Game control device, game system, and program
The game system addresses monotony in repetitive task completion by dynamically changing game objects based on achieved positional relationships, enhancing user engagement and interest.
Patent Information
- Application Number
- JP2024109680
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-08
- Publication Date
- 2025-10-09
- Estimated Expiration
- 2038-07-12
AI Technical Summary
Existing games become monotonous as they involve repetitive task completion, leading to a decline in user interest.
A game system that includes a target setting mechanism to change objects when predetermined positional relationships are satisfied, allowing for dynamic task achievement and display changes, enhancing game interest through varied gameplay.
The system maintains user engagement by introducing dynamic object changes based on achieved positional relationships, providing a more engaging and varied gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game control device, a game system, and a program. [Background technology]
[0002] There is known a game in which an object is displayed with multiple positions set, each of which is associated with task information indicating a task in the game, and when it is determined that the task indicated by the task information has been achieved through game play, the position associated with the task information is set as an achieved position, and when the multiple achieved positions satisfy a predetermined positional relationship condition, a predetermined process is executed (for example, determining that a game related to the object has been completed, or giving a reward to the user).
[0003] One example of such a game is a known game in which a bingo sheet is displayed that includes squares arranged in a matrix of N vertical by N horizontal (N: an integer greater than or equal to 3), with each square associated with a task; when it is determined that a task has been completed, the square associated with the task is set as a completed square; and when all N squares arranged vertically, horizontally, or diagonally become completed squares, it is determined that bingo has been completed (set). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-144746 Summary of the Invention [Problem to be solved by the invention]
[0005] In the past, in games like those described above, as the game continued, it became a monotonous repetition of completing tasks associated with squares (positions), and there was a risk that the user would feel dissatisfied in terms of interest.
[0006] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game control device, game system, and program that can increase the interest of a game by displaying an object with multiple positions set, each of which is associated with task information indicating a task in the game, and when it is determined that the task indicated by the task information has been achieved through game play, setting the position associated with the task information as an achieved position, and executing a specified processing when the multiple achieved positions satisfy a specified positional relationship condition. [Means for solving the problem]
[0007] In order to solve the above problem, a game control device according to one aspect of the present invention includes a target setting means for setting one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in a game, as a target object; a first display control means for controlling display of the target object on a display means; achievement determination means for determining whether the task indicated by the task information has been achieved by game play; a first achievement setting means for setting, when it is determined that the task indicated by the task information has been achieved, a position of the plurality of positions on the target object associated with the task information as an achieved position; a predetermined condition determination means for determining whether the plurality of achieved positions on the target object satisfy a predetermined positional relationship condition; a target change means for changing the target object from the first object to a second object of the plurality of objects when it is determined that the plurality of achieved positions in the first object satisfy the predetermined positional relationship condition while the first object is set as the target object; a second achieved setting means for, when the target object is changed to the second object, setting a position of the plurality of positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object as the achieved position; and a second display control means for controlling the display means to display information about the second object before the target object is changed to the second object.
[0008] A game system according to one aspect of the present invention includes a target setting means for setting one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in a game, as a target object; a first display control means for controlling display of the target object on a display means; an achievement determination means for determining whether the task indicated by the task information has been achieved by game play; a first achievement setting means for setting, when it is determined that the task indicated by the task information has been achieved, a position of the plurality of positions on the target object associated with the task information as an achieved position; a predetermined condition determination means for determining whether the plurality of achieved positions on the target object satisfy a predetermined positional relationship condition; a target change means for changing the target object from the first object to a second object among the plurality of objects when it is determined that the plurality of achieved positions in the first object satisfy the predetermined positional relationship condition while the first object is set as the target object; a second achieved setting means for, when the target object is changed to the second object, setting a position among the plurality of positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object as the achieved position; and a second display control means for controlling the display means to display information regarding the second object before the target object is changed to the second object. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing an example of a detailed image of an original character. [Figure 3] FIG. 10 is a diagram showing an example of an event deck setting image. [Figure 4] FIG. 10 is a diagram showing an example of a main command image. [Figure 5] FIG. 10 is a diagram showing an example of a practice command image. [Figure 6] FIG. 10 is a diagram showing an example of practice effect data. [Figure 7] FIG. 10 is a diagram showing an example of a practice result image. [Figure 8A] FIG. 10 is a diagram illustrating an example of a performance improvement image. [Figure 8B] FIG. 10 is a diagram illustrating an example of a performance improvement image. [Figure 9] FIG. 10 is a diagram showing an example of a bingo sheet. [Figure 10] FIG. 10 is a diagram illustrating an example of assignment data. [Figure 11] FIG. 10 is a diagram for explaining the conditions for achieving bingo. [Figure 12] FIG. 10 is a diagram showing an example of a plurality of bingo sheets. [Figure 13] FIG. 10 is a diagram for explaining a chain reaction of achieving bingo. [Figure 14] FIG. 10 is a diagram illustrating an example of task reward point data. [Figure 15] FIG. 10 is a diagram showing an example of bingo reward point data. [Figure 16] FIG. 10 is a diagram showing an example of chain bonus data. [Figure 17] FIG. 10 is a diagram showing an example of section remuneration data. [Figure 18] FIG. 10 is a diagram showing another example of a main command image. [Figure 19] FIG. 10 is a diagram illustrating parts of a main command image. [Figure 20] FIG. 10 is a diagram showing an example of a detailed image of a bingo sheet. [Figure 21] FIG. 10 is a diagram for explaining parts of a detailed image of a bingo sheet. [Figure 22] FIG. 10 is a diagram showing another example of a detailed image of a bingo sheet. [Figure 23] FIG. 10 is a diagram showing another example of a detailed image of a bingo sheet. [Figure 24] FIG. 10 is a diagram showing another example of a detailed image of a bingo sheet. [Figure 25] FIG. 10 is a diagram showing an example of a task achievement image. [Figure 26] FIG. 10 is a diagram showing an example of a bingo achievement image. [Figure 27] 1 is a functional block diagram of a game system according to an embodiment of the present invention. [Figure 28] FIG. 10 is a diagram showing an example of bingo sheet data. [Figure 29] FIG. 10 is a diagram showing an example of event deck data. [Figure 30] FIG. 10 is a diagram illustrating an example of growth status data. [Figure 31] FIG. 10 is a diagram illustrating an example of processing executed in the game system. [Figure 32] FIG. 10 is a diagram illustrating another example of processing executed in the game system. [Figure 33A] FIG. 10 illustrates an example of an achievement determination process. [Figure 33B] FIG. 10 illustrates an example of an achievement determination process. [Figure 34] FIG. 10 is a diagram illustrating another example of processing executed in the game system. [Figure 35] FIG. 10 is a diagram illustrating another example of processing executed in the game system. [Figure 36] FIG. 10 is a diagram illustrating another example of processing executed in the game system. [Figure 37] FIG. 10 is a functional block diagram of a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
[0011] [1. Configuration of the Game System] Figure 1 shows the configuration of a game system according to an embodiment of the present invention. As shown in Figure 1, the game system 1 according to this embodiment includes a game terminal 10 and a server 30. The game terminal 10 can communicate data with the server 30 via a network N.
[0012] Game terminal 10 is a computer used by a user to play a game. For example, game terminal 10 is a mobile phone (including a smartphone), a personal digital assistant (including a tablet computer), a desktop computer, a laptop computer, a home game console (stationary game console), a portable game console, or an arcade game console installed in an amusement facility or the like.
[0013] As shown in FIG. 1, game terminal 10 includes control unit 11, memory unit 12, communication unit 13, operation unit 14, display unit 15, and audio output unit 16. Control unit 11 includes at least one microprocessor (CPU) and executes processing according to programs stored in memory unit 12. Memory unit 12 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., non-volatile semiconductor memory, hard disk drive, or solid state drive) and stores programs and data. Communication unit 13 is used to communicate data with other devices via network N.
[0014] The operation unit 14 is used by the user to perform various operations. The display unit 15 is used to display various images, and is, for example, a liquid crystal display or an organic EL display. Although the operation unit 14 and the display unit 15 are shown separately in FIG. 1 , the operation unit 14 and the display unit 15 may be integrated as a touch panel. It is not necessary to integrate the operation unit 14 and the display unit 15 as a touch panel. The operation unit 14 may be provided separately from the display unit 15, such as a button (key), a lever (stick), a touchpad (trackpad), or a mouse. The operation unit 14 may also be used by the user to perform operations using voice or gestures. The audio output unit 16 is used to output audio data, and is, for example, a speaker or headphones. The operation unit 14, the display unit 15, and the audio output unit 16 may be provided in the game terminal 10 itself, or may be provided as external devices connected to the game terminal 10.
[0015] The server 30 is, for example, a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The control unit 31, the storage unit 32, and the communication unit 33 are similar to the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10. The server 30 can access a database 34. The database 34 may be built within the server 30, or may be built in a server computer separate from the server 30.
[0016] Programs and data are supplied to game terminal 10 or server 30 from a remote location via network N and stored in storage unit 12 or storage unit 32. Game terminal 10 or server 30 may be provided with a component (e.g., an optical disc drive or a memory card slot) for reading programs and data stored on an information storage medium (e.g., an optical disc or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.
[0017] In the following, it is assumed that game terminal 10 is a smartphone or tablet computer equipped with a touch panel.
[0018] [2. Overview of the Game] In the game system 1, various games can be executed by running a program on the game terminal 10. For example, various games can be executed regardless of game format or genre, such as sports games (games based on baseball, soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or training games. These games may be executed by the game terminal 10 alone, or may be executed by data communication between the game terminal 10 and the server 30.
[0019] The following describes, as an example of a game executed by the game system 1, a game in which an object is displayed with multiple positions each associated with task information indicating a task in the game, and when it is determined that the task indicated by the task information has been accomplished through game play, the position associated with the task information is set as an accomplished position, and when the multiple accomplished positions satisfy a predetermined positional relationship condition, a predetermined process is executed. Specifically, a baseball game including such a game part will be described.
[0020] The baseball game described here has two game parts: a training part and a competition part. In the training part, a scenario featuring a game character to be trained (hereinafter referred to as the "main character") is executed, and the user trains the main character by having the main character practice, etc., while progressing through the scenario, and creates their own original character. Meanwhile, in the competition part, the user organizes a team using the original characters created in the training part, and uses this team to compete against an opposing team. The training part will be described in detail below.
[0021] [2-1] Before explaining the flow of the training part, an example of an original character created in the training part will be explained.
[0022] Figure 2 shows an example of an original character detail image showing detailed information about an original character (protagonist character). As shown in Figure 2, the original character detail image G100 includes parts P110, P120, P130, and P140. A "part" is an element that makes up an image, such as text, an image, or an area.
[0023] Part P110 shows an image of the original character, and part P120 shows the original character's name (X), position (first baseman), batting form (open stance 5), and dominant hand (right-handed pitcher / batter).
[0024] Part P130 shows the basic ability parameters of the original character. Figure 2 shows the trajectory, hitting, power, running ability, arm strength, defensive ability, and catching parameters, with a number and a letter indicated for each basic ability parameter. The number indicates the value of the basic ability parameter, and the letters (e.g., S, A, B, C, D, E, F, G) indicate the level (stage) of the basic ability. "S" indicates a very high basic ability, and "G" indicates a very low basic ability.
[0025] The trajectory parameter indicates how high the ball hit by the original character will fly. The higher the trajectory parameter value, the higher the ball will fly. The contact parameter indicates the original character's contact ability (the ability to hit the ball thrown by the pitcher with the bat). The higher the contact parameter value, the higher the contact ability. The power parameter indicates the original character's power (the ability to hit the ball thrown by the pitcher with the bat and make it fly farther). The higher the power parameter value, the more likely it is that the ball hit by the original character with the bat will fly farther.
[0026] The running ability parameter indicates the speed of the original character's feet. The higher the value of the running ability parameter, the faster the feet. The shoulder strength parameter indicates the speed of the original character's throwing. The higher the value of the shoulder strength parameter, the faster the throwing. The defensive ability parameter indicates the original character's defensive skill. The higher the value of the defensive ability parameter, the better the defense. The catching parameter indicates the original character's catching skill. The higher the value of the catching parameter, the better the catching (less likely to make errors).
[0027] Part P140 indicates the special abilities that the original character has acquired. In Figure 2, the special abilities are shown as "Chance ○", "Against Left-Handed Pitchers ○", "Stealing Bases ○", and "Injury Resistance ◎". "◎" and "○" indicate the level of the special ability, with "◎" indicating a higher level of the special ability than "○".
[0028] If an original character has acquired "Chance ○", the original character's basic abilities will increase when there is a chance, making the original character stronger in these situations. If an original character has acquired "Against Left-Handed Pitchers ○", the original character's basic abilities will increase when the opposing pitcher is a left-hander, making the original character stronger against left-hand pitchers. If an original character has acquired "Stealing Bases ○", the original character will be more likely to succeed in stealing bases. If an original character has acquired "Injury Resistance ◎", the original character will be less likely to get injured.
[0029] In Figure 2, the original character is a fielder, so the basic abilities and special abilities related to fielders are displayed. If the original character is a pitcher, the basic abilities and special abilities related to pitchers are displayed.
[0030] [2-2] To start the training part (scenario), the user sets up an event deck. Here, an explanation of "event deck" will be given. During the scenario, various events occur, such as events that are advantageous or disadvantageous to improving the abilities of the main character. In this regard, in this embodiment, the events that occur during the scenario are not fixed, but change depending on one or more game characters incorporated into the event deck. In other words, during the scenario, game characters incorporated into the event deck appear as teammates of the main character, and events related to these game characters occur. Therefore, the user can select events that may occur during the scenario by selecting game characters to incorporate into the event deck. Hereinafter, game characters that can be incorporated into the event deck (in other words, game characters for generating events) will be referred to as "event characters."
[0031] FIG. 3 shows an example of an event deck setting image for a user to set up an event deck. As shown in FIG. 3, the event deck setting image G200 includes parts P210 and P220. Part P210 indicates the name of the event deck. Part P220 is also associated with a process for displaying an image for changing the name of the event deck. When the user selects part P220 (i.e., performs a tap operation (a touch operation for a short time) on part P220), an image for changing the name of the event deck is displayed on display unit 15, and the user can change the name of the event deck.
[0032] The event deck setting image G200 also includes an event deck area A230, which has six setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 for setting event characters that will be members of the event deck.
[0033] In this embodiment, multiple event characters are given to the user when playing this baseball game for the first time. The user can also obtain event characters through a lottery, as a reward in the game, or from other users. In this embodiment, the user can arbitrarily incorporate up to five event characters from the event characters they own into their event deck. Setting slots P231-1 to P231-5 are slots for setting the event characters they own as members of their event deck.
[0034] In this embodiment, only one event character owned by another user can be incorporated into the event deck as a helper. The setting frame P232 is a frame for setting an event character owned by another user as a member of the event deck.
[0035] When the user taps on any of the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232, an image for selecting an event character to set in that setting frame or changing the event character set in that setting frame to another event character is displayed on the display unit 15. The setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 display an image of the event character set in that setting frame, along with the rarity and level of that event character. For example, the rarity and level displayed for part P231-1 are "R" and "Lv. 8," respectively.
[0036] "Rarity" indicates, for example, how difficult it is to obtain an event character. The higher the rarity of an event character, the more difficult it is to obtain that event character. For example, each event character is associated with one of several levels of rarity: PSR (Powerful Super Rare), SR (Super Rare), PR (Powerful Rare), R (Rare), PN (Powerful Normal), and N (Normal). These are listed in order from highest to lowest: PSR, SR, PR, R, PN, N.
[0037] "Level" indicates the level of the event character. The higher the level of the event character, the stronger the effect of the event caused by the event character.
[0038] The event deck setting image G200 also includes parts P240 and P250. Part P240 is associated with a process for automatically setting up the event deck according to the user's requests. When the user selects part P240, the computer selects an appropriate event character and incorporates it into the event deck.
[0039] Part P250 indicates the favorite practice of the event character incorporated into the event deck. In this embodiment, one of ten types of practice, "batting," "muscle strength," "base running," "shoulder strength," "defense," "mentality," "pitch speed," "control," "stamina," and "curve ball," is set as the favorite practice for each event character. Note that "muscle strength," "base running," "shoulder strength," and "defense" are practice items related to fielders, while "pitch speed," "control," "stamina," and "curve ball" are practice items related to pitchers, and "mentality" is a practice item related to both fielders and pitchers.
[0040] Figure 3 shows that of the 10 types of practice, "Batting," "Strength," "Baserunning," and "Shoulder Strength," which are not associated with a cross, are set as the favorite practice of the event character incorporated into the event deck. Also, Figure 3 shows that the number (2) is displayed in association with each of "Strength" and "Shoulder Strength." This indicates that, of the event characters incorporated into the event deck, there are two event characters for whom "Strength" is set as their favorite practice, and there are two event characters for whom "Shoulder Strength" is set as their favorite practice.
[0041] [2-3] After setting up the Event Deck, the scenario begins. For example, the main character joins a high school baseball team, practices with his teammates, earns a spot on the starting lineup, competes in baseball tournaments (regional and national qualifiers), and aims to be scouted as a professional baseball player in the fall of his third year of high school.
[0042] Event characters incorporated into the event deck appear in the scenario. For example, event characters incorporated into the event deck appear as teammates (players, managers, etc.) of the main character. In addition, certain game characters (for example, one manager, one scout, and seven teammates) are pre-set as characters in the scenario. These game characters appear in the game even if they are not incorporated into the event deck. For this reason, event characters incorporated into the event deck can be said to be game characters added as characters.
[0043] In this embodiment, the scenario progresses as the user repeatedly selects actions (practice, rest, play, etc.) to be performed by the main character. The scenario is divided into multiple sections, and each section is made up of multiple turns. For example, one turn corresponds to one week in the game. With each completion of one turn, the virtual time in the game advances by one week, thereby progressing the scenario. Note that one turn may also correspond to one day in the game, etc.
[0044] In each turn, the user selects one of a plurality of options regarding the main character's behavior as the behavior to be performed by the main character.
[0045] [2-3-1] Figure 4 shows an example of a main command image for selecting an action to be performed by the main character. As shown in Figure 4, the main command image G300 includes parts P310, P320, and P330. Part P310 indicates a point in time in the game.
[0046] Part P320 indicates the motivation parameter of the main character. The motivation parameter is a parameter that indicates the motivation (condition) of the main character. In this embodiment, the motivation of the main character is expressed in five levels: "Excellent", "Good", "Average", "Poor", and "Extremely Poor". In FIG. 4, text such as "Excellent" is displayed as part P320, but an image (such as a facial image) that indicates the level of motivation may also be displayed as part P320.
[0047] Part P330 is a gauge image that indicates the main character's physical strength parameter. For example, when the main character practices, the value of the physical strength parameter decreases, and when the main character takes a break from practice, the value of the physical strength parameter increases (recovers). When the value of the physical strength parameter decreases, the main character is more likely to be injured during practice.
[0048] Furthermore, the main command image G300 includes a command area A340, which includes parts P341, P342, P343, P344, P345, and P346.
[0049] The part P341 is associated with a process for making the main character practice, and the user can make the main character practice by selecting the part P341. Details will be described later (see FIG. 5).
[0050] The part P342 is associated with a process for resting the main character, and the user can rest the main character by selecting the part P342. By resting the main character, the main character's physical strength parameters increase (recover).
[0051] The part P343 is associated with a process for having the main character visit a hospital, and the user can have the main character visit a hospital by selecting the part P343. For example, if the main character becomes ill or injured, the main character can be cured by having the main character visit a hospital. Note that there are cases where the main character's illness or injury cannot be cured in a single visit to the hospital. In such cases, the main character must be made to visit the hospital multiple times to have the illness or injury cured.
[0052] The part P344 is associated with a process for letting the main character play, and the user can let the main character play by selecting the part P344. By letting the main character play, the main character's motivation parameter increases.
[0053] The part P345 is associated with a process for making the main character go on a date, and the user can make the main character go on a date by selecting the part P345. Depending on the outcome of the date, the main character's motivation parameter may increase or decrease.
[0054] The part P346 is associated with a process for improving the abilities of the main character, and the user can improve the abilities of the main character by selecting the part P346. Details will be described later (see FIGS. 8A and 8B).
[0055] Furthermore, the main command image G300 includes a bingo area A350. Details of the bingo area A350 will be described later.
[0056] [2-3-2] Fig. 5 shows an example of a practice command image for making the main character practice. The practice command image G400 shown in Fig. 5 is displayed on the display unit 15 when the part P341 of the main command image G300 is selected.
[0057] 5, the practice command image G400 includes parts P410, P420, and P430, which are similar to the parts P310, P320, and P330 of the main command image G300.
[0058] The practice command image G400 also includes a command area A440. The command area A440 includes parts P441, P442, P443, P444, P445, and P446, each corresponding to a plurality of practice items. In this embodiment, a level is assigned to each practice item, and each of parts P441 to P446 displays the name and level of the associated practice item. The level of a practice item increases when the number of times the practice has been performed reaches a predetermined number. For example, when a batting practice has been performed a first predetermined number of times, the level of the batting practice increases from "1" to "2," and when the number of times the batting practice has been performed reaches a second predetermined number of times, the level of the batting practice increases from "2" to "3."
[0059] Part P441 is associated with a process for having the main character perform batting practice. Part P442 is associated with a process for having the main character perform strength practice. Part P443 is associated with a process for having the main character perform baserunning practice. Part P444 is associated with a process for having the main character perform shoulder strength practice. Part P445 is associated with a process for having the main character perform fielding practice. Part P446 is associated with a process for having the main character perform mental practice. Figure 5 shows a case where the main character is a fielder, so parts P441 to P446 associated with processes for performing practice items related to fielders are displayed, but if the main character is a pitcher, parts associated with processes for performing practice items related to pitchers are displayed.
[0060] For example, if the user wants the main character to practice base running, the user first selects part P443, which corresponds to base running practice. In this case, part P443 is provisionally selected. In this state, part P443 is displayed in a way that distinguishes it from the other parts P441, P442, P444 to P446, indicating that part P443 is provisionally selected. In FIG. 5, part P443 is positioned vertically on the screen differently from the other parts P441, P442, P444 to P446, and part P447, which corresponds to the cursor, is associated with part P443. In this state, part P448, which indicates the probability of injury during practice, is displayed in association with part P443. 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 injury during practice.
[0061] The practice command image G400 also includes a part P450. The part P450 indicates the experience points of the main character (i.e., the experience points currently held by the main character). In this embodiment, five types of experience points are set: strength, agility, technique, curveball, and mental points. Figure 5 shows a case where the main character's strength, agility, technique, curveball, and mental points are all 0 points.
[0062] 5, "+2" and "+8" are displayed in association with the strength and agility points, respectively. This indicates that if the provisionally selected practice item (base running practice) is performed, the main character's strength points will increase by 2 points and his agility points will increase by 8 points.
[0063] In this embodiment, the type and amount of experience points that will be gained by performing each practice are determined for each practice item. The higher the level of the practice item, the greater the amount of experience points that will be gained when that practice is performed.
[0064] FIG. 6 shows an example of practice effect data D1001. The practice effect data D1001 indicates effect information for each practice item. That is, the practice effect data D1001 indicates, for each practice item, the type of experience points that will be gained by performing each practice and the amount of that increase. As shown in FIG. 6, the practice effect data D1001 includes "practice ID," "name," and "effect" fields. The practice ID field indicates identification information for uniquely identifying each practice item. The name field indicates the name of the practice item.
[0065] The effect field indicates effect information. As shown in FIG. 6, the effect field includes subfields: "Lv.1," "Lv.2," "Lv.3," "Lv.4," and "Lv.5." The Lv.1 field indicates the effect that occurs when level 1 practice is performed. That is, the Lv.1 field indicates the amount of experience points that will be increased when level 1 practice is performed, including strength, agility, technique, curveball, and mental points. For example, "Strength +2" indicates that strength points will be increased by 2 points. As shown in FIG. 6, when level 1 batting practice is performed, strength, technique, and mental points will be increased by 2 points, 7 points, and 1 point, respectively. The Lv.2, Lv.3, Lv.4, and Lv.5 fields are similar to the Lv.1 field.
[0066] Furthermore, the practice command image G400 includes a teammate area A460. The teammate area A460 shows information such as a teammate character assigned to the provisionally selected practice (baserunning practice).
[0067] In this embodiment, a teammate character, a manager character, a scout character, or the like is assigned to each practice item, and game characters other than the main character are also shown performing or watching over one of the practices. The teammate character, or the like, assigned to the provisionally selected practice item is displayed in the teammate area A460. The teammate character, or the like, assigned to each practice item changes with each turn.
[0068] In the following, we will assume that there are 14 teammate characters T1 to T14 as teammates of the main character. Of these, teammate characters T1 to T6 are event characters incorporated into the event deck (i.e., event characters set in setting slots P231-1, P231-2, P231-3, P231-4, P231-5, and P232).
[0069] In Figure 5, base running practice is provisionally selected, so the teammate characters etc. assigned to base running practice are displayed in teammate area A460. In Figure 5, parts P461-1, P461-2, and P461-3 corresponding to the three teammate characters T1, T2, and T10 assigned to base running practice, respectively, are displayed in teammate area A460.
[0070] Part P461-1 shows the image and name (T1) of teammate character T1. Part P461-1 also includes parts P462-1 and P463-1. Part P462-1 corresponds to a gauge image and shows the evaluation of teammate character T1 relative to the main character. The longer the gauge (the shaded area in Figure 5) in part P462-1, the higher the evaluation of teammate character T1 relative to the main character. Part P463-1 shows the favorite practice of teammate character T1 (baserunning practice).
[0071] Parts P461-2 and P461-3 are also similar to part P461-1. Parts P462-2 and P462-3 included in parts P461-2 and P461-3 are also similar to part P462-1, and P463-2 included in part P461-2 is also similar to part P463-1. Note that the favorite practice is only displayed if the teammate character is an event character. Part P461-3 corresponds to teammate character T10, which is not an event character, and therefore part P461-3 does not include a part corresponding to part P463-1.
[0072] When a user selects one of the practice items while it is provisionally selected, the selected practice item is confirmed as the practice item to be executed (the practice item to be executed by the main character). For example, when base running practice is provisionally selected (i.e., when part P447 is pointing to part P443 corresponding to base running practice), if the user selects part P443, base running practice is confirmed as the practice item to be executed.
[0073] When any of the practice items is confirmed as the practice item to be executed, the main character will practice that practice item. In this case, the main character's experience points will increase based on the practice item executed (see Figure 6). For example, when level 1 base running practice is executed, the main character's strength points will increase by 2 points and agility points will increase by 8 points.
[0074] In FIG. 5, the teammate character T1's favorite practice (baserunning practice) shown in part P463-1 matches the provisionally selected practice (baserunning practice). That is, the teammate character T1 (event character) that has set baserunning practice as its favorite practice is assigned to baserunning practice. In this state, if the main character performs baserunning practice, and the teammate character T1's evaluation of the main character is higher than a predetermined standard (for example, if the evaluation is at its maximum value), a special event occurs. That is, a special tag practice event with the teammate character T1 occurs. In this case, the increase in experience points is greater than in normal cases.
[0075] For example, if the favorite practice of both teammate characters T1 and T2 is baserunning practice, and the evaluations of teammate characters T1 and T2 relative to the main character are both higher than a predetermined standard, a special tag practice event with the two teammate characters T1 and T2 will occur. In this case, the amount of experience points gained will be greater than in a special tag practice event with one teammate character T1. In this way, the more teammate characters that participate in the special tag practice event, the greater the amount of experience points gained.
[0076] In Figure 5, teammate character T1 is assigned to the same practice item as his / her own favorite practice, but teammate characters are not necessarily assigned to the same practice item as their own favorite practice, and may be assigned to a practice item different from their own favorite practice. The practice item to which a teammate character is assigned is determined (randomly) based on probability information for each turn.
[0077] When the main character performs a practice, the evaluations of the teammate characters, manager characters, and scout characters for the main character increase slightly (see P543 in Figure 7). Note that the evaluations of the teammate characters, manager characters, or scout characters assigned to the practice performed by the main character increase more than usual (see P542 in Figure 7).
[0078] [2-3-3] When the main character performs a practice (i.e., when one of the practice items is confirmed as the one to be performed), a practice result image showing the main character's practice results is displayed on the display unit 15. FIG. 7 shows an example of a practice result image. As shown in FIG. 7, the practice result image G500 includes parts P510, P520, and P530. These are similar to parts P310, P320, and P330 of the main command image G300. However, as a result of the main character's physical strength parameters decreasing as a result of the practice being performed, the gauge in part P530 is shorter than in FIGS. 4 and 5.
[0079] Furthermore, practice result image G500 includes part P540. Part P540 shows the practice results of the main character, and includes text showing changes in various parameters as a result of the main character's practice.
[0080] Figure 7 shows the case where the main character has performed base running practice at level 1. In Figure 7, part P540 includes (a) part P541 indicating that, as a result of the main character performing the base running practice, the strength points have increased by 2 points, the agility points have increased by 8 points, and the physical strength parameter has decreased by 25 points, (b) part P542 indicating that the evaluations of the main character by teammate characters T1, T2, and T10, who were assigned to the base running practice, have increased by 7 points, and (c) part P543 indicating that the evaluations of the main character by the other teammate characters, manager character, and scout character have increased by 1 point.
[0081] After the practice result image G500 is displayed, the next turn begins and the main command image G300 is again displayed on the display unit 15. Furthermore, when the part P341 (practice) is selected, the practice command image G400 is again displayed on the display unit 15.
[0082] [2-3-4] The user can improve the abilities of the main character by using (consuming) the experience points of the main character that have been granted as described above.
[0083] 8A and 8B show an example of an ability improvement image for improving the abilities of the main character. The ability improvement image G600 shown in Figures 8A and 8B is displayed on the display unit 15 when the part P346 of the main command image G300 is selected.
[0084] 8A and 8B, the ability improvement image G600 includes a first area A610, which includes a pitcher ability tab P611 and a fielder ability tab P612. The pitcher ability tab P611 displays changes to basic ability parameters related to pitcher ability, and the fielder ability tab P612 displays changes to basic ability parameters related to fielder ability. As shown in FIGS. 8A and 8B, the fielder ability tab P612 displays the pre-change and post-change values for each of the basic ability parameters related to fielder ability, namely, trajectory, hitting, power, running ability, arm strength, fielding ability, and catching parameters.
[0085] The ability improvement image G600 also includes a second area A620, which includes a basic ability tab P621 and a special ability tab P622. As shown in Fig. 8A, the basic ability tab P621 displays the experience points (strength, agility, technique, curveball, and mental points) currently possessed by the main character. Fig. 8A shows that the main character's current strength, agility, technique, curveball, and mental points are 77 points, 94 points, 39 points, 15 points, and 70 points, respectively.
[0086] In the Basic Ability tab P621, the values of the main character's basic ability parameters (trajectory, hitting, power, running ability, arm strength, defensive ability, or catching parameters) can be increased in exchange for some or all of the experience points currently held by the main character.
[0087] The basic ability tab P621 displays, in association with each basic ability parameter, the ability value required to increase the value of that basic ability parameter by one point from its current value. The basic ability tab P621 shown in Fig. 8A shows, for example, that 30 points each of strength, technique, and mental points are required to increase the value of the trajectory parameter by one point from its current value.
[0088] Furthermore, in the basic ability tab P621, parts P623-1, P623-2, P623-3, P623-4, P623-5, P623-6, and P623-7 are displayed in association with each basic ability parameter.
[0089] For example, part P623-1 is associated with a trajectory parameter, and part P623-1 is associated with a process for increasing the trajectory parameter by one point in exchange for a predetermined number of experience points. By selecting part P623-1, the user can increase the trajectory parameter by one point from its current value in exchange for 30 strength points, 30 technique points, and 30 mental points. In this case, the trajectory parameter is increased by one point, and a message to that effect is displayed in the first area A610, and the required experience points are subtracted from the "current experience points" in the second area A620.
[0090] Like part P623-1, the other parts P623-2 to P623-7 are associated with the hitting, power, running ability, arm strength, defensive ability, and catching parameters, respectively, and parts P623-2 to P623-7 are associated with a process for increasing these parameters by one point in exchange for a specified amount of experience points.
[0091] When the user selects the special ability tab P622 in the state shown in Fig. 8A, the state switches to that shown in Fig. 8B. As shown in Fig. 8B, the special ability tab P622 also displays the experience points (strength, agility, technique, curveball, and mental points) currently possessed by the main character.
[0092] The Special Abilities tab P622 allows the main character to acquire special abilities in exchange for some or all of the experience points currently held by the main character. In FIG. 8B, the following special abilities are displayed as the main character's available abilities: "Chance Good," "Against Left-Handed Pitchers Good," "Stealing Good," "Baserunning Good," "Throwing Good," "Injury Resistance Good," and "Average Hitter." "Chance Good" is a special ability that allows the main character to excel in chances. "Against Left-Handed Pitchers Good" is a special ability that allows the main character to excel at stealing bases. "Throwing Good" is a special ability that makes it difficult for the ball to be thrown. "Injury Resistance Good" is a special ability that makes the main character rarely get injured. "Average Hitter" is a special ability that allows the main character to hit balls with high hit potential.
[0093] The special ability tab P622 displays, in association with each special ability, the experience points required for the main character to acquire that special ability. The special ability tab P622 shown in FIG. 8B shows, for example, that 15 points, 30 points, and 105 points of agility, technique, and spirit points are required for the main character to acquire "Chance ○," respectively. Note that for special abilities that the main character has already acquired, a message indicating that the special ability has been acquired is displayed.
[0094] Furthermore, in the special ability tab P622, parts P624-1, P624-2, P624-3, P624-4, P624-5, and P624-6 are displayed in association with each special ability.
[0095] For example, part P624-1 is associated with "Chance ○", and part P624-1 is associated with a process for making the main character acquire "Chance ○" in exchange for a predetermined amount of experience points. By selecting part P624-1, the user can make the main character acquire "Chance ○" in exchange for 15 agility points, 30 technical points, and 105 mental points.
[0096] Like part P624-1, other parts P624-2 to P624-6 are associated with "against left-handed pitchers ○," "stealing bases ○," "base running ○," "throwing ○," and "average hitter," respectively, and parts P624-2 to P624-6 are associated with a process for making the main character acquire these special abilities in exchange for a certain amount of experience points. Note that, because the main character has already acquired "injury resistance ◎," no part is associated with "injury resistance ◎."
[0097] In FIG. 8B, "Lv. 1" is displayed in association with "Chance ○" and "Stolen Base ○." "Lv. 1" indicates the skill level of "Chance ○" and "Stolen Base ○." If the main character has grasped the skill to acquire a special ability, the experience points required for the main character to acquire the special ability are reduced. Furthermore, the higher the skill level, the lower the experience points required for the main character to acquire the special ability.
[0098] At the start of the training part, the knack level for each special ability is set to zero (i.e., it is set to a state where the player has not yet mastered the knack of each special ability). For example, in the training part, based on the practice item selected as the execution target, an event may occur in which an event character teaches the main character the knack of a special ability, and when such an event occurs, the knack level for the special ability increases.
[0099] 8A and 8B, the ability improvement image G600 includes parts P630, P640, and P650. Part P630 is associated with a process for returning to the previously displayed image. Therefore, when the user selects part P630, a main command image G300 is displayed on display unit 15.
[0100] Part P640 is associated with a process for canceling the change in the main character's abilities and restoring them to their pre-change state. Therefore, when the user selects part P640, the main character's abilities return to their pre-change state. Part P650 is associated with a process for finalizing the change in the main character's abilities. Therefore, when the user selects part P650, the main character's abilities are finalized to their post-change state.
[0101] As described above, in the training part, experience points are awarded to the main character based on the options selected by the user (such as practice items), and the user can use the experience points to improve the main character's abilities (for example, to increase the main character's basic abilities or to have the main character acquire special abilities). Also, in the training part, the occurrence of an event may result in experience points being awarded to the main character or the main character's abilities being improved. When the scenario progresses to the end, the main character's training is completed, and the main character is completed as shown in Figure 2, for example. The main character whose training is complete is registered as an original character. After the training part is finished, the user can start the training part again from the beginning to train another original character.
[0102] [2-4] In this embodiment, the training part is equipped with a bingo function. In the bingo function, a bingo sheet including a plurality of squares, each associated with a task (goal) related to the training of the main character, is presented to the user. When it is determined that the task associated with a square has been accomplished, the square is set as an accomplished square, and reward points are awarded to the user. In addition, when a bingo is achieved using an accomplished square, reward points are also awarded to the user. Therefore, in the training part, the user aims to develop a highly capable main character and to acquire as many reward points as possible by the end of the training part. The bingo function will be described in detail below.
[0103] [2-4-1] In the bingo function, a bingo sheet is set up with N squares in the vertical direction and N squares in the horizontal direction (N: an integer equal to or greater than 3), with each square associated with a task. FIG. 9 shows an example of a bingo sheet. Bingo sheet B shown in FIG. 9 includes nine squares, M11, M12, M13, M21, M22, M23, M31, M32, and M33, arranged in a 3 by 3 matrix. Hereinafter, when it is not necessary to distinguish between the individual squares M11, M12, M13, M21, M22, M23, M31, M32, and M33, they will be collectively referred to as "square M."
[0104] Each square M on the bingo sheet B is associated with various tasks to be completed in the development part. Figure 10 shows an example of task data D1002 showing a list of tasks. As shown in Figure 10, the task data D1002 includes "Task ID", "Task Content", "Simple Display", and "Detailed Display" fields. The task ID field indicates identification information for uniquely identifying each task. The task content field indicates the content of the task. The simple display field indicates the display text when the task is displayed in simple display, and the detailed display field indicates the display text when the task is displayed in detailed display.
[0105] Among the tasks illustrated in FIG. 10, the task with task ID "1" is a task to perform batting practice a predetermined number of times. This task is achieved when the number of times the main character performs batting practice reaches a predetermined value. In the bingo sheet B illustrated in FIG. 9, the task with task ID "1" is associated with square M33, and the predetermined number of times (predetermined value) is set to "1." Although omitted in FIG. 10, similar tasks are set as tasks with task IDs "2" to "6" for each practice item other than batting practice (strength practice, base running practice, shoulder strength practice, defensive practice, and mental practice).
[0106] The task with task ID "10" is to raise the level of batting practice to a predetermined value or higher. This task is achieved when the level of batting practice reaches the predetermined value or higher. Although omitted in FIG. 10, similar tasks are set for each practice item other than batting practice (muscle strength practice, base running practice, shoulder strength practice, fielding practice, and mental practice) as tasks with task IDs "11" to "15."
[0107] The task with task ID "20" is to increase the total experience points to a predetermined value or more. This task is achieved when the cumulative total of experience points (strength, agility, technique, curveball, and mental points) given to the main character from the start of the training part to the present time reaches a predetermined value or more. In the bingo sheet B shown in Figure 9, the task with task ID "20" is associated with square M22, and the predetermined value is set to "300."
[0108] The task with task ID "21" is to increase the strength points to a predetermined value or more. This task is achieved when the cumulative total of strength points granted to the main character from the start of the training part to the present time reaches a predetermined value or more. In the bingo sheet B illustrated in FIG. 9, the task with task ID "21" is associated with square M12, and the predetermined value is set to "100." Although omitted in FIG. 10, similar tasks are set as tasks with task IDs "22" to "25" for each experience point other than strength points (agility, technique, curveball, mental points).
[0109] The task with task ID "30" is to increase the trajectory parameter of the main character to a predetermined value or more. This task is achieved when the value of the trajectory parameter of the main character reaches or exceeds the predetermined value. Although omitted in FIG. 10, similar tasks are set as tasks with task IDs "31" to "36" for each basic ability parameter other than the trajectory parameter (hitting, power, running ability, arm strength, fielding ability, and catching parameters).
[0110] The task with task ID "40" is a task to make the total of the tips levels that the main character has acquired equal to or greater than a predetermined value. For example, as shown in FIG. 8B, if the main character has a tip level of 1 for "Chance ○" and a tip level of 1 for "Stolen Base ○", the total of the tips levels will be "2". This task is achieved when the total of the tips levels that the main character has acquired reaches a predetermined value. In the bingo sheet B illustrated in FIG. 9, the task with task ID "40" is associated with square M23, and the predetermined value is set to "1".
[0111] The task with task ID "41" is to have the main character acquire a predetermined number of first-class special abilities. Similarly, the task with task ID "42" is to have the main character acquire a predetermined number of second-class special abilities, and the task with task ID "43" is to have the main character acquire a predetermined number of third-class special abilities.
[0112] In this embodiment, the multiple special abilities that the main character can acquire are grouped into three types: first type special abilities, second type special abilities, and third type special abilities. Among the multiple special abilities that the main character can acquire, some are easy to acquire (for example, those requiring few experience points to acquire), and others are difficult to acquire (for example, those requiring many experience points to acquire). In this embodiment, the multiple special abilities are divided into the above three groups based on ease of acquisition. The first type special abilities are a group to which special abilities that are easy to acquire belong, the third type special abilities are a group to which special abilities that are difficult to acquire belong, and the second type special abilities are a group to which special abilities that are more difficult to acquire than the first type special abilities but easier to acquire than the third type special abilities belong. Note that the method of grouping the special abilities is not limited to this example, and other methods may be adopted.
[0113] The task with task ID "41" is completed when the number of special abilities belonging to the first type of special ability among the special abilities acquired by the main character reaches a predetermined value or more. Similarly, the task with task ID "42" is completed when the number of special abilities belonging to the second type of special ability among the special abilities acquired by the main character reaches a predetermined value or more. Furthermore, the task with task ID "43" is completed when the number of special abilities belonging to the third type of special ability among the special abilities acquired by the main character reaches a predetermined value or more. In the bingo sheet B shown in FIG. 9, the task with task ID "41" is associated with square M32, and the predetermined value is set to "1."
[0114] The task with task ID "44" is a task to have the main character acquire a specific special ability from among the first-class special abilities. This task is accomplished when the main character acquires the specific special ability from among the first-class special abilities. In the bingo sheet B illustrated in FIG. 9, the task with task ID "44" is associated with square M11, and "steal bases ○" is set as the specific special ability. The task with task ID "44" is also associated with square M21, and "bunt ○" is set as the specific special ability.
[0115] The task with task ID "45" is to have the main character acquire a specific special ability from among the second-class special abilities, and the task with task ID "46" is to have the main character acquire a specific special ability from among the third-class special abilities. These are similar to the task with task ID "44."
[0116] The task with task ID "50" is to perform special tag practice a predetermined number of times. This task is achieved when the number of times the special tag practice is performed reaches a predetermined value. In the bingo sheet B illustrated in FIG. 9, the task with task ID "50" is associated with square M31, and the predetermined number of times (predetermined value) is set to "1."
[0117] The task with task ID "51" is to perform special tag practice with a predetermined number of event characters or more a predetermined number of times. This task is completed when the number of times special tag practice with a predetermined number of event characters or more reaches a predetermined value.
[0118] The task with task ID "52" or "53" is to raise the supervisor character's or scout character's evaluation of the main character to a predetermined value or higher. When the supervisor character's or scout character's evaluation of the main character reaches a predetermined value or higher, the task with task ID "52" or "53" is achieved.
[0119] The task with task ID "54" is for the main character to be selected as a starting member. This task is accomplished when the main character is selected as a starting member in a match that is executed in the scenario of the training part.
[0120] The task with task ID "55" is to raise the main character's motivation parameter by a predetermined number of stages in total by executing the play command (part P344). This task is achieved when the cumulative number of stages by which the main character's motivation parameter has been raised by the play command reaches a predetermined value or more. In the bingo sheet B illustrated in Figure 9, the task with task ID "55" is associated with square M13, and the predetermined value is set to "2."
[0121] The task with task ID "56" is to increase the total progress of the date between the main character and the lover character to a predetermined value or more. This task is achieved when the progress of the date between the main character and the lover character reaches a predetermined value or more. The task with task ID "57" or "58" is to have the main character spend Christmas or Valentine's Day with the lover character, and is achieved when an event occurs in the development part scenario in which the main character spends Christmas or Valentine's Day with the lover character.
[0122] When a task associated with a square M is completed by the user, the square M is set as a completed square. When the completed square satisfies the bingo completion condition, bingo is achieved and the bingo sheet B is cleared. That is, in a bingo sheet B having N squares M in a vertical and N horizontal dimension, when all N squares M arranged in a vertical, horizontal, or diagonal line become completed squares, bingo is achieved and the bingo sheet B is cleared. For example, as shown in FIG. 11, in a bingo sheet B having 3 squares M in a vertical and 3 horizontal dimension, when all three squares M arranged vertically (e.g., squares M13, M23, and M33) become completed squares, bingo is achieved and the bingo sheet B is cleared. For example, if three squares M arranged horizontally (e.g., squares M11, M12, and M13) are all completed squares, or if three squares M arranged diagonally (e.g., squares M11, M22, and M33) are all completed squares, a bingo is achieved and the bingo sheet B is cleared.
[0123] 9 and 11, all squares M are associated with tasks, but the bingo sheet B may include squares M that are not associated with tasks. When determining whether a bingo has been achieved, the squares M that are not associated with tasks can be regarded as achieved squares.
[0124] [2-4-2] In the bingo function, multiple bingo sheets B are set. FIG. 12 shows an example of multiple bingo sheets B. In FIG. 12, 10 bingo sheets B-1 to B-10 are set. Note that FIG. 12 is just an example, and 11 or more bingo sheets B may be set, or 9 or fewer bingo sheets B may be set.
[0125] In FIG. 12, the first and second bingo sheets B-1 and B-2 are set as bingo sheets B each having 9 squares M in a 3-by-3 matrix. The third to sixth bingo sheets B-3 to B-6 are set as bingo sheets B each having 16 squares M in a 4-by-4 matrix. The seventh to tenth bingo sheets B-7 to B-10 are set as bingo sheets B each having 25 squares M in a 5-by-5 matrix. In this way, in FIG. 12, the number of squares M on the bingo sheet B increases in stages. This provides the user with the added fun of varying the number of squares M on the bingo sheet B. However, it is not necessary to vary the number of squares M on the bingo sheet B; the number of squares M on the bingo sheets B-1 to B-10 may be the same.
[0126] At the start of the training part, the first bingo sheet B-1 is set as the bingo sheet B (hereinafter referred to as the "current sheet") that the user is to clear. Then, when the first bingo sheet B-1 is cleared, the current sheet changes from the first bingo sheet B-1 to the second bingo sheet B-2. In this way, when the current sheet is the i-th (i: an integer greater than or equal to 1) bingo sheet Bi and the i-th bingo sheet Bi is cleared, the current sheet changes from the i-th bingo sheet Bi to the j-th (j: an integer where j=i+1) bingo sheet Bj.
[0127] The bingo sheets B-1 to B-10 may be created in advance by a game developer or may be generated by a computer. That is, before the start of the training part, the control unit 11 (or the control unit 31) may generate the bingo sheets B-1 to B-10 by determining (randomly) the tasks to be associated with each square M based on the task data D1002 and in accordance with probability information.
[0128] [2-4-3] In the bingo function, a bingo may be achieved in a chain reaction between the ith bingo sheet Bi and one or more subsequent bingo sheets B. Such a chain reaction of achieving a bingo will now be described.
[0129] FIG. 13 is a diagram for explaining a chain of bingo achievements, showing an example of the state of the first and second bingo sheets B-1 and B-2 when the first bingo sheet B-1 is the current sheet.
[0130] 13, of the nine squares M11-1, M12-1, M13-1, M21-1, M22-1, M23-1, M31-1, M32-1, and M33-1 on the first bingo sheet B-1, the squares M12-1, M22-1, M23-1, and M33-1 are completed squares. In this case, when any of the squares M11-1, M13-1, M21-1, and M32-1 becomes an completed square, a bingo is achieved on the first bingo sheet B-1.
[0131] In this embodiment, when the i-th bingo sheet Bi is the current sheet, it is possible that the task of a square M on a bingo sheet B subsequent to the i-th bingo sheet Bi has been completed. In Fig. 13, when the first bingo sheet B-1 is the current sheet, the tasks of squares M13-2, M22-2, and M31-2 have been completed among the nine squares M11-2, M12-2, M13-2, M21-2, M22-2, M23-2, M31-2, M32-2, and M33-2 on the second bingo sheet B-2. These squares M13-2, M22-2, and M31-2 do not become completed squares but become reserved completion squares until the second bingo sheet B-2 becomes the current sheet. A "reserved completion square" is a square that has already been determined to have been completed and is scheduled to become a completed square when the second bingo sheet B-2 becomes the current sheet. Note that squares M13-2 and M31-2 on the second bingo sheet B-2 are associated with the same type of task (strength points, batting practice) as squares M12-1 and M33-1 on the first bingo sheet B-1, but there is no square M on the first bingo sheet B-1 that is associated with the same type of task (baserunning practice) as square M22-2 on the second bingo sheet B-2. Thus, while the first bingo sheet B-1 is the current sheet, a task associated with square M on the second bingo sheet B-2 may be completed even if there is no square M on the first bingo sheet B-1 that is associated with the same type of task.
[0132] In FIG. 13, on the second bingo sheet B-2, three achievement reservation squares (squares M13-2, M22-2, and M31-2) are aligned diagonally, and the achievement reservation squares satisfy the bingo achievement condition. In this case, when a bingo is achieved on the first bingo sheet B-1 and the current sheet is changed to the second bingo sheet B-2, the three achievement reservation squares become completed squares, and a bingo is achieved. In other words, when a bingo is achieved on the first bingo sheet B-1, a bingo is also achieved on the second bingo sheet B-2 in a chain reaction. In this case, it is determined that one bingo achievement has occurred. Note that, as in the second bingo sheet B-2 illustrated in FIG. 13, a state in which the bingo achievement condition is satisfied by the achievement reservation squares is a state in which a bingo is reserved for achievement, and therefore, such a state will be referred to as a "bingo reservation state."
[0133] Although the third bingo sheet B-3 is not shown in FIG. 13, if the third bingo sheet B-3 is also in a bingo reserved state, when a bingo is achieved on the first bingo sheet B-1, a bingo will also be achieved on the second bingo sheet B-2 and the third bingo sheet B-3 in a chain reaction. In this case, it is determined that two bingos have been achieved in a chain reaction. Note that three or more bingos may also be achieved in a chain reaction.
[0134] [2-4-4] The bingo function also awards users with reward points as described below.
[0135] [2-4-4-1] For example, when a task associated with square M on bingo sheet B is completed, reward points (task reward points) are awarded to the user. By awarding such reward points to the user, it is possible to increase motivation for completing tasks.
[0136] FIG. 14 shows an example of task reward point data that defines task reward points. As shown in FIG. 14, the task reward point data D1003 includes "bingo sheet number" and "task reward points" fields. The bingo sheet number field indicates which bingo sheet B it is. The task reward point field indicates the reward points (task reward points) that will be awarded to the user when it is determined that the task associated with square M on the bingo sheet B has been completed (in other words, when square M on the bingo sheet B is set as a completed square).
[0137] In FIG. 14, the bingo sheet number "1" is associated with the task reward point "100." This indicates that when a task associated with any square M on the first bingo sheet B-1 is accomplished, 100 task reward points will be awarded to the user. In FIG. 14, the larger the bingo sheet number, the more task reward points will be awarded. In other words, the task reward points are changed according to the bingo sheet number. Note that the task reward points may also be changed according to the task content (such as the difficulty of the task).
[0138] Note that task reward points are awarded for completing the task for square M only when it is first determined that the task for square M has been completed (i.e., when square M changes from a non-completed square to a completed square). For example, square M33 on the bingo sheet B illustrated in FIG. 9 is associated with the task of "performing batting practice once." In this case, when the first batting practice is performed, it is determined that the task for square M33 has been completed, and task reward points are awarded to the user for completing the task for square M33. However, even if further batting practice is performed thereafter, the task for square M33 has already been completed, and therefore task reward points are not awarded to the user for square M33.
[0139] In this embodiment, as described above, when the i-th bingo sheet Bi is the current sheet, it is possible that the task of the square M on the bingo sheet B after the i-th bingo sheet Bi is completed, but the task reward points are not awarded to the user at that time. For example, in the state illustrated in Fig. 13, the tasks of the squares M13-2, M22-2, and M31-2 on the second bingo sheet B-2 have also been completed, but because the first bingo sheet B-1 is the current sheet at this time, the task reward points for these squares M12-1, M22-1, M23-1, and M33-1 have not been awarded to the user, and will be awarded to the user when the second bingo sheet B-2 becomes the current sheet.
[0140] In this embodiment, it is possible that the task of square M on a bingo sheet B before the i-th bingo sheet Bi is completed when the i-th bingo sheet Bi is the current sheet, but in this case, task reward points will not be awarded to the user.
[0141] [2-4-4-2] For example, when a bingo is achieved on the current sheet (i.e., when the current sheet is cleared), reward points (bingo reward points) are awarded to the user. By awarding such reward points to the user, it is possible to increase the motivation to achieve a bingo.
[0142] FIG. 15 shows an example of bingo reward point data that defines bingo reward points. As shown in FIG. 15, the bingo reward point data D1004 includes a "bingo sheet number" and a "bingo reward point" field. The bingo sheet number field is the same as the bingo sheet number field of the task reward point data D1003. The bingo reward point field indicates the reward points (bingo reward points) that will be awarded to the user when a bingo is achieved on bingo sheet B.
[0143] In FIG. 15, the bingo sheet number "1" is associated with the bingo reward point number "500." This indicates that when a bingo is achieved on the first bingo sheet B-1, 500 bingo reward points are awarded to the user. In FIG. 15, the larger the bingo sheet number, the more bingo reward points are awarded. In other words, the bingo reward points are varied according to the bingo sheet number. Note that the bingo reward points may also be varied according to the number of squares M. Furthermore, when multiple bingos are achieved simultaneously on the current sheet, the bingo reward points may be increased compared to when only one bingo is achieved. In this case, the bingo reward points may also be increased according to the number of bingos achieved simultaneously.
[0144] [2-4-4-3] For example, a chain bonus is awarded to the user when a chain of bingos is achieved on the current bingo sheet B and one or more subsequent bingo sheets B. By awarding such a chain bonus to the user, the user can be provided with the excitement of aiming to achieve a chain of bingos.
[0145] FIG. 16 is an example of chain bonus data defining a chain bonus. As shown in FIG. 16, the chain bonus data D1005 includes a "chain number" and a "chain bonus" field. The chain number field indicates the number of chains required to achieve bingo. The chain bonus field indicates the chain bonus. In FIG. 16, a multiplier applied to bingo reward points is defined as the chain bonus.
[0146] For example, when a chain of bingo hits is achieved between the first bingo sheet B-1 and the second bingo sheet B-2, the chain number is "1." In this regard, in FIG. 16, the chain number "1" corresponds to the chain bonus "×1.5." The normal bingo reward points for the second bingo sheet B-2 are "700" (see FIG. 15). However, when a chain of bingo hits is achieved between the first bingo sheet B-1 and the second bingo sheet B-2, points calculated by multiplying 700 points by 1.5 are awarded to the user as bingo reward points for the second bingo sheet B-2. In other words, points calculated by multiplying 700 points by 0.5 are awarded to the user in addition to the normal bingo reward points as a bonus for achieving one chain.
[0147] For example, when a chain of bingos is achieved on the first bingo sheet B-1, the second bingo sheet B-2, and the third bingo sheet B-3, the chain number is "2." In this regard, in FIG. 16, the chain number "2" corresponds to the chain bonus "×1.9." The normal bingo reward points for the third bingo sheet B-3 are "900" (see FIG. 15). However, when a chain of bingos is achieved on the first bingo sheet B-1, the second bingo sheet B-2, and the third bingo sheet B-3, the points calculated by multiplying 900 points by 1.9 are awarded to the user as the bingo reward points for the third bingo sheet B-3. In other words, the points calculated by multiplying 900 points by 0.9 are awarded to the user in addition to the normal bingo reward points as a bonus for achieving two chains.
[0148] 16, the chain bonus is set in the form of a multiplier, but a predetermined fixed amount of reward points may also be set as the chain bonus. Also, in FIG. 16, the chain bonus is awarded when a chain is achieved, but the chain bonus may be awarded only when the number of chains is a predetermined number (an integer of 2 or more, for example, 3) or more.
[0149] [2-4-4-4] For example, at the end of each section, reward points (section reward points) are awarded to the user according to the number of bingo sheets B that have been cleared up to that point. By awarding such reward points to the user, it is possible to provide the user with the excitement of trying to clear as many bingo sheets B as quickly as possible.
[0150] FIG. 17 shows an example of section reward point data that defines section reward points. As shown in FIG. 17, the section reward point data D1006 includes a "clear count" and a "section reward point" field. The clear count field indicates the number of bingo sheets B that have been cleared by the end of the section. The section reward point field indicates the section reward points awarded to the user.
[0151] In FIG. 17, the number of cleared sheets "1" corresponds to the section reward points "1250." This indicates that if the number of bingo sheets cleared by the end of the section is "1," 1250 points will be awarded to the user as section reward points. In FIG. 17, the more sheets cleared, the more section reward points will be awarded.
[0152] [2-4-5] Returning to Figure 4, the bingo area A350 of the main command image G300 will be described. As shown in Figure 4, the bingo area A350 includes parts P351, P352, P353, P354, and P355 related to the bingo function.
[0153] Part P351 indicates the current sheet, bingo sheet B. Part P352 indicates which bingo sheet B the current sheet is. Figure 4 shows the case where the bingo sheet B illustrated in Figure 9 is the current sheet, so part P351 corresponds to the bingo sheet B illustrated in Figure 9.
[0154] In part P351, text indicating the assignment content of each cell M on the current sheet is displayed in each cell M. This text is displayed based on the simple display field of the assignment data D1002. In FIG. 4, text indicating the assignment content is displayed in each cell M, but in addition to or instead of displaying the text, an image (such as a sign or icon) indicating the assignment content may also be displayed in each cell M.
[0155] Note that a target value may be displayed in a cell M associated with a task including a numerical target, or the remaining value required to achieve the task (i.e., the numerical value obtained by subtracting the current value from the target value) may be displayed. For example, for a cell M associated with the task of "increase muscle strength points to 100 or more," if the current value of muscle strength points is 20 points, the target value of "100" may be displayed in the cell M, or the remaining value of "80" may be displayed in the cell M. Note that, for ease of explanation, the target value will be described here as being displayed in the cell M, but if the remaining value is displayed in the cell M, the user can more easily grasp the remaining value required to achieve the task.
[0156] When the user selects any of the squares M on the current sheet displayed as part P351, details of the task for that square M are displayed. Figure 18 shows the case where the user selects the square M in the lower right. Therefore, in Figure 18, part P356 is displayed, which shows details of the task for the square M in the lower right (perform batting practice once).
[0157] 4 and 18 show a case where none of the squares M on the current sheet are marked as completed squares. FIG. 19 shows an example of part P351 when some squares M on the current sheet are marked as completed squares, and shows an example of part P351 in the state shown in FIG. 13. As shown in FIG. 19, part P351 displays completed squares and other squares so that the user can distinguish them. In FIG. 19, a sign indicating that the square is completed (the task has been completed) is displayed within the completed square M.
[0158] In addition, when the first bingo sheet B-1 is the current sheet and the second bingo sheet B-2 is in a bingo reservation state, as shown in Figure 13, part P357 corresponding to the second bingo sheet B-2 is displayed slightly offset from part P351 behind part P351 representing the first bingo sheet B-1, which is the current sheet, as shown in Figure 19.
[0159] For example, if the first bingo sheet B-1 is the current sheet and the second bingo sheet B-2 and the third bingo sheet B-3 are in a bingo reserved state, part P357 corresponding to the second bingo sheet B-2 is displayed behind part P351 representing the first bingo sheet B-1, which is the current sheet, slightly offset from part P351, and furthermore, behind part P357, a part corresponding to the third bingo sheet B-3 is displayed offset from parts P351 and P357.
[0160] In the bingo sheet detail image described below (see Figures 20, 22, etc.), the bingo sheet B after the current sheet can be confirmed, so by transitioning to the bingo sheet detail image, the user can confirm whether the second bingo sheet B-2, etc. is in a bingo reserved state, but by using part P357, etc., the user can understand that the second bingo sheet B-2, etc. is in a bingo reserved state without transitioning to the bingo sheet detail image.
[0161] Part P353 is a part for checking the details of the tasks in each square M of the bingo sheet B. Part P353 is associated with a process for displaying a detailed bingo sheet image showing details of the tasks in each square M of the bingo sheet B on the display unit 15. Therefore, when the user selects part P353, the detailed bingo sheet image is displayed on the display unit 15. The detailed bingo sheet image will be described later (see FIGS. 20, 22, etc.).
[0162] Part P354 indicates the total number of achievement reserved squares on bingo sheet B after the current sheet. In the bingo sheet detail image (see Figures 20, 22, etc.) described below, the bingo sheet B after the current sheet can be confirmed, so by transitioning to the bingo sheet detail image, the user can confirm whether or not there are achievement reserved squares on bingo sheet B after the current sheet and the total number of achievement reserved squares, but part P354 allows the user to know whether or not there are achievement reserved squares on bingo sheet B after the current sheet and the total number of achievement reserved squares without transitioning to the bingo sheet detail image.
[0163] Part P355 indicates the cumulative score, which is the total reward points the user has earned since the start of the training part up to the present time.
[0164] [2-4-6] The following describes the detailed bingo sheet image displayed on display unit 15 when the user selects part P353. Fig. 20 shows an example of the detailed bingo sheet image. As shown in Fig. 20, the detailed bingo sheet image G700 includes parts P710, P720, P730, P740, P750, P760, and P770-1.
[0165] Part P710 indicates a bingo sheet B. Part P720 indicates which bingo sheet B is displayed as part P710.
[0166] As with part P351, part P710 displays text in each cell M indicating the task content of each cell M of the bingo sheet B. This text is displayed based on the detailed display field of the task data D1002.
[0167] Also, in the same way as in part P351, in part P710, with respect to a cell M associated with a task that includes a numerical target, the target value may be displayed in the cell M, or the remaining value required to achieve the task (i.e., the value obtained by subtracting the current value from the target value) may be displayed in the cell M. Note that, for ease of explanation, the target value will be described here as being displayed in the cell M.
[0168] Part P730 is a part that shows information about bingo sheet B displayed as part P710. Part P730 has a first display mode and a second display mode. Part P740 is associated with a process for switching the display mode of part P730. When the user selects part P740, the display mode of part P730 switches between the first display mode and the second display mode. FIG. 20 shows an example of part P730 in the first display mode, and FIG. 21 shows an example of part P730 in the second display mode.
[0169] As shown in Fig. 20, part P730 in the first display mode shows the bingo reward points for bingo sheet B displayed as part P710. Part P730 in Fig. 20 shows that the user can earn 500 reward points if a bingo is achieved on bingo sheet B displayed as part P710.
[0170] As shown in FIG. 21, part P730 in the second display mode shows details of the task of square M selected from the bingo sheet B displayed as part P710. FIG. 21 shows a case where the center square M of the bingo sheet B displayed as part P710 is selected. Part P730 in the second display mode also includes part P731 corresponding to a gauge image showing the progress (achievement) of the task of the selected square M. For example, the length of the gauge (shaded portion) in part P731 is set to a length corresponding to the ratio of the current value to the target value. Furthermore, part P730 in the second display mode shows the task reward points for the task of the selected square M. Part P730 in FIG. 21 indicates that the user can earn 100 reward points if the task of the selected square M is accomplished.
[0171] Part P750 indicates the current cumulative score. That is, part P750 indicates the cumulative total of reward points that the user has earned since the start of the training part up to the present time.
[0172] The part P760 is associated with a process for returning to the previously displayed image. Therefore, when the user selects the part P760, the main command image G300 is displayed on the display unit 15.
[0173] Part P770-1 is associated with a process for changing the bingo sheet B displayed as part P710 to the bingo sheet immediately following the bingo sheet B currently displayed as part P710. In Fig. 20, the first bingo sheet B-1 is displayed as part P710, so when the user selects part P770-1, the second bingo sheet B-2 is displayed as part P710. Then, when the user further selects part P770-1, the third bingo sheet B-3 is displayed as part P710.
[0174] 22 shows an example of a bingo sheet detailed image G700 in which a third bingo sheet B-3 is displayed as part P710. Since the third bingo sheet B-3 is a bingo sheet B having 16 squares M, 4 vertically and 4 horizontally (see FIG. 12), the bingo sheet B having 16 squares M is displayed as part P710. In this case, as the bingo sheet B displayed as part P710 is changed, the display contents of parts P720 and P730 are updated.
[0175] 22 includes part P770-2. Part P770-2 is associated with a process for changing the bingo sheet B displayed as part P710 to the bingo sheet immediately preceding the bingo sheet B currently displayed as part P710. In FIG. 22, the third bingo sheet B-3 is displayed as part P710, so when the user selects part P770-2, the second bingo sheet B-2 is displayed as part P710. When the user further selects part P770-2, the first bingo sheet B-1 is displayed as part P710, and the bingo sheet detailed image G700 returns to the state shown in FIG. 20.
[0176] 22, when the user selects part P770-1, the fourth bingo sheet B-2 is displayed as part P710. Furthermore, when the user selects part P770-1 three more times, the seventh bingo sheet B-7 is displayed as part P710. Since the seventh bingo sheet B-7 is a bingo sheet B having 25 squares M, arranged 5 vertically and 5 horizontally (see FIG. 12), in this case, the bingo sheet B having 25 squares M is displayed as part P710.
[0177] As described above, the user can check any bingo sheet B among the first to tenth bingo sheets B-1 to B-10 by selecting parts P770-1 and P770-2.
[0178] 20 and 22 show a case where none of the squares M are completed squares. Figures 23 and 24 show an example of a bingo sheet detailed image G700 where some squares M on the current sheet are completed squares or some squares M on a bingo sheet B after the current sheet are reserved completion squares. Specifically, Figures 23 and 24 show a bingo sheet detailed image G700 in the state shown in Figure 13.
[0179] Fig. 23 shows an example of a bingo sheet detailed image G700 in which the first bingo sheet B-1 (current sheet) in the state illustrated in Fig. 13 is displayed as part P710. As shown in Fig. 23, in this case, part P710 is displayed so that the user can distinguish between completed squares and other squares. In Fig. 23, completed squares are marked with diagonal lines, and part P780 corresponding to a sign indicating that the square is completed (the task has been completed) is associated with the completed square.
[0180] Figure 24 shows an example of a bingo sheet detailed image G700 in which the second bingo sheet B-2 in the state illustrated in Figure 13 is displayed as a part P710. As shown in Figure 24, in this case, the part P710 is displayed so that the user can distinguish between the achievement reservation cells and other cells. In Figure 24, the achievement reservation cells are marked with diagonal lines, and a part P790 corresponding to a sign indicating that the achievement reservation cell is a part associated with the achievement reservation cell.
[0181] [2-4-7] Figure 25 shows an example of a task completion image. The task completion image G800 is an image that is displayed on the display unit 15 when any square M on the current sheet has become a completed square (i.e., when the task for any square M on the current sheet has been completed).
[0182] As shown in Fig. 25, the task achievement image G800 includes a part P810 indicating that the task has been achieved, a part P820 indicating the completed task, and a part P830 indicating the reward points (task reward points) awarded for completing the task. Part P820 in Fig. 25 indicates that the task of "acquiring one or more first-class special abilities" has been achieved. Note that if multiple tasks have been achieved, parts P820 indicating those multiple tasks are displayed.
[0183] FIG. 26 shows an example of a bingo achievement image. The bingo achievement image G900 is an image that is displayed on the display unit 15 when a bingo is achieved on the current sheet. For example, in the situation illustrated in FIG. 13, if the task of "acquiring one or more first-class special abilities" is achieved, square M32-1 on the current sheet (first bingo sheet B-1) becomes an achieved square, and a bingo is achieved on the current sheet (first bingo sheet B-1). In such a case, the bingo achievement image G900 is displayed on the display unit 15.
[0184] As shown in Figure 26, the bingo achievement image G900 includes a part P910 indicating that a bingo has been achieved, a part P920 indicating the bingo sheet B (current sheet) on which the bingo has been achieved, and a part P930 indicating the reward points (bingo reward points) awarded for achieving a bingo.
[0185] [2-4-8] In the bingo function described above, when a bingo is achieved on the ith (i: an integer equal to or greater than 1) bingo sheet Bi, which is the current sheet, the current sheet is changed from the ith bingo sheet Bi to the jth (j: an integer equal to i+1) bingo sheet Bj. However, before the current sheet is changed from the ith bingo sheet Bi to the jth bingo sheet Bj, the user can check the jth bingo sheet Bj by displaying the bingo sheet detail image G700 on the display unit 15. Therefore, before the current sheet is changed from the ith bingo sheet Bi to the jth bingo sheet Bj, the user can play the game while taking into consideration not only the tasks of each square M on the ith bingo sheet Bi but also the tasks of each square M on the jth bingo sheet Bj. According to this bingo function, before the current sheet is changed from the ith bingo sheet Bi to the jth bingo sheet Bj, the user can enjoy the fun of playing the game while taking into consideration not only the tasks associated with each square M on the ith bingo sheet Bi but also the tasks associated with each square M on the jth bingo sheet Bj. As a result, the fun of the game using the bingo sheet B in which tasks are associated with each square M can be increased.
[0186] Furthermore, in the bingo function, tasks related to the same practice items, experience points, basic ability parameters, or special ability parameters are set on the ith bingo sheet Bi and the jth bingo sheet Bj, so that by aiming to achieve the task, the user can efficiently change the square M on the ith bingo sheet Bi and the jth bingo sheet Bj into a completed square. As a result, by aiming to achieve the task, the user can be provided with the excitement of efficiently changing the square M on the ith bingo sheet Bi and the jth bingo sheet Bj into a completed square.
[0187] [3. Functional Blocks] FIG. 27 is a functional block diagram showing functional blocks related to the bingo function in the training part, among the functional blocks realized in the game system 1.
[0188] As shown in FIG. 27, the game system 1 includes a data storage unit 1000, a target setting unit 1010, a first display control unit 1020, a second display control unit 1030, a game progression unit 1040, an achievement determination unit 1050, a first achievement setting unit 1060, a specified condition determination unit 1070, a target change unit 1080, a second achievement setting unit 1090, and a reward granting unit 1100.
[0189] The data storage unit 1000 is realized by at least one of the storage unit 12, the storage unit 32, and the database 34. Furthermore, the functional blocks other than the data storage unit 1000 are realized by at least one of the control unit 11 and the control unit 31. That is, all of the functional blocks other than the data storage unit 1000 may be realized by the control unit 11, or all of them may be realized by the control unit 31, or some of them may be realized by the control unit 11 and the rest may be realized by the control unit 31.
[0190] [3-1] The data storage unit 1000 stores data necessary for executing a game. Here, as an example of data stored in the data storage unit 1000, data necessary for executing the training part of the baseball game described above will be described.
[0191] For example, the data storage unit 1000 stores data indicating a list of users who play games on the game system 1, data indicating a list of event characters owned by each user, and data indicating a list of original characters (original characters created by each user) owned by each user. In addition to these data, as shown in FIG. 28 , the data storage unit 1000 stores practice effect data D1001, task data D1002, task reward point data D1003, bingo reward point data D1004, chain bonus data D1005, section reward point data D1006, bingo sheet data D1007, event deck data D1008, and training status data D1009. Of these, the practice effect data D1001, task data D1002, task reward point data D1003, bingo reward point data D1004, chain bonus data D1005, and section reward point data D1006 have already been explained (see Figures 6, 10, 14 to 17), so explanations will be omitted here.
[0192] [3-1-1] Figure 28 shows an example of bingo sheet data D1007. The bingo sheet data D1007 indicates the content and achievement status of the tasks associated with each square M of the bingo sheet B. The bingo sheet data D1007 is stored for each bingo sheet B (associated with the bingo sheet number). As shown in Figure 28, it includes fields for "square," "task," and "achievement flag."
[0193] The square field indicates information that uniquely identifies each square M on the bingo sheet B. For example, the square field includes "row" and "column" fields as subfields. "Row" corresponds to the horizontal arrangement of squares, and "column" corresponds to the vertical arrangement of squares. The row field indicates which row the square M is in, and the column field indicates which column the square M is in. In the case of the bingo sheet B illustrated in FIG. 9, the top row (squares M11, M12, M13) corresponds to the first row, the middle row (squares M21, M22, M23) corresponds to the second row, and the bottom row (squares M31, M32, M33) corresponds to the third row. In the case of bingo sheet B shown in Figure 9, the left column (squares M11, M21, M31) corresponds to the first column, the center column (squares M12, M22, M32) corresponds to the second column, and the right column (squares M13, M23, M33) corresponds to the third column.
[0194] The assignment field indicates the content of the assignment associated with square M. For example, the assignment field includes subfields such as "Assignment ID" and "Parameter" fields. The assignment ID field indicates the assignment ID of the assignment associated with square M. The parameter field indicates the content of the parameters related to the assignment. For example, in the case of an assignment that includes a numerical target, the target value is registered in the parameter field. Also, for example, in the case of an assignment related to a specific special ability, information indicating the specific special ability is registered in the parameter field.
[0195] The completed flag field indicates the completed flag of the task associated with the square M. The completed flag indicates whether the task associated with the square M has been completed or not. The completed flag is set to on (1) if the task has been completed, and is set to off (0) if the task has not been completed.
[0196] [3-1-2] Figure 29 shows an example of the event deck data D1008. The event deck data D1008 shows the event characters incorporated into the event deck. As shown in Figure 29, the event deck data D1008 includes fields for "Setting Frame," "Event Character ID," "Owner," "Name," "Rarity," "Attribute," "Position," "Specialty Practice," "Experience Points," "Level," "Ability Parameters," and "Event."
[0197] The setting frame field indicates information indicating one of the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 in the event deck area A230 of the event deck setting image G200. In Figure 29, setting frames "1" to "5" correspond to setting frames P231-1 to P231-5, respectively, and setting frame "6" corresponds to setting frame P232.
[0198] The event character ID, owner, name, rarity, position, favorite practice, experience value, and level fields indicate the event character ID, owner, name, rarity, position, favorite practice, experience value, and level of the event character set in the setting frame. The attribute field indicates whether the event character set in the setting frame is a "player," "manager," etc.
[0199] The ability parameter field indicates the ability parameters (basic ability parameters and special ability parameters) of the event character set in the setting frame. For example, when a match event occurs in the training part, the event character built into the event deck participates in the match as a teammate of the main character. When such a match event is executed, the ability parameters of the event character are referenced.
[0200] The event field shows event information related to the event associated with the event character set in the setting frame. In other words, the event field shows event information related to the event that may occur in the game when the event character is incorporated into the event deck. The event information is information indicating the name and content (effect) of the event. For example, the event information includes information regarding the type and amount of experience points or ability parameters that will be granted to the main character when the event occurs. Information indicating the probability and conditions for the event to occur is also stored in the event field.
[0201] [3-1-3] Fig. 30 shows an example of the development status data D1009. The development status data D1009 indicates the development status of the main character being developed. As shown in Fig. 31, the development status data D1009 includes the following fields:
[0202] The "Name" field indicates the name of the main character. The "Position" field indicates the baseball position that the main character is good at. The "Form" and "Dominant Hand" fields indicate the main character's form (batting form or pitching form) and dominant hand. The "Motivation Parameter" and "Stamina Parameter" fields indicate the main character's current motivation parameter and stamina parameter. The "Injury / Illness" field indicates the main character's current injury or illness state. The "Evaluation" field indicates the current evaluation of each other game character (teammate character, manager character, or scout character) regarding the main character.
[0203] The "Experience Points" field shows the current and cumulative values of each experience point (strength, agility, technique, curveball, and mental points). The "current value" is the amount of points currently held by the main character (i.e., the amount of points remaining at the current time). On the other hand, the "cumulative value" is the cumulative amount of points that the main character has acquired up to the current time. Although Figure 30 only shows strength points, the current and cumulative values are also registered for other experience points (agility, technique, curveball, and mental points) in the same way.
[0204] The "basic ability parameters" field indicates the main character's current basic ability parameters (trajectory, hitting, power, running ability, arm strength, fielding ability, and catching parameters). Although only the trajectory and hitting parameters are shown in Figure 30, other basic ability parameters (power, running ability, arm strength, fielding ability, and catching parameters) are registered in the same manner.
[0205] The "Special Ability Parameter" field indicates the special ability parameters of the main character at the current time. The special ability parameters are parameters that indicate whether the main character has acquired each special ability. For example, in the "Chance ○" field within the special ability parameter field, "0" is registered if the main character has not acquired the special ability "Chance ○", and "1" is registered if the main character has acquired the special ability "Chance ○". In Figure 30, for each of the first type special ability, second type special ability, and third type special ability, parameters are registered that indicate whether the main character has acquired each of the special abilities that belong to that category.
[0206] The "Knack Level Parameter" field indicates the knack level parameter of the main character. The knack level parameter indicates the knack level of each special ability of the main character at the current time.
[0207] The "Practice Execution Status" field shows the execution status (execution history) of practice up to the present time. For each practice item, the current level, the cumulative number of times the practice has been performed, and the teammate character (and manager character and scout character) assigned to the practice item in the current turn are registered in the practice execution status field. While only batting practice is shown in Figure 30, similar registrations are made for other practice items (strength practice, base running practice, shoulder strength practice, defensive practice, and mental practice).
[0208] The "Special Tag Practice Execution Status" field indicates the execution status (execution history) of the special tag practice up to the present time.
[0209] The "Current Sheet Number" field indicates the bingo sheet number of the bingo sheet currently set as the current sheet. The "Cumulative Score" field indicates the cumulative total of reward points the user has earned since the start of the training part up to the present time.
[0210] The "progress" field indicates the current progress (progress history). For example, the number of remaining turns and the current in-game time are registered in the progress field. For example, the progress of the data is also registered in the progress field. Other information registered in the progress field includes whether or not the player was selected as a starting member and whether or not the player spent Christmas or Valentine's Day with their partner.
[0211] [3-1-4] In addition to the data described above, for example, data relating to teammate characters other than event characters is stored in the data storage unit 1000.
[0212] [3-2] The target setting unit 1010 sets, as a target object, one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in the game.
[0213] A "task" is a task that a user must accomplish in a game. The "task" is set in accordance with the content of the game. The "task" may include a numerical target. For example, the "task" may be represented by a parameter that is increased or decreased in the game and a target value for that parameter. For another example, the "task" may be represented by an item that should be performed in the game and the number of times that item should be performed in the game (target number of times). For another example, the content of the "task" may be represented by an event that should occur in the game and the number of times that event should occur in the game (target number of times). This target number of times may be set to two or more times, or may be set to one time. The "task" may also be referred to as, for example, a "goal," a "mission," a "quest," etc.
[0214] An "object" is an object that has multiple positions set, and can be displayed on the display unit 15, for example.
[0215] For example, a sheet on which multiple squares are arranged corresponds to an example of an "object." Specifically, an object (such as a bingo sheet) on which squares are arranged in a matrix of N vertical by N horizontal is an example of the above-mentioned "object." In this case, the multiple squares correspond to an example of the above-mentioned "multiple positions."
[0216] Furthermore, for example, an object having a structure in which multiple nodes are included and each node is connected to one or multiple other nodes is also an example of the above-mentioned "object." Specifically, an object including multiple nodes with a tree structure is also an example of the above-mentioned "object." In this case, the multiple nodes are an example of the above-mentioned "multiple positions."
[0217] Task information is associated with each of the multiple positions set in the "object." "Associating task information with a position" means that data in which position identification information that identifies a position is associated with task information is stored in the data storage unit 1000. Note that in addition to multiple positions (e.g., squares or nodes, etc.) each associated with task information, one or more positions (e.g., squares or nodes, etc.) not associated with task information may also be set in the object.
[0218] "A plurality of objects each having a plurality of positions associated with each of the assignment information" means that a plurality of positions are set for each of the plurality of objects, and assignment information is associated with each of the plurality of positions set for each object. Note that the number of the plurality of positions may differ between objects. Also, the arrangement of the plurality of positions may differ between objects.
[0219] The task information differs between multiple objects. However, task information indicating the same or similar task may be set for multiple objects. That is, task information indicating the same or similar task as a task indicated by task information associated with one of multiple positions in another object may be associated with at least one of multiple positions set for the object.
[0220] "Similar tasks" refer to tasks as follows. For example, if a task is represented by a parameter that is increased or decreased in a game and a target value for that parameter, tasks with the same parameter but different target values are examples of "similar tasks." For example, if a task is represented by an action to be performed in a game and the number of times that action should be performed in the game (target number of times), tasks with the same action to be performed in the game but different target numbers are examples of "similar tasks." For example, if a task is represented by an event to be generated in a game and the number of times that event should be generated in the game (target number of times), tasks with the same event to be generated in the game but different target numbers are examples of "similar tasks." For example, a first task and a second task are said to be similar tasks if they are related in such a way that when the first task is achieved, the second task is also achieved to a certain extent.
[0221] The "target object" is, for example, an object that is the subject of determination by the predetermined condition determination unit 1070. In other words, it is an object that serves as the basis for reward granting by the reward granting unit 1100. That is, when a task indicated by task information associated with a position in the target object is accomplished, a reward is granted (reward granting by the first reward granting unit 1101), and even when a task indicated by task information associated with a position in an object that is not the target object is accomplished, a reward is not granted (reward granting by the first reward granting unit 1101). Alternatively, when multiple achieved positions in the target object satisfy a predetermined positional relationship condition, a reward is granted (reward granting by the second reward granting unit 1102), and even when multiple achieved positions in an object that is not the target object satisfy the predetermined positional relationship condition, a reward is not granted (reward granting by the second reward granting unit 1102).
[0222] "Setting one of a plurality of objects as the target object" means selecting the first object among the objects that have not yet been set as target objects as the target object in accordance with predetermined order information. Alternatively, "setting one of a plurality of objects as the target object" may mean selecting one of the objects that have not yet been set as target objects as the target object based on probability information (randomly). Note that "setting one of a plurality of objects as the target object" may also mean setting an object selected by the user from among the objects that have not yet been set as target objects as the target object.
[0223] "Setting an object as a target object" means, for example, registering the identification information of the object in a storage area (field, etc.) for storing the identification information of the object that is the target object. Also, "setting an object as a target object" may mean, for example, associating information indicating that it is a target object with the identification information of the object.
[0224] In the case of the baseball game described above, each task registered in task data D1002 corresponds to an example of a "game task." Bingo sheet B corresponds to an example of an "object," the multiple squares M on bingo sheet B correspond to an example of a "multiple positions," and the current sheet corresponds to an example of a "target object." Target setting unit 1010 sets one of the multiple bingo sheets B-1 to B-10 as the current sheet.
[0225] [3-3] The first display control unit 1020 performs control for displaying the target object on the display unit 15.
[0226] "Displaying the target object on the display unit 15" means, for example, displaying each of a plurality of positions on the target object and the content of the task indicated by the task information associated with the position on the display unit 15 so that the user can grasp it. Note that "displaying the content of the task on the display unit 15 so that the user can grasp it" may mean displaying text indicating the content of the task on the display unit 15, or may mean displaying an image (such as a sign or an icon) indicating the content of the task on the display unit 15.
[0227] "Performing control to display a target object on display unit 15" means causing an image showing the target object to be displayed on display unit 15. "Performing control to display a target object on display unit 15" may also mean causing an image showing the target object to be displayed on display unit 15 of game terminal 10 by transmitting data for displaying an image showing the target object to game terminal 10. "Data for displaying an image" may be data showing the image itself, or may be data for generating an image.
[0228] In the case of the baseball game described above, the first display control unit 1020 performs control to display a current sheet (an example of a target object) on the display unit 15. For example, the first display control unit 1020 performs control to display a main command image G300 including a part P351 indicating the bingo sheet B that is the current sheet on the display unit 15. Also, for example, the first display control unit 1020 performs control to display a bingo sheet detail image G700 including a part P710 indicating the bingo sheet B that is the current sheet on the display unit 15.
[0229] [3-4] The game progression unit 1040 progresses the game based on user operations. In the case of the baseball game described above, the game progression unit 1040 progresses the training part based on user operations. For example, the game progression unit 1040 executes a process to have the main character perform a practice based on the practice item selected by the user as the practice to be performed. This process increases the main character's experience points. Also, for example, the game progression unit 1040 updates the main character's basic ability parameters and special ability parameters based on user operations in exchange for decreasing the main character's experience points.
[0230] [3-5] The achievement determination unit 1050 determines whether the task indicated by the task information has been achieved through game play.
[0231] "Determining whether a task has been accomplished through game play" means determining whether a task has been accomplished through game play performed by a user. In other words, "determining whether a task has been accomplished through game play" means determining whether a task has been accomplished by a user playing a game. In yet another way, "determining whether a task has been accomplished through game play" means determining whether a task has been accomplished in a game progressed by the game progression unit 1040.
[0232] For example, if the task is "a parameter reaches a predetermined value," "determining whether the task has been accomplished through gameplay" means determining whether the parameter has reached a predetermined value through the user's gameplay. Also, if the task is "performing a predetermined action a predetermined number of times," "determining whether the task has been accomplished through gameplay" means determining whether the number of times the predetermined action has been performed through the user's gameplay has reached a predetermined number. Also, if the task is "a predetermined event occurs a predetermined number of times," "determining whether the task has been accomplished through gameplay" means determining whether the number of times the predetermined event has occurred through the user's gameplay has reached a predetermined number.
[0233] In the case of the baseball game described above, the achievement determination unit 1050 determines whether or not the task associated with each square M on the bingo sheets B-1 to B-10 has been achieved.
[0234] [3-6] When it is determined that the task indicated by the task information has been completed, the first achievement setting unit 1060 sets the position associated with the task information among multiple positions on the target object as an achieved position.
[0235] An "achieved position" is a position where it is determined that the task indicated by the task information has been accomplished. In other words, an "achieved position" is a position associated with information indicating that the task indicated by the task information has been accomplished. In yet another way, an "achieved position" is a position where identification information has been registered in a memory area (field, etc.) for storing identification information of the position where the task indicated by the task information has been accomplished. In yet another way, an "achieved position" is a position where a display mode indicating that the task indicated by the task information has been accomplished is displayed.
[0236] "Setting a location as an accomplished location" means, for example, associating information indicating that the task indicated by the task information has been accomplished with the identification information of the location. Alternatively, "setting a location as an accomplished location" means, for example, registering the identification information of the location in a storage area (such as a field) for storing the identification information of the location where the task indicated by the task information has been accomplished. Alternatively, "setting a location as an accomplished location" means, for example, setting the display mode of the location to a display mode indicating that the task indicated by the task information has been accomplished.
[0237] In the case of the baseball game described above, the completed square corresponds to an example of an “completed position.” When it is determined that a task associated with any square M on the current sheet has been completed, the first completion setting unit 1060 updates the completion flag of the square M from off to on, thereby setting the square M as a completed square.
[0238] [3-7] The predetermined condition determination unit 1070 determines whether or not a plurality of achieved positions of the target object satisfy a predetermined positional relationship condition.
[0239] The "predetermined positional relationship condition" is a condition regarding the positional relationship of the multiple achieved positions. "Determining whether the multiple achieved positions satisfy the predetermined positional relationship condition" can be rephrased as "Determining whether the multiple achieved positions have a predetermined positional relationship."
[0240] For example, a condition as to whether a predetermined number of achieved positions are lined up in a predetermined direction is set as the "predetermined positional relationship condition." Specifically, in an object in which squares are arranged in a matrix of N vertical by N horizontal, the condition as to whether all N squares lined up in a row in the vertical, horizontal, or diagonal direction are achieved squares is set as the "predetermined positional relationship condition."
[0241] In addition, even when N squares lined up in a vertical, horizontal, or diagonal direction are composed of completed squares and special squares, it may be determined that "multiple completed positions satisfy the predetermined positional relationship condition." In other words, even when a predetermined number of positions lined up in a predetermined direction are composed only of multiple completed positions and special positions, it may be determined that "multiple completed positions satisfy the predetermined positional relationship condition." Here, a "special position (square)" is, for example, a position (square) that is not associated with task information and is set in advance as a position (square) equivalent to an completed position (square).
[0242] Furthermore, for example, a condition as to whether all positions on a path from a specific position to another specific position are achieved positions is set as the "predetermined positional relationship condition." Specifically, in an object including a plurality of nodes having a tree structure, a condition as to whether all nodes from a root node (a node having no parent node) to a leaf node (a node having no child node) are achieved nodes is set as the "predetermined positional relationship condition."
[0243] It should be noted that even if all nodes from the root node to the leaf nodes are composed of completed nodes and special nodes, it may be determined that "multiple completed positions satisfy the predetermined positional relationship condition." In other words, even if all positions on the path from a specific position to another specific position are composed only of multiple completed positions and special positions, it may be determined that "multiple completed positions satisfy the predetermined positional relationship condition." Here, a "special position (node)" is, as described above, for example, a position (node) that is not associated with task information and that has been set in advance as a position (node) equivalent to an completed position (node).
[0244] In the case of the baseball game mentioned above, the completed squares correspond to an example of an "completed position," and the bingo achievement condition corresponds to an example of a "predetermined positional relationship condition." That is, on a bingo sheet B having N vertical by N horizontal squares M, an example of a "predetermined positional relationship condition" is when N completed squares are lined up vertically, horizontally, or diagonally. The predetermined condition determination unit 1070 determines whether the bingo achievement condition is satisfied by the completed squares on the current sheet.
[0245] [3-8] When it is determined that the multiple achieved positions of the target object satisfy a predetermined positional relationship condition, the target change unit 1080 changes the target object from the current object to another object among the multiple objects. For example, when it is determined that the multiple achieved positions of the first object satisfy a predetermined positional relationship condition in a state where a first object among the multiple objects is set as the target object, the target change unit 1080 changes the target object from the first object to a second object among the multiple objects.
[0246] "Changing the target object from a first object to a second object" means changing from a state in which the first object is set as the target object to a state in which the second object is set as the target object. For example, "changing the target object from a first object to a second object" means changing the identification information registered in a storage area (field, etc.) for storing the identification information of the target object from the identification information of the first object to the identification information of the second object. Also, for example, "changing the target object from a first object to a second object" means changing the identification information associated with the information indicating that it is a target object from the identification information of the first object to the identification information of the second object.
[0247] The number of positions set for the second object may be different from the number of positions set for the first object, for example, the number of positions set for the second object may be set to be greater than the number of positions set for the first object.
[0248] Furthermore, at least one of the plurality of positions in the second object may be associated with task information indicating a task that is the same as or similar to task information associated with any of the plurality of positions in the first object.
[0249] In the case of the baseball game mentioned above, when it is determined that a bingo has been achieved on the i-th bingo sheet Bi while the i-th (i: an integer greater than or equal to 1) bingo sheet Bi is set as the current sheet, the target change unit 1080 changes the current sheet from the i-th bingo sheet Bi to the j-th (j: an integer where j=i+1) bingo sheet Bj.
[0250] [3-9] When the target object is changed to the second object, the second accomplished setting unit 1090 sets, as an accomplished position, a position among a plurality of positions on the second object where the task indicated by the task information has already been accomplished by game play performed before the target object was changed to the second object.
[0251] "A position where the task indicated by the task information has already been accomplished through game play performed before the target object was changed to the second object" refers to a position among multiple positions on the second object where the task indicated by the task information has already been accomplished at the time the target object was changed to the second object.
[0252] In the case of the baseball game mentioned above, the achievement reserved square corresponds to an example of "a position where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object." When the current sheet is changed from the i-th (i: an integer equal to or greater than 1) bingo sheet Bi to the j-th (j: an integer where j=i+1) bingo sheet Bj, the second achievement setting unit 1090 regards the achievement reserved square among the multiple squares M on the j-th bingo sheet Bj as an achieved square.
[0253] [3-10] The second display control unit 1030 performs control to display information about the second object on the display unit 15 before the target object is changed to the second object.
[0254] For example, the second display control unit 1030 causes the second object itself (i.e., an image showing the second object) to be displayed on the display unit 15. That is, the second display control unit 1030 causes the display unit 15 to display each of a plurality of positions on the second object and the content of the task indicated by the task information associated with the position so that the user can understand the position.
[0255] Furthermore, for example, the second display control unit 1030 may simply cause the display unit 15 to display information relating to the task information associated with each of the multiple positions on the second object. That is, the second display control unit 1030 may cause the display unit 15 to display the task information associated with each of the multiple positions on the second object without associating it with each position on the second object. Specifically, the second display control unit 1030 may cause the display unit 15 to list and display the contents of the tasks indicated by the task information associated with each of the multiple positions on the second object.
[0256] The second display control unit 1030 may cause all of the task information associated with each of the multiple positions in the second object to be displayed on the display unit 15, or may cause only a portion of the task information to be displayed on the display unit 15. For example, the second display control unit 1030 may cause the display unit 15 to display only task information, of the task information associated with each of the multiple positions in the second object, that indicates a task that is the same as or similar to a task indicated by task information associated with any of the multiple positions in the first object.
[0257] The second display control unit 1030 may cause the display unit 15 to display information about the second object together with an image showing the first object, which is the target object.
[0258] Alternatively, the second display control unit 1030 may cause the display unit 15 to display an image showing the first object, which is the target object, in response to a first predetermined operation, and may cause the display unit 15 to display information about the second object in response to a second predetermined operation.
[0259] Alternatively, the second display control unit 1030 may cause the display unit 15 to display information about a second object in response to a predetermined operation performed while an image showing a first object, which is the target object, is displayed on the display unit 15. In this case, the second display control unit 1030 may cause a transition from the image showing the first object to an image showing information about the second object, or may cause the display unit 15 to display information about the second object while the image showing the first object is still displayed.
[0260] In the case of the baseball game mentioned above, the second display control unit 1030 performs control to display on the display unit 15 a bingo sheet detailed image G700 including a part P710 indicating the jth bingo sheet Bj (an example of a second object) before the current sheet is changed from the ith (i: an integer greater than or equal to 1) bingo sheet Bi (an example of a first object) to the jth (j: an integer where j=i+1) bingo sheet Bj (an example of a second object).
[0261] [3-11] Before the target object is changed to the second object, the first display control unit 1020 sets the display mode of the first object based on the number of positions among multiple positions on the second object where the task indicated by the task information has already been completed.
[0262] "Setting the display mode of the first object" may mean setting the color, shape, size, etc. of the first object itself, or may mean displaying text or an image in association with the first object.
[0263] For example, the first display control unit 1020 displays, in association with the first object, text or an image corresponding to the number of positions where the task indicated by the task information has already been completed, among the multiple positions in the second object.
[0264] Specifically, for example, the first display control unit 1020 displays, in association with the first object, text or an image (such as a sign) indicating the number of positions where the task indicated by the task information has already been achieved among a plurality of positions in the second object. Note that this "image (such as a sign)" may indicate the number of positions where the task indicated by the task information has already been achieved, or may have a display mode (such as a color) corresponding to the number of positions where the task indicated by the task information has already been achieved.
[0265] Alternatively, the first display control unit 1020 may display the first object in a display mode corresponding to the number of positions where the task indicated by the task information has already been completed, among a plurality of positions on the second object.
[0266] Specifically, for example, the first display control unit 1020 may set the color, etc. of the first object to a color, etc. corresponding to the number of positions among the multiple positions on the second object where the task indicated by the task information has already been completed.
[0267] Furthermore, for example, the first display control unit 1020 may apply an effect to the first object corresponding to the number of positions where the task indicated by the task information has already been completed, among a plurality of positions on the second object.
[0268] In the case of the baseball game mentioned above, in the main command image G300 before the current sheet is changed from the i-th (i: an integer greater than or equal to 1) bingo sheet Bi to the j-th (j: an integer where j=i+1) bingo sheet Bj, the first display control unit 1020 displays a part P354 indicating the total number of reserved completion squares on the j-th to tenth bingo sheets Bj to B-10 in association with a part P351 indicating the current sheet (the i-th bingo sheet Bi).
[0269] In addition, in the main command image G300 before the current sheet is changed from the i-th (i: an integer greater than or equal to 1) bingo sheet Bi to the j-th (j: an integer where j=i+1) bingo sheet Bj, the first display control unit 1020 displays, in association with part P351 indicating the current sheet (i-th bingo sheet Bi), part P357 indicating that the j-th bingo sheet Bj is in a bingo reserved state (i.e., the bingo achievement condition is satisfied by the achievement reservation square on the j-th bingo sheet Bj).
[0270] [3-12] The reward granting unit 1100 grants a reward to the user.
[0271] A "reward" may be, for example, an increase in a parameter that is more favorable to the user as the value increases. Note that "favorable to the user" can be rephrased as "beneficial to the user" or "makes it easier for the user to achieve the objective of the game." Alternatively, for example, a "reward" may be a decrease in a parameter that is more favorable to the user as the value decreases. Alternatively, for example, a "reward" may be a game character, a game item, or the like. Alternatively, a "reward" may be in-game currency, game points, a title, or the like.
[0272] "Granting a reward to a user" means updating the data stored in the data storage unit 1000 so that the reward is granted to the user. "Granting a reward to a user" can also be said to be associating the reward with the user's identification information. "User identification information" is information for uniquely identifying a user. In other words, it is information for identifying a user. For example, a user ID, a user name, a user account, or an email address are examples of "user identification information."
[0273] For example, "granting a reward to a user" means changing parameter data. That is, "granting a reward to a user" means increasing or decreasing a parameter related to the user (in other words, a parameter associated with the user's identification information). "Giving a reward to a user" may also mean increasing or decreasing a parameter related to the user's game object (such as a game character or game item) (in other words, increasing or decreasing a parameter of a game object associated with the user's identification information).
[0274] For example, "granting a reward to a user" means granting a game object (such as a game character or a game item) to the user. In other words, "granting a reward to a user" means granting a new game object that the user does not own to the user, or granting a game object that the user already owns to the user, thereby increasing the number of game objects owned by the user. In other words, "granting a reward to a user" means associating a new game object with the user's identification information, or associating a game object that is already associated with the user's identification information with the user's identification information, thereby increasing the number of game objects associated with the user's identification information.
[0275] For example, "granting a user a reward" means granting the user in-game currency or game points. That is, "granting a user a reward" means increasing the in-game currency or game points held by the user. In other words, "granting a user a reward" means increasing the in-game currency or game points associated with the user's identification information by further associating the in-game currency or game points with the user's identification information, while the in-game currency or game points are already associated with the user's identification information.
[0276] For example, "granting a reward to a user" means granting a title to the user. In other words, "granting a reward to a user" means associating the title with the user's identification information.
[0277] As shown in FIG. 27 , the reward granting unit 1100 includes a first reward granting unit 1101, a second reward granting unit 1102, and a third reward granting unit 1103. The first reward granting unit 1101 grants a first reward to the user when a position in the target object is set as an achieved position. The second reward granting unit 1102 grants a second reward to the user when it is determined that multiple achieved positions in the target object satisfy a predetermined positional relationship condition. The third reward granting unit 1103 grants a third reward to the user when it is determined that multiple achieved positions set by the second achievement setting unit 1090 satisfy a predetermined positional relationship condition.
[0278] The "first reward" and the "second reward" may be the same or of the same type, or may be different rewards. The "first reward" or the "second reward" may be set based on the target object. For example, the value of the "first reward" or the "second reward" may be increased based on the ordinal number of the target object or the number of positions set for the target object. The "first reward" or the "second reward" may also be set based on the task completed. For example, if the task completed is difficult, the value of the "first reward" or the "second reward" may be higher than if the task completed is easy. Note that "increasing the value of the reward" means providing more rewards, providing rarer rewards, or providing rewards with higher usefulness (performance, etc.), etc.
[0279] The "third reward" may be the same or similar reward as the "first reward" or the "second reward," or may be a different reward. The "third reward" may also be set based on the target object. For example, the value of the "first reward" or the "second reward" may be increased based on the ordinal number of the target object or the number of multiple positions set for the target object. The "third reward" may also be set based on the task completed. For example, if the difficulty of the completed task is high, the value of the "third reward" may be higher than if the difficulty of the completed task is low.
[0280] In the case of the baseball game mentioned above, the reward points are an example of a “reward.” That is, the task reward points are an example of a “first reward,” the bingo reward points are an example of a “second reward,” and the chain bonus is an example of a “third reward.”
[0281] The first reward granting unit 1101 grants task reward points to the user when any square M on the current sheet is set as an accomplished square (i.e., when it is determined that a task associated with any square M on the current sheet has been accomplished). The second reward granting unit 1102 grants bingo reward points to the user when it is determined that a bingo achievement condition has been met on the current sheet. The third reward granting unit 1103 grants a chain bonus to the user when it is determined that a bingo has been achieved in a chain reaction between the i-th (i: an integer equal to or greater than 1) bingo sheet Bi and the j-th (j: an integer where j=i+1) bingo sheet Bj that is next to the i-th bingo sheet Bi.
[0282] Instead of or in addition to reward points, an event character or a game item (a game item that can be used in the training part or the battle part) may be given to the user as a reward.
[0283] [4. Processing] Next, the processing executed by the game system 1 will be described.
[0284] [4-1] Fig. 31 shows an example of processing executed at the start of each turn. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing shown in Fig. 31 in accordance with a program, whereby the control unit 11 functions as the target setting unit 1010 and the first display control unit 1020. The processing shown in Fig. 31 is executed based on data stored in the data storage unit 1000.
[0285] 31, the control unit 11 determines a teammate character to be assigned to each practice item (S100). For example, the control unit 11 selects (randomly) one of six practice items (batting, strength, base running, shoulder strength, defense, and mental practice) for each teammate character, manager character, and scout character based on probability information, and determines the selected practice item as the one to which the teammate character will be assigned. The control unit 11 also registers the result of the determination in step S100 in the development status data D1009 (teammate character field).
[0286] Furthermore, the control unit 11 refers to the growing status data D1009 (current sheet number field) and acquires the current sheet number (S102).
[0287] Furthermore, the control unit 11 refers to the bingo sheet data D1007 of the current sheet and identifies the completed squares of the current sheet (S104). Specifically, the control unit 11 identifies the squares M of the current sheet whose completed flags are on as completed squares.
[0288] Furthermore, control unit 11 refers to bingo sheet data D1007 of bingo sheet B after the current sheet, and acquires the number of achievement reservation squares of bingo sheet B after the current sheet (S106). Specifically, control unit 11 acquires the number of squares M whose achievement flag is on among squares M of bingo sheet B after the current sheet.
[0289] Furthermore, the control unit 11 refers to the development status data D1009 (cumulative score field) and acquires the cumulative score (S108).
[0290] Then, control unit 11 displays main command image G300 on display unit 15 (S110). In this case, control unit 11 displays part P351 based on bingo sheet data D1007 of the current sheet. Control unit 11 also displays the current sheet number acquired in step S102 as part P352. Control unit 11 also displays the number acquired in step S106 as part P354, and displays the cumulative score acquired in step S108 as part P355. Note that if one or more bingo sheets B following the current sheet are in a bingo reserved state, control unit 11 displays parts P357, etc., slightly offset from part P351.
[0291] [4-2] Figure 32 shows an example of processing that is executed when a main command image G300 is displayed on the display unit 15. For example, when control unit 11 of game terminal 10 (an example of a game control device) executes the processing shown in Figure 32 in accordance with a program, control unit 11 functions as a first display control unit 1020, a game progression unit 1040, an achievement determination unit 1050, a first achievement setting unit 1060, a predetermined condition determination unit 1070, a target change unit 1080, a second achievement setting unit 1090, a first reward granting unit 1101, a second reward granting unit 1102, and a third reward granting unit 1103. The processing shown in Figure 32 is executed based on data stored in data storage unit 1000.
[0292] As shown in FIG. 32, the control unit 11 determines whether any of the squares M on the current sheet displayed as part P351 has been selected (S120). If it is determined that any of the squares M has been selected (S120: Yes), the control unit 11 refers to the bingo sheet data D1007 of the current sheet and displays part P356 indicating the assignment associated with that square M (S122). On the other hand, if it is determined that none of the squares M has been selected (S120: No), the control unit 11 determines whether or not the assignment confirmation icon has been selected (S124). Note that part P353 of the main command image G300 corresponds to the "assignment confirmation icon."
[0293] If it is determined that the task confirmation icon has been selected (S124: Yes), control unit 11 displays bingo sheet detailed image G700 on display unit 15 (S126). On the other hand, if it is determined that the task confirmation icon has not been selected (S124: No), control unit 11 determines whether any command has been selected (S128). Each of parts P341 to P346 of main command image G300 corresponds to a "command."
[0294] If it is determined that no command has been selected (S128: No), the control unit 11 returns to step S120. On the other hand, if it is determined that any command has been selected (S128: Yes), the control unit 11 determines whether the selected command is a power-up command (S130). Note that part P346 corresponds to the "power-up command."
[0295] If the selected command is a skill-up command (S130: Yes), the control unit 11 displays a skill-up image G600 on the display unit 15 (S132). On the other hand, if the selected command is not a skill-up command (S130: No), the control unit 11 determines whether the selected command is a practice command (S134). Note that part P341 corresponds to a "practice command."
[0296] If the selected command is a practice command (S134: Yes), control unit 11 displays a practice command image G400 on display unit 15 (S136). On the other hand, if the selected command is not a practice command (S134: No), control unit 11 executes game processing corresponding to the selected command (S138).
[0297] For example, if the selected command is a rest command (part P342), the control unit 11 executes a process to increase the main character's physical strength parameter. Also, if the selected command is a play command (part P344), the control unit 11 executes a process to increase the main character's motivation parameter.
[0298] Furthermore, for example, if the selected command is a date command (part P345), the control unit 11 executes a date process. The date process includes, for example, a process of displaying an image showing the main character going on a date on the display unit 15, a process of advancing the main character's date progress, and a process of updating the main character's motivation parameter based on the results of the date.
[0299] Furthermore, for example, if the selected command is a hospital visit command (part P343), the control unit 11 executes hospital visit processing. The hospital visit processing includes, for example, processing for determining (randomly) based on probability information whether or not to completely cure the main character's injury or illness, and processing for updating the development status data D1009 (injury / illness field) when it is determined that the main character's injury or illness will be completely cured.
[0300] In step S138, in addition to the above-described processes, the control unit 11 executes a process of generating an event related to an event character or an event set in a scenario. For example, the control unit 11 determines (randomly) whether to generate an event based on probability information. Alternatively, for example, the control unit 11 determines whether to generate an event based on whether a generation condition set for the event is satisfied. If it is determined that an event should be generated, the control unit 11 generates the event, and executes a process of updating the stamina parameter, motivation parameter, experience points, or knack level parameter of the main character based on the result of the event.
[0301] After executing step S138, the control unit 11 displays an execution result image showing the execution result of step S138 on the display unit 15 (S140). For example, if the execution of step S138 changes parameters of the main character or the like, an execution result image showing the changes is displayed on the display unit 15.
[0302] After executing step S140, control unit 11 executes an achievement determination process (S142). The achievement determination process is a process for determining whether or not a task associated with each square M on bingo sheets B-1 to B-10 has been achieved, and determining whether or not bingo has been achieved.
[0303] 33A and 33B show an example of the achievement determination process. As shown in FIG. 33A, control unit 11 determines whether or not a task associated with any square M on a bingo sheet B after the current sheet has been achieved (S14200). That is, for each bingo sheet B whose bingo sheet number is greater than the current sheet number, control unit 11 refers to bingo sheet data D1007, and determines whether or not the task associated with each square M whose achievement flag is off has been achieved. This determination is made based on development status data D1009.
[0304] If it is determined that the task associated with any square M on a bingo sheet B after the current sheet has been completed (S14200: Yes), control unit 11 accesses bingo sheet data D1007 and sets the square M as a reserved completion square by turning on the completed flag for that square M (S14202). Note that if there are multiple squares M for which it is determined that the task has been completed in step S14200, step S14202 is executed for each of those multiple squares M.
[0305] When step S14202 is executed, or when it is not determined in step S14200 that the task associated with any square M on a bingo sheet B after the current sheet has been completed (S14200: No), the control unit 11 determines whether or not the task associated with any square M on the current sheet has been completed (S14204). That is, for the bingo sheet B whose bingo sheet number is equal to the current sheet number, the control unit 11 refers to the bingo sheet data D1007 and determines whether or not the task associated with each square M whose completed flag is off has been completed. This determination is made based on the development status data D1009.
[0306] If it is determined that the task associated with any one of the squares M on the current sheet has been completed (S14204: Yes), the control unit 11 accesses the bingo sheet data D1007 of the current sheet and sets the completed flag of that square M to ON, thereby setting that square as a completed square (S14206). Note that if there are multiple squares M for which it has been determined that the task has been completed in step S14204, step S14206 is executed for each of those multiple squares M.
[0307] The control unit 11 also awards the task reward points to the user (S14208). That is, the control unit 11 references the task reward point data D1003 and acquires the amount of task reward points corresponding to the current sheet number. The control unit 11 then accesses the development status data D1009 and adds the amount of points calculated by multiplying the acquired amount of points by the number of squares M for which the task was determined to have been completed in step S14204 to the amount of points registered in the cumulative score field.
[0308] Then, control unit 11 displays task achievement image G800 on display unit 15 (S14210). In this case, control unit 11 displays part P820 indicating the task determined to have been achieved in step S14204. Control unit 11 also displays part P830 indicating the amount of points added to the cumulative score field of development status data D1009 in step S14208.
[0309] After executing step S14210, control unit 11 determines whether bingo has been achieved on the current sheet (S14212). That is, control unit 11 references bingo sheet data D1007 of the current sheet and determines whether the bingo achievement condition is met. For example, on bingo sheet B with N vertical by N horizontal cells, if the achievement flags of N cells M arranged vertically, horizontally, or diagonally are all on, it is determined that the bingo achievement condition is met.
[0310] If it is determined that bingo has been achieved on the current sheet (S14212: Yes), the control unit 11 initializes the variable c to zero (S14214). The variable c is a variable for counting the number of consecutive hits for achieving bingo.
[0311] The control unit 11 also awards bingo reward points to the user (S14216). That is, the control unit 11 references the bingo reward point data D1004 and acquires the number of bingo reward points corresponding to the current sheet number. The control unit 11 then accesses the training status data D1009 and adds the acquired number of points to the number of points registered in the cumulative score field.
[0312] Then, control unit 11 displays bingo achievement image G900 on display unit 15 (S14218). In this case, control unit 11 displays part P930 indicating the amount of points added in the cumulative score field of development status data D1009 in step S14216.
[0313] After step S14218 is executed, as shown in Fig. 33B, control unit 11 increments the current sheet number to set the bingo sheet B that is one sheet after the bingo sheet B currently set as the current sheet as the new current sheet (S14220). That is, control unit 11 accesses development status data D1009 and adds 1 to the number registered in the current sheet number field, thereby changing the current sheet to the bingo sheet B that is one sheet after the bingo sheet B currently set as the current sheet.
[0314] After executing step S14220, the control unit 11 refers to the bingo sheet data D1007 of the new current sheet (bingo sheet B newly set as the current sheet) and determines whether or not there is a square M with an achievement flag on in the new current sheet (S14222).
[0315] If it is determined that the new current sheet contains a square M with its achievement flag set to ON (S14222: Yes), the control unit 11 grants the task reward points to the user (S14224). That is, the control unit 11 references the task reward point data D1003 and acquires the amount of task reward points corresponding to the current sheet number. The control unit 11 then accesses the development status data D1009 and adds the amount of points calculated by multiplying the acquired amount of points by the number of squares M on the new current sheet with their achievement flag set to ON to the amount of points registered in the cumulative score field.
[0316] Then, control unit 11 displays task achievement image G800 on display unit 15 (S14226). In this case, control unit 11 displays part P820 indicating the task associated with square M of the new current sheet whose achievement flag is on. Control unit 11 also displays part P830 indicating the amount of points added to the cumulative score field of development status data D1009 in step S14224.
[0317] Furthermore, the control unit 11 determines whether or not a bingo has already been achieved on the new current sheet (S14228). That is, the control unit 11 references the bingo sheet data D1007 of the new current sheet and determines whether or not the bingo achievement condition has been met. For example, on a bingo sheet B that is N vertically and N horizontally, if the achievement flags of N squares M arranged vertically, horizontally, or diagonally are all on, it is determined that the bingo achievement condition has been met.
[0318] If it is determined that bingo has already been achieved on the new current sheet (S14228: Yes), the control unit 11 increments the variable c (S14230). That is, the control unit 11 adds 1 to the variable c.
[0319] After executing step S14230, the control unit 11 determines the chain bonus (multiplication factor) (S14232). That is, the control unit 11 refers to the chain bonus data D1005 and acquires the chain bonus (multiplication factor) corresponding to the value of the variable c (number of chains).
[0320] After executing step S14232, the control unit 11 awards bingo reward points to the user (S14234). That is, the control unit 11 references the bingo reward point data D1004 and acquires the number of bingo reward points corresponding to the current sheet number. The control unit 11 then accesses the development status data D1009 and adds the number of points calculated by multiplying the acquired number of points by the multiplier (chain bonus) determined in step S14232 to the number of points registered in the cumulative score field.
[0321] Then, control unit 11 displays bingo achievement image G900 on display unit 15 (S14236). In this case, control unit 11 displays part P930 indicating the amount of points added in the cumulative score field of development status data D1009 in step S14234. After executing step S14236, control unit 11 returns to step S14220.
[0322] If in step S14204 it is determined that the task associated with any square M on the current sheet has not been achieved (S14204: No), if in step S14212 it is determined that bingo has not been achieved on the current sheet (S14212: No), if in step S14222 it is determined that no square M with an achieved flag set to on exists on the new current sheet (S14222: No), or if in step S14228 it is not determined that bingo has already been achieved on the new current sheet (S14228: No), the control unit 11 terminates this processing and executes step S144 of Figure 32.
[0323] After executing step S142 (the achievement determination process shown in FIGS. 33A and 33B), the control unit 11 executes the start process of the next turn (S144). That is, the control unit 11 executes the process shown in FIG.
[0324] [4-3] Fig. 34 shows an example of processing that is executed when a bingo sheet detailed image G700 is displayed. For example, control unit 11 of gaming terminal 10 (an example of a game control device) executes the processing shown in Fig. 34 in accordance with a program, whereby control unit 11 functions as first display control unit 1020 and second display control unit 1030. The processing shown in Fig. 34 is executed based on data stored in data storage unit 1000.
[0325] As shown in FIG. 34, control unit 11 determines whether or not the next button has been selected (S150). Note that part P770-1 corresponds to the "next button." If it is determined that the next button has been selected (S150: Yes), control unit 11 displays the bingo sheet B immediately following the bingo sheet B currently displayed as part P710 as part P710 (S152), and returns to step S150. On the other hand, if it is determined that the next button has not been selected (S150: No), control unit 11 determines whether or not the previous button has been selected (S154). Note that part P770-2 corresponds to the "previous button."
[0326] If it is determined that the previous button has been selected (S154: Yes), control unit 11 displays the bingo sheet B immediately preceding the bingo sheet B currently displayed as part P710 as part P710 (S156), and returns to step S150. On the other hand, if it is determined that the previous button has not been selected (S154: No), control unit 11 determines whether the display switching button has been selected (S158). Note that part P740 corresponds to the "display switching button."
[0327] If it is determined that the display switching button has been selected (S158: Yes), the control unit 11 switches the display mode of the part P730 (S160) and returns to step S150. On the other hand, if it is determined that the display switching button has not been selected (S158: No), the control unit 11 determines whether the back button has been selected (S162). Note that the part P760 corresponds to the "back button."
[0328] If it is determined that the back button has been selected (S162: Yes), the control unit 11 displays the main command image G300 on the display unit 15 (S164). On the other hand, if it is determined that the back button has not been selected (S162: No), the control unit 11 returns to step S150.
[0329] [4-4] Figure 35 shows an example of processing that is executed when a practice item to be executed is confirmed while practice command image G400 is displayed. For example, when control unit 11 of game terminal 10 (an example of a game control device) executes the processing shown in Figure 35 according to a program, control unit 11 functions as game progression unit 1040, achievement determination unit 1050, first achievement setting unit 1060, predetermined condition determination unit 1070, target change unit 1080, second achievement setting unit 1090, first reward granting unit 1101, second reward granting unit 1102, and third reward granting unit 1103. The processing shown in Figure 35 is executed based on data stored in data storage unit 1000.
[0330] 35, the control unit 11 monitors whether any of the practice items has been confirmed as the practice item to be performed (S170). For example, when one of parts P441 to P446 of the practice command image G400 is provisionally selected and the part is then selected, the control unit 11 determines that the practice item to be performed has been confirmed.
[0331] If any practice item is confirmed as the practice item to be performed (S170: Yes), control unit 11 references training status data D1009 (practice execution status field) to acquire the level of the practice item to be performed (S172). Control unit 11 also references practice effect data D1001 to acquire effect information corresponding to the practice item to be performed and the level acquired in step S152 (S174). That is, control unit 11 identifies the type of experience points and the amount of increase registered in association with the combination of the practice item to be performed and the level acquired in step S152.
[0332] The control unit 11 also determines whether the conditions for generating a special tag practice event are satisfied (S176). For example, the control unit 11 determines whether an event character (teammate character) for which the practice item has been set as a favorite practice is assigned to the practice item confirmed as the target of execution, based on the training status data D1009 (teammate character field) and the event deck data D1008 (favorite practice field). The control unit 11 also determines whether the evaluation of the event character relative to the main character is equal to or higher than a predetermined standard, based on the training status data D1009 (evaluation field). Then, if the practice item confirmed as the target of execution is associated with an event character (teammate character) for which the practice item has been set as a favorite practice, and the evaluation of the event character relative to the main character is equal to or higher than a predetermined standard, the control unit 11 determines that the conditions for generating a special tag practice event are satisfied.
[0333] After executing step S176, the control unit 11 executes a practice process (S178). For example, the control unit 11 accesses the training status data D1009 (experience point field) and increases the experience points of the type identified in step S154 among the five types of experience points (muscular strength, agility, technique, curveball, and mental points) by the increase amount identified in step S174. Note that, if the occurrence condition of the special tag practice event is satisfied, the control unit 11 accesses the training status data D1009 (experience point field) and increases the experience points of the type identified in step S174 among the five types of experience points (muscular strength, agility, technique, curveball, and mental points) by twice the increase amount identified in step S154.
[0334] In addition to the above, the control unit 11 accesses the training status data D1009 (practice execution status field), increases the number of times the practice item to be executed has been executed by 1, and when the number of times has reached a predetermined number, raises the level of the practice item by one. Also, in order to decrease the physical strength parameter of the main character in accordance with the execution of practice, the control unit 11 accesses the training status data D1009 (physical strength parameter field), and decreases the value of the physical strength parameter. Furthermore, the control unit 11 accesses the training status data D1009 (evaluation field), and updates the evaluations of teammate characters and the like with respect to the main character.
[0335] After executing step S178, the control unit 11 executes other game processing (S180).
[0336] For example, the control unit 11 executes a process of generating an event related to an event character or an event set in a scenario. Specifically, the control unit 11 determines (randomly) whether to generate an event based on probability information. Alternatively, the control unit 11 determines whether to generate an event based on whether a generation condition set for the event is satisfied. Then, if it is determined that an event should be generated, the control unit 11 generates the event, and executes a process of updating the stamina parameter, motivation parameter, experience points, or knack level parameter of the main character based on the result of the event.
[0337] After executing step S180, control unit 11 displays practice result image G500 on display unit 15 based on the execution results of steps S178 and S180 (S182).
[0338] After executing step S182, the control unit 11 executes an achievement determination process (S184). This achievement determination process is similar to the achievement determination process shown in Figures 33A and 33B.
[0339] After executing step S184, the control unit 11 executes the start process of the next turn (S186). That is, the control unit 11 executes the process shown in FIG.
[0340] [4-5] Figure 36 shows an example of processing that is executed when a change in the main character's ability is confirmed while the ability improvement image G600 is being displayed. For example, when the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing shown in Figure 36 in accordance with a program, the control unit 11 functions as a game progression unit 1040, an achievement determination unit 1050, a first achievement setting unit 1060, a predetermined condition determination unit 1070, a target change unit 1080, a second achievement setting unit 1090, a first reward granting unit 1101, a second reward granting unit 1102, and a third reward granting unit 1103. The processing shown in Figure 36 is executed based on data stored in the data storage unit 1000.
[0341] 36, the control unit 11 monitors whether the change in the ability of the main character has been confirmed (S190). For example, when the part P650 of the ability improvement image G600 is selected, the control unit 11 determines that the change in the ability of the main character has been confirmed.
[0342] If it is determined that the change in the abilities of the main character has been confirmed (S190: Yes), the control unit 11 accesses the training status data D1009 to confirm the main character's abilities to their post-change state, and updates the main character's basic ability parameters and special ability parameters to their post-change state (S192). At this time, the control unit 11 also accesses the training status data D1009 to reduce the experience points consumed to change the main character's abilities, and updates the main character's current experience points.
[0343] After executing step S192, the control unit 11 executes an achievement determination process (S194). This achievement determination process is similar to the achievement determination process shown in Figures 33A and 33B.
[0344] After executing step S194, control unit 11 displays main command image G300 on display unit 15 (S196).
[0345] [4-6] At the end of each section, a process is executed to grant section reward points to the user. That is, when the section ends, the control unit 11 refers to the development status data D1009 and acquires the number of bingo sheets B that have been cleared since the development part started to the present time (the number obtained by subtracting 1 from the current sheet number). The control unit 11 also accesses the section reward point data D1006 and acquires the number of section reward points corresponding to the acquired number (number of cleared sheets). The control unit 11 then accesses the development status data D1009 and adds the acquired number of points to the number of points registered in the cumulative score field.
[0346] [5. Summary] In the game system 1 described above, when the i-th (i: an integer equal to or greater than 1) bingo sheet Bi is the current sheet and a bingo is achieved on the i-th bingo sheet Bi, the current sheet changes from the i-th bingo sheet Bi to the j-th (j: j = i + 1) bingo sheet Bj. However, before the current sheet changes from the i-th bingo sheet Bi to the j-th bingo sheet Bj, the user can check the j-th bingo sheet Bj in the bingo sheet detail image G700. Therefore, before the current sheet changes from the i-th bingo sheet Bi to the j-th bingo sheet Bj, the user can play the game taking into consideration not only the tasks associated with each square M of the i-th bingo sheet Bi but also the tasks associated with each square M of the j-th bingo sheet Bj. Therefore, according to the game system 1, before the current sheet is changed from the ith bingo sheet Bi to the jth bingo sheet Bj, the user can enjoy the excitement of playing the game while taking into consideration not only the tasks associated with each square M on the ith bingo sheet Bi but also the tasks associated with each square M on the jth bingo sheet Bj. As a result, the excitement of the game using the bingo sheet B in which tasks are associated with each square M can be increased.
[0347] Furthermore, in the game system 1, tasks related to the same practice items, experience points, basic ability parameters, or special ability parameters are set on the ith bingo sheet Bi and the jth bingo sheet Bj, so that by aiming to achieve the task, the user can efficiently change the squares M on the ith bingo sheet Bi and the jth bingo sheet Bj into completed squares. The game system 1 can provide the user with the excitement of efficiently changing the squares M on the ith bingo sheet Bi and the jth bingo sheet Bj into completed squares by aiming to achieve the task described above.
[0348] Furthermore, in the game system 1, task reward points and bingo reward points are awarded to the user, which can increase motivation to complete tasks and bingo.
[0349] In addition, in the game system 1, when a chain of bingo is achieved on the current sheet and one or more bingo sheets B following the current sheet, a chain bonus is awarded to the user, thereby providing the user with the excitement of aiming to achieve a chain of bingo on the current sheet and one or more bingo sheets B following the current sheet.
[0350] Furthermore, in the game system 1, the number of squares M on the bingo sheet B is not fixed, so that the number of squares M changes between bingo sheets B, which provides the user with an added interest.
[0351] Furthermore, in the game system 1, in the main command image G300 when the ith bingo sheet Bi is the current sheet, a part P354 indicating the number of achievement reserved squares on the bingo sheet B after the ith bingo sheet Bi is displayed in association with a part P351 indicating the ith bingo sheet Bi. Therefore, the user can know the number of achievement reserved squares on the bingo sheet B after the ith bingo sheet Bi by referring to the part P354 in the main command image G300, without having to transition to the bingo sheet detail image G700 to check the bingo sheet B after the ith bingo sheet Bi.
[0352] Furthermore, in the game system 1, when the ith bingo sheet Bi is the current sheet, a part P357 indicating that the jth bingo sheet Bj is in a bingo reserved state is displayed in association with a part P351 indicating the ith bingo sheet Bi in the main command image G300. Therefore, the user can know that the jth bingo sheet Bj is in a bingo reserved state by referring to the main command image G300, without having to transition to the bingo sheet detail image G700 to check the jth bingo sheet Bj.
[0353] [6. Modifications] The present invention is not limited to the above-described embodiments.
[0354] [6-1] Instead of the bingo sheet B, another object may be displayed on the display unit 15. For example, an object having a structure (e.g., a tree structure) in which a plurality of nodes, each associated with a task, are connected to one or more other nodes, may be displayed on the display unit 15. In this case, for example, when a path is created in which all nodes from the root node to the leaf nodes are completed nodes (nodes for which the task has been completed), it may be determined that the object has been completed by the user.
[0355] [6-2] The training part may also realize the functions described below. When the functions described below are realized, the functional blocks related to the bingo function of the training part will include, in addition to the functional blocks shown in Fig. 27, a reception unit 1110, a task information setting unit 1120, a reference number setting unit 1130, and a third achievement setting unit 1140 as shown in Fig. 37.
[0356] [6-2-1] For example, a task to be associated with square M on bingo sheet B may be set based on the event deck. That is, a task to be associated with square M on bingo sheet B may be set based on the data of the event character incorporated in the event deck.
[0357] For example, tasks related to event characters incorporated into the event deck may be preferentially selected as tasks to be associated with squares M on the bingo sheet B. For example, the probability of selecting a task related to an event character may be set higher than the probability of selecting other tasks, and tasks to be associated with squares M on the bingo sheet B may be selected (randomly) based on probability information. Alternatively, for a predetermined number of squares M, tasks related to event characters may be selected as tasks to be associated with the squares M.
[0358] "Tasks related to the event character" are, for example, tasks related to the event character's favorite practice. For example, if the event character's favorite practice is batting practice, examples of "tasks related to the event character's favorite practice" include tasks related to the number of times the batting practice has been performed, tasks related to the level of the batting practice, and tasks related to the experience points (strength, technique, mental points) gained through the batting practice. For example, information indicating tasks that should be preferentially selected may be stored in association with the event character's identification information (event character ID). In this case, tasks associated with the event character's identification information correspond to "tasks related to the event character."
[0359] Alternatively, the number of squares M on the bingo sheet B may be set based on the event deck. That is, the number of squares M on the bingo sheet B may be set based on the data of the event characters incorporated into the event deck. For example, the higher the level or rarity of the event characters incorporated into the event deck, the more (or less) squares M on the bingo sheet B may be set.
[0360] In this way, the user can be involved in setting the tasks associated with the squares M on the bingo sheet B and in setting the number of squares M on the bingo sheet B, depending on the event characters incorporated into the event deck, providing the user with the excitement of being involved in setting the number of squares M on the bingo sheet B.
[0361] The reception unit 1110 and the assignment information setting unit 1120 are functional blocks for realizing the above-mentioned functions.
[0362] The reception unit 1110 receives the selection of one or more game characters or game items from among a plurality of game characters or game items.
[0363] "Accepting the selection of one or more game characters or game items" may mean accepting an operation to select one or more game characters or game items, or may mean receiving data indicating that one or more game characters or game items have been selected. Note that the "game characters" or "game items" may be displayed in the form of game cards.
[0364] The task information setting unit 1120 sets task information to be associated with each of a plurality of positions set on the object, based on a game character or game item selected from a plurality of game characters or game items.
[0365] For example, the task information setting unit 1120 preferentially associates task information related to the selected game character or game item with each of the multiple positions set on the object. In other words, the task information setting unit 1120 determines the task information to associate with each of the multiple positions set on the object based on probability information that sets the probability that task information related to the selected game character or game item will be associated with a position set on the object higher than the probability that other task information will be associated with a position set on the object.
[0366] Alternatively, the task information setting unit 1120 may set the number of multiple positions to be set for an object based on a game character or game item selected from multiple game characters or game items. That is, the task information setting unit 1120 may set the number of task information items to be associated with an object based on a game character or game item selected from multiple game characters or game items.
[0367] For example, the task information setting unit 1120 sets the number of multiple positions to be set for an object to a number corresponding to the parameters of the selected game character or game item. Specifically, for example, the task information setting unit 1120 increases the number of multiple positions to be set for the object as the performance or rarity of the selected game character or game item increases. Note that the task information setting unit 1120 may decrease the number of multiple positions to be set for the object as the performance or rarity of the selected game character or game item increases. Note that in these cases, for example, a correspondence relationship between the performance or rarity and the number of multiple positions to be set for the object is determined, and the task information setting unit 1120 performs setting based on this correspondence relationship.
[0368] In the above example, the reception unit 1110 receives a selection of event characters to be incorporated into the event deck from among the event characters owned by the user or other users. The task information setting unit 1120 sets tasks to be associated with squares M on the bingo sheet B based on the event characters incorporated into the event deck. Alternatively, the task information setting unit 1120 sets the number of squares M on the bingo sheet B based on the event characters incorporated into the event deck.
[0369] [6-2-2] For example, if multiple bingos are achieved simultaneously on the current sheet, at least one square M may be set as an achieved square on the new current sheet based on the number of bingos achieved simultaneously.
[0370] For example, in the state illustrated in FIG. 13, if the main character acquires the first-class special ability "Stolen Bases ○," the task of square M11-1 (acquiring the first-class special ability "Stolen Bases ○") and the task of square M32-1 (acquiring one or more first-class special abilities) will be accomplished on the first bingo sheet B-1. In this case, bingo is achieved by squares M11-1, M22-1, and M33-1, and bingo is also achieved by squares M12-1, M22-1, and M32-1, so two bingos are achieved simultaneously. In such a case, on the second bingo sheet B-2, which becomes the new current sheet, the number of squares M corresponding to the number of bingos achieved simultaneously may be set as achieved squares. For example, if the number of bingos achieved simultaneously is k, the achievement flags of (k-1) of the squares M whose achievement flags are off may be changed to on on the second bingo sheet B-2, which becomes the new current sheet. In this case, the squares M whose achievement flags are changed to on may be selected according to a predetermined rule, or may be selected (randomly) based on probability information. Alternatively, the user may be allowed to specify the squares M whose achievement flags are changed to on.
[0371] In this way, the user can be provided with the excitement of achieving multiple bingos simultaneously on the current sheet, thereby changing at least one square M on the next bingo sheet B into an achieved square.
[0372] The third achieved setting unit 1140 is a functional block for realizing the above-described function. When it is determined that the multiple achieved positions in the first object satisfy the predetermined positional relationship condition in a state in which the first object is set as the target object, the third achieved setting unit 1140 sets at least one of the multiple positions in the second object as an achieved position based on the number of combinations of the multiple achieved positions that satisfy the predetermined positional relationship condition.
[0373] "The number of combinations of multiple achieved positions that satisfy a specified positional relationship condition when it is determined that multiple achieved positions in the first object satisfy a specified positional relationship condition when the first object is set as the target object" is a number as described below.
[0374] For example, in a case where a predetermined number of multiple achieved positions are lined up in a predetermined direction and it is determined that "multiple achieved positions satisfy a predetermined positional relationship condition," the number of combinations of the predetermined number of achieved positions lined up in a predetermined direction corresponds to the "number of combinations." Specifically, in an object in which squares are arranged in a matrix of N vertical by N horizontal, if there are N achieved squares lined up vertically and N achieved squares lined up horizontally, each of the N achieved squares lined up vertically and the N achieved squares lined up horizontally corresponds to the "combination," and the "number of combinations" is 2.
[0375] Furthermore, for example, in a case where all positions on a path from a specific position to another specific position are achieved positions and it is determined that "multiple achieved positions satisfy a predetermined positional relationship condition," the number of such paths corresponds to the above-mentioned "number of combinations." Specifically, in an object including multiple nodes with a tree structure, if there are two paths in which all nodes from the root node to the leaf node are achieved nodes, each of these two paths corresponds to the above-mentioned "combination," and the above-mentioned "number of combinations" is 2.
[0376] "Setting at least one of the multiple positions on the second object as the achieved position" means, for example, setting a position selected (randomly) from the multiple positions on the second object based on probability information as the achieved position. Also, for example, it may mean setting a position designated (selected) by the user from the multiple positions on the second object as the achieved position.
[0377] For example, when the number of combinations is equal to or greater than a predetermined number, the third achievement setting unit 1140 sets at least one of the multiple positions in the second object to an achieved position. That is, the third achievement setting unit 1140 sets at least one of the multiple positions in the second object to an achieved position when the number of combinations is equal to or greater than a predetermined number.
[0378] Furthermore, for example, the third achievement setting unit 1140 may set the number of positions to be set as achieved positions from among the plurality of positions in the second object based on the number of combinations. Specifically, for example, the third achievement setting unit 1140 may increase the number of positions to be set as achieved positions as the number of combinations increases, or may decrease the number of positions to be set as achieved positions as the number of combinations increases.
[0379] In the above example, when multiple bingos are achieved simultaneously on the i-th (i: an integer greater than or equal to 1) bingo sheet Bi, which is the current sheet, the third achievement setting unit 1140 changes the achievement flag of at least one square M on the j-th (j: an integer where j=i+1) bingo sheet Bj from off to on based on the number of bingos achieved simultaneously.
[0380] [6-2-3] In the embodiment described above, all bingo sheets B-1 to B-10 can be referenced in bingo sheet detail image G700, but the bingo sheets B that can be referenced may be limited to the bingo sheets m after the current sheet. For example, the bingo sheets B that the user can reference may be limited to the bingo sheets two after the current sheet (if the current sheet is the first current sheet, the current sheets that the user can reference may be limited to the first to third current sheets).
[0381] That is, when the plurality of objects include first to n-th objects (n: an integer of 3 or more), the second display control unit 1030 may perform control to display information about each of a reference number of objects, including the second object, among the objects other than the first object, on the display unit 15 before the target object is changed to the second object. Note that the "reference number" is a numerical value that is 1 or more and (n-1) or less.
[0382] The second display control unit 1030 may cause the display unit 15 to display an image including all of the reference number of objects, or may cause the display unit 15 to display images including a predetermined number of objects out of the reference number of objects in order according to the order information in response to a predetermined operation.
[0383] Furthermore, when limiting the bingo sheets B that a user can refer to as described above, the number of bingo sheets B that a user can refer to may be set based on the number of bingos achieved simultaneously.
[0384] For example, under normal circumstances, the number of available bingo sheets B may be set to a first numerical value, and when multiple bingos are achieved simultaneously on the current sheet, the number of available bingo sheets B may be set to a second numerical value greater than the first numerical value. In this case, a correspondence relationship between the number of simultaneously achieved bingos and the number of available bingo sheets B may be set, and the number of available bingo sheets B may be set based on this correspondence. Alternatively, the number of available bingo sheets B may be increased each time multiple bingos are achieved simultaneously.
[0385] In this way, by achieving multiple bingos at the same time, the user can enjoy the excitement of changing the number of bingo sheets B that can be referred to.
[0386] The reference number setting unit 1130 is a functional block for realizing the above-described function. When it is determined that a plurality of achieved positions in the target object satisfy a predetermined positional relationship condition, the reference number setting unit 1130 sets a reference number based on the number of combinations of a plurality of achieved positions that satisfy the predetermined positional relationship condition.
[0387] It should be noted that the number of combinations of multiple achieved positions that satisfy the specified positional relationship condition when it is determined that multiple achieved positions in the first object satisfy the specified positional relationship condition when the first object is set as the target object is the same as that of the third achieved setting unit 1140.
[0388] For example, the reference number setting unit 1130 sets the reference number to a number corresponding to the number of combinations. Specifically, for example, the reference number setting unit 1130 sets the reference number to a larger number as the number of combinations increases. Also, for example, the reference number setting unit 1130 may set the reference number to a larger number as the number of combinations decreases.
[0389] Furthermore, for example, when the number of combinations is greater than the first threshold, the reference number setting unit 1130 may increase the reference number by a predetermined number (e.g., one) from the current value. Note that when the number of combinations is less than the second threshold, the reference number setting unit 1130 may decrease the reference number by a predetermined number (e.g., one) from the current value.
[0390] [6-3] For example, all or part of the processes shown in Figures 31, 32, 33A, 33B, 34, 35, and 36 may be executed by server 30 (an example of a game control device). In this case, data required for executing the processes by server 30 (such as game operation data related to game operations performed on game terminal 10) may be transmitted from game terminal 10 to server 30. Also, data required for displaying various images on display unit 15 (such as data representing the images themselves or data for generating the images) may be transmitted from server 30 to game terminal 10.
[0391] [6-4] A battle mode may be realized in which multiple users compete for the highest cumulative score by sharing a set of bingo sheets B-1 to B-10. In this battle mode, each of the multiple users plays the training part on their own game terminal 10.
[0392] In the battle mode, when a user completes the task at square M on the current sheet, square M is set as a completed square and task reward points are awarded to that user. Once square M is set as a completed square, task reward points will not be awarded to other users even if they subsequently complete the task at square M.
[0393] In addition, if a user completes the task on square M of a bingo sheet B that is later than the current sheet, that square M is set as the completion reservation square, and when that bingo sheet B becomes the current sheet, that user is awarded task reward points.
[0394] Furthermore, if a bingo is achieved on the current sheet by any user completing the task in any square M on the current sheet, bingo reward points are awarded to that user. For example, in the situation illustrated in FIG. 13, if a bingo is achieved by user X of multiple users completing the task in square M13-1 on the first current sheet B-1, the first current sheet B-1 is determined to have been completed by user X, and bingo reward points are awarded only to user X. For example, even if another user Y completes the tasks in squares M23-1 and M33-1, bingo reward points are not awarded to user Y, but only to user X who ultimately completes the bingo. In this case, if a chain reaction of bingos is achieved on the first current sheet B-1 and the second current sheet B-2, the bingo reward points (including the chain bonus) on the second current sheet B-2 are also awarded to user X.
[0395] Furthermore, when each user completes each section, section reward points are awarded according to the number of bingo sheets B that the user has cleared up to that point.
[0396] In the above-described battle mode, when all users have finished the training part, the user with the highest cumulative score becomes the winner.
[0397] [6-5] It is not necessary to set (display) an object such as Bingo Sheet B. For example, it is possible to set first to tenth task groups, and when tasks included in the first task group (current group) are completed with a threshold or more, the first task group is determined to be completed, and the current group is changed to the second task group. In this case, the i-th task group (i: an integer greater than or equal to 1) can be considered to correspond to the multiple tasks set in the multiple squares M of the i-th bingo sheet Bi.
[0398] The number of tasks included in a task group may be increased in stages. The thresholds used as criteria for determining whether a task group has been completed may also be increased in stages. For example, the number of tasks included in the first and second task groups may be 10, the number of tasks included in the third through sixth task groups may be 15, and the number of tasks included in the seventh through tenth task groups may be 20. For example, the threshold for the first and second task groups may be 5, the threshold for the third through sixth task groups may be 8, and the threshold for the seventh through tenth task groups may be 10.
[0399] In the above configuration, each functional block shown in FIG. 28 operates as follows.
[0400] The target setting unit 1010 sets one of a plurality of task information groups, each of which includes a plurality of task information items each indicating a task in the game, as a target task information group.
[0401] An "assignment information group" is a grouping of multiple pieces of assignment information. In other words, one assignment information group contains multiple pieces of assignment information. Assignment information indicating the same or similar assignment may be included in two or more assignment information groups. In other words, one assignment information group may include assignment information indicating the same or similar assignment as assignment information included in another assignment information group.
[0402] "Multiple task information groups each containing multiple task information that respectively indicate tasks in the game" means that each of the multiple task information groups contains multiple task information, and each of the multiple task information indicates a task in the game.
[0403] The "target task information group" is, for example, a task information group that is the target of judgment by the predetermined condition judgment means. In other words, the "target task information group" is a task information group that forms the basis for reward awarding by the reward awarding unit 1100. For example, the set of task information associated with each square on the current bingo sheet is an example of a "target task information group."
[0404] The first display control unit 1020 controls the display unit 15 to display the target assignment information group.
[0405] "Displaying the target assignment information group on the display unit 15" means, for example, displaying multiple pieces of assignment information included in the target assignment information group on the display unit 15. Specifically, "displaying the target assignment information group on the display unit 15" means displaying the target assignment information group on the display unit 15 in a manner that allows the user to grasp the content of the assignment indicated by each piece of assignment information included in the target assignment information group.
[0406] "Performing control to display the target task information group on display unit 15" means causing an image showing the target task information group to be displayed on display unit 15. "Performing control to display the target task information group on display unit 15" may also mean causing an image showing the target task information group to be displayed on display unit 15 of game terminal 10 by transmitting data for displaying the image to game terminal 10. Here, "data for displaying an image" may be data showing the image itself, or data for generating an image.
[0407] When it is determined that the assignment indicated by any one of the assignment information pieces included in the target assignment information group has been completed, the first accomplished setting unit 1060 sets the assignment information piece as accomplished assignment information.
[0408] "Completed assignment information" is assignment information in which the assignment indicated by the assignment information has been determined to have been completed.
[0409] "Setting assignment information as completed assignment information" means, for example, associating information indicating that the assignment indicated by the assignment information has been completed with the assignment information (or identification information of the assignment information). Alternatively, "setting assignment information as completed assignment information" means, for example, registering the assignment information (or identification information of the assignment information) in a storage area (such as a field) for storing assignment information for which the assignment has been completed (or identification information of the assignment information for which the assignment has been completed). Alternatively, "setting assignment information as completed assignment information" means, for example, setting the display mode of the assignment information to a display mode that indicates that the assignment indicated by the assignment information has been completed.
[0410] The predetermined condition determining unit 1070 determines whether or not a plurality of completed assignment information items among a plurality of assignment information items included in the target assignment information group satisfy a predetermined condition.
[0411] The "predetermined condition" is a condition related to multiple completed task information. In other words, the "predetermined condition" is a condition for determining whether or not a target task information group has been cleared. The "predetermined condition" can also be described as a condition for determining whether or not a reward is to be given to a user. For example, a condition for determining whether or not the number of multiple completed task information pieces is a predetermined number or more, or a condition for determining whether or not a specific combination of task information is included in the multiple completed task information pieces is an example of a "predetermined condition."
[0412] When a first assignment information group among a plurality of assignment information groups is set as a target assignment information group, and it is determined that a plurality of completed assignment information among a plurality of assignment information included in the first assignment information group satisfies a predetermined condition, the target change unit 1080 changes the target assignment information group from the first assignment information group to a second assignment information group among the plurality of assignment information groups.
[0413] "Changing the target assignment information group from the first assignment information group to the second assignment information group" means changing from a state in which the first assignment information group is set as the target assignment information group to a state in which the second assignment information group is set as the target assignment information group. Note that the second assignment information group may include assignment information that indicates the same or similar type of assignment as the assignment information included in the first assignment information group.
[0414] When the target task information group is changed to the second task information group, if the second task information group includes task information in which the task has already been completed through game play performed before the target task information group was changed to the second task information group, the second completed setting unit 1090 sets the task information as completed task information.
[0415] "Task information in which the task has already been completed through game play performed before the target task information group was changed to the second task information group" refers to task information among the multiple task information included in the second task information group in which the task has already been completed at the time the target task information group was changed to the second task information group.
[0416] The second display control unit 1030 performs control to display information about the second assignment information group on the display unit 15 before the target assignment information group is changed to the second assignment information group.
[0417] For example, the second display control unit 1030 may cause the display unit 15 to display the content of the assignments indicated by each of the multiple assignment information included in the second assignment information group.
[0418] Alternatively, the second display control unit 1030 may cause the display unit 15 to display the content of assignments indicated by some of the multiple assignment information included in the second assignment information group. For example, the second display control unit 1030 may cause the display unit 15 to display the content of assignments for assignment information indicating the same or similar assignment as assignment information included in the first assignment information group, among the multiple assignment information included in the second assignment information group. In other words, the second display control unit 1030 may cause the display means to display the content of assignments indicated by assignment information commonly included in both the first assignment information group and the second assignment information group.
[0419] Alternatively, the second display control unit 1030 may cause the display means to display whether or not the multiple pieces of assignment information included in the second assignment information group include assignment information that indicates an assignment that is the same as or similar to the assignment information included in the first assignment information group.
[0420] [6-6] Although the above description has mainly focused on an example in which the present invention is applied to a game in which a baseball player game character is trained, the present invention can also be applied to games in which other game characters are trained. The present invention can also be applied to games other than games in which a game character is trained. The present invention can be applied to various games in which an object is displayed having multiple positions, each of which is associated with task information indicating a task in the game, and when it is determined that the task indicated by the task information has been achieved through game play, the position associated with the task information is set as an achieved position, and when the multiple achieved positions satisfy a predetermined positional relationship condition, a predetermined process is executed.
[0421] [7. Supplementary Note] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, reference numerals shown in the drawings are written in parentheses as appropriate, but this does not mean that the present invention is limited to the illustrated embodiments.
[0422] 1) A game control device (10 or 30) according to one aspect of the present invention includes: a target setting means (1010) for setting one of a plurality of objects (e.g., bingo sheets B-1 to B-10) each having a plurality of positions (e.g., squares M) associated with task information indicating a task in a game as a target object (e.g., a current sheet); a first display control means (1020) for controlling display of the target object on a display means (15); an achievement determination means (1050) for determining whether or not the task indicated by the task information has been achieved by game play; a first achievement setting means (1060) for setting, when it is determined that the task indicated by the task information has been achieved, a position of the plurality of positions in the target object associated with the task information as an achieved position; and a predetermined condition determination means (1070) for determining whether or not the plurality of achieved positions in the target object satisfy a predetermined positional relationship condition (e.g., a bingo achievement condition); a target change means (1080) for changing the target object from the first object (e.g., bingo sheet B-1) of a number of objects to a second object (e.g., bingo sheet B-2) of the plurality of objects when it is determined that the plurality of achieved positions in the first object satisfy the predetermined positional relationship condition while the first object is set as the target object; a second achieved setting means (1090) for setting, when the target object is changed to the second object, a position among the plurality of positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object as the achieved position; and a second display control means (1030) for controlling the display means to display information about the second object before the target object is changed to the second object.
[0423] 10) Furthermore, a game system (1) according to one aspect of the present invention includes a target setting means (1010) for setting one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in a game, as a target object; a first display control means (1020) for controlling display of the target object on a display means; an achievement determination means (1050) for determining whether the task indicated by the task information has been achieved by game play; a first achievement setting means (1060) for setting, when it is determined that the task indicated by the task information has been achieved, a position of the plurality of positions in the target object associated with the task information as an achieved position; a predetermined condition determination means (1070) for determining whether the plurality of achieved positions in the target object satisfy a predetermined positional relationship condition; and a first of the plurality of objects. The system includes a target change means (1080) that changes the target object from the first object to a second object among the plurality of objects when it is determined that the plurality of achieved positions in the first object satisfy the predetermined positional relationship condition while an object is set as the target object; a second achieved setting means (1090) that, when the target object is changed to the second object, sets as the achieved position a position among the plurality of positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object; and a second display control means (1030) that performs control to display information about the second object on the display means before the target object is changed to the second object.
[0424] 11) Furthermore, a program according to one aspect of the present invention is a program for causing a computer to function as a game control device (10 or 30) described in any one of 1) to 9), or as a game system (1) described in 10).
[0425] 12) Furthermore, an information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 11) recorded thereon.
[0426] 13) A game control method (a method for controlling a game control device or a game system) according to one aspect of the present invention includes setting one of a plurality of objects, each of which has a plurality of positions associated with task information indicating a task in a game, as a target object (S102); performing control to display the target object on a display means (S110); determining whether the task indicated by the task information has been achieved by game play (S14200, S14204); when it is determined that the task indicated by the task information has been achieved, setting one of the plurality of positions on the target object associated with the task information as an achieved position (S14202, S14206); determining whether the plurality of achieved positions on the target object satisfy a predetermined positional relationship condition (S14212); and when it is determined that the plurality of achieved positions in the first object satisfy the predetermined positional relationship condition in a state in which a first object of a plurality of objects is set as the target object, changing the target object from the first object to a second object of the plurality of objects (S14220); when the target object is changed to the second object, setting, as the achieved position, a position among the plurality of positions in the second object where the task indicated by the task information has already been achieved by game play performed before the target object was changed to the second object (S14222); and before the target object is changed to the second object, performing control to display information related to the second object on the display means (S152, S156).
[0427] According to the inventions set forth in 1), 10) to 13), when it is determined that a plurality of achieved positions in the first object satisfy a predetermined positional relationship condition in a state in which the first object is set as the target object, the target object is changed from the first object to a second object, and among the plurality of positions in the second object, positions at which the task indicated by the task information has already been achieved in game play performed before the target object was changed to the second object are set as achieved positions. Furthermore, according to the present invention, information about the second object is displayed before the target object is changed to the second object. Therefore, in the present invention, before the target object is changed to the second object (in a state in which the first object is set as the target object), game play can be performed taking into account not only the task information associated with each position in the first object but also the task information associated with each position in the second object. This provides the user with the excitement of playing a game in a state in which the first object is set as the target object, taking into account not only the task information associated with each position in the first object but also the task information associated with each position in the second object. As a result, according to the present invention, an object is displayed having multiple positions set, each of which is associated with task information indicating a task in the game, and when it is determined that the task indicated by the task information has been accomplished, the position associated with the task information is set as an accomplished position, and when the multiple accomplished positions satisfy a predetermined positional relationship condition, a predetermined process is executed, thereby increasing the interest of the game.
[0428] 2) In one aspect of the present invention, at least one of the multiple positions in the second object may be associated with task information indicating a task that is the same as or similar to task information associated with any of the multiple positions in the first object.
[0429] According to the invention described in 2), at least one of the multiple positions on the second object is associated with task information indicating a task that is the same as or similar to task information associated with any of the multiple positions on the first object, so that, in a state in which the first object is set as a target object, by aiming to complete the same or similar task associated with any of the multiple positions on the first object and at least one of the multiple positions on the second object, it becomes possible to efficiently change the position on the second object, along with the position on the first object, to a completed position. As a result, according to the present invention, by aiming to complete the same or similar task associated with any of the multiple positions on the first object and at least one of the multiple positions on the second object, it is possible to provide the user with the fun of efficiently changing the position on the second object, along with the position on the first object, to a completed position.
[0430] 3) In one aspect of the present invention, the system may include a first reward granting means (1101) that grants a first reward (e.g., task reward points) to the user when the position in the target object is set as the achieved position, and a second reward granting means (1102) that grants a second reward (e.g., bingo reward points) to the user when it is determined that the multiple achieved positions in the target object satisfy the predetermined positional relationship condition.
[0431] According to the invention described in 3), a first reward is given to the user when a position on the target object is set as an achieved position, and a second reward is given to the user when it is determined that multiple achieved positions on the target object satisfy a predetermined positional relationship condition, thereby improving motivation to make a position on the target object an achieved position (i.e., to achieve the task indicated by the task information associated with the position on the target object) and motivation to make multiple achieved positions on the target object satisfy a predetermined positional relationship condition.
[0432] 4) In one aspect of the present invention, the device may include a third reward granting means (1103) that grants a third reward (e.g., a chain bonus) to the user when it is determined that the multiple achieved positions set by the second achieved setting means (1090) satisfy the predetermined positional relationship condition.
[0433] According to the invention described in 4), the third reward is given to the user when it is determined that the multiple achieved positions set by the second achieved setting means satisfy the predetermined positional relationship condition, thereby providing the user with the excitement of aiming to make the multiple achieved positions set by the second achieved setting means satisfy the predetermined positional relationship condition.
[0434] 5) In one aspect of the present invention, the number of the plurality of positions set in the second object may be different from the number of the plurality of positions set in the first object.
[0435] According to the invention described in 5), the number of multiple positions set on the second object is different from the number of multiple positions set on the first object, so that the user can be entertained by the fact that the number of positions associated with task information changes between the first object and the second object.
[0436] 6) In one aspect of the present invention, the first display control means (1020) may set the display mode of the first object based on the number of positions among the plurality of positions in the second object where the task indicated by the task information has already been completed before the target object is changed to the second object.
[0437] According to the invention described in 6), before the target object is changed to the second object, the display mode of the first object is set based on the number of positions among the multiple positions in the second object where the task indicated by the task information has already been completed.Therefore, before the target object is changed to the second object, the user can easily grasp the number of positions among the multiple positions in the second object where the task indicated by the task information has already been completed by referring to the display mode of the first object without having to display the second object.
[0438] 7) In one aspect of the present invention, the plurality of objects include first to nth objects (n: an integer equal to or greater than 3), and the second display control means (1030) controls the display means (15) to display information about each of a reference number of objects, including the second object, among objects other than the first object before the target object is changed to the second object, and the game control device (10 or 30) may include a reference number setting means (1130) that sets the reference number based on the number of combinations of the plurality of achieved positions that satisfy the specified positional relationship condition when it is determined that the plurality of achieved positions in the target object satisfy the specified positional relationship condition.
[0439] According to the invention described in 7), before the target object is changed to the second object, information about each of the reference number of objects, including the second object, among the objects other than the first object is displayed on the display means, and when it is determined that multiple achieved positions in the target object satisfy a predetermined positional relationship condition, the user can be provided with the fun of changing the reference number depending on the number of combinations of multiple achieved positions that satisfy the predetermined positional relationship condition.
[0440] 8) In one aspect of the present invention, the method may include means (1140) for setting at least one of the multiple positions in the second object as the achieved position based on the number of combinations of the multiple achieved positions that satisfy the predetermined positional relationship condition when it is determined that the multiple achieved positions in the first object satisfy the predetermined positional relationship condition when the first object is set as the target object.
[0441] According to the invention described in 8), when a first object is set as a target object and it is determined that a plurality of achieved positions in the first object satisfy a predetermined positional relationship condition, the user can be provided with the fun of changing at least one of a plurality of positions in the second object to an achieved position depending on the number of combinations of a plurality of achieved positions that satisfy the predetermined positional relationship condition.
[0442] 9) In one aspect of the present invention, the device may include at least one of: a receiving means (1110) for receiving a selection of one or more game characters or game items from a plurality of game characters or game items; a means (1120) for setting the number of the plurality of positions to be set on the object based on the game character or game item selected from the plurality of game characters or game items; and a means (1120) for setting the task information to be associated with each of the plurality of positions to be set on the object based on the game character or game item selected from the plurality of game characters or game items.
[0443] According to the invention described in 9), the number of multiple positions to be set on an object is set, or task information to be associated with each of the multiple positions to be set on an object is set, based on a game character or game item selected from a plurality of game characters or game items.Therefore, by selecting a game character or game item from a plurality of game characters or game items, the user can be provided with the excitement of being involved in setting the number of multiple positions to be set on an object, or setting task information to be associated with each of the multiple positions to be set on an object.
[0444] 14) A game control device (10 or 30) or game system (1) according to one aspect of the present invention includes a target setting means (1010) for setting one of a plurality of task information groups, each including a plurality of task information indicating a task in a game, as a target task information group; a first display control means (1020) for controlling display of the target task information group on a display means (15); an achievement determination means (1050) for determining whether or not a task indicated by the task information has been achieved by game play; a first achievement setting means (1060) for setting the task information as achieved task information when it is determined that a task indicated by any of the plurality of task information included in the target task information group has been achieved; a predetermined condition determination means (1070) for determining whether or not a plurality of the achieved task information among the plurality of task information included in the target task information group satisfies a predetermined condition; and a first task information group of the plurality of task information groups that satisfies a predetermined condition. and a second display control means (1030) for controlling the display means to display information relating to the second task information group before the target task information group is changed to the second task information group. The device further includes: a target change means (1080) for changing the target task information group from the first task information group to a second task information group among the plurality of task information groups when it is determined that the plurality of completed task information among the plurality of task information included in the first task information group satisfies the predetermined condition; a second accomplished setting means (1090) for setting the task information as the completed task information when the plurality of task information included in the second task information group is included in the plurality of task information groups in which a task has already been completed by game play performed before the target task information group is changed to the second task information group when the target task information group is changed to the second task information group.
[0445] 15) Furthermore, a program according to one aspect of the present invention is a program for causing a computer to function as the game control device (10 or 30) or game system (1) described in 14).
[0446] 16) Furthermore, an information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 15) recorded thereon.
[0447] 17) A game control method (a method for controlling a game control device or a game system) according to one aspect of the present invention includes the steps of: setting one of a plurality of task information groups, each including a plurality of task information indicating a task in a game, as a target task information group (S102); performing control to display the target task information group on a display means (S110); determining whether the task indicated by the task information has been achieved by game play (S14200, S14204); setting the task information as achieved task information when it is determined that the task indicated by any of the task information included in the plurality of task information included in the target task information group has been achieved (S14202, S14206); determining whether a plurality of the achieved task information among the plurality of task information included in the target task information group satisfies a predetermined condition (S14212); When the target task information group is set as a group and it is determined that the plurality of completed task information among the plurality of task information included in the first task information group satisfies the predetermined condition, the target task information group is changed from the first task information group to a second task information group among the plurality of task information groups (S14220); when the target task information group is changed to the second task information group, if the plurality of task information included in the second task information group includes task information whose task has already been completed by game play performed before the target task information group was changed to the second task information group, the task information is set as the completed task information (S14222); and before the target task information group is changed to the second task information group, control is performed to display information related to the second task information group on the display means (S152, S156).
[0448] According to the inventions described in 14) to 17), when a first task information group is set as the target task information group and it is determined that multiple completed task information items in the first task information group satisfy a predetermined position condition, the target task information group is changed from the first task information group to a second task information group, and task information items in the second task information group, for which tasks have already been completed through game play performed before the target task information group was changed to the second task information group, are set as completed task information. Furthermore, according to the present invention, information about the second task information group is displayed before the target task information group is changed to the second task information group. Therefore, in the present invention, before the target object is changed to the second task information group (when the first task information group is set as the target task information group), game play can be performed taking into account not only the task information in the first task information group but also the task information in the second task information group. This provides the user with the excitement of playing the game taking into account not only the task information included in the first task information group but also the task information included in the second task information group when the first task information group is set as the target task information group. As a result, according to the present invention, task information groups each containing multiple task information indicating tasks in a game are displayed, and when it is determined that a task indicated by task information has been accomplished, the task information is set as accomplished task information, and when multiple pieces of accomplished task information satisfy predetermined conditions, a predetermined process is executed, thereby increasing the interest of the game. [Explanation of symbols]
[0449] 1 Game system, N Network, 10 Game terminal, 11 Control unit, 12 Memory unit, 13 Communication unit, 14 Operation unit, 15 Display unit, 16 Audio output unit, 30 Server, 31 Control unit, 32 Memory unit, 33 Communication unit, 34 Database, 1000 Data storage unit, 1010 Target setting unit, 1020 First display control unit, 1030 Second display control unit, 1040 Game progression unit, 1050 Achievement determination unit, 1060 First achieved setting unit, 1070 Predetermined condition determination unit, 1080 Target change unit, 1090 Second achieved setting unit, 1100 Reward granting unit, 1101 First reward granting unit, 1102 Second reward granting unit, 1103 Third reward granting unit, 1110 Reception unit, 1120 Task information setting unit, 1130 Reference number setting unit, 1140 Third achieved setting section, D1001 Practice effect data, D1002 Task data, D1003 Task reward point data, D1004 Bingo reward point data, D1005 Chain bonus data, D1006 Section reward point data, D1007 Bingo sheet data, D1008 Event deck data, D1009 Training status data, B, B-1, B-2, B-3, B-4, B-5, B-6, B-7, B-8, B-9, B-10 Bingo sheet, M, M11, M11-1, M11-2, M12, M12-1, M12-2, M13, M13-1, M13-2, M21, M21-1, M21-2, M22, M22-1, M22-2, M23, M23-1, M23-2, M31, M31-1, M31-2, M32, M32-1, M32-2, M33, M33-1, M33-2 squares, G100 original character details, P110, P120, P130, P140 parts, G200 event deck setting image, A230 event deck area, P231-1, P231-2, P231-3, P231-4, P231-5, P232 Setting frame, P210, P220, P240, P250 parts, G300 main command image, A340 command area, A350 bingo area, P310, P320, P330, P341, P342, P343, P344, P345, P346, P351, P352, P353, P354, P355, P356, P357 parts, G400 practice command image, A440 command area, A460 teammate area, P410, P420,P430, P441, P442, P443, P444, P445, P446, P447, P448, P450, P461-1, P462-1, P463-1, P461-2, P462-2, P463-2, P461-3, P462-3 Parts, G500 Practice Results Images, P510, P520, P530, P540, P541, P542, P543 Parts, G600 Ability Improvement Images, A610 1st Area, A620 2nd Area, P611 Pitcher Ability Tab, P612 Fielder Ability Tab, P621 Basic Ability Tab, P622 Special ability tab, P623-1, P623-2, P623-3, P623-4, P623-5, P623-6, P623-7, P624-1, P624-2, P624-3, P624-4, P624-5, P624-6 parts, G700 bingo sheet detailed image, P710, P720, P730, P731, P740, P750, P760, P770-1, P770-2, P780, P790 parts, G800 task completion image, P810, P820, P830 parts, G900 bingo completion image, P910, P920, P930 parts.
Claims
1. a game progression means for progressing the game based on a user's operation; a target setting means for setting, as a target object, one of a plurality of objects each having a plurality of positions associated with task information indicating a task to be completed in response to an operation of the user in the game; a first display control means for controlling display of the target object on a display means; achievement determination means for determining whether the task indicated by the task information has been accomplished by the user's operation; a first achievement setting means for setting a position associated with the assignment information among the plurality of positions on the target object as an achievement position when it is determined that the assignment indicated by the assignment information has been achieved; a predetermined condition determining means for determining whether the plurality of achieved positions of the target object satisfy a predetermined positional relationship condition; a target change means for changing the target object from the first object to another object among the plurality of objects when it is determined that the plurality of achieved positions of the first object satisfy the predetermined positional relationship condition in a state in which the first object of the plurality of objects is set as the target object; a second achievement setting means for setting, when it is determined that the task indicated by the task information has been achieved, a position associated with the task information among the plurality of positions of at least one second object among the plurality of objects before being changed to the target object, as the achieved position; a second display control means for controlling the display means to display information indicating the number of achieved positions in the at least one second object before the second object is changed to the target object; 1. A game control device comprising:
2. 2. The game control device according to claim 1, further comprising parameter update means for sequentially increasing parameters of a character in the game based on each of a plurality of operations by the user; the task information indicates a numerical target for the parameter; The achievement determination means determines whether the parameter has reached the numerical target indicated by the task information. Game control device.
3. a game progression means for progressing the game based on a user's operation; a target setting means for setting, as a target object, one of a plurality of objects each having a plurality of positions associated with task information indicating a task to be completed in response to an operation of the user in the game; a first display control means for controlling display of the target object on a display means; achievement determination means for determining whether the task indicated by the task information has been accomplished by the user's operation; a first achievement setting means for setting a position associated with the assignment information among the plurality of positions on the target object as an achievement position when it is determined that the assignment indicated by the assignment information has been achieved; a predetermined condition determining means for determining whether the plurality of achieved positions of the target object satisfy a predetermined positional relationship condition; a target change means for changing the target object from the first object to another object among the plurality of objects when it is determined that the plurality of achieved positions of the first object satisfy the predetermined positional relationship condition in a state in which the first object of the plurality of objects is set as the target object; a second achievement setting means for setting, when it is determined that the task indicated by the task information has been accomplished, a position associated with the task information among the plurality of positions of at least one second object among the plurality of objects before being changed to the target object, as the accomplished position; a second display control means for controlling the display means to display information indicating the number of achieved positions in the at least one second object before the second object is changed to the target object; A game system including:
4. 4. A program for causing a computer to function as the game control device according to claim 1 or 2, or the game system according to claim 3.
Citation Information
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