 and the server 30 are connected to network N. Therefore, data communication is possible between the user terminal 10 and the server 30.

[0014] User terminal 10 is a terminal device (computer) used by the user. In this embodiment, user terminal 10 is a computer used by the user to play games. For example, user terminal 10 may be a mobile phone (including a smartphone), a tablet computer, a laptop computer, a desktop computer, a portable game console, a home game console, an arcade game machine, or a multi-functional television receiver (smart TV) equipped with information processing functions. In the following description, we will explain the case where user terminal 10 is a mobile phone (smartphone) equipped with a touch panel, and the program supplied from server 30 is executed on the mobile phone (smartphone).

[0015] As shown in Figure 1, the user terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an input unit 14, and a display unit 15.

[0016] The control unit 11 includes, for example, at least one microprocessor, and performs processing according to the operating system and other programs. The storage unit 12 includes a main memory (e.g., RAM) and an auxiliary storage unit (e.g., non-volatile semiconductor memory), and is for storing programs and data. For example, if the user terminal 10 is a home game console, arcade game console, laptop computer, or desktop computer, the storage unit 12 may include an auxiliary storage unit such as a hard disk drive or solid-state drive.

[0017] The communication unit 13 is for data communication via the network N. The input unit 14 includes, for example, a touch panel, buttons, etc., and is for the user to perform input operations such as game operation. The input unit 14 may also be for the user to perform input operations by voice or gesture. If the user terminal 10 is a home game console, portable game console, arcade game console, laptop computer, or desktop computer, the input unit 14 may include keys, levers, game controllers (gamepads), mice, touchpads, or keyboards, etc. The display unit 15 is, for example, a liquid crystal display panel or an organic EL display, and displays the screen according to the instructions of the control unit 11. Note that the input unit 14 and the display unit 15 do not have to be built into the user terminal 10, and may be external devices connected to the user terminal 10.

[0018] Server 30 is implemented, for example, by a server computer. As shown in Figure 1, server 30 includes a control unit 31, a storage unit 32, and a communication unit 33.

[0019] The control unit 31 and the communication unit 33 have the same functions as the control unit 11 and the communication unit 13 of the user terminal 10. The storage unit 32 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., a hard disk drive or solid-state drive) and is for storing programs and data.

[0020] The programs and data described as being stored in the storage unit 12 or the storage unit 32 may be supplied to the user terminal 10 or the server 30 via the network N, for example. Also, the user terminal 10 or the server 30 may include components for reading programs or data stored in an information storage medium (such as an optical disk or a memory card, etc.). And programs and data may be supplied to the user terminal 10 or the server 30 via the information storage medium.

[0021] [2. Overview of the Game] In the game system 1, a game is executed by running a program on the user terminal 10. The game system 1 can execute various games. For example, various games can be executed regardless of the game format or genre, such as sports games (games themed on baseball, soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or breeding games.

[0022] Hereinafter, as an example of the games executed by the game system 1, a first game in which a first parameter of a first game object changes or is set based on a user's operation, and a second game in which the first game object is used, will be described. Each of the first game and the second game may be a part of a certain game, or may be separate as a game. That is, a part of the game executed by a certain game program may be each of the first game and the second game, or the first game may be executed by the first game program and the second game may be executed by the second game program.

[0023] Before explaining the details of the first game and the second game having the above characteristics, terms such as "game object" and "parameter" will be explained.

[0024] A "game object" is, for example, an object that can be manipulated, instructed, used, or nurtured in a game. It can also refer to something that is assigned to a user in a game. Specifically, examples of "game objects" include game characters, game items, or game cards.

[0025] The "first game object" is the game object whose first parameter the user changes or sets. For example, the "first game object" is the game object whose abilities (performance) the user improves. For example, the "first game object" is the game character that the user develops.

[0026] The "first parameter" is, for example, an ability parameter related to the abilities (performance) of the first game object. Note that the "ability parameter" may be, for example, information indicating the magnitude or level of an ability, or information indicating the presence or absence of a specific ability. Furthermore, the "first parameter" may be a state parameter related to the state (condition) of the first game object. Note that the "state parameter" may be, for example, information indicating the quality of the state. Also, if the first game object is a game character, the "first parameter" may be information indicating the personality of the first game object. Furthermore, the "first parameter" is a level parameter related to the strength (level) of the first game object. Note that the "level parameter" may be, for example, information indicating the magnitude of the level. Note that the "first parameter" may be information indicating abilities, etc., using numerical values ​​or flags, or information indicating abilities, etc., using symbols (including letters).

[0027] "Changing or setting the first parameter" means changing the value of the first parameter or determining (finalizing) the value of the first parameter. For example, when the first parameter is a numerical value, increasing or decreasing the numerical value corresponds to "changing the first parameter", and determining the increased or decreased numerical value corresponds to "setting the first parameter". Also, for example, when the first parameter is a flag, changing the on / off (valid / invalid) state of the flag corresponds to "changing the first parameter", and determining the changed value corresponds to "setting the first parameter". Also, for example, when the first parameter is a symbol, changing the current symbol to another symbol corresponds to "changing the first parameter", and determining the other symbol corresponds to "setting the first parameter".

[0028] The "first game" is, for example, a game whose main purpose is to change or set the first parameter. The "first game" is not limited to a game whose only purpose is to change or set the first parameter, and may be a game whose one of the purposes is to change or set the first parameter. For example, the "first game" is a breeding game for breeding first game objects.

[0029] In other words, the "first game" can be described as a game in which the user aims to bring the first parameter of the first game object to a desired state. The "desired state" is a state in which the first parameter is at or above a predetermined value. For example, the "desired state" is the state in which the ability is at its best or above a certain threshold within the range in which the ability parameter can take. For example, if the ability parameter changes between 0 and 99, the state in which the ability is at its best is the state in which the ability parameter is at its highest value of 99. A state in which the ability is above a certain threshold is a state in which the ability parameter is at or above a certain threshold (e.g., 80). Also, for example, the "desired state" is a state in which the ability parameter indicates that the player possesses a particular ability. Furthermore, the "desired state" is a state in which the state is at its best or above a certain threshold within the range in which the state parameter can take. For example, if the state parameter can take one of several states (e.g., best, good, average, bad, worst), the best state is the best state among these multiple states. Above a certain threshold is a state at or above a certain threshold (e.g., good or better). Also, for example, the "desired state" is a state in which the state parameter indicates a particular state. Furthermore, the "desired state" is the best possible state or a state above the standard within the range that the personality parameter can take. For example, if the personality parameter can take one of several levels of personality (e.g., best, good, average, bad, worst, five), the best personality is the best personality among these multiple levels. Above the standard means a personality that is above the standard level (e.g., good or better). Also, for example, the "desired state" is a state in which the personality parameter exhibits a specific personality. Also, for example, the "desired state" is the highest level or above the standard level within the range that the level parameter can take. For example, if the level parameter changes between 0 and 99, the highest level is the state where the level parameter is at its highest value of 99. A state above the standard level means that the level parameter is above the threshold (e.g., 80).

[0030] "Game 1" may be a game in which the parameters of each of multiple Game 1 objects are changed or set. That is, there may be more than one Game 1 object whose first parameters can be changed or set in Game 1. For example, Game 1 may be playable repeatedly by the user, and the first parameters of a new Game 1 object may be changed or set each time the game is played.

[0031] In this embodiment, the "first game" is a game in which game effects related to changes or settings of the first parameter occur based on the second game object. In other words, the "first game" is a game in which effects favorable to bringing the first parameter to a desired state occur based on the second game object.

[0032] A "second game object" is a game object different from the first game object. For example, a "second game object" is an effect-generating game object used to trigger game effects related to changes or settings of the first parameter. The "second game object" may be the same type of game object as the first game object, or it may be a different type. For example, if the "first game object" is a game character, the "second game object" may be a game item. The second game object is associated with a second parameter.

[0033] A "second parameter" could be, for example, a level parameter related to the strength (level) of a second game object. For example, a level parameter could be a numerical value or symbol indicating the magnitude of the level. For example, a "second parameter" could be a rarity parameter related to the rarity of a second game object. For example, a rarity parameter could be a numerical value or symbol indicating the magnitude of the rarity. For example, a "second parameter" could be a capability parameter related to the ability (performance) of a second game object. The meaning of a capability parameter is the same as that explained for the first parameter. A "second parameter" may or may not be changeable or set based on user actions. For example, the second parameter may be changed or set when the user performs an action to strengthen the second game object.

[0034] "Effects in the first game relating to the change or setting of the first parameter" means, for example, generating effects in the first game that are advantageous for changing or setting the first parameter. For example, this could involve generating an event that changes or sets the first parameter, or granting the user a game item that changes or sets the first parameter. For example, it could also involve generating effects in the first game that make it easier to change or set the first parameter. For example, this could involve generating a game event that makes it easier to improve the first parameter, or granting the user a game object that makes it easier to improve the first parameter. Alternatively, it could involve branching the game story to one that makes it easier to change the first parameter.

[0035] Furthermore, "the effects on the first game relating to the change or setting of the first parameter" include both effects that directly change or set the first parameter and effects that indirectly change or set the first parameter. Directly changing or setting the first parameter means, for example, changing or setting the first parameter immediately when an event occurs. Indirectly changing or setting the first parameter means, for example, that the first parameter is not changed or set when an event occurs, but a parameter for changing or setting the first parameter (for example, experience points for changing or setting ability parameters in Figures 16 and 17 described later) is increased, or a game object for changing or setting the first parameter (for example, a game item for changing or setting ability parameters) is given to the user. For example, the user can change or set the first parameter, such as ability parameters, using experience points (Figures 16, 17, etc.) or game items. For example, a user may use these to change or set a first parameter, such as an ability parameter, immediately after an increase in experience points or after receiving a game item, or they may use them to change or set a first parameter when they play or access the game after some time has passed (for example, after the date has changed).

[0036] An "effect that is favorable to bringing the first parameter to a desired state" refers to an effect that makes it easier to bring the first parameter to a desired state. For example, this could involve changing the rate at which the first parameter changes so that it approaches the desired state. For instance, if the first parameter is a capability parameter, this could involve increasing the rate at which the capability parameter increases.

[0037] A "second game" is, for example, a game that is executed based on the first game object. For example, a "second game" is a game in which a given game task is achieved based on the first game object. In other words, a "second game" is a game in which the user aims to achieve a game task based on the first game object.

[0038] A "game task" is a task that must be achieved in a game. For example, a "game task" might be to achieve a predetermined result in the second game. The "game task" will vary depending on the content of the second game. For example, if the second game is a competitive game using the first game object whose first parameter was changed in the first game, then winning the match might be considered the "game task."

[0039] A "versus game" is a game in which a user competes against an opponent. The opponent may be another user or a computer. For example, a "versus game" is a game in which the competition takes place based on a first game object owned by the user and a first game object owned by the opponent. For example, a "versus game" is a game in which a sports match takes place.

[0040] The "second game" may be a game in which rewards are given according to the content or outcome of the game. In this case, earning more rewards corresponds to the "game challenge".

[0041] "Rewards" refer to game objects (game items, etc.) or parameters (points or in-game currency) awarded to users. The content of the rewards changes depending on the outcome or content of the game, and users will play the game aiming to obtain better rewards. A good reward means that there are many rewards or that the rewards are rare.

[0042] Next, we will explain the outlines of the first and second games, using a baseball game as an example. The main terms explained above correspond to the terms used in the baseball game described below. • "Game 1": Success Part • "Game 2": Stadium Part • "First Game Object": Main character or original character • "Second Game Object": Event Character • "Parameter 1": Ability parameters of the main character or original character. • "Second Parameter": Level parameter of the event character

[0043] Figure 2 shows an example of a home screen image for a baseball game. As shown in Figure 2, the upper area A110 of the home screen image G100 displays various parameters related to the user playing the baseball game. The upper area A110 includes areas A111 to A116 for displaying various user-related parameters.

[0044] Area A111 shows the username. Area A112 shows the amount of coins the user owns. "Coins" are virtual currency used in the game and are used to strengthen event characters, which will be explained later (see Figures 23-27). Area A113 shows the number of power stones the user owns. "Power stones" are game items needed to perform gacha draws to obtain event characters and to exceptionally restore parameters that normally recover over time all at once.

[0045] Area A114 displays the user's success points. Success points are the points required to play the success part (see Figures 3-19) described later. As will be explained later, the success part is a game part in which the user develops a game character that is a baseball player (an example of the first game object) and creates their own original character. Success points decrease (are consumed) when the user starts playing success mode and increase (recover) over time. Area A114 may also display the remaining time until the success points are fully recovered.

[0046] Area A115 displays the user's team rank and overall strength. In this baseball game, users can assemble their own team using original characters they have previously developed in the success mode (see Figures 29 and 30), and can also compete against other users' teams (see Figures 34 and 35). For example, in the example shown in Figure 2, the letter (B) displayed in area A115 indicates the user's team rank. "B" is a lower rank than "A" and a higher rank than "C". The number (10200) displayed in area A115 indicates the user's team's overall strength. For example, a higher number indicates a higher overall strength. The overall strength is calculated based on the abilities of the game characters belonging to the team.

[0047] Area A116 displays the number of match tickets the user possesses. "Match tickets" are game items necessary to play against other users' teams in the stadium section described later. A user can play against another user's team by using one match ticket. The number of match tickets increases (recovers) over time. Area A116 may also display the remaining time until the number of match tickets increases.

[0048] In the lower area A120 of the home screen image G100, multiple processing objects P121 to P125 are displayed. A "processing object" is, for example, an image, symbol, or text associated with a process. Specifically, buttons, icons, or links are examples of "processing objects." When a processing object is selected, the process associated with that processing object is executed.

[0049] The processing object P121 is associated with a process for returning to the home screen image G100. When a screen image other than the home screen image G100 is displayed on the display unit 15, and the user selects the processing object P121 displayed on that screen image, the home screen image G100 is displayed on the display unit 15.

[0050] Processing object P122 is associated with a process for displaying a screen image for the user to assemble their team. Details will be described later (see Figures 28-30). Processing object P123 is associated with a process for displaying a screen image for the user to check the event characters they own, assemble an event character deck, and strengthen event characters. Details will be described later (see Figures 20-27).

[0051] Processing object P124 is associated with a process for displaying a screen image for a lottery (gacha) to obtain an event character. When the user selects processing object P124, the screen image for the lottery is displayed on the display unit 15.

[0052] Processing object P125 is associated with a process for displaying screen images for purchasing Power Stones or recovering Success Points or Match Tickets in exchange for real-world currency (e.g., dollars or yen) or currency used outside the game (e.g., electronic money or points). When the user selects processing object P125, screen images for purchasing Power Stones or recovering Success Points or Match Tickets in exchange for real-world currency are displayed on the display unit 15.

[0053] Furthermore, the home screen image G100 includes a processing object P130. The processing object P130 is associated with a process for displaying a menu screen image. When the user selects the processing object P130, the menu screen image is displayed on the display unit 15. Through this menu screen image, the user can establish relationships with other users (for example, friendships or partnerships) or check announcements from the game provider.

[0054] Furthermore, the home screen image G100 includes processing objects P140, P150, and P160. This baseball game has three parts: the Success Part, the Stadium Part, and the Challenge Part, and processing objects P140, P150, and P160 are for the user to select one of these parts.

[0055] Processing object P140 is associated with the success part, and the user can play the success part by selecting processing object P140. As mentioned earlier, the success part is the game part in which the game character is trained, and details of the success part will be described later (see Figures 3-19).

[0056] Processing object P150 is associated with the stadium part, and the user can play the stadium part by selecting processing object P150. As mentioned earlier, the stadium part is a game part in which you play against other users' teams, and details of the stadium part will be described later (see Figures 34 and 35).

[0057] Processing object P160 is associated with the Challenge Part, and the Challenge Part is executed when the user selects processing object P160. In this baseball game, multiple game challenges are pre-set, such as "Train 3 player characters in the Success Part" or "Win 100 games in the Stadium Part." In the Challenge Part, the user can check the progress of each game challenge and receive rewards associated with the challenges they have completed. These challenges may be set on a daily, weekly, or monthly basis.

[0058] As shown in Figure 2, processing objects P140, P150, and P160 are displayed at positions corresponding to the three vertices of an upright triangle. When the user selects one of the processing objects P140, P150, or P160, the selected processing object is displayed at the position corresponding to the upper vertex.

[0059] The example shown in Figure 2 illustrates the state where processing object P140, associated with the success part, is selected. In this state, processing objects P141 to P143, associated with the success part, are displayed, as shown in Figure 2.

[0060] In the success part, users develop their own original character by having the game character (hereinafter referred to as the "protagonist character") practice and train while progressing through the scenario. Here, "scenario" refers to the game story that unfolds as the game progresses.

[0061] One example of the above scenario is a game story that follows the protagonist character from the summer of their second year of high school until they become a professional baseball player. For example, the protagonist character joins their high school baseball team, practices with their teammates, earns a starting position, and participates in baseball games (regional qualifying tournaments and national tournaments, etc.). If the protagonist character's practice and games are evaluated by scouts from professional baseball teams above a certain standard, the protagonist character will be scouted as a professional baseball player in the fall of their third year of high school.

[0062] In this embodiment, multiple scenarios are provided as scenarios in the success part. For example, the high school to which the main character belongs differs among these multiple scenarios. Specifically, the multiple scenarios provided include a scenario in which the main character belongs to a typical high school, a scenario in which the main character belongs to a high school that is famous for its baseball program, and a scenario in which the main character belongs to a high school in which the number of male students and female students is significantly higher than the number of male students.

[0063] In the example shown in Figure 2, processing objects P141, P142, and P143 are associated with scenarios A (High School A), B (High School B), and C (High School C), respectively. When the user selects any of the processing objects P141 to P143, the selected processing object is displayed in the center of the home screen image G100.

[0064] The example shown in Figure 2 illustrates the state where processing object P142 associated with Scenario B (High School B) is selected. If the user further selects processing object P142 in this state, the success part will be executed. In this case, the scenario of the success part will be Scenario B.

[0065] Here, let's explain the flow of the success part. Figure 3 shows an example of the flow of the success part. As shown in Figure 3, in the success part, the pre-part is executed, followed by the main part. In the pre-part, the information necessary for executing the main part is registered and set.

[0066] As shown in Figure 3, the pre-part first registers the basic information of the main character. Figure 4 shows an example of a main character registration screen image for registering the main character's basic information. Note that the upper area A210, lower area A220, and processing object P130 in the main character registration screen image G200 shown in Figure 4 are the same as the upper area A110, lower area A120, and processing object P130 in the home screen image G100, so their explanation is omitted here.

[0067] As shown in Figure 4, the protagonist registration screen image G200 includes the protagonist registration area A240. The protagonist registration area A240 is the area for registering the basic information of the protagonist character to be trained in the success part. For example, the basic information includes name, voice, defensive position, dominant hand, and batting form (or pitching form). Note that "Voice" is the pronunciation (reading / furigana) of the protagonist character's name when it is output as voice. Also, if the "Defensive position" is anything other than pitcher, "Batting form" is included in the basic information, and if the "Defensive position" is pitcher, "Pitching form" is included.

[0068] In this embodiment, the basic information of the main character is automatically initialized and displayed in the main character registration area A240. In the main character registration area A240, processing objects P241 to P245 are displayed, each associated with a specific item. The user can change the content of an item by selecting the processing object associated with the item they wish to modify. For example, in the example shown in Figure 4, processing object P241 is associated with "Name," so the user can change the main character's name to any name by selecting processing object P241.

[0069] Furthermore, the protagonist registration screen image G200 includes processing objects P230 and P250. Processing object P230 is associated with a process to return to the previously displayed screen image. Therefore, when the user selects processing object P230, the home screen image G100 is displayed on the display unit 15.

[0070] On the other hand, processing object P250 is associated with a process to complete the setting of the main character's basic information. As shown in Figure 3, once the registration of the main character's basic information is complete, the event deck is set up. Therefore, when the user selects processing object P250, an event deck setting screen image for setting up the event deck is displayed on the display unit 15. As will be explained in more detail later, the event characters set in the event deck affect the development of the main character.

[0071] Figure 5 shows an example of an event deck settings screen image. Note that the upper area A310, lower area A320, and processing object P130 in the event deck settings screen image G300 shown in Figure 5 are the same as the upper area A110, lower area A120, and processing object P130 in the home screen image G100, so their explanation is omitted here. Also, the processing object P330 in the event deck settings screen image G300 is used to return to the previously displayed screen image (i.e., the protagonist registration screen image G200), similar to the processing object P230 in the protagonist registration screen image G200.

[0072] As shown in Figure 5, the event deck settings screen image G300 includes the event deck settings area A340. Note that Figure 5 omits the contents displayed in the event deck settings area A340; the contents displayed in the event deck settings area A340 are shown in Figure 6.

[0073] Let's explain the "event deck" here. As will be explained later, various events occur during the main part (scenario) of the success part. For example, events that are advantageous for improving the protagonist character's abilities will occur. In this embodiment, however, the events that occur during the main part of the success part are not fixed, and various events occur depending on the one or more game characters that the user has included in the event deck. Therefore, by selecting the game characters to include in the event deck, the user can select the events that may occur in the main part. Hereafter, game characters that can be included in the event deck (in other words, game characters for triggering events) will be referred to as "event characters".

[0074] In the example shown in Figure 6, the event deck setting area A340 includes area A341 and processing object P342. Area A341 displays the name of the event deck. Processing object P342 is associated with a process for displaying a screen image for changing the event deck name. When the user selects processing object P342, a screen image for changing the event deck name is displayed on the display unit 15, and the user can change the event deck name.

[0075] Additionally, the event deck setting area A340 is provided with six setting slots A344-1, A344-2, A344-3, A344-4, A344-5, and A345 for setting event characters that will become members of the event deck.

[0076] In this embodiment, a predetermined number of event characters are assigned to the user when they play this baseball game for the first time. Users can also obtain event characters through a lottery, as rewards in the game, or from other users. Event characters are assigned to the user in the form of game cards (digital cards), and the user can own event characters in the form of game cards. In this embodiment, the user can arbitrarily select up to five event characters from their own collection to include in their event deck. Setting frames A344-1, A344-2, A344-3, A344-4, and A344-5 are frames for setting event characters owned by the user as members of the event deck. For example, as shown in Figure 6, an image showing an event character set in the event deck by the user is displayed in the event deck setting area A340, along with the level and rarity of that event character.

[0077] In this embodiment, it is also possible to include one event character owned by another user as a helper in the event deck. Setting frame A345 is a frame for setting an event character owned by another user as a member of the event deck.

[0078] In the example shown in Figure 6, the maximum number of event characters that a user can include in their event deck from their own collection is set to "5," and the maximum number of event characters that can be included in their event deck from other users' collections is set to "1." For example, these limits may be changed by satisfying certain conditions. Specifically, for example, the limit may be increased when the game progress reaches a certain level. Alternatively, the limit may be increased through in-app purchases (for example, by consuming in-app purchase items). Or, the limit may be increased by consuming a predetermined amount of in-game points or in-game currency. In addition, the limit may be changed by satisfying various other conditions.

[0079] When a user performs a long press operation (touching and holding for a predetermined period of time or longer) on any setting frame, an event character screen image showing detailed information about the event character set in that setting frame is displayed on the display unit 15.

[0080] Figure 7 shows an example of an event character screen image. As shown in Figure 7, the event character screen image G400 includes a first region A410, a second region A420, and a third region A440.

[0081] Area 410 displays the event character's name, image, rarity, level, experience points, event power, player abilities, and preferred training. Here, event power, player abilities, and preferred training differ for each event character. In particular, the fact that each event character has different preferred training allows users to have choices and strategies when incorporating event characters into their event deck.

[0082] "Rarity" indicates, for example, how difficult it is to obtain an event character. The higher the rarity of an event character, the harder it is to obtain. Generally, the higher the rarity of an event character, the more useful (abilities, effects, etc.) that character is, so it can also be said that "rarity" indicates the usefulness of an event character.

[0083] In the example shown in Figure 7, the "R" displayed to the left of the event character's image indicates the event character's rarity. In this embodiment, each event character is associated with one of several rarity levels: PSR (Powerful Super Rare), SR (Super Rare), PR (Powerful Rare), R (Rare), PN (Powerful Normal), and N (Normal). Arranged from highest to lowest, these are PSR, SR, PR, R, PN, and N. That is, PSR represents the highest rarity, and N represents the lowest rarity. Note that even the same event character can exist in six different rarities: PSR, SR, PR, R, PN, and N. Here, "the same event character" refers to an event character with the same name, or an event character with the same appearance (image). For example, if the event character is a person, being the same person corresponds to being the same event character.

[0084] "Level" indicates the event character's level. In the example shown in Figure 7, the notation "Lv.8 / 22(+2)" indicates the event character's level. This means that the event character's current level is "8" and the maximum level (upper level) is "22".

[0085] In the example shown in Figure 7, the gauge area A411 indicates the current experience points of the event character. As will be described later, in this embodiment, experience points are granted to an event character by combining it with another event character (see Figures 23-27). When the event character's experience points reach a predetermined value, the event character's level increases by one. Note that when the gauge in gauge area A411 extends to the right edge of gauge area A411, it corresponds to the state where the event character's experience points have reached a predetermined value.

[0086] Event characters' levels are limited to prevent them from exceeding their maximum level. The maximum level varies depending on the rarity. The higher the rarity, the higher the maximum level. Also, when an event character is combined with another event character, the maximum level of that event character may increase. The notation "Lv.8 / 22(+2)" indicates that the event character's maximum level has been increased by 2. In other words, the event character's initial maximum level was "20," and it has increased to "22" through enhancement.

[0087] "Event Power" indicates the potential of events associated with an event character (i.e., events that may occur in the main part depending on the event character). A higher Event Power value indicates that it is easier to increase the protagonist character's abilities. Higher rarity also results in a higher Event Power value.

[0088] "Player Ability" indicates the abilities of an event character as a player. In the main part, match events occur during the main part (scenario) of the success part, and matches are held between the protagonist character's high school and other high schools. In these matches, event characters included in the event deck participate as the protagonist character's teammates. Player Ability indicates the level of ability that the event character can demonstrate in such matches.

[0089] In the example shown in Figure 7, letters and numbers indicating player abilities are displayed. A higher number indicates that the event character has a higher potential to perform as a player in a match. In addition, each event character is associated with one of the letters S, A, B, C, D, E, or F, depending on the above number. "S" indicates very high player ability, and "F" indicates very low player ability.

[0090] Furthermore, player abilities remain unchanged and do not change from their predetermined state. That is, even if one event character is combined with another event character, the player abilities of the event character do not change. The event character screen image G400 includes a processing object P430 associated with a process for displaying the details of the event character's player abilities. When the user selects the processing object P430, a screen image showing the details of the event character's player abilities is displayed on the display unit 15.

[0091] "Specialty Training" indicates the type of training that an event character excels at. As will be explained later, in the main part (scenario) of the success part, you can increase the protagonist character's abilities by having them train. Furthermore, if you have the protagonist character train together with an event character in the event character's specialty training, it will be easier to increase the protagonist's abilities than usual.

[0092] The second area A420 displays the event list, event bonuses, and profile of the event character. As shown in Figure 7, the second area A420 includes the first tab T421, the second tab T422, and the third tab T423.

[0093] The first tab, T421, displays the event list for the event character. The "Event List" shows a list of events that may occur in the main part of the success part if the event character is included in the event deck. The third tab, T423, displays the event character's profile. In the example shown in Figure 7, the second tab, T422, is mainly displayed, but the user can choose to display either the first tab, T421, or the third tab, T423 instead of the second tab, by selecting either tab.

[0094] Tab 2, T422, shows the event bonuses for event characters. In the main part of the success phase, event characters included in the event deck provide beneficial effects (bonuses) that increase the protagonist character's abilities. "Event Bonus" refers to the effects that occur in the main part of the success phase when an event character is included in the event deck.

[0095] In the example shown in Figure 7, the event bonuses for the event character are set as follows: "Initial Evaluation 15," "Special Tag Bonus 20%," "Skill Event Bonus 20%," and "Increased Preferred Training Rate 10%." Details of these event bonuses will be explained later (see explanations for Figures 13, 16, and 17).

[0096] Furthermore, the effects generated by an event character may vary depending on the combination of the event character and the success part scenario selected by the user. For example, the events and event bonuses generated by the event character may change according to the scenario. In this case, the effects for each scenario may be made identifiable in the event character screen image G400. Also, while matches featuring the main character take place in the success part, event characters can also participate in these matches. However, event characters cannot participate in matches in the stadium part.

[0097] In this embodiment, as the event character's level increases, the event bonus (the effect described above) also becomes stronger. As shown in Figure 7, the second tab T422 includes a processing object P424 associated with a process for displaying the correspondence between the event character's level and the event bonus. When the user selects the processing object P424, a bonus details screen image showing the correspondence between the event character's level and the event bonus is displayed on the display unit 15.

[0098] Figure 8 shows an example of a bonus details screen image. As shown in Figure 8, the bonus details screen image G500 displays the correspondence between the event character's level and the event bonus. That is, the bonus details screen image G500 displays the bonus associated with the event character's level. The event bonus associated with the event character's level "n" indicates the event bonus that occurs in the main part of the success part when the event character's level is level "n" or higher.

[0099] Additionally, the bonus details screen image G500 displays event bonuses associated with levels below the event character's current level, as well as event bonuses associated with levels above the event character's current level.

[0100] Furthermore, in the bonus details screen image G500, event bonuses associated with levels below the event character's current level and event bonuses associated with levels higher than the event character's current level are displayed in a way that allows the user to distinguish between them. In the example shown in Figure 8, check objects are displayed in association with levels below the event character's current level. In the example shown in Figure 8, since the event character's current level is "8" (see Figure 7), check objects C510 and C520 are displayed in association with levels "1" and "5". This makes it easier for the user to understand "what kind of event bonuses will occur in the main part of the success part by incorporating the event character in its current state into the event deck". Alternatively, instead of the above check objects C510 and C520, the color or brightness of the area for levels below the event character's current level (i.e., the area showing effects that occur at the event character's current level) may be changed in the bonus details screen image G500. Conversely, the color or brightness of the area showing effects that do not occur at the event character's current level may also be changed in the bonus details screen image G500.

[0101] Note that the bonus details screen image G500 also includes a processing object P530 associated with the process of closing the bonus details screen image G500. When the user selects processing object P530, the bonus details screen image G500 disappears and the event character screen image G400 is displayed.

[0102] As shown in Figure 7, the third region A440 of the event character screen image G400 contains processing objects P441, P442, and P443.

[0103] Processing object P441 is a processing object associated with the process of closing the event character screen image G400. Therefore, when the user selects processing object P441, the event character screen image G400 disappears and the event deck settings screen image G300 is displayed.

[0104] Processing object P442 is a processing object associated with the process of locking an event character. "Locking an event character" means making it impossible to sell the event character or combine it with other event characters. When the user selects processing object P442, the event character displayed on the event character screen image G400 will be locked. If the event character displayed on the event character screen image G400 is locked, processing object P442 will become a processing object associated with the process of unlocking the event character.

[0105] Processing object P443 is a processing object associated with the process of setting an event character as the leader. Therefore, when a user selects processing object P443, the event character displayed on the event character screen image G400 is set as the leader. The event character set as the leader by the user can be rented as a helper by other users. Conversely, a user can rent an event character set as the leader by another user and play the success part.

[0106] Furthermore, when an event character set by the user as the leader is rented as a helper, the user receives a reward. For example, when an event character set by the user as the leader is rented as a helper, a notification indicating this and that a reward will be granted will be displayed on the display unit 15 when the game is started, etc. The reward may be granted automatically, or it may be granted when the user performs an action to receive the reward. The reward may include, for example, gacha points, coins, store medals, game items, etc., or it may be an increase in the experience points or level of the event character owned by the user, or an increase in the ability parameters of the main character or original character. In addition, the content of the reward may change depending on the result of the success part in which the helper was used.

[0107] In the event deck setting area A340 shown in Figure 6, when a user taps (touches briefly) any of the setting frames A344-1, A344-2, A344-3, A344-4, or A344-5, the event character set in that setting frame is selected as the source for the change, and an event character change screen image is displayed on the display unit 15 to allow the user to change the selected event character to another event character.

[0108] Figure 9 shows an example of an event character change screen image. Note that the upper area A610, lower area A620, and processing object P130 in the event character change screen image G600 shown in Figure 9 are the same as the upper area A110, lower area A120, and processing object P130 in the home screen image G100, so their explanation is omitted here. Also, the processing object P630 in the event character change screen image G600 is used to return to the previously displayed screen image (i.e., the event deck setting screen image G300), similar to the processing object P230 in the protagonist registration screen image G200.

[0109] Image G600 of the event character change screen includes the event character list area A640. The event character list area A640 displays a list of event characters owned by the user. In the event character list area A640, event characters that are included in the event deck and event characters that are not included in the event deck are displayed in a way that allows the user to distinguish between them. In the example shown in Figure 9, the text (or image) "In Use" is displayed in association with event characters that are included in the event deck, and the same event character cannot be included in the event deck twice, so it is not selectable. The user selects one of the event characters that is not included in the event deck as the target for the change. When the user selects any event character as the target for the change, the selected event character is added to the event deck in place of the event character that was selected as the source.

[0110] The event character list area A640 includes a processing object P641 associated with the process of removing the event character selected as the source of the change from the event deck. Therefore, when the user selects processing object P641, the event character selected as the source of the change is removed from the event deck.

[0111] The processing object P650 is associated with the process of sorting the display order of event characters shown in the event character list area A640. Multiple conditions can be specified here, for example, event characters can be sorted by "acquisition order", "rarity order", "level order", "preferred training order (details below) order", "event power order", "player ability order", "name order", and "lock order".

[0112] Furthermore, in the event deck setting area A340 shown in Figure 6, when a user performs a tap operation (touching for a short time) on the setting frame A345, a screen image for selecting a helper from among the event characters owned by other users is displayed on the display unit 15.

[0113] Figure 10 shows an example of the event deck setting area A340 when the event character in setting frame A344-5 is changed to another event character, and a helper is selected from among the event characters owned by other users.

[0114] As shown in Figures 6 and 10, the event deck setting area A340 includes the preferred training area A346. The preferred training area A346 shows the preferred training of the event characters incorporated into the event deck. As shown in Figures 6 and 10, the event deck setting area A340 displays the event characters shown in setting frames A344-1 to A344-5 and A345, and the preferred training shown in the preferred training area A346. In other words, the event characters and the preferred training corresponding to those event characters are displayed on the same screen. Therefore, the user can easily see the preferred training they want and the event characters that possess it, and can intuitively grasp whether the event characters incorporated into the event deck are ideal or not.

[0115] In this embodiment, one of the following 10 types of training is set as the event character's specialty training: "Hitting," "Strength," "Baserunning," "Arm Strength," "Fielding," "Mental Strength," "Pitching Speed," "Control," "Stamina," and "Breaking Ball." Of these, "Fielding" and "Mental Strength" are training items common to both fielders and pitchers. "Hitting," "Strength," "Baserunning," and "Arm Strength" are training items for fielders. "Pitching Speed," "Control," "Stamina," and "Breaking Ball" are training items for pitchers. These training sessions are performed by the main character in the success part described later.

[0116] As shown in Figures 6 and 10, the preferred training area A346 displays these 10 types of training, and the user can distinguish between the training that is set as the preferred training of the event character incorporated into the event deck and the training that is not set as the preferred training of the event character incorporated into the event deck.

[0117] In the preferred training area A346, training primarily for fielders (batting, strength, base running, throwing strength, fielding) is displayed on one side (left), and training primarily for pitchers (velocity, control, stamina, breaking balls) is displayed on the other side (right). Training for both fielders and pitchers (mental) is displayed in between. With the display positions of each training arranged in this way, as explained below, by making it possible to identify the preferred training of the event characters included in the event deck, it becomes possible to intuitively understand whether the event characters included in the event deck are ideal for training fielders or pitchers. For example, if the main character that the user is trying to train is a pitcher, if the preferred training is mostly placed on the left side, the user can intuitively understand that the event characters included in the event deck are not ideal for training a pitcher, and can easily make decisions such as changing the event characters. In this example, training for fielders and training for pitchers are arranged to be separated left and right, but they could also be arranged to be separated vertically. Furthermore, for example, the display patterns for fielder and pitcher training could be made different. For example, fielder practice could be displayed in green and pitcher practice in red, thus color-coding the practice of fielders and pitchers. In this way, if the main character that the user is trying to train is a fielder, and there are many red colors for their preferred practice, the user can intuitively understand that the event characters included in the event deck are not ideal for training a fielder, and can easily make decisions such as changing the event characters.

[0118] Furthermore, in the preferred training area A346, training sessions that are set as the preferred training of an event character incorporated into the event deck and training sessions that are not set as the preferred training of an event character incorporated into the event deck are displayed in different ways. In the example shown in Figure 6,10, an "X" mark is displayed in association with training sessions that are not set as the preferred training of an event character incorporated into the event deck, thereby distinguishing between training sessions that are set as the preferred training of an event character incorporated into the event deck and training sessions that are not set as the preferred training of an event character incorporated into the event deck. Note that the method of distinguishing is not limited to an "X" mark. The display methods for training sessions that are set as preferred training and training sessions that are not set as preferred training may be made different, for example, by changing the color tone or brightness. In this case, the display of training sessions that are set as preferred training may be made brighter, and training sessions that are not set as preferred training may be made darker. In this way, preferred training can be identified by the brightness of the image, making it possible to understand preferred training more intuitively.

[0119] In the preferred training area A346 shown in Figure 10, a numerical value (2) is displayed in association with "Strength" and "Shoulder Strength," respectively. This number indicates the number of event characters included in the event deck whose preferred training is set to that training. This number also includes event characters who are acting as support characters. In the preferred training area A346 shown in Figure 10, two event characters included in the event deck have "Strength" set as their preferred training. Similarly, in the preferred training area A346 shown in Figure 10, two event characters included in the event deck have "Shoulder Strength" set as their preferred training. Here, the number of event characters with the same preferred training is displayed numerically on the screen, but for example, an image such as a star mark or icon corresponding to the number of event characters could be displayed somewhere around the corresponding preferred training, or superimposed on the preferred training. Alternatively, instead of directly displaying an image on the screen showing the number of event characters with the same specialty training, the brightness of that specialty training may be increased, or effects such as light and flashing may be strengthened as the number of event characters with the same specialty training increases.

[0120] Furthermore, the preferred training area A346 may display only the training sessions that are set as the preferred training sessions of the event characters included in the event deck, and may not display training sessions that are not set as the preferred training sessions of the event characters included in the event deck. In addition, if there are multiple event characters included in the event deck that have the same training session set as their preferred training session, that training session may be displayed multiple times in the preferred training area A346.

[0121] Furthermore, in this embodiment, not only "player" event characters but also "manager" event characters can be included in the event deck. Since "manager" event characters do not have a designated specialty training, including them in the event deck will not change the display in the specialty training area A346. For example, in an event deck with four "player" event characters and one "manager" event character, the specialty training area A346 will only display the specialty training for the four players.

[0122] As shown in Figures 6 and 10, the event deck configuration area A340 includes a processing object P343 associated with a process for automatically configuring the event deck according to the user's requirements.

[0123] When the user selects the processing object P343, an automatic setting menu screen image is displayed for selecting the training policy for the main character. Figure 11 shows an example of the automatic setting menu screen image. In the automatic setting menu screen image G700 shown in Figure 11, the user can select either the first training policy, "Train the main character as a pitcher," or the second training policy, "Train the main character as a fielder."

[0124] The automatic setting menu screen image G700 includes the processing object P710. Processing object P710 is associated with the process for selecting the first training policy. In other words, processing object P710 is associated with the process for automatically setting an event deck suitable for training the main character as a pitcher. That is, when processing object P710 is selected, for example, event characters associated with events that are advantageous for improving pitching ability, or event characters associated with pitching training items as their specialty training items, will be set as members of the event deck with priority over other event characters.

[0125] Furthermore, the automatic setting menu screen image G700 also includes the processing object P720. Processing object P720 is associated with the process for selecting the second training policy. In other words, processing object P420 is associated with the process for automatically setting an event deck suitable for training the main character as a fielder. That is, when processing object P720 is selected, for example, event characters associated with events that are advantageous for improving fielder abilities, or event characters associated with fielder training items as their specialty training items, will be set as members of the event deck with priority over other event characters.

[0126] As described above, in this embodiment, the user selects a desired option from among the multiple options (i.e., multiple options related to training policies) displayed on the automatic setting menu screen image G700, and an event deck matching the desired training policy is automatically set. This makes it easy for the user to set an event deck that matches the desired training policy.

[0127] Furthermore, if the "Pitcher" training policy is selected and there are few event characters whose specialty is "Pitcher" training, event characters whose specialty is "Fielder" training may be set in the event deck. Conversely, if the "Fielder" training policy is selected and there are few event characters whose specialty is "Fielder" training, event characters whose specialty is "Pitcher" training may be set in the event deck. In this case, event characters with higher rarity may be given priority in being included in the event deck.

[0128] Furthermore, in the example shown in Figure 11, the user can choose between two development policies: "pitcher" and "fielder." However, it is also possible to allow the user to choose from multiple development policies for "pitchers" or multiple development policies for "fielders." For example, the user could choose which ability they prioritize from among multiple abilities related to "pitchers" or "fielders." For instance, for a "pitcher" development policy, the user could choose from "emphasis on pitching speed," "emphasis on control," and "emphasis on breaking balls." Similarly, for a "fielder" development policy, the user could choose from "emphasis on hitting," "emphasis on power," "emphasis on speed," and "emphasis on fielding."

[0129] Furthermore, the automatic setting menu screen image G700 may present the user with multiple questions. The system may then prioritize the inclusion of event characters that match the user's answers to these questions into the event deck. In this way, the system may determine the user's desired character development strategy from their answers to multiple questions, and prioritize the inclusion of event characters suitable for that strategy into the event deck. Additionally, the system may present multiple questions related to the user's personality assessment. By doing so, the system may prioritize the inclusion of event characters suitable for developing a main character that resembles the user's personality into the event deck.

[0130] Note that the automatic settings menu screen image G700 also includes a processing object P730 associated with the process of closing the automatic settings menu screen image G700. When the user selects processing object P730, the automatic settings menu screen image G700 disappears and the event deck settings screen image G300 is displayed.

[0131] Returning to Figure 5, the event deck setting screen image G300 includes the processing object P350. The processing object P350 is associated with the process for completing the event deck settings. As shown in Figure 3, once the event deck settings are complete, game item selection takes place. Therefore, when the user selects the processing object P350, a screen image for selecting game items is displayed on the display unit 15.

[0132] In this embodiment, users can obtain game items as rewards or from other users that are advantageous for increasing the abilities of the main character in the success part. In this screen image, the user selects game items to be used in the current success part (main part) from among the game items they own. There is an upper limit (for example, 2) on the number of game items that can be selected. Users cannot select more game items than this limit.

[0133] Once the selection of game items is complete, the pre-part is finished and the main part begins. In the main part, the scenario selected by the user on the home screen image G100 will begin. For example, the scenario may start with the main character joining a high school baseball team, practicing with teammates to earn a starting position, participating in matches (regional qualifying tournaments and national tournaments), and aiming to become a professional baseball player.

[0134] The scenario features event characters that have been incorporated into the event deck. For example, event characters incorporated into the event deck may appear as the protagonist's teammates or as the manager of the baseball team the protagonist belongs to. In this way, event characters owned by the user become characters in the scenario by being incorporated into the event deck. Furthermore, game characters incorporated into the event deck may also appear in the game as, for example, players on rival teams.

[0135] Furthermore, the scenario includes pre-defined game characters (for example, one manager, one scout, one team manager, and four to eight teammates). These game characters will appear in the game even if they are not included in the event deck. Therefore, event characters included in the event deck can be considered additional game characters.

[0136] As shown in Figure 3, the main part (scenario) contains multiple sections. In the example shown in Figure 3, the main part (scenario) is divided into four sections in chronological order.

[0137] Furthermore, in the example shown in Figure 3, the scenario branches. Specifically, sections 3A and 3B are provided as the third section. Therefore, after completing section 2, the user can choose either section 3A or 3B. If the user chooses section 3A, section 3A will start, and after section 3A is completed, section 4A will start. On the other hand, if the user chooses section 3B, section 3B will start, and after section 3B is completed, section 4B will start. In other words, once the user chooses section 3A, they cannot proceed to section 4B, and conversely, once the user chooses section 3B, they cannot proceed to section 4A.

[0138] Furthermore, the scenario may be designed to branch only within a specific period. That is, users may be allowed to proceed to sections 3B and 4B only within a specific period, and not be able to proceed to sections 3B and 4B outside of that period. In such a case, sections 3B and 4B may feature special events that would normally only occur if a special event character (for example, an event character of high rarity) is included in the event deck, but which can occur even if the special event character is not included in the event deck. In this way, even users who do not own the special event character can still experience the special event by proceeding to sections 3B and 4B within a specific period. Furthermore, if the specific period ends while a user is progressing through sections 3B and 4B, they may be allowed to proceed through sections 3B and 4B for a predetermined period afterward (for example, one day). Also, the sections after sections 3A and 3B may branch into multiple further paths. Moreover, there may be multiple sections that can only be progressed through within a specific period. Furthermore, when the scenario branches as described above, if the user selects a specific section, the protagonist character may acquire abilities that the event characters in the user's set event deck do not possess when an event occurs. Also, if the user selects a specific section, the increase in ability parameters when an event occurs may be greater than the normal increase from the event characters included in the event deck. For example, if the user selects a specific section, the user may acquire more coins or gacha points than usual. Note that in the above embodiment, the scenario branches from section 2 to sections 3B and 4B, and the branching occurs in some of the four sections, but the scenario may be configured so that a branch always occurs when a section is completed. In other words, branching may occur in all sections.

[0139] Furthermore, as shown in Figure 3, each section contains multiple turns. In the example shown in Figure 3, each section consists of 12 turns. The number of turns included in each section may differ.

[0140] For example, one turn corresponds to one week in the game. Each time a turn ends, the virtual time in the game advances by one week, thus progressing the scenario. Alternatively, one turn could correspond to one day or one month in the game.

[0141] Once the scenario is completed, the main character's training is finished. The trained main character is registered as an original character and can be used in the stadium part. After the main part is finished, you can start the success part again from the beginning to train a different main character (i.e., create a different original character).

[0142] In each turn of the main part, the user selects one of the options regarding the protagonist character's actions to have the protagonist character perform.

[0143] Figure 12 shows an example of the main command screen image in the success part. The main command screen image G800 shown in Figure 12 is a screen image for selecting actions to have the main character perform.

[0144] As shown in Figure 12, the upper area A810 of the main command screen image G800 displays the progress of the scenario. For example, it shows the current section and the number of turns remaining until the current section is completed. It also shows the current time in the game. In the example shown in Figure 12, it displays "2nd year, 8th month, 2nd week," which indicates that the main character is a second-year high school student and that it is currently the second week of August.

[0145] In addition, the motivation parameter of the main character is displayed in the upper area A810. The motivation parameter indicates the main character's motivation (mood). For example, the higher the value of the motivation parameter, the more motivated the main character is. As will be described later, in this embodiment, the main character is awarded experience points by practicing in each turn (see Figure 13). In this case, the higher the main character's motivation, the more experience points are awarded to the main character.

[0146] Additionally, the upper area A810 displays the number of treasure chests found in the current section. As will be explained later, in each turn, a treasure chest discovery event occurs based on predetermined probability information, in which the dog finds and brings a treasure chest (see Figure 14), and the number of treasure chests found in this way is displayed.

[0147] Furthermore, the upper region A810 includes a gauge region A811 that displays the protagonist character's physical strength parameters. For example, when the protagonist character practices, the value of the physical strength parameter decreases, and when the protagonist character rests from practice, the value of the physical strength parameter increases (recovers). Note that when the value of the physical strength parameter decreases, the probability of the protagonist character getting injured during practice increases (see Figure 13).

[0148] Furthermore, the upper region A810 includes a processing object P812. Processing object P812 is associated with a process for displaying a menu screen image related to the success part, and when the user selects processing object P812, the menu screen image is displayed in the display unit 15. The menu screen image allows, for example, the user to interrupt the success part.

[0149] Furthermore, as shown in Figure 12, the processing objects P821, P822, P823, and P824 are displayed in the lower area A820 of the main command screen image G800.

[0150] The processing object P821 is associated with a process that displays the log of the success part (main part). When the user selects processing object P821, the log is displayed.

[0151] The processing object P822 is associated with a process to turn the auto function on or off. The auto function automatically advances the text displayed on the display unit 15. In the main part, text indicating parameter changes and text indicating conversations between the main character and other game characters are displayed on the display unit 15 (see Figures 14 and 15). Normally, the user needs to tap the display unit 15 to advance such text, but when the auto function is set to on, the text is advanced automatically without the user having to tap the display unit 15. The user can turn the auto function on or off by selecting the processing object P822.

[0152] The processing object P823 is associated with a process to turn the skip function on or off. The skip function automatically advances the text displayed on the display unit 15 at a faster rate than the auto function. When the skip function is set to on, the text advances automatically at a faster rate than the auto function, even without the user tapping the display unit 15. The user can turn the skip function on or off by selecting the processing object P823. However, it is not possible to turn on both the auto function and the skip function at the same time; only one of them can be turned on at a time.

[0153] The processing object P824 has associated processing for turning the shortcut function on / off. The shortcut function is a feature that omits part of the text related to events. For example, in the main part, an event occurs where the main character and other game characters converse, and text indicating the conversation may be displayed, but if the shortcut function is set to on, part of the text will be omitted. The user can turn the shortcut function on / off by selecting the processing object P824.

[0154] Furthermore, as shown in Figure 12, the main command screen image G800 includes the protagonist ability area A830. The protagonist ability area A830 displays the values ​​of the protagonist character's various basic ability parameters. In the example shown in Figure 12, the values ​​of the protagonist character's trajectory parameter, contact parameter, power parameter, running speed parameter, throwing strength parameter, and fielding parameter are displayed.

[0155] The trajectory parameter indicates how high the ball hit by the main character will go. A higher value for the trajectory parameter indicates that the ball will go higher. The contact parameter indicates the main character's contact ability (the ability to make contact with the ball thrown by the pitcher). A higher value for the contact parameter indicates that the character has high contact ability. The power parameter indicates the main character's power (the ability to hit the ball thrown by the pitcher with the bat and send it flying a long distance). A higher value for the power parameter indicates that the ball hit by the bat is more likely to go farther.

[0156] The running speed parameter indicates the main character's speed. A higher value for the running speed parameter indicates faster running. The throwing strength parameter indicates the main character's throwing speed. A higher value for the throwing strength parameter indicates faster throwing. The fielding ability parameter indicates the main character's fielding skill. A higher value for the fielding ability parameter indicates better fielding skills.

[0157] Note that the example shown in Figure 12 illustrates the case where the main character is a fielder, and therefore the basic ability parameters related to fielding abilities are displayed in the main character ability area A830. If the main character is a pitcher, then basic ability parameters related to pitching abilities, such as ball speed, control, and stamina, will be displayed in the main character ability area A830.

[0158] Furthermore, as shown in Figure 12, the main command screen image G800 includes the command area A840. The command area A840 displays the processing objects P841, P842, P843, P844, P845, and P846.

[0159] Processing object P841 is associated with a process for having the main character practice, and the user can have the main character practice by selecting processing object P841. Details will be described later (see Figures 13 and 14).

[0160] Processing object P842 is associated with the process of making the main character rest. The user can make the main character rest by selecting processing object P842. When the main character rests, the main character's health parameter increases (recovers).

[0161] Processing object P843 is associated with the process of sending the main character to the hospital. By selecting processing object P843, the user can send the main character to the hospital. For example, if the main character becomes ill or suffers a malfunction, sending the main character to the hospital will cure the illness or malfunction.

[0162] Processing object P844 is associated with the process of letting the main character play, and the user can let the main character play by selecting processing object P844. Letting the main character play increases the main character's motivation parameter.

[0163] Processing object P845 is associated with the process of having the main character go on a date, and the user can have the main character go on a date by selecting processing object P845.

[0164] Processing object P846 is associated with a process to improve the protagonist character's abilities, and the user can improve the protagonist character's abilities by selecting processing object P846. Further details will be described later (see Figures 16 and 17).

[0165] Figure 13 shows an example of a practice screen image. The practice screen image G900 shown in Figure 13 is displayed in the display unit 15 when the processing object P841 of the main command screen image G800 is selected. Note that the upper area A910 of the practice screen image G900 is the same as the upper area A810 of the main command screen image G800, so its explanation is omitted here.

[0166] As shown in Figure 13, the practice screen image G900 includes a command area A920. Command area A920 displays multiple processing objects P921, P922, P923, P924, P925, and P926, each corresponding to a different practice item. These processing objects P921 to P926 are associated with processes that cause the main character to perform various exercises.

[0167] Processing object P921 is associated with the process of having the main character perform batting practice. Processing object P922 is associated with the process of having the main character perform strength training. Processing object P923 is associated with the process of having the main character perform base running practice. Processing object P924 is associated with the process of having the main character perform arm strength training. Processing object P925 is associated with the process of having the main character perform fielding practice. Processing object P926 is associated with the process of having the main character perform mental training.

[0168] For example, if you want the main character to practice base running, the user first selects the processing object P923. In this case, processing object P923 is tentatively selected. In this state, processing object P923 is displayed separately from the other processing objects P921, P922, P924-P926, indicating that processing object P923 is tentatively selected. In the example shown in Figure 13, the vertical position of processing object P923 on the screen is different from the other processing objects P921, P922, P924-P926, and the cursor object C927 is associated with processing object P923. Also in this state, the probability of getting injured during base running practice is displayed in association with processing object P923. This probability is determined based on the value of the main character's physical strength parameter. The smaller the value of the main character's physical strength parameter, the higher the probability of getting injured during practice.

[0169] Additionally, the practice screen image G900 also includes the experience point area A930. The experience point area A930 displays the protagonist character's experience points (i.e., the experience points the protagonist character currently possesses).

[0170] In this embodiment, five types of experience points are set: strength points, agility points, technique points, curveball points, and mental points. Figure 13 shows the case where the protagonist character's strength points, agility points, technique points, curveball points, and mental points are 3 points, 5 points, 4 points, 0 points, and 0 points, respectively.

[0171] In the example shown in Figure 13, "+4" and "+15" are displayed in relation to strength points and agility points, respectively. This indicates that when the provisionally selected training item (base running training) is performed, the main character's strength points will increase by 4 points and agility points will increase by 15 points.

[0172] In this embodiment, the type and amount of experience points that increase as a result of performing each practice item are predetermined. As described above, when base running practice is performed, strength points and agility points increase. Also, for example, when batting practice is performed, strength points, technique points, and mental points increase.

[0173] Each training item has a level assigned to it. The level of a training item increases when the number of times that training is performed reaches a predetermined number. The higher the level of a training item, the greater the increase in experience points when that training is performed.

[0174] Furthermore, the practice screen image G900 also includes the game character area A940. In this embodiment, each practice item is assigned a game character other than the main character (teammates, coach, manager), and it is depicted that these other game characters are either participating in or observing one of the practices. In this regard, the game character area A940 displays the game character assigned to the provisionally selected practice item. Note that the game character assigned to each practice item changes with each turn.

[0175] In the example shown in Figure 13, base running practice is provisionally selected, so the game character assigned to base running practice is displayed in the game character area A940.

[0176] In the game character area A940, a gauge area A941 is displayed in association with the game character. This gauge area A941 indicates the game character's evaluation of the protagonist character. The longer the gauge in gauge area A941, the higher the game character's evaluation of the protagonist character. As will be described later, when the protagonist character performs the specialty training assigned to the game character (i.e., when the protagonist character performs the same training as the game character), the game character's evaluation of the protagonist character increases (see Figure 14).

[0177] In addition, in the event character screen image G400 shown in Figure 7, the event bonus for the event character was set to "Initial Evaluation 15". This event bonus "Initial Evaluation 15" indicates that at the start of the main part, the event character's evaluation of the protagonist character is initially set to a higher value (15) than the normal value (0).

[0178] The example shown in Figure 13 illustrates a case where an event character (Yabe) incorporated into the event deck is assigned to base running practice. In other words, it shows a case where an event character (Yabe) incorporated into the event deck is practicing base running together with the main character as a teammate.

[0179] The training item (base running) displayed in association with an event character indicates that the event character's specialty training. Therefore, the example shown in Figure 13 shows the case where the event character is assigned to their specialty training (base running training). In other words, it shows the case where the event character is performing their specialty training (base running training).

[0180] In this situation, if the main character performs base running practice, the amount of experience points gained will be greater than in normal circumstances. In short, if the main character performs the event character's specialty practice together, the amount of experience points gained will be greater than in normal circumstances. That is, in turns when an event character whose specialty practice is base running is assigned to base running practice, the amount of experience points gained by the main character performing base running practice will be greater than in turns when the event character whose specialty practice is base running is not assigned to base running practice.

[0181] Furthermore, if the main character practices base running in the situations described above, a special tag bonus event may occur if the event character's evaluation of the main character is higher than a predetermined standard. When a special tag bonus event occurs, the amount of experience points gained will be greater than when the special tag bonus event does not occur. Thus, if the main character practices the event character's specialty training together with an event character who highly values ​​the main character, the amount of experience points gained will be even greater.

[0182] In the event character screen image G400 shown in Figure 7, the event character's event bonus was set to "Special Tag Bonus 20%". This event bonus, "Special Tag Bonus 20%", indicates that when a Special Tag Bonus event occurs, the amount of experience points gained will be 20% higher.

[0183] Furthermore, in the example shown in Figure 13, the event character is assigned to the same training item as their specialty training. However, event characters are not always assigned to the same training item as their specialty training; they may be assigned to a different training item. The training item to which an event character is assigned is determined each turn based on predetermined probability information.

[0184] In this regard, in the event character screen image G400 shown in Figure 7, the event bonus for the event character was set to "10% increase in preferred training rate". This event bonus, "10% increase in preferred training rate", indicates that the probability of the event character being assigned to their preferred training increases by 10%, making it easier for the event character to be assigned to their preferred training.

[0185] If the user further selects processing object P923 while base running practice is tentatively selected (i.e., when cursor object C927 is pointing to processing object P923), base running practice is confirmed as a practice item for the main character, and the main character performs base running practice.

[0186] Note that the practice screen image G900 also includes the processing object P950. The processing object P950 is associated with a process to return to the previously displayed screen image. Therefore, when the user selects the processing object P950, the main command screen image G800 is displayed on the display unit 15.

[0187] Figure 14 shows an example of a practice results screen image. When any practice item is confirmed as a practice item to be performed by the main character, the practice results screen image G1000 shown in Figure 14 is displayed on the display unit 15. Note that the upper area A1010 and lower area A1020 of the practice results screen image G1000 are the same as the upper area A810 and lower area A820 of the main command screen image G800, so their explanation is omitted here.

[0188] As shown in Figure 14, the practice results screen image G1000 includes a text area A1030. Text indicating the protagonist character's practice results is displayed in text area A1030. In other words, text indicating the changes in various parameters as a result of the protagonist character's practice is displayed in text area A1030.

[0189] Figure 14 shows the practice results screen image G1000 that appears when base running practice is selected (i.e., when processing object P923 is selected) in the state shown in Figure 13. The text area A1030 in Figure 14 indicates that as a result of the main character performing base running practice, strength points increased by 4 points, agility points increased by 15 points, stamina parameters decreased by 25 points, and the evaluation of the main character by the event character (Yabe) assigned to the base running practice increased by 7 points.

[0190] In this embodiment, when the main character performs a practice session, a treasure chest discovery event occurs based on predetermined probability information. As mentioned earlier, the treasure chest discovery event is an event in which a dog finds a treasure chest and brings it back. When the treasure chest discovery event occurs, the dog character C1040 that found the treasure chest is displayed on the practice results screen image G1000, as shown in Figure 14.

[0191] Additionally, in each turn of the main part, events related to event characters will occur based on predetermined probability information. For example, events may occur where the main character converses with an event character or participates in special training with an event character.

[0192] Figure 15 shows an example of an event screen image. The event screen image G1100 shown in Figure 15 is displayed on the display unit 15 when an event related to an event character occurs. Note that the upper area A1110 and lower area A1120 of the event screen image G1100 are the same as the upper area A810 and lower area A820 of the main command screen image G800, so their explanation is omitted here.

[0193] Event screen image G1100 indicates that an event related to an event character has occurred. Event screen image G1100 includes an event information area A1130, where information about the event that occurred (such as the event name) is displayed. The event character C1140 that caused the event to occur is also displayed in event screen image G1100.

[0194] The event screen image G1100 also includes a text area A1150. For example, text showing a conversation between the main character and the event character is displayed in text area A1150. Subsequently, as shown in Figure 15, text showing the changes in various parameters due to the event is displayed in text area A1150. Specifically, text area A1150 shows, for example, that the experience points needed to improve the main character's ability parameters have increased due to the event, or that the main character has grasped the knack for acquiring a special ability. The amount of experience points and the special ability grasped are influenced by the event character's abilities and level, etc. For example, the larger the event bonus value shown in the second tab T422 of the event character screen image G400 in Figure 7, the larger the values ​​shown in text area A1150. Alternatively, the higher the rarity of each event character, the larger the values ​​shown in text area A1150 may be. Furthermore, the numerical values ​​shown in text area A1150 may be increased if the practice selected by the user is the same as the practice preferred by the event character that appeared in the event.

[0195] Furthermore, in the main part of the game, in addition to events that occur based on probability information, events that are guaranteed to occur when the game progress reaches a certain point may also be included. For example, predetermined events (such as match events) may be guaranteed to occur when the scenario progresses to 10, 20, or 30 turns.

[0196] Figures 16 and 17 show examples of ability change screen images. The ability change screen image G1200 shown in Figures 16 and 17 is a screen image for improving the abilities of the main character, and is displayed in the display unit 15 when processing object P846 of the main command screen image G800 is selected.

[0197] The ability change screen image G1200 includes the first area A1210 and the second area A1220. The first area A1210 includes the pitcher ability tab T1211 and the fielder ability tab T1212. The pitcher ability tab T1211 displays the changes to the basic ability parameters related to pitcher abilities, and the fielder ability tab T1212 displays the changes to the basic ability parameters related to fielder abilities.

[0198] As shown in Figures 16 and 17, the fielder ability tab T1212 displays the original and modified values ​​for each of the basic ability parameters related to fielder ability: trajectory parameter, contact parameter, power parameter, speed parameter, arm strength parameter, fielding parameter, and catching parameter. Note that the trajectory parameter, contact parameter, power parameter, speed parameter, arm strength parameter, and fielding parameter are as described above (see Figure 12). The catching parameter indicates the main character's catching skill. A higher value for the catching parameter indicates better catching (less likely to make errors).

[0199] Area 2A1220 includes the Basic Abilities tab T1221 and the Special Abilities tab T1222. As shown in Figure 16, the Basic Abilities tab T1221 displays the experience points (strength points, agility points, technique points, curveball points, and mental points) that the main character currently possesses. Figure 16 shows the state where the main character currently possesses strength points, agility points, technique points, curveball points, and mental points of 27, 20, 24, 0, and 0, respectively.

[0200] In the Basic Abilities tab T1221, you can increase the values ​​of the main character's basic ability parameters (ball trajectory parameter, contact parameter, power parameter, speed parameter, arm strength parameter, fielding parameter, catching parameter) in exchange for some or all of the experience points the main character currently possesses.

[0201] Furthermore, the Basic Abilities tab T1221 displays the ability points required to increase the value of each basic ability parameter by 1 point from its current value. As shown in Figure 16, the Basic Abilities tab T1221 indicates that, for example, 30 points each of Strength Points, Technique Points, and Mental Points are required to increase the value of the Ballistics parameter by 1 point from its current value. Also, for example, it indicates that 2 points each of Strength Points, Agility Points, and Technique Points are required to increase the value of the Shoulder Strength parameter by 1 point from its current value.

[0202] Furthermore, in the Basic Capabilities tab T1221, processing objects P1223-1, P1223-2, P1223-3, P1223-4, P1223-5, P1223-6, and P1223-7 were displayed, associated with each basic capability parameter.

[0203] For example, processing object P1223-1 is associated with the ballistic parameter, and processing object P1223-1 has a process associated with it that increases the ballistic parameter by 1 point in exchange for a predetermined amount of experience points. By selecting processing object P1223-1, the user can increase the ballistic parameter from its current value by 1 point in exchange for 30 strength points, 30 technique points, and 30 mental points. For example, if the main character possesses all of these experience points, when the user selects processing object P1223-1, the ballistic parameter will increase by 1 point, and the required experience points will be deducted from the "current experience points" in the second area A1220. In other words, if the main character has enough experience points, each time the user selects processing object P1223-1, the ballistic parameter will gradually increase by 1 point, and the required experience points will be gradually deducted from the "current experience points" in the second area A1220. However, naturally, if the main character does not possess all of these experience points, the ballistic parameter cannot be increased. For example, even if the character has 40 strength points and 70 technique points, if they only have 10 mental points, the ballistic parameter cannot be increased. In such cases, the user may be notified that a parameter cannot be increased due to insufficient experience points. For example, in the first area A1210 and the second area A1220, the brightness of the name or the entire row of the relevant parameter may be reduced.

[0204] Furthermore, if the value of the ballistic parameter increases by 1 point as a result of the user selecting processing object P1223-1, this fact will be displayed in the first area A1210.

[0205] Furthermore, similar to processing object P1223-1, the other processing objects P1223-2 to P1223-7 are associated with the batting parameter, power parameter, running speed parameter, throwing strength parameter, fielding parameter, and catching parameter, respectively, and each is associated with a process that increases these parameters by 1 point in exchange for a predetermined amount of experience points.

[0206] When the user selects the Special Abilities tab T1222 from the state shown in Figure 16, the state changes to the state shown in Figure 17. As shown in Figure 17, the Special Abilities tab T1222 also displays the experience points (strength points, agility points, technique points, curveball points, and mental points) that the main character currently possesses. Similar to Figure 16, Figure 17 shows the state where the main character currently possesses strength points, agility points, technique points, curveball points, and mental points of 27, 20, 24, 0, and 0 respectively.

[0207] The Special Abilities tab T1222 allows you to acquire special abilities for the main character in exchange for some or all of the experience points the main character currently possesses. In other words, the Special Abilities tab T1222 allows you to change the main character's special ability parameters in exchange for some or all of the experience points the main character currently possesses. Here, the special ability parameters are parameters that indicate whether or not the main character has acquired various special abilities.

[0208] In the example shown in Figure 16, the special abilities that the main character can acquire are displayed as "Clutch Hitter," "Against Left-Handed Pitchers," "Steal Bases," "Base Running," "Throwing," "Injury Resistance," and "Average Hitter."

[0209] "Clutch Hitter" is a special ability that makes a character strong in clutch situations. When the main character has acquired "Clutch Hitter," their basic abilities will increase during clutch situations. "Against Left-Handed Pitchers" is a special ability that makes a character strong against left-handed pitchers. When the main character has acquired "Against Left-Handed Pitchers," their basic abilities will increase when the opposing pitcher is left-handed. "Stealing Bases" is a special ability that makes a character good at stealing bases. When the main character has acquired "Stealing Bases," they will be more likely to succeed at stealing bases.

[0210] "Good Throwing" is a special ability that makes throws less likely to be off target. If the main character has acquired "Good Throwing," their throws will be less likely to be off target. "Injury Resistance ◎" is a special ability that makes injuries rare. If the main character has acquired "Injury Resistance ◎," the main character will rarely get injured. "Average Hitter" is a special ability that makes it easier to hit balls that are likely to be hits. If the main character has acquired "Average Hitter," the main character will be able to hit balls more easily.

[0211] Furthermore, the Special Abilities tab T1222 displays the ability scores required for the main character to acquire each special ability. As shown in Figure 17, the Special Abilities tab T1222 indicates that, for example, 15 points of Agility, 30 points of Technique, and 105 points of Spirit are required for the main character to acquire "Chance ○". Also, for example, it indicates that 48 points of Strength, Agility, and Technique are required for the main character to acquire "Throwing ○".

[0212] Furthermore, any special abilities that the main character has already acquired will be indicated as acquired. In the special abilities tab T1222 shown in Figure 17, it is indicated that the character has acquired "Injury Resistance ◎".

[0213] Furthermore, in the Special Abilities tab T1222, processing objects P1224-1, P1224-2, P1224-3, P1224-4, P1224-5, and P1224-6 are displayed, associated with each special ability.

[0214] For example, processing object P1224-1 is associated with "Chance ○," and processing object P1224-1 is associated with a process that allows the main character to acquire "Chance ○" in exchange for a predetermined amount of experience points. By selecting processing object P1224-1, the user can allow the main character to acquire "Chance ○" in exchange for 15 agility points, 30 technical points, and 105 mental points. However, naturally, if the main character does not possess these experience points, the main character cannot acquire "Chance ○."

[0215] Similar to processing object P1224-1, the other processing objects P1224-2 to P1224-6 are associated with "Against Left-Handed Pitchers ○", "Stealing Bases ○", "Base Running ○", "Throwing ○", and "Average Hitter", respectively, and each is associated with a process to allow the main character to acquire these special abilities in exchange for a predetermined amount of experience points. Also, since the main character has already acquired the special ability "Injury Resistance ◎", no processing object is associated with "Injury Resistance ◎".

[0216] In the example shown in Figure 17, "Lv.1" is displayed in relation to "Base Running ○". Here, "Lv.1" indicates the skill level of "Base Running ○".

[0217] The "Skill Level" indicates whether the main character has grasped the key to acquiring special abilities, and the degree to which they have grasped that key. A Skill Level of 1 or higher means the main character has grasped the key to acquiring special abilities, and a higher Skill Level indicates a greater degree of the main character's grasp.

[0218] The higher the skill level, the less experience points are needed for the main character to acquire special abilities. In the state shown in Figure 17, the experience points needed for the main character to acquire "Base Running ○" are less than usual.

[0219] At the start of the main part, the proficiency level of each special ability is set to zero. For example, in the main part, an event character may teach the protagonist character the proficiency of a special ability (proficiency event), and when such a proficiency event occurs, the proficiency level of that special ability increases (see Figure 15).

[0220] In the event character screen image G400 shown in Figure 7, the event character's event bonus was set to "Skill Event Bonus 20%". When a skill event like the one described above occurs, the skill level of the special ability increases, and the experience points of the main character related to that special ability also increase. The event bonus "Skill Event Bonus 20%" indicates that in such cases, the increase in experience points will be 20% greater than usual.

[0221] As shown in Figures 16 and 17, the capability change screen image G1200 includes a processing object P1230. The processing object P1230 is associated with a process to return to the previously displayed screen image. Therefore, when the user selects the processing object P1230, the main command screen image G800 is displayed on the display unit 15.

[0222] Furthermore, the ability change screen image G1200 also includes the processing object P1240. Processing object P1240 is associated with a process to undo the changes to the main character's abilities and return them to their previous state. Therefore, when the user selects processing object P1240, the main character's abilities revert to their previous state.

[0223] Furthermore, the ability change screen image G1200 also includes the processing object P1250. Processing object P1250 is associated with the process for confirming the changes to the main character's abilities. Therefore, when the user selects processing object P1250, the main character's abilities are confirmed to their changed state.

[0224] When each section is completed, a section completion screen image is displayed on the display unit 15. Figure 18 shows an example of a section completion screen.

[0225] As shown in Figure 18, the section completion screen image G1300 displays the ongoing scenario (e.g., High School A) and the completed section (e.g., Section 2). The section completion screen image G1300 also displays the experience points earned so far (total experience points) and the experience points earned in the completed section (section experience points). Furthermore, the section completion screen image G1300 also displays the rewards earned in the section (e.g., coins or game items).

[0226] Additionally, after the section completion screen image G1300 is displayed, and before the next section begins, a preview screen image may be displayed. Figure 19 shows an example of a preview screen image.

[0227] In this embodiment, after the section completion screen image G1300 is displayed and before the next section begins, an event occurs based on predetermined probability information that increases the probability of finding a treasure chest in the next section compared to normal. When the above event occurs, a notification screen image G1400, as shown in Figure 19, is displayed to notify the user that the above event has occurred.

[0228] As described above, once the four sections of the success part are completed, the main character's training is complete, and the character can be used in matches in the stadium part as an original character. For example, once the fourth section is completed, a screen image for confirming the main character's ability parameters is displayed on the display unit 15, and the user can use the remaining experience points to increase the main character's ability parameters or acquire special abilities. Furthermore, the appearance of the main character may also be changed on this screen image. When the user performs the predetermined confirmation operation, the main character's ability parameters are confirmed and registered as an original character owned by the user. Once registered as an original character, the user cannot change the ability parameters. After that, the user can check the ability parameters of the newly registered original character and add it to the lineup described later to participate in matches.

[0229] Furthermore, as shown in Figure 3, the main part consists of four sections, and each section consists of 12 turns. If a user attempts to continuously play through all the turns, it will require a considerable amount of time and effort. Therefore, in this embodiment, by dividing the main part into four sections, it is possible to provide an incentive for the user to stop the game or take a break at the end of each section, thereby reducing the difficulty of playing the success part. Moreover, by dividing the main part into multiple sections, it is possible to branch off to the next section at the end of each section, thus diversifying the gameplay.

[0230] In developing the main character, the user will play through four sections. As shown in Figure 18, upon clearing a section, information such as experience points is displayed on the section completion screen image G1300. Therefore, even in games that involve a relatively large number of turns, such as the success part, the user can play the game without getting bored or feeling that it's dragging on. In other words, if information such as experience points were only displayed to the user when the success part was completed, the user would not be able to fully grasp the progress of the main character's development during the success part, and might get bored or feel that it's dragging on. However, by displaying experience points and other information at the end of each section, the user can be informed of the development progress frequently, thus preventing them from getting bored or feeling that it's dragging on.

[0231] Furthermore, as shown in Figure 19, the preview screen image G1400 can provide an announcement about the next section, which can motivate the user to try the next section and prevent situations where the user interrupts the success part midway.

[0232] Next, before explaining the stadium part, we will explain the process for checking the event characters owned by the user and how to assemble an event deck.

[0233] In the home screen image G100 shown in Figure 2, when the user selects the processing object P123, an event character menu screen image for performing various operations related to the event character is displayed on the display unit 15. Figure 20 shows an example of an event character menu screen image. Note that the upper area A1510, lower area A1520, and processing object P130 in the event character menu screen image G1500 shown in Figure 20 are the same as the upper area A110, lower area A120, and processing object P130 in the home screen image G100, so their explanation is omitted here. Also, the processing object P1530 ​​in the event character menu screen image G1500 is used to return to the previously displayed screen image (i.e., the home screen image G100), similar to the processing object P230 in the protagonist registration screen image G200.

[0234] The event character menu screen image G1500 shown in Figure 20 includes processing objects P1540 to P1590. Processing object P1540 is associated with the process for organizing an event deck. When the user selects processing object P1540, an event deck editing screen image for editing the event deck is displayed on the display unit 15.

[0235] Figure 21 is an example of an event deck editing screen image. Note that the upper area A1610, lower area A1620, and processing object P130 in the event deck editing screen image G1600 shown in Figure 21 are the same as the upper area A110, lower area A120, and processing object P130 in the home screen image G100, so their explanation is omitted here. Also, the processing object P1630 in the event deck editing screen image G1600 is used to return to the previously displayed screen image (i.e., the event character menu screen image G1500), similar to the processing object P230 in the protagonist registration screen image G200.

[0236] As shown in Figure 21, the event deck editing screen image G1600 includes the event deck editing area A1640. Note that Figure 21 omits the contents displayed in the event deck editing area A1640; the contents displayed in the event deck editing area A1640 are shown in Figure 22.

[0237] As shown in Figure 22, the areas A1641 and A1642, processing objects P1642 and P1643, setting frames A1644-1 to A1644-5, and specialty training area A1646 of the event deck editing screen image G1600 are the same as the areas A341 and A342, processing objects P342 and P343, setting frames A344-1 to A344-5, and specialty training area A346 of the event deck setting screen image G300, respectively, so their explanation is omitted here. However, since the event deck editing screen image G1600 is not before the start of the success part, there is no setting frame A345 for incorporating a helper into the event deck.

[0238] In this embodiment, a user can own multiple (for example, five) event decks. The number of event decks a user owns may be fixed, or it may increase by consuming Power Stones. Alternatively, the number of event decks may increase upon completion of training the main character in the success part. For example, the number of event decks may increase by one when the user completes training a predetermined number of main characters (for example, three), or by one when the user completes training one main character. In this case, an upper limit may be set on the number of event decks (for example, up to seven). Alternatively, the number of event decks given to the user at the start of the game may be set to one, for example, and gradually increase through the above process. In the event deck editing screen image G1600, each of these multiple event decks can be edited. For example, the user can set event characters whose specialty is fielding practice in the event deck for training fielders, and event characters whose specialty is pitching practice in the event deck for training pitchers. Furthermore, it's possible to set only female event characters or only male event characters in the event deck, allowing for different uses depending on the protagonist character's development strategy and the type of scenario in the success part. For example, users can set special effect characters, which will be explained in more detail later, in the event deck used for limited-time events.

[0239] Returning to Figure 20, the processing object P1560 is associated with the process of selling event characters. When a user selects processing object P1560, they can sell unwanted event characters and earn coins. Note that the sold event characters are not sold to other users; they are simply removed from the user's list of owned event characters. In other words, "selling" here means giving up event characters in exchange for coins.

[0240] The processing object P1570 is associated with a process for viewing a list of event characters owned by the user. When the user selects the processing object P1570, the list of event characters owned by the user is displayed on the display unit 15. For example, if the user selects the processing object of an event character displayed in the list of event characters, the event character screen image G400 can be displayed.

[0241] Processing object P1580 is associated with a process for checking the event character encyclopedia. The encyclopedia is a list of event characters that exist in the game. When the user selects processing object P1580, the encyclopedia is displayed on display unit 15. The encyclopedia allows the user to distinguish between event characters they have owned and event characters they have not yet owned. The encyclopedia may also hide information (e.g., image and name) for event characters that the user has not yet owned.

[0242] Processing object P1590 is associated with processing for expanding the list of event characters. In this embodiment, there is an upper limit on the number of event characters a user can own. For example, a user can increase the upper limit on the number of event characters they can own by consuming Power Stones.

[0243] Processing object P1550 is associated with a process for strengthening event characters. Strengthening here means increasing the level of the event character, which is different from the training of the main character in the success part. Strengthening event characters is done to improve the effects that occur in the success part when an event character is set in the event deck (i.e., to make the training of the main character more efficient). In this embodiment, so-called game character synthesis is performed. That is, the event character to be strengthened (hereinafter referred to as the base character) can be strengthened by consuming other event characters (hereinafter referred to as material characters). When the user selects processing object P1540, a base character selection screen image for selecting a base character is displayed on the display unit 15.

[0244] Figure 23 shows an example of a base character selection screen image. Note that the upper area A1710, lower area A1720, and processing object P130 in the base character selection screen image G1700 shown in Figure 23 are the same as the upper area A110, lower area A120, and processing object P130 in the home screen image G100, so their explanation is omitted here. Also, the processing object P1730 in the base character selection screen image G1700 is used to return to the previously displayed screen image (i.e., the event character menu screen image G1500), similar to the processing object P230 in the protagonist registration screen image G200.

[0245] The base character selection screen image G1700 includes the event character list area A1740. The event character list area A1740 is the same as the event character list area A640 of the event character change screen image G600. When the user selects one of the event characters displayed in the event character list area A1740 as the base character, an enhancement screen image for enhancing the base character is displayed on the display unit 15.

[0246] Figure 24 shows an example of an enhancement screen image. Here, it shows the enhancement screen image G1800 displayed when "Hayakawa" with a rarity of "R" is selected as the base character. Note that the upper region A1810, lower region A1820, and processing object P130 in the enhancement screen image G1800 shown in Figure 24 are the same as the upper region A110, lower region A120, and processing object P130 in the home screen image G100, so the description is omitted here. Also, the processing object P1830 in the enhancement screen image G1800 is for returning to the screen image displayed one before (i.e., the base character selection screen image G1700), similar to the processing object P230 in the protagonist registration screen image G200.

[0247] In the example shown in Figure 24, the base character region A1840 includes a gauge region A1841. The gauge region A1841 enables the identification of the current experience value of the base character and the experience value required to reach the next level.

[0248] The material character region A1850 is provided with ten setting frames for setting material characters. When the user selects any of the setting frames in the material character region A1850, a material character selection screen image for selecting a material character is displayed on the display unit 15.

[0249] Figure 25 shows an example of a material character selection screen image. Note that the upper region A1910, lower region A1920, and processing object P130 in the material character selection screen image G1900 shown in Figure 25 are the same as the upper region A110, lower region A120, and processing object P130 in the home screen image G100, so the description is omitted here. Also, the processing object P1930 in the material character selection screen image G1900 is for returning to the screen image displayed one before (i.e., the enhancement screen image G1800), similar to the processing object P230 in the protagonist registration screen image G200.

[0250] In the example shown in Figure 25, the material character selection screen image G1900 includes the event character list area A1940. The event character list area A1940 is the same as the event character list area A640 in the event character change screen image G600. However, as shown in Figure 25, event characters owned by the user other than the base character are displayed in the event character list area A1940. In addition, event characters set in the event deck (event characters displayed as "In Use" in Figure 25) and locked event characters may be made unavailable for selection as material characters.

[0251] Furthermore, in this embodiment, if the same event character as the base character is set as the material character, the maximum level of the base character can be increased under a given probability. In the event character list area A1940, this probability is displayed overlaid on the event character. For example, if "Hayakawa" with rarity "R" is selected as the material character, the maximum level of the base character "Hayakawa" will increase with 100% probability, and if "Hayakawa" with rarity "PN" is selected as the material character, the maximum level of the base character "Hayakawa" will increase with 30% probability. In this embodiment, the probability of the maximum level increasing is determined based on the rarity of the base character and the rarity of the material character. In other words, the probability of the maximum level increasing is determined based on the relative rarity difference between the base character and the material character. For example, if a material character with the same or higher rarity as the base character is selected, the probability is 100%, and if a material character with a lower rarity than the base character is selected, the probability is less than 100%. For example, material characters with a rarity two or more levels lower than the base character may have a 0% chance of increasing their maximum level, even if they share the same name as the base character. Alternatively, the probability may decrease as the base character's rarity increases. This would allow heavy users who own high-rarity base characters to have a lower chance of increasing their maximum level. Furthermore, the probability may increase as the material character's rarity increases. Additionally, while the maximum level increases by one each time, the probability may increase as the current maximum level increases from its initial value. In other words, the more times the base character's maximum level has increased, the higher the probability of future maximum level increases.

[0252] The user selects up to 10 event characters as material characters from the event character list area A1940. This explanation describes the case where multiple material characters can be selected at once in the event character list area A1940, but it is also possible to have the user select material characters one by one. Furthermore, selecting an event character that has already been selected as a material character again will deselect it as a material character.

[0253] Image G1900, the material character selection screen, includes area A1950, which displays the level increase and the coins required to enhance the base character when using the currently selected material character. The experience points a base character can gain vary depending on the material character. For example, the higher the rarity of the material character, the more experience points and coins will be gained. The level and coins displayed in area A1950 are calculated based on the experience points and coins that can be gained using the currently selected material character. When the user selects or removes a material character from the event character list area A1940, the display in area A1950 is updated.

[0254] Furthermore, the material character selection screen image G1900 includes processing objects P1960 and P1970. Processing object P1970 is associated with the process of deselecting material characters. When the user selects processing object P1970, all material character selections are deselected, and the user can re-select material characters. On the other hand, processing object P1960 is associated with the process of completing the selection of material characters. When the user selects processing object P1960, the user returns to the enhancement screen image G1800.

[0255] Figure 26 shows the enhancement screen image G1800 when material characters are selected. As shown in Figure 26, the material character area 1850 displays the material characters selected in the event character list area A1940 of the material character selection screen image G1900. In the example in Figure 26, the same two "Hayakawa" and "Tsuruya" as the base character are selected as material characters. As shown in Figure 26, using the two "Hayakawa" material characters makes it possible to increase the maximum level of the base character "Hayakawa," so the probability of this is displayed superimposed on the material character "Hayakawa." On the other hand, "Tsuruya" is not the base character "Hayakawa," and even if used as a material character, it is not possible to increase the maximum level of "Hayakawa," so the probability is not displayed. In this way, in the material character area 1850, before enhancing the base character, it is possible to identify material characters that can increase the maximum level and material characters that cannot, and furthermore, the probability of each can be identified. Additionally, when a user selects a material character, the level increase and the coins required for strengthening the base character using the current material character will be displayed in the base character area A1840, similar to area A1950.

[0256] Furthermore, the enhancement screen image G1800 includes processing objects P1860 and P1870. Processing object P1870 is associated with the process of deselecting the material character. When the user selects processing object P1870, the material character is deselected and can be re-selected. On the other hand, processing object P1860 is associated with the process of performing enhancement on the base character. When the user selects processing object P1860, after a predetermined screen effect is executed, an enhancement results window for displaying the enhancement results of the base character is displayed on the display unit 15. Note that if the user possesses fewer coins than are required to enhance the base character, the enhancement will not be performed even if the user selects processing object P1860. In this case, processing object P1860 may be grayed out or otherwise made unselectable.

[0257] Figure 27 shows the enhancement results window. As shown in Figure 27, the enhancement results window G2000 displays the experience points gained by the base character, the change in the base character's level, the change in the base character's maximum level, etc. In the example shown in Figure 27, the base character is at the level indicated by the base character area A1840. Furthermore, if there are multiple material characters that can increase the base character's maximum level, it is determined whether or not it is possible to increase the maximum level for each of these material characters based on a predetermined probability. In this case, "Hayakawa" with a 100% probability of increasing the base character's maximum level and "Hayakawa" with a 30% probability were selected as material characters, so the base character's maximum level will definitely increase by 1, and there is a 30% chance of it increasing by another 1. In the example shown in Figure 27, the 30% "Hayakawa" was also successful, and the base character's maximum level increased by 2.

[0258] Processing object P2010 is associated with the process of returning to the enhanced screen image G1800. If the user selects processing object P2010, they may return directly to the enhanced screen image G1800, or, if processing object P441 is selected after the base character's event character screen image G400 is displayed, they may return to the enhanced screen image G1800.

[0259] Next, let's explain the Stadium part. In the Stadium part, users can play matches using the original characters they have trained in the Success part. The Stadium part includes matches that can be played at any time (hereinafter referred to as regular matches) and matches that can be played for a limited time (hereinafter referred to as limited-time event matches).

[0260] When playing a match in the stadium section, the user edits the match lineup. The lineup is the combination of original characters owned by the user that will participate in the match. Here, the user can edit both the lineup for regular matches and the lineup for limited-time event matches. In the home screen image G100 in Figure 2, etc., when the user selects the processing object P122, the My Team menu screen image for editing the lineup is displayed in the display unit 15.

[0261] Figure 28 shows an image of the My Team menu screen. Note that the upper area A2110, lower area A2120, and processing object P130 in the My Team menu screen image G2100 shown in Figure 28 are the same as the upper area A110, lower area A120, and processing object P130 in the Home screen image G100, so their explanation is omitted here. Also, the processing object P2130 in the My Team menu screen image G2100 is used to return to the previously displayed screen image (i.e., the Home screen image G100, etc.), similar to the processing object P230 in the protagonist registration screen image G200.

[0262] The My Team menu screen image G2100 shown in Figure 28 includes processing objects P2140 to P2170. Processing object P2140 is associated with the process for editing the lineup in a normal match. When the user selects processing object P2140, the normal lineup editing screen image for editing the lineup in a normal match is displayed on the display unit 15.

[0263] Figure 29 shows an image of the normal order editing screen. As shown in Figure 29, the normal order editing screen image G2200 includes the starting order area A2210 and the reserve player area A2220. The starting order area A2210 is for specifying the original characters owned by the user that will be in the starting order at the start of the match. The reserve player area A2220 is for specifying the original characters owned by the user that will not be in the starting order at the start of the match but can be added later as reserves.

[0264] Furthermore, when a user taps an original character displayed in the starting lineup area A2210 or the substitute player area A2220, an overview of that original character's abilities may be displayed. Additionally, when a user long-presses an original character displayed in the starting lineup area A2210 or the substitute player area A2220, detailed information about that original character's abilities may be displayed.

[0265] For example, if a user drags and drops an original character displayed in the starting order area A2210 to the substitute player area A2220, that original character will appear in the substitute player area A2220, and the original character at the drop location will appear in the starting order area A2210. Conversely, if a user drags and drops an original character displayed in the substitute player area A2220 to the starting order area A2210, that original character will appear in the starting order area A2210, and the original character at the drop location will appear in the substitute player area A2220. In this way, the user can swap the original characters in the starting order with the original characters in the substitute area.

[0266] For example, if a user drags and drops an original character displayed in either the starting order area A2210 or the reserve player area A2220 to the drag area A2230, a screen image showing a list of original characters that are neither in the starting order nor the reserve area will be displayed on the display unit 15. The user can then select an original character they want to include in the order from this screen image, and swap this character with the original character dropped into the drag area A2230.

[0267] Processing object P2240 is associated with a process for automatically setting the order. When a user selects processing object P2240, the order is automatically set to create the optimal combination of the original characters owned by the user. For example, the order is automatically set so that original characters with high ability parameters are given priority. Alternatively, the order is automatically set so that original characters are placed in order of the total experience points they have earned in the success part.

[0268] The processing object P2250 is associated with a process for returning an order to its original state. The original state is the point in time before the order is changed on the normal order editing screen image G2200. When the user selects the processing object P2250, the order returns to the order at the time of display of the normal order editing screen image G2200.

[0269] The total power area A2260 indicates the total power of the current order. The meaning of the total power is the same as that explained in area A115 of the home screen image G100. That is, the total power is a value calculated from the ability parameters of the original characters included in the order, and the higher this value, the easier it is to win the game. When the order is changed, the numerical value indicated by the total power area A2260 also changes.

[0270] The processing object P2270 is associated with a process for setting the method of activating a pitcher. When the user selects the processing object P2270, a screen image for setting the method of activating a pitcher among the original characters owned by the user is displayed on the display unit 15. On this screen image, it is possible to specify the original characters that can appear in the game among the original characters of the pitcher. Furthermore, among the original characters that can appear in the game, it is possible to specify the method of activation (starting, relieving, holding) as a pitcher. Alternatively, if there is a need to leave a pitching interval of a predetermined number of games in order to appear in the game as a pitcher, the next available game is displayed.

[0271] The processing object P2280 is for returning to the screen image (i.e., the my team menu screen image G2100) that was displayed one before, similar to the processing object P230 on the protagonist registration screen image G200.

[0272] Returning to Figure 28, the processing object P2150 is associated with the process of editing the match order for a limited-time event. When the user selects the processing object P2150, the limited-time order editing screen image for editing the match order for the limited-time event is displayed on the display unit 15.

[0273] Figure 30 shows an image of the limited-time order editing screen. The starting order area A2310, reserve player area A2320, drag area A2330, processing objects P2350, P2370, P2380, and overall strength area A2360 of the limited-time order editing screen image G2300 shown in Figure 30 are the same as the starting order area A2210, reserve player area A2220, drag area A2230, processing objects P2250, P2270, P2280, and overall strength area A2260 of the normal order editing screen image G2200, respectively. However, the limited-time order editing screen image G2300 differs from the normal order editing screen image G2200 in that the score bonus is displayed in the starting order area A2310.

[0274] Here, we will explain score bonuses. In limited-time events, if you include a specific event character (hereinafter referred to as a special effect character) in your event deck and include your trained original character in your lineup during a match, you will be granted a score bonus that increases the score you earn after the match. A special effect character is an event character that exhibits effects not present during normal periods, but only during specific periods. In other words, special effect characters can be used during normal periods as well, but the effects that occur during specific periods will not occur during normal periods. Whether an event character is a special effect character or not may be made identifiable on the event deck setting screen image G300 or the event character change screen image G600, etc.

[0275] Figure 31 shows an example of the event deck setting screen image G600 during a limited-time event. As shown in Figure 31, in the event character list area A640, information indicating the degree of the effect is displayed for event characters that are special effect characters. For example, it shows that if you put "Yamaguchi" in the event deck and use an original character that you have trained in a match, a score bonus of "5%" will be generated. Similarly, it shows that if you put "Tsuruya" of rarity "R" in the event deck and use an original character that you have trained in a match, a score bonus of "3%" will be generated, and if you put "Tsuruya" of rarity "N" in the event deck and use an original character that you have trained in a match, a score bonus of "2%" will be generated. Thus, the degree of the score bonus may vary depending on the rarity.

[0276] Furthermore, if an event deck contains multiple special effect characters, when an original character trained using this event deck is used in a match during a limited-time event, the score may be increased by the sum of the score bonuses of each of these special effect characters, or only the one with the highest score bonus among these special effect characters may be reflected.

[0277] Furthermore, when special effect characters are included in the event deck and played in the success part, effects corresponding to those special effect characters may occur, making it easier to train the main character. In addition, the effects in the success part may only occur for a specific period of time. In other words, the effects caused by special effect characters are not limited to the stadium part, but may also occur in the success part.

[0278] Figure 32 shows an example of the event deck setting area A340 in the event deck setting screen image G300 during a limited-time event. As shown in Figure 32, in the event character list area A640, setting frame A344-4, which contains an event character that is a special effect character, displays information indicating the degree of the effect. Specifically, since the special effect character "Yamaguchi" is included in setting frame A344-4, "5%", which is Yamaguchi's score bonus, is displayed. If the event deck contains multiple special effect characters, the total value of the score bonus generated by these multiple special effect characters may be displayed in the event deck setting area A340.

[0279] In limited-time events, users are rewarded when their cumulative score exceeds a certain threshold. This threshold can be set in stages, with multiple thresholds. The higher the threshold, the better the reward awarded for exceeding it. Furthermore, a user ranking may be determined based on the cumulative score at the end of the limited-time event, and rewards may be awarded to users according to their ranking.

[0280] Figure 33 shows the conditions under which a score bonus is generated. In the example in Figure 33, the special effect characters are "E3" and "E8". As shown in Figure 33, the original character "P1" will generate a score bonus when included in the lineup for a match in the limited-time event because "E3" is included in the event deck used in the success part. Similarly, the original character "P3" will generate a score bonus when included in the lineup for a match in the limited-time event because "E3" and "E8" are included in the event deck used in the success part. On the other hand, the original character "P2" will not generate a score bonus when included in the lineup for a match in the limited-time event because the special effect characters are not included in the event deck used in the success part.

[0281] Returning to Figure 30, in the starting order area A2310, the score bonus value for each original character included in the order, and the total score bonus value that can be generated with the current order are displayed. Note that the score bonus may be generated only for the original characters in the starting order, or it may be generated for original characters in both the starting order and the reserves.

[0282] Processing object P2340 is similar to processing object P2240 in that it is used to automatically determine the order. However, when the user selects processing object P2340, they can choose whether to prioritize score bonuses or ability when determining the order. If score bonuses are prioritized, the order will be automatically determined prioritizing the score bonus values ​​assigned to the original characters. If ability is prioritized, the result will be the same as when processing object P2240 is selected.

[0283] Returning to Figure 28, processing object P2160 is associated with a process to display a list of original characters owned by the user. Users can check the list of original characters they own before editing their order. Processing object P2170 is associated with a process to edit original characters owned by the user. Users can edit the name and appearance of their original characters. However, the ability parameters of original characters whose training in the success part has been completed are fixed and cannot be edited.

[0284] The user will edit the order as described above and then play the stadium part. For example, in the home screen image G100 shown in Figure 2, when the user selects the processing object P150, the home screen image G100 switches to display the stadium part.

[0285] Figure 34 shows the home screen image G100 when processing object P150 is selected. Processing object P151 shown in Figure 34 is associated with the process for playing a regular match, and processing object P152 is associated with the process for playing a limited-time event match. When the user selects either processing object P151 or P152, the selected processing object is displayed in the center of the home screen image G100.

[0286] In the example shown in Figure 34, when processing object P151 is displayed in the center and the user selects processing object P151, a normal match is executed. On the other hand, when processing object P152 is displayed in the center and the user selects processing object P152, a limited-time event match is executed. As explained below, the flow of both a normal match and a limited-time event match is the same.

[0287] Figure 35 shows the flow of a regular match and a limited-time event match. As shown in Figure 35, when the user selects processing objects P151 and P152, a screen image showing multiple potential opponents is displayed on the display unit 15, and the user selects an opponent from among these multiple potential opponents (S2). The potential opponents are teams of other users. For example, a team of another user similar to the user's rank and overall team strength is selected as a potential opponent.

[0288] Once an opponent is selected, a screen image for changing the order is displayed on the display unit 15, allowing the user to change the order for a regular match or a limited-time event match (S4). This screen image is the same as the regular order editing screen image G2200 or the limited-time order editing screen image G2300.

[0289] Once the match lineup is determined, the condition of each original character included in the lineup is set (S6). Each original character in the lineup is randomly assigned one of several condition levels (for example, 6 levels). The better the condition, the better the original character's ability parameters are, allowing them to perform better in the match.

[0290] The user selects which of their owned game items to use in the match (S8). The game items that can be selected here will either give them an advantage in the match or increase the score they can earn in the match.

[0291] When the user selects a game item, the match begins (S10). The match may proceed automatically from start to finish, or the user may be allowed to control the original characters only at predetermined points in the match. Furthermore, the user may be allowed to control every aspect of the match.

[0292] When the match ends, a screen image showing the match results is displayed on the display unit 15 (S12). The match results include the winner, the score of each team, and the score earned by the user. The score is determined based on the content and results of the match. However, a better score is awarded if the user controls the game than if the game is played automatically. For example, if the original character hits a single or a home run based on the user's actions, the user will be awarded a higher score than if the same original character hits a single or a home run while the game is played automatically.

[0293] When the match results are displayed, the user's latest ranking is displayed on the display unit 15 (S14). The ranking may be determined based on the cumulative score obtained in the match, or based on the maximum score obtained in the current or past matches. As mentioned above, in the case of a limited-time event match, if an original character with a score bonus is included in the order, the score calculated using the same calculation method as in a normal match will increase by the amount of the score bonus. For example, if a limited-time event match is played with the order shown in Figure 30, the score will increase by 14% compared to achieving the same result in a normal match.

[0294] As described above, users aim to improve their ranking by playing the stadium part and earning scores. The ranking is updated at predetermined intervals. The predetermined period may be one week, one day, or one month. In addition, the highest score achieved by each user in the stadium part during the predetermined period (e.g., one week) may be made visible on the display unit 15. When a user achieves their highest score within the predetermined period, the score displayed on the display unit 15 is overwritten. When the predetermined period ends, that score is cleared, and the highest score for the next predetermined period is newly displayed. In this embodiment, if a user's highest score during the predetermined period is surpassed by a friend user, a challenge is automatically sent from that friend. The user is notified that a challenge has been received from a friend by a display as shown in processing object P170 in Figure 34. In addition, if challenges are received from multiple friends, the number of challenges may also be notified on the same screen. The friend's user terminal 10 can confirm that they have sent a challenge to the user. In other words, the friend's user terminal 10 is notified that a challenge has been sent. The challenge is not limited to scores; it may also be sent when any evaluation or evaluation value in the game, such as ranking, is surpassed. Alternatively, it could be sent when the score is the same, or when the rankings are tied, i.e., when the user is caught up to by a friend. Furthermore, the exchange of challenges may target all of a user's friends, or only some of them. In this case, for example, only friends with the same or similar rank as the user may be targeted. Alternatively, based on the level of intimacy between the user and their friends (for example, based on the number of matches played or chat history), only friends with a certain level of intimacy or higher may be targeted for challenges.

[0295] Figure 36 is an explanatory diagram of the challenge. The t-axis in Figure 36 represents the time axis. Here, we assume that User A and User B are friends. At a certain point in time t1, User A has earned a score of 150,000 points, and at a later point in time t2, User B has earned a score of 120,000 points. When User B plays the stadium part and earns a score of 180,000 points, surpassing User A, a challenge is automatically sent from User B to User A.

[0296] When a challenge is sent, a processing object P170 for playing against the friend who sent the challenge is displayed on the home screen image G100, as shown in Figure 34. Processing object P170 may also display information that identifies the friend who sent the challenge (such as their username). If multiple challenges have been received from different friends, the number of challenges may be displayed near or superimposed on processing object P170. For example, if three challenges have been received, the number 3 will be displayed. Note that the method of notifying the number of challenges is not limited to displaying a number; it may also be notified by the number of images. When the user selects processing object P170, a match against the friend who sent the challenge is held. Note that since this match is mainly for the purpose of promoting competition among friends, it may be possible to prevent the consumption of match tickets or the acquisition of medals, etc.

[0297] Furthermore, the system may restrict sending new challenges to the same friend until a certain amount of time has elapsed. For example, a new challenge may not be sent until at least 3 hours have passed. Additionally, challenges may have an expiration date (e.g., 1 day). The purpose of setting an expiration date for challenges is to prevent each user from receiving too many challenges. Once the expiration date has passed, the processing object P170 in Figure 34 is deleted. If there are multiple challenges, the number of challenges displayed with the processing object P170 will decrease each time the expiration date of an individual challenge passes. This prevents a user from accumulating a large number of challenges.

[0298] Furthermore, in this embodiment, a challenge is sent when a friend surpasses the user's score, allowing the user to play against their friend and giving them an opportunity to overtake them. However, other benefits may also be given to the user. These benefits can be anything that helps the user achieve a good score in the stadium part. In other words, any benefit that affects the relationship (difference) between the user's score and their friend's score would suffice. For example, the user could be given a match ticket to give them an opportunity to play a match and thus give them an opportunity to overtake their friend's score. Alternatively, the benefits could be anything that allows the user to gain an advantage in the match and achieve a good score. In this case, these could be game items that lower the opponent's ability parameters or game items that increase the ability parameters of the user's original character. By using these game items, the opponent becomes weaker or the user's original character becomes stronger, making it easier for the user to achieve a good score in the match. That is, by giving the user these game items, it may be possible to give the user an opportunity to overtake their friend's score.

[0299] As described above, Game System 1 possesses various technologies, but for example, Game System 1 has a technology that makes it easy to understand the correspondence between the level of an event character and the effects that occur in the success part by displaying the bonus details screen image G500. Hereafter, this technology will be referred to as the first technology.

[0300] Furthermore, Game System 1 has a technique that incentivizes players to set various event characters in their event decks by granting score bonuses when they include original characters they have trained by setting special effect characters in their event decks and playing limited-time event matches in their order. Hereafter, this technique will be referred to as the second technique.

[0301] Furthermore, Game System 1 has a technology that makes it easy to understand which training to select in the success part of the event deck to get an advantage in training by displaying the preferred training of the event character set in the event deck in the preferred training areas A346 and A1646. Hereafter, this technology will be referred to as the third technology.

[0302] Furthermore, Game System 1 has a technology that prevents original characters from acquiring super special abilities unless high-rarity event characters are set in the event deck when the user selects a normal scenario, and allows original characters to acquire super special abilities even if these event characters are not set in the event deck when the user selects a limited-time scenario. Hereafter, this technology will be referred to as the fourth technology.

[0303] Furthermore, Game System 1 incorporates a technology that promotes competition among users by sending a challenge to a friend user when that friend surpasses the user's score. Hereafter, this technology will be referred to as the fifth technology.

[0304] The following sections will primarily describe the details of the first through fifth technologies.

[0305] [3. Functions implemented in Game System 1] Figure 37 is a functional block diagram showing the functions related to the present invention among the functions implemented in the game system 1. In this embodiment, the case in which the main game-related processing is performed on the user terminal 10 is described, but as will be described in the modifications described later, the main game-related processing may be performed on the server 30.

[0306] Of the functions implemented in server 30, the data storage unit 3000 is primarily implemented by the storage unit 32, while the other functions are primarily implemented by the control unit 31. Of the functions implemented in user terminal 10, the individual data storage unit 1000 is primarily implemented by the storage unit 12, while the other functions are primarily implemented by the control unit 11.

[0307] First, we will explain the functions common to the first to fifth technologies, and then we will explain the functions specific to each of the first to fifth technologies. Here, we will explain the data storage unit 3000, the processing unit 3010, the individual data storage unit 1000, and the request unit 1010 as functions common to the first to fifth technologies.

[0308] The data storage unit 3000 stores the data necessary for the game executed by the game system 1. Here, as examples of the data stored by the data storage unit 3000, the user table TBL301, event character table TBL302, event deck table TBL303, original character table TBL304, and order table TBL305 are described.

[0309] Figure 38 shows an example of a user table TBL301. As shown in Figure 38, the user table TBL301 is a data table that shows information about each user. For example, the user table TBL301 includes the fields described below.

[0310] The "User ID" field displays identifying information to identify the user. The "Profile" field displays user registration information such as username and self-introduction.

[0311] The "Friends" field displays identification information to identify other users who are friends with the user. For example, each user can send a friend request to another user to become friends. For instance, User A might send a friend request to User B, who owns an event character that User A has set in their event deck as a helper during the success part, at the end of the success part. If User B accepts the friend request, User A and User B become friends, and User B's User ID is stored in User A's "Friends" field, and User A's User ID is stored in User B's "Friends" field. The operation to accept a friend request can be performed, for example, from the screen image displayed when processing object P130 is selected.

[0312] The "User Parameters" field displays various parameters associated with the user. These parameters may be used in the Success Part or Stadium Part, or they may be used to acquire game items. For example, the "User Parameters" field may display Success Points, Match Tickets, Power Stones, Mini Stones (game items that can be exchanged for Power Stones when a certain number are collected), Coins, Gacha Points, and Medals. For parameters that recover after a certain amount of time, such as Success Points and Match Tickets, the remaining time until recovery may also be stored. In addition, the "User Parameters" field may also store the current lineup rank and the overall strength of the lineup.

[0313] The "Items" field displays the game items owned by the user. The "Stadium" field displays the results of matches in the stadium part (match record), the score the user has earned (cumulative score and highest score), and the user's current ranking. In this embodiment, there are regular matches and limited-time event matches, so the results, scores, and rankings are stored for each. The "Challenge" field displays the game challenges in the challenge part and the user's progress towards completing them.

[0314] The "Challenge" field displays challenges received by a user from a friend. When a user receives a challenge from a friend, the friend's user ID is stored in the "Challenge" field. The "Challenge" field may also store time information related to the challenge. This time information may indicate, for example, the time when the friend surpassed the user's score, or the challenge's expiration date. The user may be able to use the challenge to play against their friend within the time limit determined by the time information. Expired challenges may be removed from the "Challenge" field.

[0315] Figure 39 shows an example of an event character table TBL302. As shown in Figure 39, the event character table TBL302 is a data table that shows a list of event characters owned by each user. For example, the event character table TBL302 includes the fields described below.

[0316] The "User ID" field displays identification information to identify the user. The "Event Character ID" field displays identification information to identify the event character owned by the user. The "Name" field displays the name of the event character. The "Lock" field indicates whether the event character is locked or not. The "Leader" field displays identification information to identify the event character set as the leader.

[0317] The "Rarity" field indicates the rarity level of the event character. The meaning of rarity is the same as for "rarity." Note that "rarity" can also be represented in ways other than those described in this embodiment, such as "1, 2, ...", "A, B, ...", "Gold, Silver, ...", etc.

[0318] The "Attribute" field indicates the attribute (classification) of an event character. For example, one of several types of attributes may be associated with each event character. Here, each event character will have one of the following attributes: "Player," "Manager," or "Enhancement Material." Event characters with the "Player" attribute can participate in matches during the success part and contribute to victory. On the other hand, event characters with the "Manager" or "Enhancement Material" attribute do not participate in matches during the success part. Therefore, no data is stored in the "Position" field or "Specific Training" field for event characters with the "Manager" or "Enhancement Material" attribute. Instead, the "Event Power" field value for event characters with the "Manager" attribute will be higher than that of event characters with the "Player" attribute, and using event characters with the "Enhancement Material" attribute for enhancement will grant more experience points than event characters with the "Player" or "Manager" attribute.

[0319] The "Position" field indicates the baseball position the event character is good at. The "Favorite Practice" field indicates the type of practice the event character is good at. The "Gender" field indicates the gender of the event character. For example, in the success part, for certain scenarios, it may be possible to set only male or female event characters in the event deck.

[0320] The "Experience Points" field shows the event character's experience points. The "Level" field shows the event character's level. The "Maximum Level" field shows the event character's maximum level. The "Profile" field shows the event character's profile information.

[0321] The "Events" field displays event information related to events associated with an event character. In other words, the "Events" field displays event information related to events that may occur in the game when an event character is included in an event deck. Event information includes the name and content of the event. For example, event information may include information about the type and amount of experience points or ability parameters that the main character will receive as a result of the event. Information indicating the probability and conditions for the event to occur may also be stored in the "Events" field.

[0322] The "Bonus" field displays bonus information related to bonuses associated with event characters. In other words, the "Bonus" field displays bonus information related to bonuses that occur in the game when an event character is included in an event deck. Bonus information includes the name and content of the bonus. For example, if including an event character in an event deck increases the probability of a particular event occurring, the bonus information will include information about that event and the degree to which the probability of occurrence increases. For example, the "Bonus" field may be associated with level and acquired bonuses.

[0323] The "Ability Parameters" fold displays the ability parameters of event characters. For example, if a match event occurs in the success part, the event characters included in the event deck will participate in the match as teammates of the main character. The ability parameters of these event characters are referenced when such match events are executed.

[0324] The "Event Power" field shows the event power, which is an indicator of how advantageous an event character is when set in an event deck. The "Player Ability" field shows the player ability, which is an indicator of how strong the event character is as a player.

[0325] Figure 40 shows an example of an event deck table TBL303. As shown in Figure 40, the event deck table TBL303 is a data table that shows the status of each user's event deck. For example, the event deck table TBL303 includes the fields described below.

[0326] The "User ID" field displays identification information to identify the user. The "Name" field displays the name of the event deck. In this embodiment, a user can own multiple event decks, and a name can be set for each event deck.

[0327] The "First Setting Slot" field displays the event character ID of the event character set in setting slot A344-1 of the event deck setting area A340. If no event character is set in setting slot A344-1, the "First Setting Slot" field will be blank. Similarly, the "Second Setting Slot" field displays the event character ID of the event character set in setting slot A344-2. The "Third Setting Slot" field displays the event character ID of the event character set in setting slot A344-3. The "Fourth Setting Slot" field displays the event character ID of the event character set in setting slot A344-4. The "Fifth Setting Slot" field displays the event character ID of the event character set in setting slot A344-5.

[0328] Figure 41 shows an example of the original character table TBL304. As shown in Figure 41, the original character table TBL304 is a data table that shows a list of original characters or main character characters being developed by each user. For example, the original character table TBL304 includes the fields described below.

[0329] The "User ID" field displays identification information to identify the user. The "Original Character ID" field displays identification information to identify the original character or the main character being developed. The "Name" field displays the name of the original character or the main character being developed. The "Position" field displays the baseball position that the original character or the main character being developed is good at.

[0330] The "Ability Parameters," "Physical Strength Parameters," "Motivation Parameters," "Experience Points," and "Evaluation" fields display the ability parameters, physical strength parameters, motivation parameters, experience points, and evaluations from other characters for the original character or the protagonist character being developed. Note that for original characters, since development is complete, the "Physical Strength Parameters," "Motivation Parameters," "Experience Points," and "Evaluation" fields may be left blank. The "Experience Points" field may also store the total value of experience points earned in the success part, along with the experience points currently remaining.

[0331] The "Event Deck" field displays the contents of the event deck used when developing an original character or the main character being trained. In the success part, you can add event characters from other users' leaders as helpers, so the event character IDs of the event characters set in the user's set event deck and the helper's event characters will be stored in the "Event Deck" field.

[0332] The "Training Status" field indicates the current training status. Specifically, it shows whether training is complete or in progress. If training is in progress, the "Training Status" field may also display the current in-game time. Furthermore, the "Training Status" field may store the protagonist character's skill level.

[0333] Note that the data stored in the original character table TBL304 is not limited to the examples above. For example, basic information about the original character or the protagonist character being trained (such as an image showing their appearance or their high school) may be stored in the original character table TBL304. Alternatively, for example, the skill level that changes during the success part or the status of the protagonist character may also be stored in the original character table TBL304.

[0334] Figure 42 shows an example of an order table TBL305. As shown in Figure 42, the order table TBL305 is a data table that shows the contents of an order set by the user. The order table TBL305 includes the fields described below.

[0335] The "User ID" field displays identification information to identify the user. The "Order Type" field indicates the type of order. This field stores information indicating whether it is a regular order or a limited-time event order. The "Order" field stores the original character ID included in the order.

[0336] The data stored by the data storage unit 3000 is not limited to the examples above. The data storage unit 3000 should store any data necessary for the game. For example, the data storage unit 3000 may store master data for event characters. Alternatively, the data storage unit 3000 may store various image data. Alternatively, the data storage unit 3000 may store data showing the relationship between each objective and reward in the challenge part. Alternatively, it may store data showing the content of each scenario. Alternatively, it may store data showing the relationship between special effect characters and score bonuses. Alternatively, the data storage unit 3000 may store user setting information associated with the user ID. Examples of this setting information include the auto flag indicating the selection of processing object P822 in the main command screen image G800, the skip flag indicating the selection of processing object P823, and the shortcut flag indicating the selection of processing object P824.

[0337] The processing unit 3010, in response to a request from the user terminal 10, retrieves data related to the user of the user terminal 10 from the data stored in the data storage unit 3000, and transmits it to the user terminal 10 or updates the data.

[0338] For example, a request from user terminal 10 may include a user ID. When the server 30 receives the above request, the processing unit 3010 retrieves data stored in association with the received user ID from the data storage unit 3000 and transmits the data to user terminal 10. For example, the processing unit 3010 retrieves event character data stored in association with the user ID from the event character table TBL302 and transmits the event character data to user terminal 10. Similarly, the processing unit 3010 retrieves event deck data and original character data stored in association with the user ID from the event deck table TBL303 and original character table TBL304, and transmits the event deck data and original character data to user terminal 10.

[0339] When the above request is received by the server 30, the processing unit 3010 updates the data stored in the data storage unit 3000 (i.e., the data stored in association with the received user ID) to match the update content notified by the user terminal 10.

[0340] The individual data storage unit 1000 is for storing data related to the user of the user terminal 10, which is among the data stored in the data storage unit 3000.

[0341] The request unit 1010 is for obtaining data relating to the user of the user terminal 10 from the data stored in the data storage unit 3000, storing that data in the individual data storage unit 1000, and updating the data stored in the data storage unit 3000 in the same way when the data stored in the individual data storage unit 1000 is updated.

[0342] The request unit 1010, at a predetermined timing, sends the user ID of the user of the user terminal 10 to the server 30, requesting the server 30 to return the data stored in association with that user ID. The "predetermined timing" refers to, for example, the timing when the game program is started, the timing when the home screen image G100 is displayed, or the timing when the success part begins.

[0343] When data returned from server 30 is received by user terminal 10, request unit 1010 stores the data in individual data storage unit 1000.

[0344] For example, the request unit 1010 stores the event character data returned from the server 30 in the event character table TBL302 contained in the individual data storage unit 1000. The event character table TBL302 is a data table for storing only the event characters of the user of the user terminal 10, and is a data table that includes fields similar to the event character table TBL302 shown in Figure 39 (the "User ID" field may be omitted).

[0345] Furthermore, the request unit 1010 stores the event deck data returned from the server 30 in the event deck table TBL303 contained in the individual data storage unit 1000. The event deck table TBL303 is a data table for storing only the event deck of the user of the user terminal 10, and is a data table that includes fields similar to the event deck table TBL303 shown in Figure 39 (the "User ID" field may be excluded).

[0346] Furthermore, the request unit 1010 stores the original character data returned from the server 30 in the original character table TBL304 contained in the individual data storage unit 1000. The original character table TBL304 is a data table for storing only the original character of the user of the user terminal 10, and is a data table that includes fields similar to the original character table TBL304 shown in Figure 41 (the "User ID" field may be excluded).

[0347] The data stored in the individual data storage unit 1000 is referenced and updated during the execution of the baseball game. When the data stored in the individual data storage unit 1000 is updated, the request unit 1010 notifies the server 30 of the update details along with the user ID of the user on the user terminal 10 at a predetermined timing, thereby requesting that the data stored in the data storage unit 3000 also be updated. The "predetermined timing" refers to, for example, a predetermined interval or the timing when the user finishes playing.

[0348] [3-1. Regarding the first technology] Next, the functions related to the first technology will be explained. For example, the first technology is realized by the first game execution unit 1020, the first effect generation unit 1021, the change target selection unit 1030, the level change unit 1040, the usage target selection unit 1050, the effect display control unit 1060, the data acquisition unit 1070, the change target display control unit 1080, the material character selection unit 1090, the upper limit release determination unit 1100, the permission unit 1110, the condition display control unit 1120, the event power display control unit 1130, and the player ability display control unit 1140.

[0349] The first game execution unit 1020 executes a success part in which the ability parameters of the main character are changed or set based on the user's input. The first game execution unit 1020 executes the baseball game program and updates various data related to the success part (for example, the original character table TBL304).

[0350] For example, the first game execution unit 1020 executes a success part that includes a game in which game challenges are set based on the main character and the event character selected by the target selection unit 1050.

[0351] Here, "game objectives" refer to the objectives (missions) set within the game, such as winning a match. These objectives utilize the main character and event characters set in the event deck. A "game objective" is achieved when the game processing performed based on these characters results in a predetermined outcome. For example, in a match, a "game objective" is achieved if the user earns more points than their opponent. Winning a match in the success phase is one example of a game objective.

[0352] A "success part that includes a game with a set game objective" means that a game with a set game objective is part of the success part. For example, if winning a match is the game objective, then the success part includes a match as part of it. For example, when the progress of the success part reaches a certain state, the game with the set game objective becomes playable.

[0353] For example, the first game execution unit 1020 excludes certain event characters from among multiple event characters from achieving the game objective, even if they are selected by the target selection unit 1050.

[0354] This "specific event character" only needs to be defined as one that is not used in game challenges. In this embodiment, the value of the "Attribute" field is "Manager". "Not applicable to achieving game challenges" means that it does not contribute to achieving game challenges. For example, it means that it will not be used in games where game challenges are set. In other words, even if an event character with the "Manager" attribute is set in the event deck, it will not participate in matches in the success part.

[0355] The change target selection unit 1030 selects one of several event characters as the change target based on the user's operation. The "change target" is the event character whose level parameter will be changed. In this embodiment, the base character corresponds to the "change target".

[0356] For example, as shown in the base character selection screen image G1700 (Figure 23), identification information that identifies each of the multiple event characters is displayed on the display unit 15, and the change target selection unit 1030 selects one or more from among them based on the user's operation. The "identification information" is, for example, an image representing the event character. In this embodiment, the processing object of each event character displayed in the event character list area A1740 corresponds to the "identification information".

[0357] In this embodiment, the user directly selects the base character, but the user may also select only the selection criteria for selecting the base character, and the base character may be selected based on those criteria. The selection criteria could be, for example, the event character's specialty training. In this case, if the user selects a training that they consider important in the success part, one of the event characters whose specialty training is set for that training may be selected as the base character. By doing so, an event character that is effective for efficiently performing the training that the user considers important is selected as the base character, eliminating the need for the user to search for a base character each time. In such a case, multiple selection criteria for selecting one or more event characters are defined, and the change target selection unit 1030 will select one or more from among them based on the selection criteria selected by the user. The selection criteria could also be the level of the event character or conditions related to the effects that occur in the game.

[0358] The level change unit 1040 changes the level parameters of the event character selected by the change target selection unit 1030. For example, the level change unit 1040 changes the level parameters of the event character selected by the change target selection unit 1030 based on other game objects.

[0359] "Other game objects" refers to game objects that are neither the protagonist object nor the event character selected by the change target selection unit 1030. "Other game objects" may be any event character other than the one selected by the change target selection unit 1030 from among multiple event characters, or they may be a third game object that is neither the protagonist character nor an event character. The third game object can also be described as a game object for changing level parameters. For example, the third game object can be described as a game object dedicated to strengthening event characters. For example, other game objects may be selected based on user input or automatically. In this embodiment, the material character corresponds to "other game object".

[0360] For example, the level change unit 1040 changes the level parameter by increasing the experience parameter of the base character using a material character. In this embodiment, when the experience parameter or level parameter changes, the material character is consumed (disappears). For example, the amount of change in the experience parameter or level parameter differs depending on the material character. In this case, the association between the material character and the change in the experience parameter or level parameter is stored in the memory unit. The experience parameter or level parameter changes based on the change associated with the material character. For example, if the "attribute" field of the material character indicates "enhancement material," the amount of increase in the level parameter may be increased by increasing the experience parameter that can be acquired compared to when it indicates other attributes.

[0361] In this embodiment, the case in which the level parameters of the base character are changed by using material characters is described, but the level change unit 1040 may also change the level parameters of the base character based on predetermined parameters. In this case, the level change unit 1040 will change the level parameters of the event character selected by the change target selection unit 1030 based on parameters for changing the level. The parameters for changing the level may be, for example, "power injection points" that the user can acquire in the game. In this case, the level change unit 1040 will change the level parameters of the base character by injecting "power injection points" into the base character.

[0362] As mentioned earlier, each of the multiple event characters is restricted so that its level parameter does not fall within a predetermined range. "Restricting the level parameter from falling within a predetermined range" means prohibiting the level parameter from falling within that range. In other words, each event character's level parameter is restricted so that it does not exceed the maximum level.

[0363] The target selection unit 1050 selects at least one of several event characters as the target for use. "Target for use" refers to a game object used in the game, a game object that generates an effect in the game. In this embodiment, setting an event character in the event deck corresponds to selecting it as the target for use.

[0364] For example, the target selection unit 1050 selects an event character based on user operation. In this case, as shown in the event character change screen image G600 (Figure 9), identification information that identifies each of the multiple event characters is displayed on the display unit 15, and the target selection unit 1050 selects one or more from among them based on user operation. The "identification information" is, for example, an image representing the event character. In this embodiment, the processing object of each event character displayed in the event character list area A640 corresponds to the "identification information".

[0365] For example, the target selection unit 1050 may be configured to automatically select an event character based on predetermined conditions. For example, the target selection unit 1050 may select an event character based on a level parameter. For example, if multiple types of effects occur in the game, the target selection unit 1050 may select an event character that produces the effect selected by the user. Alternatively, the target selection unit 1050 may be configured to automatically select an event character based on its level parameter or rarity parameter.

[0366] The first effect generation unit 1021 generates an effect in the success part related to the change or setting of the protagonist character's ability parameters, based on the level parameter of the event character selected by the target selection unit 1050. For example, the first effect generation unit 1021 changes the effect based on the level parameter of the event character selected by the target selection unit 1050. For example, the "Bonus" field of the event character table TBL302 stores data that associates the level parameter with the content of the effect, so the first effect generation unit 1021 generates the effect associated with the level parameter in the success part.

[0367] For example, the first effect generation unit 1021 will generate effects associated with the parameter range to which the values ​​of the event character's level parameter, selected by the target selection unit 1050, belong, from the initial value to the current value. The "parameter range to which the values ​​of the level parameter, from the initial value to the current value, belong" means a parameter range that includes at least one value from the initial value (e.g., 1) to the current value (e.g., 50) of the level parameter (e.g., each number from 1 to 50), and includes both the parameter range to which the level parameter currently belongs and the parameter range to which the level parameter previously belonged. For example, if an event character with a level parameter of 1 suddenly has its level parameter increased to 50 through enhancement, the first effect generation unit 1021 will not only generate effects associated with the parameter range including 1 and the parameter range including 50, but will also generate effects associated with the parameter range that includes at least one number between 1 and 50. In other words, in this case, the first effect generation unit 1021 will generate all effects for level parameters of 50 or less. Furthermore, if a level parameter indicates that a higher value means a higher level, then all effects below the current value will occur. However, if a level parameter indicates that a lower value means a higher level (for example, if it represents a rank, where 1 is the highest level), then all effects above the current value will occur.

[0368] When an operation is performed to select a target for change, the effect display control unit 1060 executes control to display correspondence information on the display unit 15 for each event character, showing the correspondence between the level parameter of the event character and the effect generated by the first effect generation unit 1021.

[0369] "When an operation to select the target of change is performed" refers to a predetermined timing before or after the user performs the operation. For example, it is during the period until the selection of the base character is completed. For example, it is while the base character selection screen image G1700, which accepts the operation to select the base character, is displayed.

[0370] "Relationship information" refers to information that shows the association between the range of a level parameter and the effect that occurs when the level parameter falls within that range. The relationship information includes information that shows the content of the effect. In other words, it includes text information or image information that allows the user to understand the content of the effect. In addition, the relationship information may also include information that identifies the event character. This information is the name and appearance of the event character. In this embodiment, the bonus details screen image G500 corresponds to the "relationship information". Here, the relationship information is displayed when the base character selection operation is performed, but the relationship information itself may be displayed at any time. For example, the relationship information may be displayed from the list of event characters that is displayed when the processing object P1570 of the event character menu screen image G1500 is selected.

[0371] "Executing control to cause a display on the display means" means, for example, generating an image and causing that image to be displayed on the display means. Alternatively, it means generating the data necessary to display the image and transmitting that data to the display means or a terminal connected to the display means, thereby causing the image to be displayed on the display means. "Data necessary to display the image" may be data that represents the image itself, or data necessary to generate the image. The meaning of similar expressions used hereafter is the same.

[0372] The data acquisition unit 1070 acquires data stored in the individual data storage unit 1000, which stores data relating each of the multiple parameter ranges divided into stages to the effects generated by the effect generation unit. This data can also be described as data showing the correspondence between parameter ranges and effects. This data may be in table format or formula format. In this embodiment, the "Bonus" field of the event character table TBL302 corresponds to the above data.

[0373] "Parameter range" refers to the range of values ​​a parameter can take, for example, if the parameter is numerical. For instance, it could be from the first reference value to a second reference value that is greater than the first reference value. If the parameter is a symbol, it could be the range of the symbols in their order. For example, it could be from the first symbol to the second symbol that follows the first symbol. Note that the parameter range here includes not only multiple levels but also a single level. That is, the effect that occurs in the success part may be defined for each individual level.

[0374] For example, the effect display control unit 1060 performs control to display correspondence information on the display unit 15 that shows the correspondence between each of the multiple parameter ranges and the effect generated by the first effect generation unit 1021. That is, the display control unit performs control to display correspondence information showing the effect for each parameter range on the display unit 15. In this embodiment, as shown in the bonus details screen image G500 in Figure 8, the effects generated for each level range are shown.

[0375] For example, the effect display control unit 1060 performs control to display correspondence information on the display unit 15, distinguishing between effects associated with the parameter range to which the value of the event character's level parameter belongs from its initial value to its current value, and effects associated with the parameter range to which the value of the level parameter does not belong.

[0376] A parameter range to which the level parameter does not belong, from its initial value to its current value, is a parameter range that does not include any of the values ​​from the initial value (e.g., 1) to the current value (e.g., 50) of the level parameter (e.g., any number from 1 to 50). For example, it is a parameter range to which the level parameter has never belonged, either in the present or in the past.

[0377] "Distinguished correspondence information" refers to differentiating the display manner on the screen. For example, this could involve adding an image, or varying the color, brightness, pattern, or size. In this embodiment, as shown in Figure 8, the bonus detail screen image G500 with the added check objects C510 and C520 corresponds to the distinguished correspondence information described above.

[0378] The change target display control unit 1080 executes control to display a reception image on the display unit 15 for accepting an operation to select a change target.

[0379] The "reception image" is the image displayed when accepting an operation. The operation performed while the reception image is displayed corresponds to the operation for selecting the target of the change. In this embodiment, the processing object of each event character in the event character list area A1740 of the base character selection screen image G1700 corresponds to the reception image.

[0380] Alternatively, for example, the effect display control unit 1060 may execute control to display the correspondence information on the display unit 15 after an operation to display the correspondence information has been performed while the reception image is displayed.

[0381] "After the user performs a prescribed operation to display the correspondence information while the reception image is displayed" means after a prescribed operation is performed while the reception image is displayed. For example, it could mean either in response to a prescribed operation, or in response to an operation performed while the image displayed in response to a prescribed operation is displayed.

[0382] In this embodiment, the effect display control unit 1060 executes control to display the bonus details screen image G500 on the display unit 15 when the processing object of each event character in the event character list area A1740 of the base character selection screen image G1700 is pressed and held.

[0383] The effect display control unit 1060 may also be configured to perform control to display the correspondence information on the display unit 15 while the reception image is displayed. In this case, the effect display control unit 1060 will display the reception image and the correspondence information on the same screen.

[0384] The material character selection unit 1090 selects at least one of several game objects as the material character based on user input.

[0385] Here, "multiple game objects" refers to game objects excluding the base character, original character, and protagonist character. In this embodiment, the event characters that can be selected in the event character list area A1940 of the material character selection screen image G1900 (i.e., candidates for material characters) correspond to multiple game objects.

[0386] The upper limit release determination unit 1100 determines whether a given condition associated with the base character selected by the transformation target selection unit 1030 is met, based on the material character selected by the material character selection unit 1090.

[0387] "A given condition associated with the base character" refers to a condition determined by the base character, and this condition may differ for each base character. For example, it could be selecting a game object of the same type as the base character.

[0388] For example, a given condition is one that can be satisfied when the material character selected by the material character selection unit 1090 is a specific event character. The specific event character is an event character associated with the base character selected by the change target selection unit 1030, and is, for example, the same event character as that event character. In other words, a predetermined condition is one that cannot be satisfied unless a specific event character is selected, and one that is satisfied with a predetermined probability when a specific event character is selected.

[0389] For example, a given condition is a condition that is satisfied with a probability determined based on the material character selected by the material character selection unit 1090. It is a condition that is satisfied under a probability associated with the material character. This probability is determined, for example, by the parameters of the material character. For example, the higher (larger) the rarity parameter or level parameter of the material character, the higher the probability may be.

[0390] The permission unit 1110 permits the level parameter of the base character selected by the change target selection unit 1030 to fall within a predetermined range or a portion of the predetermined range, if the upper limit release determination unit 1100 determines that a given condition is met. As a general rule, the permission unit 1110 does not permit the event character's level parameter to exceed the maximum level, so the permission unit 1110 permits the event character's level parameter to exceed the maximum level only if it determines that a given condition is met.

[0391] The "predetermined range" can be any parameter range that is defined in advance. For example, if the parameter is numerical, it means that the value is greater than or equal to a reference value; if the parameter is symbolic, it means that the symbol is later in the predetermined order. In this embodiment, the range that is higher (greater) than the maximum level value corresponds to the predetermined range.

[0392] The condition display control unit 1120 controls the display unit 15 to display condition information related to a given condition when an operation is performed to select a material character. "Condition information" refers to an image or text that indicates the content of the given condition.

[0393] For example, the condition display control unit 1120 controls the display unit 15 to display condition information regarding whether or not an event character is a specific event character, for each event character. In this embodiment, as shown in the material character selection screen image G1900 of Figure 25, the processing object of each event character in the event character list area A1940 displays "Open 100%" or "Open 30%", indicating whether or not the highest level of release is possible.

[0394] For example, the condition display control unit 1120 controls the display unit 15 to display condition information regarding the probability of an event character being selected by the material character selection unit 1090 for each event character. In this embodiment, as shown in the material character selection screen image G1900 of Figure 25, the processing object of each event character in the event character list area A1940 displays "Open 100%" or "Open 30%", indicating the highest level of opening probability.

[0395] The event power display control unit 1130 controls the display unit 15 to display information on the display unit 15 indicating the degree of the effect generated by the first effect generation unit 1021 when the event character is selected by the target selection unit 1050.

[0396] "Information indicating the degree of effect" refers to numerical values ​​or symbols that indicate the magnitude (high or low) of the effect. In this implementation, the event power displayed on the event character screen image G400 corresponds to the information indicating the degree of effect. The event power display control unit 1130 obtains the value of the "event power" field in the event character table TBL302 and displays it on the display unit 15.

[0397] The player ability display control unit 1140 controls the display unit 15 to display information for each event character indicating the degree to which selecting that event character by the target selection unit 1050 would be advantageous in achieving the game objective.

[0398] "Information indicating the degree of advantage" refers to numerical values ​​or symbols that indicate the degree to which it becomes easier to achieve the game objective. In this embodiment, the game objective is to win the match in the success part, so the player abilities displayed on the event character screen image G400 correspond to the information indicating the degree of effect. The event power display control unit 1130 obtains the value of the "player ability" field in the event character table TBL302 and displays it on the display unit 15.

[0399] [3-2. Regarding the second technology] In order to realize the second technology, in this embodiment, the game system 1 includes a first game execution unit 1020, a first effect generation unit 1021, an effect display control unit 1060, a distinction display control unit 1150, a helper selection unit 1160, a second game execution unit 1170, a special effect determination unit 1171, and a second effect generation unit 1172.

[0400] The first game execution unit 1020 performs the same processing as described in the first technique, so its explanation is omitted here.

[0401] The first effect generation unit 1021 generates an effect in the success part related to changes or settings of the protagonist character's ability parameters, based on at least one selected from among multiple event characters (for example, an event character set in the event deck). The first effect generation unit 1021 may also perform the same processing as described in the first technique, but since the second technique mainly concerns special effect characters, the first effect generation unit 1021 will change the effect based on the level parameter of the special effect character when a special effect character is selected. The method for changing the effect based on the level parameter is the same as the method described in the first technique.

[0402] In the first technology, the case in which the first effect generation unit 1021 generates an effect based on level parameters was described. However, in the second technology, the first effect generation unit 1021 may generate an effect based on event characters, and does not necessarily have to be based on level parameters. For example, the first effect generation unit 1021 may generate an effect based on ability parameters or rarity, or it may generate an effect based on an event list.

[0403] The distinguishing display control unit 1150 performs control to distinguish and display on the display unit 15 information about the special effect character and information about other event characters when an operation is performed to select at least one of a plurality of event characters (for example, an event character to be set in the event deck). The meaning of the above operation and the meaning of "distinguished display" are the same as those described in the first technique.

[0404] "When an operation is performed" refers to a predetermined timing before or after the user performs an operation. For example, it is the period until the selection of an event character is completed. For example, it is the period while the event deck setting screen image G300, the event character change screen image G600, or the event deck editing screen image G1600, which accepts the operation to select an event character, is displayed.

[0405] "Character-related information" refers to information that identifies an event character and the parameters of the event character. In this embodiment, the processing object that identifies the event character corresponds to the character-related information. For example, as shown in Figures 31 and 32, the distinction display control unit 1150 makes the display of the processing object for special effect characters and other event characters different in the event character list area A640 and the setting frame. Note that distinguishing between information about special effect characters and information about other event characters is not limited to the operation of selecting event characters to be included in the event deck. These distinctions may be displayed at any time. For example, in the list of event characters displayed when the processing object P1570 of the event character menu screen image G1500 is selected, the distinction between special effect characters and other event characters may be displayed. Alternatively, for example, when an event character is granted by a gacha that is executed after the user selects processing object P124, the event character menu screen image G1500 may be displayed, and the distinction may be displayed when processing object P1570 is selected. In this case, the display of the event character menu screen image G1500 may be omitted, and only the distinguishing display may be shown.

[0406] The effect display control unit 1060 executes control to display correspondence information on the display unit 15, which shows the correspondence between special effect characters and the effects generated by the second effect generation unit 1172. For example, the effect display control unit 1060 displays the association between special effect characters and the effects generated in the stadium part. The correspondence information includes information that shows the content of the effect. In other words, it includes text information or image information that allows the user to understand the content of the effect. In addition, the correspondence information includes information that identifies the special effect character. This information is the name and appearance of the special effect character. For example, as shown in Figures 31 and 32, the effect display control unit 1060 displays the score bonus of the special effect character in the event character list area A640 and the settings frame.

[0407] The effect display control unit 1060 executes control to display correspondence information on the display unit 15 when an operation is performed to select at least one of multiple event characters (for example, an event character to be set in the event deck). The meaning of the above operation and "when the operation is performed" is as described above.

[0408] The helper selection unit 1160 selects an event character owned by another user associated with the user. "Another user associated with the user" refers to, for example, a friend. This allows selection of event characters owned by other users, not just those owned by the user playing the game.

[0409] The second game execution unit 1170 executes the stadium part in which original characters are used. For example, the second game execution unit 1170 executes the stadium part based on the ability parameters of the original characters. The second game execution unit 1170 executes the game program of the baseball game and updates various data related to the stadium part (for example, user table TBL301).

[0410] The second game execution unit 1170 may execute the stadium part match based on user input, or it may execute the stadium part match automatically without user input. Whether to execute the stadium part match based on user input or automatically may be specified by the user.

[0411] The special effect determination unit 1171 determines whether the ability parameters of the original character used in the stadium part were changed or set in the success part executed with the special effect character selected. For example, the special effect determination unit 1171 determines whether the special effect character was used when the ability parameters of the original character were changed or set. Here, since the contents of the event deck when the ability parameters of the original character were changed or set are stored in the original character table TBL304, the special effect determination unit 1171 makes the determination based on the contents of the original character table TBL304.

[0412] The second effect generation unit 1172 generates an effect on the stadium part that is advantageous or disadvantageous to the user, based on the judgment result of the special effect determination unit 1171.

[0413] "Effects that are advantageous or disadvantageous to the user" refers to effects that make it easier or harder to obtain the desired result in the stadium part. For example, in a game where the goal is to obtain rewards (such as points or in-game currency) as in the stadium part, this would be an effect that increases or decreases the rewards. For example, in a competitive game as in the stadium part, this could also be an effect that makes it easier or harder to progress through the match.

[0414] For example, if the second effect generation unit 1172 determines that the ability parameters of the original character used in the stadium part were changed or set in the success part executed with a special effect character selected, it will generate an effect advantageous to the user in the stadium part. Alternatively, if the second effect generation unit 1172 determines that the level parameters of the original character used in the stadium part were not changed or set in the success part executed with a special effect character selected, it may generate an effect disadvantageous to the user in the stadium part.

[0415] In this embodiment, the goal of the stadium part is to obtain rewards using original characters whose ability parameters have changed in the success part. Therefore, the second effect generation unit 1172 will generate effects in the stadium part that are advantageous or disadvantageous to the user in obtaining rewards.

[0416] "An effect that is advantageous or disadvantageous to obtaining a reward" refers to an effect that makes it easier or harder to obtain a reward. In other words, it refers to an effect that improves the amount of reward obtained or an effect that worsens the amount of reward obtained.

[0417] The second effect generation unit 1172 may change the effect based on the parameters of the special effect character. The second effect generation unit 1172 changes the content of the effect based on the parameters of the special effect character. For example, the association between parameters and effects is stored in the data storage unit 3000. The second effect generation unit 1172 will generate the effect associated with the parameter. This parameter may be a rarity parameter or a level parameter. The second effect generation unit 1172 will increase the score bonus as the rarity or level of the special effect character increases.

[0418] For example, the second effect generation unit 1172 may change its effect based on the number of original characters whose ability parameters are changed or set in the success part based on the special effect character. In this case, the association between the number of original characters trained by the special effect character and the effect is stored in the data storage unit 3000, and the second effect generation unit 1172 generates an effect associated with the number of original characters trained by the special effect character. For example, the second effect generation unit 1172 generates an effect that becomes more advantageous or disadvantageous as the number of original characters trained by the special effect character increases. That is, the second effect generation unit 1172 may make the effect in the stadium part stronger as the number of original characters trained by the special effect character increases.

[0419] [3-3. Regarding the third technology] To realize the third technology, in this embodiment, the game system 1 includes a parameter change unit 1022, a target selection unit 1050, a practice selection unit 1180, and a practice display control unit 1190.

[0420] As explained above, in the success part, each of the protagonist character's multiple ability parameters will change or be set. Furthermore, in the success part, one of several roles is assigned to the protagonist character. A role is a role assigned in the game, and in this embodiment, it is a position.

[0421] The practice selection unit 1180 selects one of a plurality of options, each associated with at least one of a plurality of ability parameters, based on the user's first selection operation. The "first selection operation" is the operation in which the user selects an option, for example, the operation of selecting one of the plurality of options displayed on the display unit 15. In this embodiment, each of the processing objects P921 to P926 corresponds to an option, and the operation of selecting any of these processing objects P921 to P926 corresponds to the first selection operation.

[0422] Each of the multiple options is associated with at least one of multiple roles. In this embodiment, the option indicating fielder practice is associated with the fielder role, and the processing object indicating pitcher practice is associated with the pitcher role. The options associated with the main character's role are then selectable by the first selection operation. That is, if the main character's role is a fielder, the processing object associated with fielders is selectable, and if the main character's role is a pitcher, the processing object associated with pitchers is selectable.

[0423] The target selection unit 1050 selects at least one of a plurality of event characters, each associated with at least one of a plurality of options, based on the user's second selection operation. In this embodiment, the fact that an event character is associated with a preferred training method corresponds to at least one of the options being associated with an event character.

[0424] The parameter change unit 1022 changes the parameter associated with the option selected by the practice selection unit 1180 from among multiple ability parameters. As mentioned above, each option has a defined ability parameter that increases when that processing object is selected. Therefore, the parameter change unit 1022 increases the ability parameter associated with the selected option.

[0425] The parameter change unit 1022 modifies the parameters associated with the option selected by the practice selection unit 1050 to give the user an advantage in the game, compared to when the option selected by the practice selection unit 1180 is not associated with the event character selected by the target selection unit 1050, if the option selected by the practice selection unit 1180 is associated with the event character selected by the target selection unit 1050. For example, the parameter change unit 1022 increases the amount of change in the protagonist character's ability parameters when a specialty practice associated with an event character set in the event deck is selected.

[0426] The practice display control unit 1190 executes control to display option information on the display unit 15 regarding the options associated with the event character selected by the target selection unit 1050. The option information is the image, text, etc., that the options are displayed on the display unit 15. In this embodiment, each practice included in the processing objects P921 to P926 and the preferred practice area A346 corresponds to the option information.

[0427] The practice display control unit 1190 executes control to display information indicating the number of identical choices on the display unit 15 in association with the choice information, when multiple event characters from among multiple event characters are selected by the target selection unit 1050, and the choices associated with each of the multiple event characters selected by the target selection unit 1050 are the same.

[0428] "Information indicating the number of options" refers to an image or text displaying a numerical value. In this embodiment, the numerical value such as "×2" displayed in the preferred practice area A346 corresponds to "information indicating the number of options."

[0429] "Displaying information indicating the number of options in relation to the option information" means, for example, displaying the information indicating the number of options and the option information so that a portion of them overlap, displaying the information indicating the number of options and the option information so that the distance between them is within a predetermined distance, or connecting the information indicating the number of options and the option information with an image such as a line. In this embodiment, a numerical value such as "×2" is displayed to indicate the preferred practice displayed in the preferred practice area A346.

[0430] For example, the practice display control unit 1190 executes control to display on the display unit 15 a distinction between the choice information related to the event character selected by the target selection unit 1050 and the choice information related to the other options. The meaning of "distinguishing and displaying" is as described above.

[0431] For example, the practice display control unit 1190 displays the option information for each of the multiple options in an order determined based on the role associated with that option, and then performs control to distinguish between the option information for the option associated with the event character selected by the target selection unit 1050 and the option information for options other than that selected option, and displays them on the display unit 15.

[0432] "An order determined by role" refers to an order in which roles can be identified by their order, where options associated with the first role are displayed on the first side, and options associated with the second role are displayed on the second side. In this case, the practice display control unit 1190 displays fielder practice on the left side and pitcher practice on the right side in the preferred practice area A346.

[0433] [3-4. Regarding the fourth technology] In order to realize the fourth technology, in this embodiment, the game system 1 includes a first effect generation unit 1021, a scenario selection unit 1200, and a scenario change unit 1210.

[0434] The scenario selection unit 1200 selects one of several options regarding the content of the game scenario based on user input. "Options regarding the content of the scenario" are choices for determining the content of the scenario, and in this embodiment, these are choices for the user to select the next section at the end of each section.

[0435] The scenario change unit 1210 changes the content of the game's scenario based on the option selected by the scenario selection unit 1200. The scenario change unit 1210 will advance the scenario selected by the user from among several types of scenarios in the success part.

[0436] The first effect generating unit 1021 may be the same as described in the first and second technologies. However, in the third technology, the first effect generating unit 1021 generates a specific game effect corresponding to a specific event character when a specific event character is selected from among multiple event characters. The specific event character here is an event character associated with a specific effect and is an event character of a predetermined rarity. The specific effect can be any predetermined effect, for example, an effect that allows the main character to acquire a super special ability.

[0437] The first effect generation unit 1021 may generate a specific in-game effect corresponding to a specific event character, even if the specific event character is not selected, when a specific option is selected from among multiple options by the scenario selection unit 1200. The "specific option" is an option to proceed to a predetermined scenario, for example, an option to proceed to a limited-time scenario. When an option to proceed to a limited-time scenario is selected, the first effect generation unit 1021 allows the main character to acquire a super special ability, even if the specific event character is not included in the event deck.

[0438] For example, the first effect generation unit 1021 may restrict the occurrence of a specific effect outside of a specific period, and allow the specific effect to occur within that specific period. Alternatively, the first effect generation unit 1021 may restrict the selection of a specific option from among multiple options by the scenario selection unit 1200 outside of a specific period, and allow the selection of a specific option from among multiple options by the scenario selection unit 1200 within a specific period. In other words, outside of a specific period, it is not possible to select a scenario in which a super special ability can be acquired.

[0439] [3-5. Regarding the fifth technology] To realize the fifth technology, in this embodiment, the game system 1 includes a first update unit 3020, a second update unit 3030, an outcome determination unit 3040, a game provision unit 3050, and a challenge display control unit 3060. This technology relates to processing that takes place between a user terminal 10 of one user and a user terminal 10 of a friend, and assumes a configuration in which multiple user terminals 10 can access the server 30.

[0440] As mentioned above, the second game execution unit 1170 executes the stadium part based on the original character associated with the user ID and other game objects. The other game objects may be original characters associated with other user IDs, or other game objects. Other game objects may be, for example, game characters prepared by the administrator of game system 1.

[0441] The first update unit 3020 updates the first achievement information stored in the data storage unit 3000, which stores first achievement information indicating the results achieved by the first user identified by the first user ID in the stadium part, based on the first user's gameplay. The second update unit 3030 updates the second achievement information stored in the data storage unit 3000, which stores second achievement information indicating the results achieved by the second user identified by the second user ID in the stadium part, based on the second user's gameplay.

[0442] Results refer to information indicating the quality of the game's content or outcome, and may include game progress or match results. In this embodiment, the score obtained in the match in the stadium part corresponds to the results. When the first update unit 3020 and the second update unit 3030 receive the score obtained by the user in the match in the stadium part from the user terminal 10, they store the contents in the user table TBL301.

[0443] The result determination unit 3040 determines, based on the first result information and the second result information, whether the second user's result has changed from a first state, where the second user's result is lower than the first user's result, to a second state, where the second user's result is higher than the first user's result. If the game provision unit 3050 determines that the result has changed from the first state to the second state, it executes controls to provide the first user with a game that is run based on the original character associated with the first user ID and the original character associated with the second user ID. This game can be run on game objects owned by each user, for example, a competitive game.

[0444] For example, the game provision unit 3050 provides the first user with a game that is executed based on the original character associated with the first user ID and the original character associated with the second user ID, based on the actions taken by the first user while a notification is displayed.

[0445] "Providing the game to the user" means sending the game program to the user terminal 10 or authorizing the execution of the game. Other actions, such as prompting the user to play against another user, may also be taken.

[0446] When the challenge display control unit 3060 determines that the state has changed from the first state to the second state, it executes control to display a notification on the display unit 15 corresponding to the first user, indicating that the game will be provided by the game provision unit 3050. This notification can be made in a predetermined format, for example, by displaying a processing object P160 on the display unit 15.

[0447] [4. Processes executed in Game System 1] Figures 43 to 66 are flowcharts showing an example of processing performed in the game system 1. The processing shown in Figures 43 to 66 is performed by the control unit 11 operating according to a program stored in the memory unit 12, and by the control unit 31 operating according to a program stored in the memory unit 32. In this embodiment, the functional block shown in Figure 37 is realized by the execution of the processing described below. The processing described below terminates when a predetermined operation for ending the game is input from the input unit 14.

[0448] As shown in Figure 43, in the user terminal 10, when the control unit 11 starts a program stored in the memory unit 12, it requests the latest program or data from the server 30 (S1001). For example, if the memory unit 12 stores the version of the game program, the control unit 11 transmits that version.

[0449] When communication occurs from the user terminal 10 to the server 30, the user ID, IP address, or unique identification information of the user terminal 10 is sent to the server 30, allowing the server 30 to identify which user terminal 10 is communicating. When the server 30 receives the user ID from the user terminal 10, the control unit 31 identifies the user ID from the communication content. When the server 30 receives the IP address or unique identification information from the user terminal 10, the association between the IP address or unique identification information and the user ID is pre-stored in the storage unit 32, and the control unit 31 identifies the user ID based on the communication content and this association.

[0450] In server 30, upon receiving a request, control unit 31 sends the latest program along with the latest data stored in storage unit 32 to user terminal 10 if the program on user terminal 10 is not the latest version (S3001). The latest data here includes, for example, data indicating announcements from the game provider to the user and data corresponding to the user ID in each table. In S3001, control unit 31 compares the version received from user terminal 10 with the version of the latest program stored in storage unit 32. If the program on user terminal 10 is the latest version, control unit 31 does not send the program to user terminal 10. Also in S3001, control unit 31 refers to storage unit 32 and sends various data associated with the user ID to user terminal 10.

[0451] In the user terminal 10, the control unit 11 stores the latest program or data in the storage unit 12 when it receives it (S1003). If the latest program is received, the control unit 11 will terminate this process and restart the game based on the latest program.

[0452] The control unit 11 displays a predetermined notification screen image based on the data received from the server 30 (S1005), and then refers to the user table TBL301 to determine whether or not a challenge has been received from a friend (S1007). In S1007, the control unit 11 determines whether or not a user ID is stored in the "Challenge" field of the user table TBL301. If the friend's user ID is stored, the control unit 11 determines that a challenge has been received from a friend.

[0453] Based on the determination result in S1007, the control unit 11 displays the home screen image G100 (Figures 2 and 34) on the display unit 15 (S1009). In S1009, if a challenge from a friend has been received, the control unit 11 displays the home screen image G100 (Figure 34) including the processing object P170 on the display unit 15. The image data for each image displayed on the display unit 15 is assumed to be stored in the storage unit 12 beforehand. This point remains the same throughout.

[0454] The control unit 11 determines which processing object has been selected in the home screen image G100 based on the input from the input unit 14 (S1011). In S1011, the display position of each processing object is stored in the storage unit 12, and the control unit 11 determines which processing object corresponds to the position on the screen indicated by the input unit 14. This is the same for subsequent processes that determine the selection of processing objects, etc.

[0455] If the user selects processing object P140 (S1011; P140), the process moves to Figure 44, and the control unit 11 displays processing objects P141 to P143 on the display unit 15 (S1013). Based on the input from the input unit 14, the control unit 11 determines whether any of the processing objects P141 to P143 has been selected (S1015).

[0456] If the user selects any of the processing objects P141 to P143 (S1015; Y), the control unit 11 displays the protagonist registration screen image G200 (Figure 4) on the display unit 15 (S1017). Based on the input from the input unit 14, the control unit 11 determines which processing object was selected in the protagonist registration screen image G200 (S1019).

[0457] If the user selects any of the processing objects P241 to P245 (S1019; P241 to P245), the control unit 11 executes a process to change the registration information of the main character based on the input from the input unit 14 (S1021). In S1021, the control unit 11 reflects the content entered from the input unit 14 in the main character registration area A240. This input content is temporarily stored in the storage unit 12.

[0458] On the other hand, if the user selects processing object P250 (S1019; P250), the control unit 11 stores the registration details of the main character in the original character table TBL304 (S1023) and displays the event deck setting screen image G300 (Figures 5, 6) on the display unit 15 (S1025). In S1025, the control unit 11 creates a new record in the original character table TBL304 stored in the memory unit 12, issues an original character ID, and stores the content displayed in the main character registration area A240 in that record. The original character ID should be issued in a way that does not duplicate any that are already stored in the original character table TBL304.

[0459] In S1025, when the control unit 11 updates the original character table TBL304 in the storage unit 12, it sends the updated data to the server 30. The control unit 31 of the server 30 stores the received data in the original character table TBL304 in the storage unit 32. Similarly thereafter, when the control unit 11 updates each table stored in the storage unit 12, it sends the updated data to the server 30, and the control unit 31 updates the table in the storage unit 32. In this way, data consistency is maintained between the user terminal 10 and the server 30. Note that the timing of data consistency is not limited to when the table is updated; data consistency may be maintained periodically, or in response to user operations.

[0460] Moving to Figure 45, the control unit 11 determines, based on the input from the input unit 14, which processing object or setting frame has been selected in the event deck setting screen image G300 (S1027).

[0461] If the user selects processing object P342 (S1027; P342), the control unit 11 changes the event deck name based on the input from the input unit 14 (S1029). In S1029, the control unit 11 reflects the content input from the input unit 14 in area A341. This input content is temporarily stored in the storage unit 12.

[0462] If the user selects processing object P343 (S1027; P343), the control unit 11 displays the automatic setting menu screen image G700 (Figure 11) on the display unit 15 (S1031). Based on the input from the input unit 14, the control unit 11 determines whether any processing object has been selected in the automatic setting menu screen image G700 (S1033).

[0463] When the user selects processing object P710 (S1033; P710), the control unit 11 automatically assembles an event deck for the pitcher and stores it in the event character table TBL302 (S1035). For example, the automatic assembly conditions for the pitcher are stored in the memory unit 12, and in S1035, the control unit 11 selects a predetermined number (in this case, 5) of event characters based on the automatic assembly conditions for the pitcher and the data of each event character stored in the event character table TBL302. The control unit 11 then stores the selected event character IDs in the record containing the event deck name displayed in area A341 of the event character table TBL302.

[0464] The automatic formation conditions are, for example, conditional expressions or formulas for calculating an evaluation value that indicates the priority of including each event character in the event deck. For example, this formula may be set so that the evaluation value increases as the rarity or level increases, or it may be set so that the evaluation value increases when the pitcher's training is their specialty or when they have a predetermined bonus. In S1035, the control unit 11 will select a predetermined number of event characters in order of highest evaluation value.

[0465] If the user selects processing object P720 (S1033; P720), the control unit 11 automatically assembles an event deck for fielders and stores it in the event character table TBL302 (S1037). The method of assembly in S1037 is the same as in S1035, but the difference is that the automatic assembly conditions are for fielders. If the user selects processing object P730 (S1033; P730), the process returns to S1025.

[0466] On the other hand, in S1027, if the user long-presses any of the setting frames A344-1 to A344-5 (S1027; long-press operation), the process moves to Figure 46, where the control unit 11 refers to the event character table TBL302 and the event deck table TBL303 and displays the event character screen image G400 (Figure 7) on the display unit 15 (S1039). In S1039, the control unit 11 refers to the event deck table TBL303 and identifies the event character ID indicated by the long-pressed setting frame A344-1 to A344-5. Then, the control unit 11 refers to the event character table TBL302 and displays the event character screen image G400 on the display unit 15 based on the record in which the identified event character ID is stored.

[0467] The control unit 11 determines which processing object or tab has been selected in the event character screen image G400 based on the input from the input unit 14 (S1041). If the user selects processing object P424 (S1041; P424), the control unit 11 refers to the event character table TBL302 and displays the bonus details screen image G500 (Figure 8) on the display unit 15 (S1043).

[0468] In S1043, the control unit 11 displays the bonus details screen image G500 on the display unit 15 based on the record in the event character table TBL302 in which the event character ID whose setting frame was pressed and held down in S1027 is stored. For example, the control unit 11 displays the bonus details screen image G500 on the display unit 15 based on the level stored in the "Level" field and the content of the bonus stored in the "Bonus" field. That is, the control unit 11 displays check objects C510 and C520 in the area that shows bonuses associated with levels below the level stored in the "Level" field (bonuses that have already been obtained) among the bonuses stored in the "Bonus" field. The control unit 11 also generates the bonus details screen image G500 such that the area showing bonuses associated with levels below the level stored in the "Level" field is brighter than the area showing bonuses associated with levels higher than that level (bonuses that can be obtained by raising the level).

[0469] The control unit 11 determines whether processing object P530 has been selected based on the input from the input unit 14 (S1045). If the user selects processing object P530 (S1045; Y), the process returns to S1039.

[0470] On the other hand, if the user selects the processing object P430 in S1041 (S1041; P430), the control unit 11 refers to the event character table TBL302 and displays a screen image showing the capabilities of the event character on the display unit 15 (S1047). In S1047, the control unit 11 displays the screen image on the display unit 15 based on the contents of the "Capability Parameters" field of the record in the event character table TBL302 that stores the event character ID shown by the event character screen image G400.

[0471] If the user selects processing object P441 (S1041; P441), the process returns to S1025. If the user selects processing object P442 (S; P442), the control unit 11 updates the event character table TBL302 to set or release the event character lock (S1049). In S1049, the control unit 11 updates the value of the "lock" field in the record that stores the event character ID shown in the event character screen image G400.

[0472] If the user selects processing object P443 (S1041; P443), the control unit 11 updates the event character table TBL302 to set the event character as the leader (S1051). In S1051, the control unit 11 updates the value of the "Leader" field in the record that stores the event character ID indicated by the event character screen image G400.

[0473] When the user selects the first tab T421 (S1041; T421), the control unit 11 refers to the event character table TBL302 and displays the event list of event characters on the display unit 15 (S1053). In S1053, the control unit 11 identifies the event indicated by the "Event" field of the record in which the event character ID indicated by the event character screen image G400 is stored, and displays it in the second area A420.

[0474] When the user selects the second tab T422 (S1041; T422), the control unit 11 refers to the event character table TBL302 and displays the event bonus of the event character on the display unit 15 (S1055). In S1055, the control unit 11 identifies the bonus currently earned at the current level based on the level stored in the "level" field of the record containing the event character ID shown by the event character screen image G400, and the bonus content stored in the "bonus" field of the same record, and displays it in the second area A420.

[0475] When the user selects the third tab T423 (S1041; T423), the control unit 11 refers to the event character table TBL302 and displays the event character profile on the display unit 15 (S1057). In S1057, the control unit 11 identifies the profile indicated by the "Profile" field of the record that stores the event character ID indicated by the event character screen image G400 and displays it in the second area A420.

[0476] On the other hand, returning to Figure 45, if the user taps any of the setting frames A344-1 to A344-5 in S1027 (S1027; tap operation), the process moves to Figure 47, where the control unit 11 refers to the event character table TBL302 and displays the event character change screen image G600 (Figures 9, 31) on the display unit 15 (S1059).

[0477] In S1059, the control unit 11 refers to the event deck table TBL303 to identify the event characters currently incorporated into the event deck, and displays "In Use" for the identified event characters in the event character list area A640. Furthermore, if a limited-time event is underway, the control unit 11, if the event character ID of a special effect character is stored in the event deck table TBL303, displays the special effect character with a score bonus superimposed in the event character list area A640. Furthermore, the control unit 11 refers to the event deck table TBL303 to identify other event characters, and displays the identified event characters in the event character list area A640.

[0478] The control unit 11 determines which processing object was selected in the event character change screen image G600 based on the input from the input unit 14 (S1061). If the user selects processing object P641 (S1061; P641), the control unit 11 updates the event deck table TBL303 to remove the event character tapped in S1027 from the event deck (S1063). In S1063, the control unit 11 deletes the event character ID of the event character tapped in S1027 from the event deck table TBL303.

[0479] When the user selects a processing object corresponding to an event character in the event character list area A640 (S1061; event character), the control unit 11 updates the event deck table TBL303 to incorporate the event character into the event deck (S1065). In S1065, the control unit 11 removes the event character ID of the event character tapped in S1027 from the event deck table TBL303 and stores the event character ID of the event character indicated by the processing object selected by the user in the event deck table TBL303.

[0480] When the user selects processing object P650 (S1061; P650), the control unit 11 sorts the event characters in the event character list area A640 based on the input from the input unit 14 (S1067). In S1067, the user selects the display order condition from the input unit 14. Then, the control unit 11 refers to the event character table TBL302 and sorts the event characters in the event character list area A640 based on the condition selected by the user.

[0481] On the other hand, returning to Figure 45, if the user selects setting frame A345 in S1027 (S1027; A345), the process moves to Figure 48, where the control unit 11 queries the server 30 for candidate helpers (S1069). Candidate helpers are event characters set as leaders by other users.

[0482] In server 30, upon receiving a query, control unit 31 refers to the event character table TBL302 and sends data regarding the event character set as the leader of another user to user terminal 10 (S3003). In S3003, control unit 31 sends a predetermined number of data to user terminal 10 from records containing user IDs other than the user ID that sent the query. Control unit 31 may randomly select a predetermined number of data, or it may select them so that the combination of the event characters' preferred training is a predetermined combination. That is, control unit 31 may select so that the preferred training of the event characters who are candidates for helpers is not all the same. Control unit 31 may also preferentially select the leader of the user's friend as a candidate for helper. Furthermore, if the user selects a friend's leader as a helper, predetermined effects may occur in the success part. These effects include, for example, an increase in the amount of experience points gained when a friend's leader's preferred training is selected, an increase in the initial value of the leader's evaluation, and an increase in the probability of events related to the leader occurring. In other words, if a user chooses a friend's leader as a helper, the game may create an effect that gives the user an advantage in the success phase compared to if they chose a leader who is not a friend.

[0483] In the user terminal 10, upon receiving data, the control unit 11 displays a list of candidate helpers on the display unit 15 based on the received data (S1071), and sets the helper selected by the user in the setting frame A345 based on the input from the input unit 14 (S1073). In this case, the event deck setting area A340 is as shown in Figure 10. In S1073, the control unit 11 stores the event character ID of the helper selected by the user in the "event deck" field of the original character table TBL304.

[0484] On the other hand, returning to Figure 45, if the user selects the processing object P350 in S1027 (S1027; P350), the process moves to Figure 49, where the control unit 11 displays the opening video of the success part on the display unit 15 (S1075), and then displays the main command screen image G800 (Figure 12) on the display unit 15 (S1077). The control unit 11 stores the initial values ​​of the main character's ability parameters, physical strength parameters, motivation parameters, experience points, and evaluations from other characters in the original character table TBL304. These values ​​may be fixed or may fluctuate randomly.

[0485] Based on the input from the input unit 14, the control unit 11 determines which processing object has been selected in the main command screen image G800 (Figure 12) (S1079). If the user selects processing object P841 (S1079; P841), the system moves to Figure 50, and the control unit 11 displays the practice screen image G900 (Figure 13) on the display unit 15 (S1081). In S1081, the control unit 11 randomly determines which of the practice sessions indicated by each of the processing objects P921 to P926 the event characters and other characters incorporated into the event deck will participate in, and stores the result of this determination in the storage unit 12.

[0486] The control unit 11 determines which processing object has been selected in the practice screen image G900 based on the input from the input unit 14 (S1083). If the user selects any of the processing objects P921 to P926 (S1083; P921 to P926), the control unit 11 displays the cursor object C927 to point to the selected processing object (S1085) and updates the display of the experience point area A930 and the game character area A940 (S1087).

[0487] In S1087, the control unit 11 calculates the experience points that will increase when the user-selected processing object practice is performed, based on a formula described in the game program, and displays it in the experience point area A930. This formula defines the relationship between each practice, the type of experience points that increase, and the increase amount. This relationship may be stored in the storage unit 12 as a table rather than a formula. For example, the control unit 11 obtains the type of experience points and the increase amount associated with the user-selected processing object practice. Then, the control unit 11 refers to the decision result in S1081 to determine whether an event character whose specialty is the user-selected processing object practice will participate in that practice, and if they do, increases the obtained increase amount. This increase may be a fixed value or a variable value. For example, the control unit 11 may determine the increase amount randomly, or it may increase the increase amount as the event character's rarity and level parameters increase. The control unit 11 displays the calculated increase in the experience point area A930 and the decision result in S1081 in the game character area A940.

[0488] Based on the input from the input unit 14, the control unit 11 determines whether the processing object selected in S1083 has been selected again (S1089). If the user selects it again (S1089; Y), the control unit 11 updates the original character table TBL304 so that the protagonist character's ability parameters increase by the increase value determined by S, and the evaluations of the event characters and other characters who participated in the practice increase by a predetermined value (S1091), and displays the practice result screen image G1000 (Figure 14) and the event screen image G1100 (Figure 15) on the display unit 15 (S1093).

[0489] In S1093, the control unit 11 displays message area A1030 showing the increase in the protagonist character's ability parameters and the increase in the evaluation parameters of event characters and other characters who participated in the practice. The increase in evaluation parameters may be a fixed value or may vary randomly. The control unit 11 also displays the dog character C1040 on the practice results screen image G1000 under a given probability and gives the user a randomly determined game item. As mentioned above, this probability may be predetermined in the memory unit 12, but if the preview screen image G1400 was displayed at the start of the section, the control unit 11 increases this probability. The control unit 11 may also update the user table TBL301 so that a game item is given at the time of S1093, or it may update the user table TBL301 so that a game item is given at the end of the section.

[0490] Furthermore, in S1093, the control unit 11 decides whether or not to generate a game event for an event character that participated in the practice session, under a given probability. For example, the control unit 11 will refer to the event character table TBL302 to identify a game event for an event character that participated in the practice session, and decide whether or not to generate the identified game event under the above probability. The probability of each game event occurring may be different or the same. If the control unit 11 decides to generate a game event, it will display the event screen image G1100 on the display unit 15 and update the original character table TBL304 so that the protagonist character's parameters change (increase or decrease). The relationship between the game event, the type of parameter that changes (at least one of ability parameters, stamina parameters, motivation parameters, experience points, and evaluation parameters), and the amount of change should be stored in the memory unit 12 beforehand. The control unit 11 will update the original character table TBL304 so that the parameter of the type associated with the generated game event changes by the amount of change.

[0491] Furthermore, in S1093, if a time-limited scenario is in progress, the control unit 11 decides, based on a given probability, whether or not to trigger a game event for the main character to acquire a super special ability. The control unit 11 may also make this game event occur randomly. If the control unit 11 decides to trigger the game event, it displays the event screen image G1100 on the display unit 15 and updates the original character table TBL304 so that the main character acquires a super special ability.

[0492] In S1089, the control unit 11 may, under a given probability, cause the practice to fail and the main character to get injured. In this case, the processes in S1091 and S1093 are not executed. For example, the control unit 11 determines the probability of the main character getting injured based on the main character's physical strength parameters. If the main character gets injured, the control unit 11 may display a screen image indicating that the main character has been injured on the display unit 15 and update the original character table TBL304 so that the main character's ability parameters decrease by a predetermined value.

[0493] In S1083, if the user selects processing object P950 (S1083; P950), the process returns to S1077. On the other hand, if the user selects processing object P812 (S1083; P812), the control unit 11 displays a given menu screen image on the display unit 15 and, based on the input from the input unit 14, performs interruption or cancellation of the success part or various setting processes (S1095).

[0494] On the other hand, returning to Figure 49, if the user selects the processing object P842 in S1079 (S1079; P842), the control unit 11 generates a game event in which the main character rests (S1097) and updates the original character table TBL304 so that the main character's stamina parameter recovers by a predetermined value (S1099). Here, generating a game event means that the control unit 11 displays a predetermined screen image indicating the game event on the display unit 15. This point will be the same in the following explanation. In S1099, the control unit 11 may randomly change the recovery value of the stamina parameter, or it may change the state of the main character with a given probability (for example, to develop insomnia).

[0495] When the user selects processing object P846 (S1079; P846), the process moves to Figure 51, where the control unit 11 refers to the original character table TBL304 and displays the ability change screen image G1200 (Figure 16) on the display unit 15 (S1101). In S1101, the control unit 11 displays the first area G1210 based on the data stored in the main character's "ability parameter" field, and displays the second area G1220 based on the data stored in the "experience point" field. Data showing the relationship between each ability parameter and the experience point points consumed is stored in the storage unit 12, and based on this data, the control unit 11 displays the relationship between each processing object P1223-1 to P1223-7 and the experience point points consumed in the second area G1220.

[0496] Based on the input from the input unit 14, the control unit 11 determines which processing object or tab has been selected in the capability change screen image G1200 (S1103).

[0497] When the user selects the pitcher ability tab T1211 or the fielder ability tab T1212 (S1103; T1211, T1212), the control unit 11 updates the display of the entire ability change screen image G1200 based on the selected pitcher ability tab T1211 and fielder ability tab T1212 (S1105). In S1105, the control unit 11 refers to the original character table TBL304 and, if the user selects the pitcher ability tab T1211, displays the pitcher ability parameters from the main character's "ability parameters" field in the first area G1210. If the user selects the fielder ability tab T1212, displays the fielder ability parameters from the main character's "ability parameters" field in the first area G1210.

[0498] When the user selects the Basic Abilities tab T1221 or the Special Abilities tab T1222 (S1103; T1221, T1222), the control unit 11 updates the display in the second area G1220 (Figures 16, 17) based on the selected Basic Abilities tab T1221 and Special Abilities tab T1222 (S1107). In S1107, the control unit 11 refers to the original character table TBL304 and, if the user selects the Basic Abilities tab T1221, displays the ability parameters related to basic abilities from the main character's "Abilities Parameters" field in the second area G1220. If the user selects the Special Abilities tab T1222, displays the ability parameters related to special abilities from the main character's "Abilities Parameters" field in the second area G1220.

[0499] If the user selects any of the processing objects P1223-1 to P1223-6 (S1103; P1223-1 to P1223-6), the control unit 11 consumes the protagonist character's experience points to improve the ability parameters associated with the selected processing object (S1109). In S1109, the control unit 11 temporarily stores the changes in the protagonist character's ability parameters and experience points in the storage unit 12.

[0500] If the user selects processing object P1230 (S1103; P1230), the program returns to S1077. If the user selects processing object P1240 (S1103; P1240), the control unit 11 returns the protagonist character's ability parameters and experience points to their previous state (S1111). In S1111, the control unit 11 resets the amount of change in ability parameters and experience points stored in the memory unit 12. By executing the process in S1111, the control unit 11 returns the ability change screen image G1200 to its state before the protagonist character's ability parameters and experience points were changed.

[0501] If the user selects processing object P1250 (S1103; P1250), the control unit 11 updates the original character table TBL304 so that the protagonist character's ability parameters and experience points reflect the changed values ​​(S1113), and returns to S1077. In S1113, the control unit 11 refers to the change in ability parameters and experience points stored in the memory unit 12 and increases or decreases the values ​​stored in the "Ability Parameters" field and the "Experience Points" field by this change.

[0502] On the other hand, returning to Figure 49, if the user selects the processing object P843 in S1079 (S1079; P843), the control unit 11 generates a game event in which the main character goes to the hospital (S1115) and updates the original character table TBL304 so that the main character's state parameters change (S1117). In S1117, the control unit 11 decides whether or not to restore the main character's state parameters under a given probability, and updates the original character table TBL304 if it decides to restore them. For example, if the state parameters indicate that the main character is injured or ill, the control unit 11 decides whether or not to treat the injury or illness under the above probability, and changes the state parameters so that the main character is in a healthy state if it decides to treat it.

[0503] When the user selects processing object P844 (S1079; P844), the control unit 11 generates a game event for the main character to play (S1119) and updates the original character table TBL304 so that the main character's parameters change (S1121). For example, there are multiple types of game events available, and the control unit 11 determines which game event to generate based on user input or randomly. Data showing the relationship between the game event and the type and amount of change of the parameters is stored in the storage unit 12, and the control unit 11 changes the main character's parameters so that the parameter of the type associated with the generated game event changes by that amount.

[0504] When the user selects processing object P845 (S1079; P845), the control unit 11 generates a game event in which the main character goes on a date (S1123) and updates the original character table TBL304 so that the main character's parameters change (S1125). For example, there are multiple types of date game events, and the control unit 11 determines which game event to generate based on the user's input or randomly. Data showing the relationship between the game event and the type and amount of change of the parameters is stored in the storage unit 12, and the control unit 11 changes the main character's parameters so that the parameter of the type associated with the generated game event changes by that amount.

[0505] If the user selects processing object P821 (S1079; P821), the control unit 11 displays a log of events that occurred in the success part on the display unit 15 (S1127). For example, the control unit 11 records the history of each character's conversations in events that occurred in the success part in the storage unit 12, and in S1127, the control unit 11 displays the event log on the display unit 15 based on this information.

[0506] If the user selects processing object P822 (S1079; P822), the control unit 11 updates the auto flag stored in the user table TBL301 (S1129). If the user selects processing object P823 (S1079; P823), the control unit 11 updates the skip flag stored in the user table TBL301 (S1131). If the user selects processing object P824 (S1079; P824), the control unit 11 updates the shortcut flag stored in the user table TBL301 (S1133).

[0507] If the user selects processing object P812 (S1079; P812), the control unit 11 displays a given menu screen image on the display unit 15 and, based on the input from the input unit 14, performs interruption or cancellation of the success part or various setting processes (S1135).

[0508] When processing such as S1099 is executed, the process moves to Figure 52, where the control unit 11 refers to the original character table TBL304 to determine whether the current section has ended (S1137). In S1137, the control unit 11 determines whether the current turn number stored in the original character table TBL304 is the last turn.

[0509] If it is determined that the current section has not finished (S1137;N), the control unit 11 executes the process to proceed to the next turn (S1139). In S1139, the control unit 11 increases the number of turns stored in the original character table TBL304.

[0510] If it is determined that the current section has ended (S1139; Y), the control unit 11 determines whether the current section was the last section (S1141). In S1141, the control unit 11 determines whether the current section stored in the original character table TBL304 is the last section.

[0511] If it is determined that it is not the last section (S1141;N), the control unit 11 refers to the original character table TBL304 and displays the section completion screen image G1300 on the display unit 15 (S1143). The control unit 11 displays the section completion screen image G1300 on the display unit 15, which shows the experience points stored in the "Experience Points" field of the original character table TBL304.

[0512] The control unit 11 decides whether or not to increase the probability of finding a treasure chest based on a predetermined method (S1145). In S1145, the control unit 11 may decide whether or not to increase the probability of finding a treasure chest randomly, or it may decide based on whether or not the experience points in the section are above a predetermined level.

[0513] If it is decided to increase the probability of finding a treasure chest (S1145; Y), the control unit 11 displays the preview screen image G1400 on the display unit 15 (S1147). Based on the input from the input unit 14, the control unit 11 executes the process to proceed to the next section (S1149). In S1149, the control unit 11 displays the options for the next section on the display unit 15 and proceeds to the next section based on the section indicated by the option selected by the user. The control unit 11 also stores information identifying the next section in the "Training Status" field of the original character table TBL304.

[0514] On the other hand, if it is determined in S1141 that this was the last section (S1141; Y), the control unit 11 executes the process to terminate the success part (S1151) and returns to S1009. In S1151, the control unit 11 displays a screen image on the display unit 15 indicating that the success part has ended. The control unit 11 then updates the original character table TBL304 so that the ability parameters of the main character are determined based on the input from the input unit 14. The control unit 11 registers the main character with determined ability parameters as an original character in the original character table TBL304 and updates the "training status" field to "training completed".

[0515] On the other hand, returning to Figure 43, if the user selects processing object P150 in S1011 (S1011; P150), the process moves to Figure 53, where the control unit 11 refers to the user table TBL301 and displays processing objects P151 and P152 (Figure 34) on the display unit 15 (S1153). Note that if the limited-time event is not running, processing object P152 will not be displayed. Based on the input from the input unit 14, the control unit 11 determines which processing object was selected in the home screen image G100 (S1155).

[0516] If the user selects processing object P151 (S1155; P151), the control unit 11 will refer to the order table TBL305 and start a normal match based on the normal order. From there, the normal match proceeds as described in S2 to S14, but this will be explained in more detail here.

[0517] The control unit 11 refers to the user table TBL301 and displays a screen image showing information such as the user's league and ranking on the display unit 15 (S1157). When the user performs a predetermined operation, it requests information on potential opponents from the server 30 (S1159).

[0518] On the server 30, upon receiving a request, the control unit 31 refers to the user table TBL301 and selects a predetermined number of potential opponents (S3005), and sends information about the selected potential opponents to the user terminal 10 (S3007). In S3007, the control unit 31 selects a predetermined number (for example, 5) of other users of similar strength to the user, based on the user's rank, league, ranking, etc. The other users selected here do not have to be friends. The control unit 31 refers to the user table TBL301 and the event character table TBL302 and sends information such as the username, rank, and event character set as the leader of the selected potential opponents to the user terminal 10.

[0519] When the user terminal 10 receives information about potential opponents, the control unit 11 displays a screen image showing the potential opponents on the display unit 15 (S1161). This screen image displays multiple potential opponents for selection. Based on the user's operation, the control unit 11 determines the opponent (S1163) and requests an order from that opponent (S1165). This request includes the user ID of the determined opponent.

[0520] When server 30 receives an order request, control unit 31 refers to the order table TBL305, obtains the order information of the user determined to be the opponent, and sends it to user terminal 10 (S3009).

[0521] When the user terminal 10 receives order information, the control unit 11 refers to the order table TBL305 and displays a screen image on the display unit 15 showing the user's starting order and the opponent's starting order (S1167). This screen image displays the team name along with the batting order, name, position, and rank of the original characters in the starting order.

[0522] The control unit 11 identifies the user's operation based on the input from the input unit 14 (S1169). For example, the user may perform operations to change the order and operations to confirm the order and determine the condition.

[0523] When a user performs an operation to change an order (S1169; order change), the control unit 11 displays the normal order editing screen image G2200 on the display unit 15, executes the order editing process based on the input from the input unit 14 (S1171), and returns to S1167. The process in S1171 is the same as that described later in S1283 to S1293, so the explanation is omitted here.

[0524] When the user confirms the order and determines the condition (S1169; order confirmation), the system moves to Figure 54, and the control unit 11 determines the condition of the user's and opponent's starting orders (S1173). In S1173, the control unit 11 randomly determines one of several condition levels for each original character in the starting order and stores it in the memory unit 12.

[0525] The control unit 11 displays the result of the condition determination in S1173 on the display unit 15 (S1175), and displays a screen image on the display unit 15 for selecting game items to be used in the match by referring to the user table TBL301 (S1177). In S1177, the control unit 11 makes the game items stored in the "item" field of the user table TBL301 selectable.

[0526] The control unit 11 identifies the user's operation based on the input from the input unit 14 (S1179). For example, the user may perform operations to select a game item, to specify how the match will proceed, and to start the match. As for how the match will proceed, the user may specify either to have the match proceed entirely automatically, or for the user to control an original character at predetermined points.

[0527] When the user performs an operation to select a game item (S1179; game item), the control unit 11 stores the game item selected by the user in the storage unit 12 based on the input from the input unit 14 (S1181). When the user performs an operation to specify how the match will proceed (S1179; method of progress), the control unit 11 stores information indicating the method of progress specified by the user in the storage unit 12 (S1183).

[0528] When a user initiates a match (S1179; match start), the control unit 11 updates the user table TBL301 to consume one match ticket (S1185) and starts the match (S1187). In S1187, the control unit 11 updates the user table TBL301 to consume the game item selected by the user. The control unit 11 then proceeds with the match based on the method specified by the user. If the match is to proceed entirely automatically, the control unit 11 will proceed automatically from the start to the end of the match without any user intervention. On the other hand, if the user controls an original character at a predetermined point, the control unit 11 will automatically proceed with the match and allow the user to control the original character when the match reaches that predetermined point. The points in which the user can control the character may be predetermined. Furthermore, in this embodiment, since the score obtained is higher when the user controls the character, the points in which the user can control the character may be limited to a predetermined number of times. The method of proceeding with the match itself may be applicable to various known methods of progressing sports games.

[0529] The control unit 11 calculates the score the user earned in the match based on the match execution results (S1189) and transmits the calculated score to the server 30 (S1119). For example, data showing the relationship between the match content and results and the increase or decrease in score is stored in the storage unit 12, and in S1189, the control unit 11 calculates the score the user earned in the match based on the increase or decrease in score associated with the match content and results. This relationship is defined, for example, as follows: +1000 points for winning the match, -200 points for conceding a run, +2000 points if the original character controlled by the user gets a hit, and +100 points if an original character not controlled by the user gets a hit.

[0530] On server 30, upon receiving a score, control unit 31 refers to user table TBL301 to determine the user's ranking (S3011) and to determine whether the user has surpassed a friend's score (S3013). In S3013, control unit 31 may determine the ranking among all users or the ranking within the league to which the user belongs. If the user does not improve their highest score, processing S3011 to S3017 may be omitted.

[0531] If it is determined that the user has been overtaken (S3013; Y), the control unit 31 executes a process to send a challenge to the friend (S3015). In S3015, the control unit 31 stores the user ID in the "Challenge" field of the record corresponding to the friend in the user table TBL301.

[0532] The control unit 31 transmits the user's latest ranking to the user terminal 10 (S3017). If the user surpasses a friend's score, information indicating that a challenge has been sent is also transmitted to the user terminal 10, and this information is displayed on the display unit 15 of the user terminal 10.

[0533] When the user terminal 10 receives a ranking, the control unit 11 displays a screen image showing the match results on the display unit 15 (S1193). If the ranking has increased, the control unit 11 displays a screen image showing the ranking on the display unit 15 (S1195). The control unit 11 updates the user table TBL301 to update the user's ranking, etc. (S1197). In S1195, the control unit 11 displays the scores of both teams, win / loss record, score obtained in the match, breakdown of the score, the user's best score, number of medals obtained, gacha points obtained, etc., on the screen image.

[0534] On the other hand, in S1155, if the user selects processing object P152 (S1155; P152), the control unit 11 refers to the order table TBL305 and executes processing to start the limited-time event match based on the order for the limited-time event (S1199~S1239). The processing in S1199~S1239 is the same as in S1157~S1197, respectively. However, in S1231, the control unit 11 determines, based on the order table TBL305, whether or not there is an original character with a score bonus in the user's order, and if it is determined that there is, it increases the score by the amount of the score bonus granted to that original character. If there are multiple original characters with a score bonus, the control unit 11 will increase the score by the sum of the score bonuses of each of these multiple original characters. In this respect, S1231 and S1189 are different.

[0535] On the other hand, returning to Figure 43, if the user selects processing object P160 in S1011 (S1011; P160), the control unit 11 executes processing related to the challenge part (S1241). For example, data showing the relationship between each goal the user must achieve, the reward, and the user's achievement status is stored in the storage unit 12, and in S1241, the control unit 11 displays a screen image on the display unit 15 showing the goals the user has achieved and the goals that have not yet been achieved, based on this data. If the user achieves a new goal, the control unit 11 updates the user table TBL301 so that the reward (game items, coins, etc.) associated with the achieved goal is given to the user.

[0536] If the user selects processing object P170 (S1011; P170), the process moves to Figure 57, where the control unit 11 refers to the user table TBL301 and displays a screen image showing a list of friends to whom a challenge has been sent on the display unit 15 (S1243). Based on the input from the input unit 14, the control unit 11 determines an opponent from among the friends to whom a challenge has been sent (S1245). The following steps S1247 to S1277 are the same as S1165 to S1197. However, as mentioned above, no match tickets are consumed when playing against a friend using a challenge, so S1185 is not executed.

[0537] On the other hand, if the user selects a processing object P121 to P125, P130, etc. in S1011, the common routine shown in Figure 59 is executed. If the user selects processing object P121 (Figure 59: P121), the process returns to S1009, and the control unit 11 displays the home screen image G100 on the display unit 15.

[0538] If the user selects processing object P122 (Figure 59: P122), the process moves to Figure 60, and the control unit 11 displays the My Team menu screen image G2100 on the display unit 15 (S1279). Based on the input from the input unit 14, the control unit 11 determines which processing object was selected in the My Team menu screen image G2100 (Figure 28) (S1281).

[0539] When the user selects processing object P2140 (S1281; P2140), the control unit 11 refers to the order table TBL305 and displays the normal order editing screen image G2200 (Figure 29) on the display unit 15 (S1283). Based on the input from the input unit 14, the control unit 11 identifies the user's operation (S1285).

[0540] When a user performs an operation to swap orders (S1285; swap operation), the control unit 11 updates the order table TBL305 based on the input from the input unit 14 (S1287). In S1287, the control unit 11 swaps the two original characters based on the input from the input unit 14. The operation to swap orders is as described above.

[0541] If the user selects processing object P2240 (S1285; P2240), the control unit 11 refers to the original character table TBL304 and automatically determines the order (S1289). In S1289, the control unit 11 determines that the order includes original characters with high ability parameters and original characters who have earned a large total of experience points in the success part.

[0542] If the user selects processing object P2250 (S1285; P2250), the control unit 11 restores the order to its original state (S1291). For example, the order at the time the normal order editing screen image G2200 is displayed is stored in the storage unit 12, and the control unit 11 restores the contents of the order table TBL305 to this order.

[0543] If the user selects processing object P2270 (S1285; P2270), the control unit 11 determines the pitcher selection method based on the input from the input unit 14 (S1293). In S1293, the control unit 11 updates the order table TBL305 to match the selection method specified by the input unit 14. If the user selects processing object P2280 (S1285; P2280), the process returns to S1279.

[0544] On the other hand, if the user selects the processing object P2150 in S1281 (S1281; P2150), the process moves to Figure 61, where the control unit 11 refers to the order table TBL305 and displays the limited-time order editing screen image G2300 (Figure 30) on the display unit 15 (S1295). The processing from S1297 to S1305 is the same as in S1285 to S1293. In S1295, if there is an event character associated with a score bonus, the control unit 11 displays the score bonus of that event character and the total score bonus of the current order. Specifically, the control unit 11 refers to the original character table TBL304 and determines whether the event character ID of the special effect character is stored in the "event deck" field of the original character included in the order. If the control unit 11 determines that the event character ID of the special effect character is stored, it retrieves the score bonus of the special effect character and displays it on the limited-time order editing screen image G2300. Furthermore, information indicating the score bonus for each special effect character is stored in memory unit 12.

[0545] In S1281, if the user selects the processing object P2160 (S1281; P2160), the control unit 11 refers to the original character table TBL304 and displays a screen image showing a list of original characters on the display unit 15 (S1307).

[0546] If the user selects processing object P2170 (S1281; P2170), the control unit 11 executes the original character editing process based on the input from the input unit 14 (S1309). In the original character editing process, for example, the original character's name, appearance, batting form, etc., can be changed according to the input from the input unit 14.

[0547] Returning to Figure 59, if the user selects processing object P123 in S1011, etc. (Figure 59; P123), the process moves to Figure 62, and the control unit 11 displays the event character menu screen image G1500 (Figure 20) on the display unit 15 (S1311). Based on the input from the input unit 14, the control unit 11 determines which processing object was selected in the event character menu screen image G1500 (S1313).

[0548] When the user selects the processing object P1540 (S1313; P1540), the control unit 11 refers to the event deck table TBL303 and displays the event deck editing screen image G1600 (Figures 21 and 22) on the display unit 15 (S1315). The processing from S1317 to S1327 onward is the same as that from S1027 to S1037.

[0549] In S1313, if the user selects processing object P1550 (S1313; P1550), the process moves to Figure 64, where the control unit 11 refers to the event character table TBL302 and displays the base character selection screen image G1700 (Figure 23) on the display unit 15 (S1329). Based on the input from the input unit 14, the control unit 11 determines which processing object was selected in the base character selection screen image G1700 (S1331).

[0550] If the user selects processing object P1750 (S1331; P1750), the control unit 11 rearranges the event characters in the event character list area A1740 based on the input from the input unit 14 (S1333). The processing in S1333 is the same as in S1067.

[0551] When the user selects a processing object for any event character in the event character list area A1740 (S1331; event character), the process moves to Figure 65, and the control unit 11 displays the enhanced screen image G1800 (Figure 24), in which this event character is set as the base character, on the display unit 15 (S1335). The event character ID of the base character selected by the user is temporarily stored in the storage unit 12. Furthermore, if the user long-presses any event character in the event character list area A1740, the control unit 11 may proceed to S1039 to display the event character screen image G400 on the display unit 15. Similarly, if the user long-presses any material character in the material character area A1850, the control unit 11 may proceed to S1039 to display the event character screen image G400 on the display unit 15.

[0552] The control unit 11 determines, based on the input from the input unit 14, whether any processing object has been selected in the enhanced screen image G1800 (S1337). If the user selects the material character area A1850 (S1337; A1850), the process moves to Figure 66, where the control unit 11 refers to the event character table TBL302 and displays the material character selection screen image G1900 on the display unit 15 (S1339). Alternatively, if the user long-presses any material character in the event character list area A1940, the control unit 11 may proceed to S1039 and display the event character screen image G400 on the display unit 15.

[0553] In S1339, the control unit 11 compares the base character held in the memory unit 12 with each event character stored in the event character table TBL302 to determine whether the user owns the same event character as the base character. If it is determined that the user owns the same event character as the base character, the control unit 11 calculates the probability of increasing the maximum level of the base character based on the rarity of the base character and the rarity of the event character. As mentioned above, the control unit 11 sets the probability to 100% if the event character is the same as or higher than the rarity of the base character, to a value less than 100% (for example, 30%) if it is one rarity level lower than the base character, and to 0% if it is two rarity levels or lower than the base character. Furthermore, the control unit 11 may calculate the probability so that the greater the current increase in the maximum level of the base character (i.e., how much it has increased from the initial value of the maximum level), the higher the probability, or so that the higher the rarity of the base character, the lower the probability. Furthermore, the control unit 11 may refer to the "Event Deck" field of the original character table TBL304 to identify the number of original characters that have been trained with the base character incorporated into the event deck, and calculate the probability so that the higher this number, the higher the probability. Then, the control unit 11 will display the calculated probability for each event character that is the same as the base character on the material character selection screen image G1900. Note that event characters different from the base character cannot increase the maximum level of the base character even if they are used as material characters, so the control unit 11 does not calculate the probability for event characters different from the base character, and does not display the probability on the material character selection screen image G1900.

[0554] The control unit 11 determines which processing object has been selected in the material character selection screen image G1900 based on the input from the input unit 14 (S1341). If the user selects an event character processing object in the event character list area A1940 (S1341; event character), the control unit 11 stores it in the storage unit 12 as a material character (S1343). In S1343, the control unit 11 calculates the experience points, level increase, and coins required for enhancement that the base character will gain based on the material character selected by the user, and displays them in area A1950. The experience points and required coins that can be gained by each event character are pre-stored in the storage unit 12. If the user long-presses any event character in the event character list area A1940, the control unit 11 may proceed to S1039 and display the event character screen image G400 on the display unit 15.

[0555] When the user selects processing object P1960 (S1341; P1960), the control unit 11 displays the enhancement screen image G1800, in which the material character is set in the material character area A1850, on the display unit 15 (S1345). In S1345, if the same material character as the base character is selected, the control unit 11 will display the probability of increasing the maximum level of the base character for each material character identical to the base character in the enhancement screen image G1800, similar to S1339. As mentioned above, material characters different from the base character cannot increase the maximum level of the base character, so the probability is not displayed in the enhancement screen image G1800.

[0556] If the user selects processing object P1970 (S1341; P1970), the control unit 11 deselects the material character that was selected up to that point (S1347). In this case, the control unit 11 clears the material character held in the memory unit 12.

[0557] Returning to Figure 65, in S1337, if the user selects the processing object P1860 (S1337; P1860), the control unit 11 performs enhancement of the base character based on the material character selected by the user (S1349), and displays the enhancement result window G2000 on the display unit 15 (S1351).

[0558] In S1349, the control unit 11 updates the user table TBL301 to consume the coins calculated in S1343, and updates the event character table TBL302 to increase the experience points and level calculated in S1343. If one or more material characters identical to the base character are selected, the control unit 11 decides whether or not to increase the maximum level of the base character for each material character, based on the probability of increasing the maximum level of the base character corresponding to that material character. After that, the control unit 11 returns to S1311 when it receives an operation to select a processing object P2010 based on the input from the input unit 14.

[0559] In S1337, if the user selects the processing object P1870 (S1337; P1870), the control unit 11 deselects the material character selected in the material character area A1850 (S1353). In this case, the control unit 11 clears the material character held in the storage unit 12.

[0560] Returning to Figure 62, if the user selects the processing object P1560 in S1313 (S1313; P1560), the control unit 11 executes the event character sale process based on the input from the input unit 14 (S1355). In S1355, the control unit 11 identifies the event character that the user has specified as the target of sale based on the input from the input unit 14. The control unit 11 then deletes the record of the sold event character from the event character table TBL302 and updates the user table TBL301 so that the number of coins owned by the user increases by a predetermined amount. It is assumed that data showing the relationship between the event character and the coins at the time of sale is stored in the storage unit 12 beforehand.

[0561] If the user selects the processing object P1570 (S1313; P1570), the control unit 11 refers to the event character table TBL302 and displays a list of event characters on the display unit 15 (S1357). If the user long-presses any event character in the list of event characters, the control unit 11 may proceed to S1039 and display the event character screen image G400 on the display unit 15.

[0562] If the user selects the processing object P1580 (S1313; P1580), the control unit 11 refers to the event character table TBL302 and displays the encyclopedia on the display unit 15 (S1359). If the user long-presses any event character in the event character encyclopedia, the control unit 11 may proceed to S1039 and display the event character screen image G400 on the display unit 15.

[0563] If the user selects processing object P1590 (S1313; P1590), the control unit 11 performs an expansion process for the event character list based on the input from the input unit 14 (S1361). Information indicating the number of event characters that the user can own in the event character list can be stored in the user table TBL301 or the like. In S1361, the control unit 11 performs the list expansion process by consuming power stones.

[0564] Returning to Figure 59, if the user selects the processing object P124 in S1011, etc. (Figure 59; P124), the control unit 11 displays a screen image for the user to use for gacha on the display unit 15 and executes the gacha process based on the input from the input unit 14 (S1363). In S1363, the control unit 11 updates the user table TBL301 to consume the user's gacha points. Then, the control unit 11 determines which event character to assign to the user from among multiple event characters under a given probability. Note that various known methods can be applied to the gacha process itself. For example, the process of drawing the event character to assign to the user may be performed on the server 30. In this case, on the server 30, the control unit 31 updates the user table TBL301 to consume the user's gacha points and determines which event character to assign to the user from among multiple event char...

Claims

[Claim 1] A first game execution means that executes a first game in which the parameters of a first game object are changed or set based on user operations, A second game execution means for executing a second game in which the first game object is used, Includes, The first game execution means includes a first effect generating means that generates an effect on the first game relating to a change or setting of the parameter based on at least one selected from a plurality of second game objects, The second game execution means is A determination means for determining whether the parameters of the first game object used in the second game were changed or set in the first game when a specific second game object was selected, Includes a second effect generating means that generates an effect on the second game that is advantageous or disadvantageous to the user based on the determination result of the determination means, A game system characterized by the following features.