Information processing program, information processing method, information processing system, and game device
The information processing program addresses the issue of delayed game progress in digital card games by managing player usage time and awarding privileges based on game performance, ensuring efficient and timely game advancement.
Patent Information
- Application Number
- PCT/JP2024/041106
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-05
- Filing Date
- 2024-11-20
- Publication Date
- 2025-06-12
AI Technical Summary
In digital card games, prolonged in-depth consideration by players can lead to delayed game progress.
An information processing program that advances a game with multiple turns, determines player usage time, calculates points based on game results and usage time, and awards privileges to player IDs.
This solution helps prevent game progress delays by managing player time effectively and providing incentives based on game performance and efficiency.
Smart Images

Figure JP2024041106_12062025_PF_FP_ABST
Abstract
Description
Information processing program, information processing method, information processing system, and game device
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device.
[0002] For example, Patent Document 1 proposes a digital card game that allows players to compete against each other via communication. In such a digital card game, a player creates a deck, which is a group of cards selected from a plurality of cards. The player then plays the game using the deck.
[0003] Japanese Patent Application Laid-Open No. 2018-995
[0004] In a competitive game such as the one described above, if players repeatedly take a long time to consider their play, the progress of the game may be delayed.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can reduce the risk of delays in the progress of a game.
[0006] In order to solve the above problem, the information processing program causes a computer to perform the following processes: a process of progressing a game including a plurality of turns; a process of determining a player's usage time in a turn based on the end of the turn; a process of determining first points based on the result of the game; a process of determining second points based on at least the usage time; and a process of granting a benefit to a player ID based on the first points and the second points.
[0007] The information processing program causes a computer to perform the following processes: determining the total usage time required until the end of the game based on the usage time; determining the player's controllable time for each turn; and determining the total controllable time, which is the sum of the controllable times for each turn executed until the end of the game; and the process of determining the second points may determine the second points based on the ratio of the total usage time to the total controllable time.
[0008] The information processing program may cause a computer to perform a process of determining the player's available operation time for each turn, and the process of determining the second points may determine the second points based on the ratio of the usage time to the available operation time for each turn executed until the end of the game.
[0009] The turn may include a plurality of turns each having a different operable time.
[0010] The multiple turns include the player's turn and the opponent's turn, and the process of determining the usage time may determine the player's usage time for a turn when the player's turn has ended, and may determine the player's usage time for the opponent's turn when the opponent's turn has ended and the player has performed an operation during the opponent's turn.
[0011] In order to solve the above problem, the information processing method is an information processing method executed by one or more computers, and includes: a process of progressing a game including a plurality of turns; a process of determining a player's usage time for a turn based on the end of the turn; a process of determining first points based on the result of the game; a process of determining second points based on at least the usage time; and a process of granting a benefit to a player ID based on the first points and the second points.
[0012] In order to solve the above problem, the information processing system is an information processing system including one or more computers, wherein the computers perform the following processes: a process of progressing a game including multiple turns; a process of determining the player's usage time for a turn based on the end of the turn; a process of determining first points based on the result of the game; a process of determining second points based on at least the usage time; and a process of granting a benefit to a player ID based on the first points and the second points.
[0013] In order to solve the above problem, a game device includes one or more computers, and the computers perform the following processes: a process of progressing a game including a plurality of turns; a process of determining the player's usage time in a turn based on the completion of the turn; a process of determining first points based on the result of the game; a process of determining second points based on at least the usage time; and a process of granting a benefit to a player ID based on the first points and the second points.
[0014] According to the present invention, it is possible to reduce the risk of delays in the progress of the game.
[0015] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. FIG. 2A is a diagram illustrating the hardware configuration of a player terminal. FIG. 2B is a diagram illustrating the hardware configuration of a server. FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of a card setting screen. FIG. 3C is a diagram illustrating an example of a deck selection screen. FIG. 3D is a diagram illustrating an example of a deck organization screen in an initial state. FIG. 4A is a diagram illustrating an example of a deck organization screen during organization. FIG. 4B is a diagram illustrating an example of a card list screen. FIG. 4C is a diagram illustrating an example of a card creation screen. FIG. 4D is a diagram illustrating an example of a card details screen. FIG. 5 is a diagram illustrating an example of a battle screen. FIG. 6A is a first diagram illustrating an example of a follower card. FIG. 6B is a first diagram illustrating an example of an follower card. FIG. 7A is a diagram illustrating an example of a spell card. FIG. 7B is a diagram illustrating an example of an amulet card. FIG. 8 is a diagram illustrating an example of an ability. FIG. 9A is a first diagram illustrating an example of a transition of a battle screen. FIG. 9B is a second diagram illustrating an example of a transition of a battle screen. FIG. 9C is a third diagram illustrating an example of a transition of a battle screen. FIG. 10A is a fourth diagram illustrating an example of a transition of a battle screen. FIG. 10B is a fifth diagram illustrating an example of a transition of a battle screen. FIG. 10C is a sixth diagram illustrating an example of a transition of a battle screen. FIG. 11A is a seventh diagram illustrating an example of a transition of a battle screen. FIG. 11B is an eighth diagram illustrating an example of a transition of a battle screen. FIG. 11C is a ninth diagram illustrating an example of a transition of a battle screen. FIG. 12A is a tenth diagram illustrating an example of a transition of a battle screen. FIG. 12B is an eleventh diagram illustrating an example of a transition of a battle screen. FIG. 13A is a first diagram illustrating an example of a battle screen in an evolution-enabled turn. FIG. 13B is a second diagram illustrating an example of a battle screen in an evolution-enabled turn. FIG. 14A is a first diagram illustrating an example of a battle screen at the time of evolution. FIG. 14B is a diagram illustrating an example of an evolution screen. FIG. 14C is a second diagram illustrating an example of a battle screen at the time of evolution. FIG. 15A is a first diagram illustrating an example of a battle screen in the super evolution unlock turn.FIG. 15B is a second diagram illustrating an example of a battle screen during a super evolution unlock turn. FIG. 16A is a first diagram illustrating an example of a battle screen during super evolution. FIG. 16B is a diagram illustrating an example of a super evolution screen. FIG. 16C is a second diagram illustrating an example of a battle screen during super evolution. FIG. 17 is a diagram illustrating an example of a breakdown of rank points. FIG. 18 is a diagram illustrating an example of available control time and usage time. FIG. 19A is a diagram illustrating an example of a result screen upon victory. FIG. 19B is a diagram illustrating an example of a result screen upon defeat. FIG. 20 is a functional block diagram of a player terminal. FIG. 21 is a functional block diagram of a server. FIG. 22 is a flowchart illustrating an example of terminal-side card battle game execution processing in a player terminal. FIG. 23 is a flowchart illustrating an example of own turn control processing in a player terminal. FIG. 24 is a flowchart illustrating an example of evolution / super evolution execution processing in a player terminal. FIG. 25 is a flowchart illustrating an example of opponent's turn control processing in a player terminal. Fig. 26 is a flowchart illustrating an example of a server-side card battle game execution process in the server. Fig. 27 is a flowchart illustrating an example of an ability activation process in the server. Fig. 28 is a flowchart illustrating an example of an evolution-related process in the server.
[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0017] (Overall Configuration of Information Processing System S) Fig. 1 is an explanatory diagram showing a schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1, a server 1000, and a communication network N having a communication base station Na.
[0018] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0019] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.
[0020] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0021] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0022] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 is configured to include a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.
[0023] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0024] The configurations and functions of the CPU 1010, memory unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0025] The CPU 10 runs a program stored in a memory unit 12 to control the progress of the game. The memory unit 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory unit 12 is connected to the CPU 10 via a bus 14.
[0026] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0027] The storage device 18 is configured by a semiconductor memory and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.
[0028] The communication unit 20 is connected to the communication base station Na by radio communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory unit 12 or the storage device 18.
[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which allow the player's intentions to be input in a discernible manner.
[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.
[0031] (Game Content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. The game of this embodiment is a so-called digital card game. Players can acquire and own multiple types of digital cards (game media, hereinafter simply referred to as cards) provided by an operator through lottery or other means, and use the owned cards to play a card battle game against a computer or other players. The game content of this embodiment will be described in detail below.
[0032] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of a card setting screen. FIG. 3C is a diagram illustrating an example of a deck selection screen. FIG. 3D is a diagram illustrating an example of a deck organization screen in an initial state. FIG. 4A is a diagram illustrating an example of a deck organization screen during organization. FIG. 4B is a diagram illustrating an example of a card list screen. FIG. 4C is a diagram illustrating an example of a card generation screen. FIG. 4D is a diagram illustrating an example of a card details screen.
[0033] When the application for this game is started on the player terminal 1, communication between the player terminal 1 and the server 1000 is initiated, the player terminal 1 enters a logged-in state, and the game begins. When the game starts, various game screens are displayed on the touch panel 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.
[0034] The normal screen is a screen on which the player mainly performs various settings and checks information. On the other hand, the battle screen is a screen displayed on the touch panel 26 from the start to the end of the card battle game. Here, all screens other than the battle screen are normal screens. The normal screens include a home screen shown in FIG. 3A, a card setting screen shown in FIG. 3B, a shop screen (not shown), a menu screen, and the like.
[0035] The home screen shown in FIG. 3A is the screen that is first displayed after logging in. As shown in FIG. 3A , on the home screen, a menu bar 30 is displayed at the bottom of the touch panel 26. The menu bar 30 has a plurality of operation units that the player can operate (tap). The menu bar 30 has a home screen selection operation unit 30a labeled "HOME," a solo play selection operation unit 30b labeled "SOLO PLAY," a multiplay selection operation unit 30c labeled "BATTLE," a card setting screen selection operation unit 30d labeled "CARD," a shop screen selection operation unit 30e labeled "SHOP," and a menu screen selection operation unit 30f labeled "OTHER."
[0036] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the touch panel 26. When the solo play selection operation unit 30b is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game in which players compete against a computer is started. When the multiplay selection operation unit 30c is tapped, various setting screens are displayed. When settings are made on the setting screen, a card battle game in which players compete against other players via communication is started.
[0037] When the card setting screen selection operation unit 30d is tapped, the card setting screen shown in FIG. 3B is displayed on the touch panel 26, allowing the player to perform deck organization (described later), card list display, card disassembly, card creation, etc. Furthermore, when the shop screen selection operation unit 30e is tapped, a shop screen is displayed on the touch panel 26, allowing the player to acquire cards by lottery by consuming in-game currency or items. Furthermore, when the menu screen selection operation unit 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, allowing the player to check game settings and various information.
[0038] A header display area 31 is provided in the upper left of the home screen shown in FIG. 3A . The header display area 31 displays a player name, a player icon, and rank points (XP) associated with a player ID. As will be described in detail later, rank points are assigned to a player ID based on the content and results of a card battle game played online against other players. However, rank points may also be assigned to a player ID based on the content and results of a card battle game played against a computer. For example, the total number of rank points associated with a player ID may be used as an indicator of a player's strength. Furthermore, a ranking such as bronze rank, silver rank, or gold rank may be determined based on the total number of rank points associated with a player ID. Furthermore, ranking may be determined based on the total number of rank points associated with a player ID. As a player's rank or ranking increases, various game media, in-game currency, etc. may be assigned to the player ID. Furthermore, various game media, in-game currency, etc. may be assigned to the player ID based on the total number of rank points associated with the player ID. Furthermore, various game media, in-game currency, etc. may be granted to a player ID based on the total value of rank points linked to the player ID during a predetermined period, such as a preset event period. Furthermore, the rank points may be usable as in-game currency, for example. That is, a player may be able to use (consume) the rank points to purchase various game media.
[0039] A home menu 32 is displayed on the right edge of the home screen. The home menu 32 includes a gift screen selection operation section 32a labeled "Gift" and an information screen selection operation section 32b labeled "Information" and a mission screen selection operation section 32c labeled "Mission" and a guild screen selection operation section 32d labeled "Guild."
[0040] When the gift screen selection operation unit 32a is tapped, a gift screen (not shown) displaying items distributed by the administrator, for example, is displayed on the touch panel 26. When the information screen selection operation unit 32b is tapped, an information screen (not shown) displaying update information, maintenance information, etc. is displayed on the touch panel 26. When the mission screen selection operation unit 32c is tapped, a mission screen (not shown) displaying preset missions is displayed on the touch panel 26. When the guild screen selection operation unit 32d is tapped, a guild screen (not shown) related to a guild (group) made up of multiple players is displayed on the touch panel 26.
[0041] The card setting screen shown in FIG. 3B is displayed on the touch panel 26 when the card setting screen selection operation unit 30d is tapped. A deck organization tab 33a and a card list generation tab 33b are displayed on the card setting screen. When the deck organization tab 33a is tapped, the deck selection screen shown in FIG. 3C is displayed. The deck selection screen displays a list of decks organized by the player. When organizing a deck, the player can name the deck. On the deck selection screen, the deck name is displayed on an icon corresponding to each deck.
[0042] Additionally, the deck selection screen displays a deck creation tab 34 labeled "Create New." When the player taps the deck creation tab 34, the deck organization screen shown in FIG. 3D is displayed on the touch panel 26, allowing the player to organize a new deck.
[0043] On the deck organization screen, multiple blank spaces are displayed in the upper row, and cards owned by the player (hereinafter referred to as owned cards) are displayed in the lower row. On the deck organization screen, as shown in FIG. 4A , owned cards displayed in the lower row can be slid to the upper row, whereupon the slid owned cards are placed in the blank spaces in the upper row. In this way, owned cards placed in the upper row on the deck organization screen are provisionally registered.
[0044] Then, when the save tab 35 marked "Save" on the deck organization screen is tapped, the deck information is stored. A deck ID is assigned to this deck information. In addition, card group information that allows all temporarily registered owned cards to be identified is linked to the deck ID and stored. Although not shown in the figure, when the save tab 35 is tapped, a screen for editing the deck name is displayed. Once editing of the deck name is complete, the card group information is linked to the deck ID and stored. In addition, the deck name and an icon displayed on the deck selection screen, etc., are linked to the deck ID and stored.
[0045] Also, when an icon is tapped on the deck selection screen shown in Fig. 3C, the deck organization screen is displayed as shown in Fig. 4A. However, in this case, the cards that make up the deck selected on the deck selection screen are displayed in the upper row, and the owned cards are displayed in the lower row. In this case, the player can change the card displayed in the upper row with the owned card displayed in the lower row by operating the screen.
[0046] Note that a specified number of cards (e.g., 40) are used in a card battle game. Therefore, on the deck organization screen, the player typically temporarily registers the specified number of owned cards and then taps the save tab 35, which stores deck information including card group information for the specified number of cards. However, even if the number of provisionally registered cards is less than the specified number or exceeds the specified number, the deck information can be saved, but the deck information cannot be used in the card battle game.
[0047] When the card list generation tab 33b is tapped on the card setting screen, a card list screen shown in FIG. 4B is displayed on the touch panel 26. On this card list screen, an owned cards tab 36a, a generation mode tab 36b, and an owned coins display field 36c are provided at the bottom of the touch panel 26. The owned cards tab 36a and the generation mode tab 36b are configured to be able to accept tap operations by the player. The owned cards tab 36a and the generation mode tab 36b are also displayed on the card generation screen. When the owned cards tab 36a is tapped, the card list screen shown in FIG. 4B is displayed, and when the generation mode tab 36b is tapped, the card generation screen shown in FIG. 4C is displayed. Meanwhile, the owned coins display field 36c displays the number of coins (number of owned coins), which are the in-game currency owned by the player.
[0048] As shown in FIG. 4B , the card list screen displays the cards owned by the player and the number of cards owned. It should be noted that cards not owned by the player may also be displayed on the card list screen. Furthermore, as shown in FIG. 4C , the card creation screen displays all cards to be provided, regardless of whether the player owns them or not. However, while cards owned by the player are displayed in color, cards not owned by the player are displayed grayed out (indicated by dashed lines in FIG. 4C ). This allows the player to easily distinguish whether or not a card is owned by the player.
[0049] When a card is tapped on the card list screen or the card creation screen, a card details screen is displayed as shown in FIG. 4D . The card details screen displays various information related to the tapped card. The card details screen also has a decomposition tab 37a and a creation tab 37b. The decomposition tab 37a displays the number of coins acquired. When the decomposition tab 37a is tapped, the currently selected card is decomposed, and the player can acquire the number of coins acquired displayed on the decomposition tab 37a. Note that when a card is decomposed, the number of owned cards for that card is reduced.
[0050] Furthermore, the number of coins to be consumed is displayed on the generation tab 37b. When the generation tab 37b is tapped, the player can consume the number of coins to be consumed displayed on the generation tab 37b to generate the selected card. When a card is generated, the number of cards owned by the player increases. In other words, by tapping the generation tab 37b, the player can exchange the coins they own for cards. This card generation function can be executed regardless of whether the player owns a card. In other words, the player can generate cards both for cards they own and cards they do not own.
[0051] The cards provided may include cards that can be generated and cards that cannot be generated, or all cards may be generated.Furthermore, cards may be included that have set periods when they can be generated and periods when they cannot be generated.
[0052] As will be described in more detail below, some cards can evolve during the card battle game. In this embodiment, "evolve" means that the card selected by the player is changed into another card. When a card evolves, its performance is improved.
[0053] The card details screen is provided with a first button 37c and a second button 37d. On the card details screen for an evolvable card, the first button 37c is enabled. Although not shown, when the first button 37c is tapped, details of the evolved card are displayed on the card details screen.
[0054] The card details screen is displayed both during and outside the card battle game. During the card battle game, card details screens can be displayed not only for the player's own cards but also for the opponent's cards. Therefore, during the card battle game, the player can understand what cards their opponent's cards can evolve into.
[0055] Next, the card battle game will be described. Below, an overview of the card battle game will be explained, followed by details of the cards and the card battle game. Note that here, a card battle game in which players compete against other players will be described. In addition, hereinafter, other players who will be opponents will be referred to as opponents.
[0056] 5 is a diagram illustrating an example of a battle screen. When the multiplay selection operation section 30c of the menu bar 30 is tapped, various setting screens are displayed, and settings are made on the setting screen, the card battle game begins. While the card battle game is being played, the battle screen shown in FIG. 5 is displayed on the touch panel 26.
[0057] The battle screen is divided into a player display area 40a, which displays the player's cards, information, etc., and an opponent display area 40b, which displays the opponent's cards, information, etc. The player's leader 41a is displayed in the bottom center of the player display area 40a.
[0058] Also, a stamina display area 42a showing the stamina of the player's leader 41a is displayed near the player's leader 41a. Also, an evolution information display area 43a for displaying whether evolution or super evolution, which will be described in detail later, is available, is displayed near the player's leader 41a. Also, an evolution / super evolution point display area 44a showing the remaining number of evolution points or super evolution points, which will be described in detail later, and which is linked to the player's player ID (hereinafter also referred to as owned by the player) is displayed near the player's leader 41a.
[0059] Similarly, the opponent's leader 41b is displayed in the upper center of the opponent display area 40b. A stamina display area 42b showing the opponent's leader 41b's stamina is displayed near the opponent's leader 41b. An evolution information display area 43b for displaying whether evolution or super evolution, described in detail below, is displayed near the opponent's leader 41b. An evolution / super evolution point display area 44b showing the remaining number of evolution points or super evolution points owned by the opponent, described in detail below, is displayed near the opponent's leader 41b.
[0060] In this embodiment, the initial value of the stamina of the player's leader 41a, i.e., the value displayed in the stamina display area 42a, is set to 20. Similarly, the initial value of the stamina of the opponent's leader 41b, i.e., the value displayed in the stamina display area 42b, is set to 20.
[0061] In addition, the player display area 40a has a player's deck area 45a at the right end, a player's hand area 46a at the bottom right, and a player's field 47a in the center. In the deck area 45a, the player's unused cards are placed face down, i.e., in an unidentifiable state. In the hand area 46a, cards in the player's hand are placed so that they can be identified by the player. In the field 47a, cards played from the hand area 46a are placed so that they can be identified by the player.
[0062] Similarly, in the opponent display area 40b, an opponent's deck area 45b is provided at the right end, an opponent's hand area 46b is provided at the top left, and an opponent's field 47b is provided in the center. Unused opponent's cards are placed face down in the deck area 45b. Cards that are in the opponent's hand are placed face down in the hand area 46b so that they cannot be identified by the player. Cards played from the hand area 46b are placed in the field 47b so that they can be identified by the player.
[0063] At the top right of the player display area 40a, there are provided a turn end button 48 that accepts taps from the player, an operation time meter 48a that notifies the operation time set for each turn, and a play point display section 49a that displays the player's play points (PP).
[0064] The remaining operation time meter 48a is displayed around the turn end button 48. The remaining operation time meter 48a starts to be displayed when the player's turn starts. Then, as time passes, the black portion changes to cross-hatching. That is, as time passes, the black portion gradually decreases. In other words, the remaining operation time meter 48a visually indicates the remaining operation time for that turn by the length and area of the black portion. Furthermore, the remaining operation time meter 48a becomes invisible when the player's turn ends.
[0065] As will be described in more detail below, in this embodiment, different controllable times are set before the evolution-release turn, at which the player is able to use evolution, and after the evolution-release turn. In this embodiment, the length of the black portion immediately after the start of display of the controllable time meter 48a changes depending on the length of the controllable time set for each turn. That is, the length of the black portion immediately after the start of display of the controllable time meter 48a for a turn with a relatively long controllable time is displayed longer than the length of the black portion immediately after the start of display of the controllable time meter 48a for a turn with a relatively short controllable time.
[0066] However, the length of the black portion immediately after the start of display of the available operation time meter 48a may be set to a common length regardless of the length of the available operation time set for each turn. In this case, the rate at which the black portion of the available operation time meter 48a decreases during a turn with a relatively long available operation time may be set to be slower than the rate at which the black portion of the available operation time meter 48a decreases during a turn with a relatively short available operation time.
[0067] In this embodiment, the remaining operation time for each turn is visually indicated by the operation time meter 48a, but the remaining operation time may be indicated directly by a numerical value, or indirectly by a change in the display mode of the background image, effects, etc.
[0068] The play point display section 49a displays the maximum play points for the current turn as the denominator and the available play points as the numerator. The play point display section 49a also displays the maximum play points and the available play points in an identifiable manner using the display patterns of circles. A play point display section 49b that displays the opponent's play points is provided near the leader 41b in the opponent display area 40b.
[0069] Additionally, a battle log button 50 is provided on the left edge of the battle screen. The battle log button 50 is provided so that it can receive a tap operation from the player. When the battle log button 50 is tapped, a battle log indicating various events that have occurred during the execution of the battle game since the battle log button 50 was tapped is displayed superimposed on the battle screen.
[0070] The card battle game in this embodiment is a two-player game, in which cards for the player's hand are randomly dealt from the deck selected by the player. Similarly, the opponent is randomly dealt cards for their hand from the deck selected by the opponent. In the card battle game, the player's turn and the opponent's turn alternate. During each turn, a card randomly selected from the deck is added to the player's hand.
[0071] During their turn, a player selects a follower card or amulet card (described below) from among the cards placed in their hand area 46a and places it on the field 47a, or uses a spell card to activate a predetermined effect, according to predetermined rules. Note that, hereinafter, placing a follower card or amulet card placed in the hand area 46a, 46b on the field 47a, 47b, or using a spell card placed in the hand area 46a, 46b to activate a predetermined effect, i.e., moving a card placed in the hand area 46a, 46b to another area, is referred to as a "play."
[0072] In the card battle game, the player's leader 41a and the opponent's leader 41b each have a set stamina, and the player who first reduces the opponent's stamina to 0 by attacking with cards or the like wins. Next, details of the cards used in the card battle game of this embodiment will be described.
[0073] Fig. 6A is a first diagram illustrating an example of a follower card. Fig. 6B is a second diagram illustrating an example of a follower card. Fig. 7A is a diagram illustrating an example of a spell card. Fig. 7B is a diagram illustrating an example of an amulet card. Cards used in the card battle game of this embodiment are classified into one of the following card types: follower cards, spell cards, and amulet cards.
[0074] As shown in Figures 6A, 6B, 7A, and 7B, each card, regardless of card type, is assigned a name 51, a class 52, a type 53, and a cost 54. The name 51 is unique to each card. In other words, the name 51 can also be considered the card name. There are multiple types of classes 52, and each card is classified into one of the classes. There are multiple types of types 53, and each card may be classified into one of the types or not classified into any type. The cost 54 indicates the play points required to play a card, and the card can be played by consuming the play points equivalent to the cost.
[0075] The follower cards shown in Figures 6A and 6B are cards that can attack the opponent's leader 41b and follower cards placed on the opponent's field 47b in a card battle game. Follower cards have a name 51, a class 52, a type 53, a cost 54, an ability 55, an attack power 56, a stamina 57, and an illustration. The attack power 56 indicates the amount of damage inflicted on the opponent's leader 41b or a follower card placed on the opponent's field 47b when the follower card attacks. When the stamina 57 receives damage, it decreases by the amount of damage received. When the stamina 57 reaches 0, the follower card is destroyed. Destroyed cards are hidden from the field 47a and sent to the graveyard (not shown). However, unlike destruction, cards can also be hidden from the field 47b in a state where they are not sent to the graveyard, such as disappearance.
[0076] In this embodiment, follower cards can be evolved by consuming evolution points or super evolution points displayed in the evolution / super evolution point display areas 44a and 44b. Follower cards can also be super evolved by consuming super evolution points displayed in the evolution / super evolution point display areas 44a and 44b. An evolved or super evolved follower card's illustration changes, its attack power 56 and stamina 57 increase, or a specific ability 55 is added. In other words, by evolving or super evolving a follower card, its performance and utility (ability 55, attack power 56, stamina 57) are strengthened.
[0077] In this embodiment, for follower cards that can be evolved and super evolved, the degree of enhancement of their performance and utility (ability 55, attack power 56, and stamina 57) is set to be higher in the super evolved state than in the evolved state. In other words, for follower cards that can be evolved and super evolved, the degree of enhancement of their performance and utility (ability 55, attack power 56, and stamina 57) is set to be higher in the super evolved state than in the evolved state. However, for follower cards that can be evolved and super evolved, the degree of enhancement of their performance and utility (ability 55, attack power 56, and stamina 57) may be set to be equal in the evolved state and the super evolved state. However, it is sufficient that the evolution and super evolution differ in at least one of the manner in which the illustration is changed, the manner in which the attack power 56 or stamina 57 is changed, and the manner in which the ability 55 is changed.
[0078] The spell card shown in Figure 7A has a name 51, a class 52, a type 53, a cost 54, and an ability 55. When a spell card is played, the ability 55 (effect) is activated and the spell card is destroyed. In other words, spell cards are cards that cannot be placed on the field 47a, 47b.
[0079] 7B has a name 51, a class 52, a type 53, a cost 54, and an ability 55. When an amulet card is played, it remains on the field 47a and activates the ability 55.
[0080] 8 is a diagram illustrating an example of the abilities 55. Note that the abilities 55 illustrated in FIG. 8 are merely an example, and other abilities 55 may be provided, or some abilities 55 may not be provided. Also, although the description here is based on the assumption that the cards are the player's cards, the same applies to the opponent's cards.
[0081] As shown in FIG. 8 , the abilities 55 include fanfare, last word, protection, charge, rush, special attack, drain, direct summon, evolution, and fusion. A fanfare is an ability that activates the effect described in the "fanfare" when a card is placed from the hand area 46a onto the field 47a (when the card is played). For example, in the example of the follower card shown in FIG. 6A , when the follower card is placed onto the field 47a, the effect of "draw one card" is activated, and one card is selected by lottery from among the cards placed in the deck area 45a, and the selected card is placed into the hand area 46a.
[0082] Last Word is an ability that activates the effect described in "Last Word" when a card is destroyed. Guard is an ability that prevents the opponent from attacking cards other than the card with Guard when the card with Guard is placed on the field 47a. Charge is an ability that allows the opponent to attack a follower card on the turn the card is placed on the field 47a.
[0083] Sprint is an ability that allows you to attack the opponent's follower card and leader 41b during the turn you play the card on the field 47a. Special Attack is an ability that allows you to destroy the opponent's follower card regardless of its vitality when you attack and damage it. Drain is an ability that allows you to recover the vitality displayed in the vitality display area 42a of your leader 41a by the amount of damage you inflicted when you inflict damage on the opponent's follower card or leader 41b during your turn.
[0084] Direct summoning is an ability in which a card is placed directly from the deck area 45a onto the field 47a when a preset condition is met.
[0085] Evolution is an ability that activates the effect described in "Evolution" when a follower card evolves. Super Evolution is an ability that activates the effect described in "Super Evolution" when a follower card super evolves.
[0086] Fusion is an ability given to a base card that serves as the source of fusion, and strengthens that card by fusing it with a card placed in the hand area 46a that meets preset conditions as a material card. Note that a single card may have multiple abilities 55 set to it, or may not have any abilities 55 set to it.
[0087] In this embodiment, a deck is formed by combining follower cards, spell cards, and amulet cards, and the formed deck is used to play a card battle game. The card battle game will be described in detail below.
[0088] FIG. 9A is a first diagram illustrating an example of a transition of a battle screen. FIG. 9B is a second diagram illustrating an example of a transition of a battle screen. FIG. 9C is a third diagram illustrating an example of a transition of a battle screen. FIG. 10A is a fourth diagram illustrating an example of a transition of a battle screen. FIG. 10B is a fifth diagram illustrating an example of a transition of a battle screen. FIG. 10C is a sixth diagram illustrating an example of a transition of a battle screen. FIG. 11A is a seventh diagram illustrating an example of a transition of a battle screen. FIG. 11B is an eighth diagram illustrating an example of a transition of a battle screen. FIG. 11C is a ninth diagram illustrating an example of a transition of a battle screen. FIG. 12A is a tenth diagram illustrating an example of a transition of a battle screen. FIG. 12B is an eleventh diagram illustrating an example of a transition of a battle screen.
[0089] When the card battle game starts, deck information to be used is transmitted from the player terminal 1 to the server 1000. Deck information is also transmitted from the opponent player terminal 1 to the server 1000. The server 1000 randomly determines who will play first and who will play second. The server 1000 also randomly assigns indexes (e.g., numbers from 1 to 40) to all cards shown in the deck information. The server 1000 also determines three initial candidate cards and three exchange candidate cards from among the cards shown in the deck information.
[0090] The server 1000 then sets the initial information in the player terminal 1 so that it can be acquired. The initial information includes first-player / second-player information indicating who will play first or second. The initial information also includes index information indicating the index of the player's cards. The initial information also includes exchange information indicating the initial cards and exchange candidate cards. The initial information also includes evolution / super-evolution turn information indicating the evolution release turn when the player can use evolution and the super-evolution release turn when the player can use super-evolution. The initial information also includes evolution / super-evolution point information indicating the number of evolution points and the number of super-evolution points to be assigned to the player ID and the opponent's player ID.
[0091] When an operation to consume evolution points or an operation to consume super evolution points is performed on the player terminal 1, the server 1000 updates the player's evolution / super evolution point information by subtracting the number of evolution points or the number of super evolution points owned by the player. The server 1000 then sets the updated player's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. Similarly, when an operation to consume evolution points or an operation to consume super evolution points is performed on the opponent's player terminal 1, the server 1000 updates the opponent's evolution / super evolution point information by subtracting the number of evolution points or the number of super evolution points owned by the opponent. The server 1000 then sets the updated opponent's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. This makes it possible for both player terminals 1 to recognize that the number of evolution points or the number of super evolution points owned by the player or the opponent has changed.
[0092] When the card battle game is started at the player terminal 1, whether the player is going to play first or second is displayed on the touch panel 26 based on the first / second player information, as shown in Fig. 9A . After that, the player terminal 1 arranges three initial candidate cards in the initial card display area 60 based on the exchange information, and also displays an exchange display area 61 for arranging cards to be exchanged on the touch panel 26, as shown in Fig. 9B .
[0093] If the player wishes to exchange any of the initial candidate cards, the player moves the card to be exchanged to the exchange display area 61 by sliding the card, as shown in FIG. 9C . Then, when the player taps the confirm button 62, the player terminal 1 returns the card moved to the exchange display area 61 to the deck area 45a, and determines, as initial cards, the initial candidate cards that have not been exchanged and the number of exchange candidate cards equal to the number of exchanged initial candidate cards. The player terminal 1 then transmits initial card information indicating the determined initial cards to the server 1000.
[0094] The server 1000 also receives initial card information from the opponent's player terminal 1. When the server 1000 receives initial card information from both the player and the opponent, it sets, for the player's player terminal 1, number information indicating only the number of cards included in the opponent's initial card information so that the player can acquire it. Similarly, when the server 1000 receives initial card information from both the player and the opponent, it sets, for the opponent's player terminal 1, number information indicating only the number of cards included in the player's initial card information so that the player can acquire it.
[0095] Upon receiving the number information, the player terminal 1 displays a battle screen on the touch panel 26, as shown in Fig. 10A. At this time, the determined initial cards are placed identifiably in the hand area 46a, and three cards are placed indistinguishably in the hand area 46b based on the received number information of the opponent's cards. At this time, the operable time meter 48a is not displayed.
[0096] Thereafter, when the player is the first to play, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN," indicating that it is the player's turn, as shown in Fig. 10B. At this time, the player terminal 1 also displays the number of turns remaining until the evolution-opening turn, when the player is able to use evolution. In the case shown in Fig. 10B, an image that reads "4 turns remaining until evolution is possible" is displayed on the touch panel 26.
[0097] Furthermore, based on the evolution / super evolution point information, the evolution / super evolution point display area 44a displays three icon images indicating three evolution points that are linked to the player ID of the leading player (hereinafter also referred to as being assigned to the player). At this time, because the player's evolution release turn (the fifth turn in this embodiment) has not yet been reached, the evolution / super evolution point display area 44a displays the three icons in a manner indicating that they are unavailable (white in the figure). Furthermore, the evolution information display area 43a displays in a manner indicating that evolution and super evolution are unavailable (white in the figure).
[0098] Furthermore, the evolution / super evolution point display area 44b displays four icon images representing the four evolution points assigned to the player ID of the opponent who is the second player. At this time, because the opponent's evolution release turn (the fourth turn in this embodiment) has not yet arrived, the evolution / super evolution point display area 44a displays four icons in a manner indicating that they are unavailable (white in the figure). Furthermore, the evolution information display area 43b displays in a manner indicating that evolution and super evolution are unavailable (white in the figure).
[0099] Then, the server 1000 randomly selects one of the cards in the deck area 45a from the indexes of the cards in the deck area 45a. That is, one of the cards in the deck area 45a is randomly selected. Then, the player terminal 1 places the card selected by lottery in the hand area 46a, as shown in FIG. 12C .
[0100] Furthermore, at the start of a turn, the server 1000 adds 1 to the player's play points. The player terminal 1 updates and displays the play point display section 49a (here, the play points are set to 1).
[0101] The server 1000 also stores the turn start time and the estimated turn end time. The estimated turn end time is the turn start time plus the available control time set for the started turn. When a player's turn starts, the server 1000 sets the player terminal 1 so that it can acquire the available control time for the started turn, i.e., remaining time information indicating the remaining time. When the opponent's turn starts, the server 1000 sets the opponent's player terminal 1 so that it can acquire the available control time for the started turn, i.e., remaining time information indicating the remaining time.
[0102] The player terminal 1 starts displaying the remaining operation time meter 48a based on the remaining time information received from the server 1000. In this embodiment, the remaining operation time is set to 45 seconds in the turns before the evolution release turn (in this embodiment, the first to third turns). In the turns after the evolution release turn (in this embodiment, the fourth turn and onwards), the remaining operation time is set to 70 seconds. In the turns before the evolution release turn, the length of the black portion of the remaining operation time meter 48a immediately after the display starts is approximately 3 / 4 of the circumference. Then, as shown in Figures 10B and 10C, the black portion of the remaining operation time meter 48a gradually decreases over time.
[0103] If communication of the player terminal 1 is interrupted or the like during a player's turn and communication of the player terminal 1 is subsequently restored during the player's turn, the player terminal 1 may acquire the remaining operation time from the server 1000 and resume display of the operation time meter 48a based on the acquired remaining operation time. Similarly, if communication of the player terminal 1 is interrupted or the like during the opponent's turn and communication of the player terminal 1 is subsequently restored during the player's turn, the player terminal 1 may acquire the remaining operation time from the server 1000 and resume display of the operation time meter 48a based on the acquired remaining operation time.
[0104] In this embodiment, the control time does not change in the turns after the evolution release turn, even if the player uses up all of the evolution points and super evolution points. However, the control time may be shortened if the player uses up all of the evolution points and super evolution points.
[0105] Furthermore, when a turn of the player or the opponent starts, the server 1000 stores the scheduled end time of that turn. When the player's turn starts, the server 1000 transmits remaining time information indicating the remaining time for that start turn, i.e., the remaining time, to the player terminal 1. When the opponent's turn starts, the server 1000 transmits remaining time information indicating the remaining time for that start turn, i.e., the remaining time, to the opponent's player terminal 1.
[0106] 11A , for example, if a follower card with a cost of 1 is placed on the field 47a by a slide operation from among the cards placed in the hand area 46a based on a player's operation, the server 1000 subtracts 1 from the player's play points. When the server 1000 subtracts 1 from the player's play points, the player terminal 1 updates and displays the play point display section 49a. Furthermore, if an ability 55 is activated by the played card, the server 1000 sets ability activation information, including the details of the activated ability 55, to be retrievable for the player terminal 1 and the opponent's player terminal 1. This allows the player terminal 1 and the opponent's player terminal 1 to know that the ability 55 has been activated by playing a card, and the details of the activated ability 55.
[0107] Furthermore, the player terminal 1 transmits play information including card information indicating the card placed on the field 47a to the server 1000. Upon receiving the play information, the server 1000 sets the received play information so that it can be acquired by the opponent's player terminal 1. Furthermore, the server subtracts the player's play points based on the card placed on the field 47a. As a result, the opponent's player terminal 1 places the card indicated in the play information on the opponent's field 47b, and updates and displays the opponent's play point display section 49b.
[0108] Thereafter, when the player taps the turn end button 48, the player terminal 1 transmits turn end information indicating that the turn has ended to the server 1000. Upon receiving the turn end information, the server 1000 ends the player's turn. Note that if the turn end button 48 is not tapped by the scheduled turn end time, the server 1000 ends the player's turn based on the fact that the scheduled turn end time has arrived.
[0109] Furthermore, when a card that activates an ability 55 on the condition that the turn ends is on the field 47a, 47b, the server 1000 sets the ability activation information to be obtainable for the player terminal 1 and the opponent's player terminal 1.
[0110] Furthermore, when the player's turn ends, the display of the operable time meter 48a ends. Furthermore, the server 1000 derives the usage time for the completed player's turn based on the elapsed time from the turn start time at the time the player's turn ends, and stores the usage time linked to the player ID. When the opponent's turn ends, the server 1000 derives the usage time for the completed opponent's turn based on the elapsed time from the turn start time at the time the opponent's turn ends, and stores the usage time linked to the opponent's player ID. However, instead of deriving the usage time each time a turn ends, the server 1000 may derive the usage time for each turn after the game ends.
[0111] That is, in this embodiment, when the player or opponent taps the turn end button 48 or the scheduled turn end time is reached, the turn end condition is met and the turn ends.
[0112] When the player's turn ends, the server 1000 sets turn start information for starting the opponent's turn, and causes the opponent's player terminal 1 to start a turn.
[0113] 11B, an image of "ENEMY TURN" indicating that it is the opponent's turn is displayed on the touch panel 26 of the player's player terminal 1. Then, the server 1000 determines two cards by lottery from the indexes of the cards in the deck area 45b. That is, here, two cards are determined by lottery from the cards in the deck area 45b. When the player terminal 1 acquires the number information from the server 1000, the player terminal 1 arranges the cards indistinguishably in the hand area 46b based on the number information, as shown in FIG. 11C.
[0114] At the start of a turn, one card is usually selected by lottery, but for the first turn of the player who plays second, two cards are selected by lottery. When the server 1000 adds one to the opponent's play points, the player terminal 1 adds one to the opponent's play points and updates the play point display section 49b.
[0115] Thereafter, when the opponent ends their turn and receives turn start information from the server 1000, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN," indicating that it is the player's turn, as shown in Fig. 12A. At this time, the player terminal 1 also displays the number of turns remaining until the turn in which evolution is permitted for the player. In the case shown in Fig. 12A, an image that reads "3 turns remaining until evolution is possible" is displayed on the touch panel 26.
[0116] When the server 1000 selects one of the card indexes in the deck area 45a by lottery, the player terminal 1 places the selected card in the hand area 46a. When the server 1000 adds 1 to the player's play points, the player terminal 1 updates and displays the play point display section 49a (here, the play points are set to 2).
[0117] 12B , assume that the player slides a follower card placed on the field 47a to the opponent's leader 41b. Based on this slide, the player terminal 1 transmits attack information to the server 1000, indicating the attacking follower card and the attacked follower card or leader 41b. Upon receiving the attack information, the server 1000 sets attack result information, including information indicating the result of subtracting the vitality of the attacked opponent's follower card or leader 41b and information indicating the result of subtracting the vitality of the attacking follower card, to the player terminal 1 and the opponent's player terminal 1 so that the information can be acquired. Then, based on the received attack result information, the player terminal 1 reduces the vitality displayed in the vitality display area 42b of the opponent's leader 41b by the attack power 56 of that follower card. Furthermore, if an ability 55 is activated by the attack, the server 1000 sets ability activation information to be acquired by the player terminal 1 and the opponent's player terminal 1.
[0118] As described above, the card battle game progresses as the player's turn and the opponent's turn alternate, and each time the player and opponent play a card or make an attack, that information is sent to the server 1000. The server 1000 also derives the usage time at the end of each turn during the progress of the card battle game, and stores the derived usage time in sequence, linked to the player ID or the opponent's player ID.
[0119] When the stamina displayed in the stamina display area 42a of the player's leader 41a or the stamina displayed in the stamina display area 42b of the opponent's leader 41b reaches zero, the outcome of the game is determined, and the card battle game ends. Conditions for determining the outcome may include conditions other than the leader 41a's or leader 41b's stamina reaching zero. For example, the outcome may be determined when all cards in the deck area 45a or deck area 45b are depleted, i.e., when a player draws a special card located at the bottom of the deck area 45a or deck area 45b. Alternatively, the outcome may be determined when a pre-set special condition other than the above is met. For example, the special condition may be met when the ability 55 of a card with a special ability 55 that determines the outcome is activated. When the card battle game ends, a result screen (FIGS. 19A and 19B) is displayed, as described below.
[0120] Next, the evolution of follower cards will be described. In the card battle game of this embodiment, from the evolution release turn onwards, follower cards can be evolved by consuming evolution points displayed in the evolution / super evolution point display areas 44a, 44b. In this embodiment, the evolution release turn is set to the fifth turn of the first player and the fourth turn of the second player. However, the evolution release turn is not limited to these. For example, the evolution release turn may be the start of the card battle game, i.e., the first turn.
[0121] Furthermore, after the super evolution unlock turn, the player can super evolve the follower card by consuming the super evolution points displayed in the evolution / super evolution point display areas 44a, 44b. In this embodiment, the super evolution unlock turn is set to the seventh turn of the first player and the sixth turn of the second player. However, the super evolution unlock turn is not limited to these. In any case, the super evolution unlock turn may be any turn that occurs after the evolution unlock turn.
[0122] In this embodiment, three evolution points are awarded to the first player, and four evolution points are awarded to the second player.
[0123] In this embodiment, in the case of the first player, at the seventh turn, up to two evolution points are converted into two super evolution points, and the converted super evolution points are awarded. Specifically, in the case of the first player, if the remaining evolution points are two or more at the seventh turn, two evolution points are converted into two super evolution points, and the converted super evolution points are awarded. In the case of the first player, if the remaining evolution points are one at the seventh turn, one evolution point is converted into one super evolution point, and the converted super evolution point is awarded. In the case of the first player, if the remaining evolution points are zero at the seventh turn, no change in evolution points is made, and no super evolution points are awarded. For example, if the player is first to play and has three evolution points at the seventh turn, two evolution points are converted into super evolution points. As a result of this conversion, the player will have one evolution point and two super evolution points.
[0124] In addition, in this embodiment, in the case of the second player, in the sixth turn, up to two evolution points are changed into two super evolution points, and the changed super evolution points are awarded. Specifically, in the case of the second player, if the remaining evolution points in the sixth turn are two or more, two evolution points are changed into two super evolution points, and the changed super evolution points are awarded. In the case of the second player, if the remaining evolution points are one in the sixth turn, one evolution point is changed into one super evolution point, and the changed super evolution point is awarded. In the case of the second player, if the remaining evolution points are zero in the sixth turn, no change in evolution points is made, and no super evolution points are awarded. For example, if the player is the second player and has four evolution points in the sixth turn, two evolution points are changed into super evolution points. As a result of this change, the player will have two evolution points and two super evolution points.
[0125] However, the number of points that can be converted from evolution points to super evolution points when the super evolution unlock turn number is reached is not limited to the above example. In other words, it is sufficient if at least some or all of the evolution points can be converted to super evolution points.
[0126] 13A is a first diagram illustrating an example of a battle screen in an evolution-release turn. FIG. 13B is a second diagram illustrating an example of a battle screen in an evolution-release turn. When a player's evolution-release turn (here, the fifth turn of the player going first) begins, first, as shown in FIG. 13A , an image indicating that it is the player's turn and the words "0 turns remaining until evolution is possible" are displayed on the touch panel 26. Then, as shown in FIG. 13B , an image indicating "Evolution possible" is displayed in the center of the touch panel 26, notifying the player that the evolution-release turn has arrived.
[0127] 13B, the display mode of the icon image displayed in the evolution / super evolution point display area 44a changes to a mode indicating that it is available for evolution (blacked out in the figure), and the display mode of the evolution information display area 43a changes to a mode indicating that evolution is possible (blacked out in the figure).
[0128] Furthermore, at the start of an evolution-unlocking turn, first, as shown in FIG. 13A , the available control time meter 48a is displayed in the same manner as in the turn prior to the evolution-unlocking turn. Then, as shown in FIG. 13B , an effect is executed in which the black portion extends to the entire circumference. This notifies the player that the available control time set for the turn has increased compared to the turn prior to the evolution-unlocking turn. Note that in this embodiment, the effect of the black portion extending to the entire circumference is executed only at the start of the evolution-unlocking turn, but it may also be executed for all turns after the evolution-unlocking turn. Furthermore, an effect of the black portion extending to the entire circumference may also be executed at the start of a player's turn for which an available control time is set longer than the available control time set for the previous player's turn. Furthermore, an effect of the black portion shortening may also be executed at the start of a player's turn for which an available control time is set shorter than the available control time set for the previous player's turn.
[0129] FIG. 14A is a first diagram illustrating an example of a battle screen at the time of evolution. FIG. 14B is a diagram illustrating an example of an evolution screen. FIG. 14C is a second diagram illustrating an example of a battle screen at the time of evolution. For example, as shown in FIG. 14A, assume that on the fifth turn of the first player, an unevolved follower card is placed on the field 47a. At this time, when the follower card placed on the field 47a is tapped, a card details tab 63 is displayed on the touch panel 26, as shown in FIG. 14A.
[0130] The card details tab 63 displays the abilities of the tapped card. If the follower card tapped by the player can be evolved, the card details tab 63 displays the abilities before and after evolution. The card details tab 63 also displays an evolution button 63a.
[0131] In this embodiment, only follower cards are set as cards that can evolve. Therefore, the evolve button 63a is displayed only in the card details tab 63 of follower cards, and the evolve button 63a is not displayed in the card details tab 63 of spell cards or amulet cards.
[0132] Furthermore, the evolution button 63a functions as an operation unit that accepts a tap by the player when evolution is possible. When the evolution button 63a in the card details tab 63 is tapped, the follower card is evolved. On the other hand, when evolution is not possible, the evolution button 63a is displayed in a manner that does not accept a tap by the player. Note that when evolution is not possible, the evolution button 63a may be hidden. Specific examples of when evolution is not possible include when the evolution release turn has not yet been reached, when evolution points and super evolution points are not possessed, or when the follower card is not capable of evolution.
[0133] When a follower card is evolved, an evolution animation is displayed as shown in FIG. 14B . In the evolution animation, an animated image of the pre-evolved card is displayed, followed by an animated image of the card changing. In this embodiment, the evolution animation is displayed for a first time period (e.g., 2 seconds). Furthermore, in this embodiment, the decrease in the remaining operation time meter 48a is stopped during the period from when the display of the evolution animation starts to when the display of the evolution animation ends, i.e., until the first time period has elapsed. This prevents the remaining operation time meter 48a from decreasing during periods when various operations by the player are not accepted, such as when the evolution animation is being displayed, which may reduce the interest in the game. The player terminal 1 may obtain from the server 1000 the remaining operation time at the time when the display of the evolution animation ends, and resume displaying the remaining operation time meter 48a based on the obtained remaining operation time.
[0134] Then, when the display of the evolution animation ends, the evolved card is displayed on the field 47a, as shown in FIG. 14C. Also, the icon displayed in the evolution / super evolution point display area 44a is reduced by one. The attack power 56 and stamina 57 of the evolved card are increased. Also, for follower cards that have "When evolved" as an ability 55, that ability is activated.
[0135] Furthermore, the player terminal 1 transmits evolution information (evolution) indicating the evolved follower card to the server 1000. Upon receiving the evolution information (evolution), the server 1000 sets the evolution information (evolution) so that it can be acquired by the opponent's player terminal 1. The opponent's player terminal 1 can understand, from the received evolution information (evolution), that the card has evolved and what the evolved card will look like.
[0136] Furthermore, the player terminal 1 transmits evolution point consuming operation information to the server 1000, indicating that an operation to consume evolution points has been executed. The server 1000 updates the player's evolution / super evolution point information so as to subtract evolution points owned by the player based on the received evolution point consuming operation information. The server 1000 sets the updated player's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. This allows the player terminal 1 and the opponent's player terminal 1 to know that the player's evolution points have decreased.
[0137] Furthermore, when the server 1000 receives the evolution information (evolution), it adds a first time (e.g., 2 seconds) to the estimated turn end time and stores the result as the new estimated turn end time. In other words, the estimated turn end time is changed taking into account the time required to display the evolution animation on the player terminal 1. By changing the estimated turn end time in this way, it is possible to reduce the risk of the player's actual available operation time being reduced due to the display of the evolution animation, and to reduce the risk of the player suffering a disadvantage.
[0138] FIG. 15A is a first diagram illustrating an example of a battle screen during a super evolution release turn. FIG. 15B is a second diagram illustrating an example of a battle screen during a super evolution release turn. When a player's super evolution release turn (here, the seventh turn of the first player) begins, as shown in FIG. 15A , an image indicating that it is the player's turn and an image indicating "0 turns remaining until super evolution is possible" are displayed on the touch panel 26. Note that when a player's turn begins after the evolution release turn, the number of turns remaining until the super evolution release turn is displayed. In the case shown in FIG. 15A , an image indicating "0 turns remaining until super evolution is possible" is displayed on the touch panel 26. Then, as shown in FIG. 15B , an image indicating "Super evolution possible" is displayed in the center of the touch panel 26, notifying the player that the super evolution release turn has been reached. At the start of a player's turn after the super evolution unlock turn, an image with the words "YOUR TURN" will be displayed to indicate that it is the player's turn, and the number of turns remaining until the evolution unlock turn or super evolution unlock turn will not be displayed.
[0139] Furthermore, when the super evolution unlock turn is reached, the evolution points are changed. FIG. 15B illustrates a case in which the player possesses three evolution points. In this case, two evolution points are converted into super evolution points. As a result of this change, the player possesses one evolution point and two super evolution points. Then, in response to the result of the evolution point change, a portion (here, two points) of the display mode of the icon image displayed in the evolution / super evolution point display area 44a changes to a mode (cross-hatched in the figure) indicating that evolution and super evolution are possible. Furthermore, the display mode of the evolution information display area 43a changes to a mode (cross-hatched in the figure) indicating that evolution and super evolution are possible.
[0140] In this embodiment, the operable time set for turns after the super evolution release turn is the same as the operable time set for the turn from the evolution release turn to the turn before the super evolution release turn. Therefore, at the start of the super evolution release turn, the effect of the black portion of the operable time meter 48a extending to the entire circumference is not executed. However, the operable time set for turns after the super evolution release turn may be longer than the operable time set for the turn from the evolution release turn to the turn before the super evolution release turn. In this case, at the start of the super evolution release turn, the effect of the black portion of the operable time meter 48a extending to the entire circumference may be executed.
[0141] FIG. 16A is a first diagram illustrating an example of a battle screen at the time of super evolution. FIG. 16B is a diagram illustrating an example of a super evolution screen. FIG. 16C is a second diagram illustrating an example of a battle screen at the time of super evolution. For example, as shown in FIG. 16A, assume that on the seventh turn of the first player, an unevolved follower card is placed on the field 47a. If the follower card placed on the field 47a can be super evolved, as shown in FIG. 16A, an effect image highlighting that the follower card can be super evolved is displayed on the follower card. Then, when the follower card placed on the field 47a is tapped, a card details tab 63 is displayed on the touch panel 26, as shown in FIG. 16A.
[0142] If the follower card tapped by the player can be super evolved, the pre-evolution abilities, the post-evolution abilities, and the post-super evolution abilities are displayed in the card details tab 63. The card details tab 63 also displays an evolution button 63a and a super evolution button 63b.
[0143] The super evolution button 63b is displayed only when the follower card tapped by the player is capable of super evolution. In other words, if super evolution is not possible, the super evolution button 63b is not displayed. However, if super evolution is not possible, the super evolution button 63b may be displayed in a manner that does not accept taps by the player. Specific cases in which super evolution is not possible include, for example, when the super evolution release turn has not yet been reached, when the player does not have super evolution points, or when the follower card is not capable of super evolution. When the super evolution button 63b in the card details tab 63 is tapped, the follower card is super evolved.
[0144] When a follower card is super evolved, a super evolution animation is displayed, as shown in FIG. 16B. In the super evolution animation, the card before super evolution is displayed, followed by an animated image of the card changing. In this embodiment, the super evolution animation is displayed for a second time (e.g., 3 seconds). In this embodiment, the second time is longer than the first time (e.g., 2 seconds) in which the evolution animation is displayed. However, the first and second times may be the same length, or the first time may be longer than the second time.
[0145] Furthermore, in this embodiment, the decrease in the available operation time meter 48a is stopped during the period from when the display of the super evolution animation starts to when the display of the super evolution animation ends, i.e., until the second time has elapsed. This makes it possible to prevent the available operation time meter 48a from decreasing during periods when various operations by the player are not accepted, such as when the super evolution animation is being displayed, which could reduce the interest in the game. Note that the player terminal 1 may obtain from the server 1000 the remaining available operation time at the time when the display of the super evolution animation ends, and resume displaying the available operation time meter 48a based on the obtained remaining available operation time.
[0146] The super evolution animation and the evolution animation may have different animation images at least in part. For example, the super evolution animation may have a longer display time and more flashy animation images than the evolution animation.
[0147] Then, when the super evolution animation display ends, the super evolved card is displayed on the field 47a, as shown in FIG. 16B. Also, the icon corresponding to the super evolution point displayed in the evolution / super evolution point display area 44a is reduced by one. The attack power 56 and stamina 57 of the super evolved card are increased. Also, for follower cards that have "super evolution" as an ability 55, that ability is activated.
[0148] Furthermore, the player terminal 1 transmits evolution information (super evolution) indicating the super evolved follower card to the server 1000. Upon receiving the evolution information (super evolution), the server 1000 sets the evolution information (super evolution) so that it can be acquired by the opponent's player terminal 1. The opponent's player terminal 1 can determine from the received evolution information (super evolution) that the card has been super evolved and what the card will look like after super evolution.
[0149] Furthermore, the player terminal 1 transmits super evolution point consuming operation information to the server 1000, indicating that an operation to consume super evolution points has been executed. The server 1000 updates the player's evolution / super evolution point information so as to subtract the super evolution points owned by the player based on the received super evolution point consuming operation information. The server 1000 sets the updated player's evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1. This makes it possible for the player terminal 1 and the opponent's player terminal 1 to know that the player's super evolution points have been reduced.
[0150] Furthermore, when the server 1000 receives the super evolution information (evolution), it adds a second time (e.g., 3 seconds) to the estimated turn end time and stores the result as the new estimated turn end time. In other words, the estimated turn end time is changed taking into account the time required to display the super evolution animation on the player terminal 1. By changing the estimated turn end time in this way, it is possible to reduce the risk of the player's actual available operation time being reduced due to the display of the super evolution animation, and to reduce the risk of the player suffering a disadvantage.
[0151] Although the present embodiment illustrates a case in which the timing of the end of a turn is determined based on the estimated turn end time, the present invention is not limited to this. For example, at the start of a turn, a controllable time timer may be set to measure the time until the end of the turn, i.e., the controllable time, and the value of the controllable time timer may be decremented until the value of the controllable time timer reaches 0. In this case, the turn may end when the value of the controllable time timer reaches 0. Furthermore, when evolution information (evolution) is received, a first time (e.g., 2 seconds) may be added to the controllable time timer. Alternatively, while an evolution animation is being displayed on the player terminal 1, the server 1000 may temporarily stop decrementing the value of the controllable time timer. Similarly, when evolution information (super evolution) is received, a second time (e.g., 3 seconds) may be added to the controllable time timer. Alternatively, while a super evolution animation is being displayed on the player terminal 1, the server 1000 may temporarily stop decrementing the value of the controllable time timer.
[0152] As described above, when the stamina displayed in the stamina display area 42a of the player's leader 41a or the stamina displayed in the stamina display area 42b of the opponent's leader 41b reaches 0, the winner is determined and the card battle game ends. When the card battle game ends, the server 1000 determines the rank points to be assigned to the player ID and the rank points to be assigned to the opponent's player ID based on the execution content and execution results of the card battle game.
[0153] 17 is a diagram illustrating an example of the breakdown of rank points. As shown in FIG. 17, in this embodiment, a plurality of items are set for rank points. The server 1000 determines rank points corresponding to each item based on the execution content and results of the card battle game, and calculates the total value of the determined rank points.
[0154] Specifically, in the "battle victory" item, it is set that when a player wins a card battle game, 100 rank points are awarded.
[0155] In addition, in the "Winning Streak" item, it is set that when a player wins consecutively in the card battle game, rank points are awarded according to the number of consecutive wins. Specifically, it is set that when a player wins two to five consecutive games, 30 rank points are awarded. Furthermore, it is set that when a player wins six to ten consecutive games, 60 rank points are awarded. It is set that when a player wins eleven or more consecutive games, 100 rank points are awarded.
[0156] In addition, in the "Number of Play Turns" item, it is set that rank points are awarded according to the number of turns executed until the end of the card battle game. Specifically, it is set that 5 rank points are awarded when 1 to 5 turns are executed. Furthermore, it is set that 10 rank points are awarded when 6 to 10 turns are executed. Furthermore, it is set that 20 rank points are awarded when 11 or more turns are executed.
[0157] Furthermore, in the "Number of Follower Cards Played" item, it is set that rank points are awarded according to the number of follower cards that the player has "played" by the end of the card battle game. Specifically, it is set that if one to five follower cards are "played," five rank points are awarded. Furthermore, it is set that if six to ten follower cards are "played," ten rank points are awarded. Furthermore, it is set that if eleven or more follower cards are "played," 20 rank points are awarded.
[0158] In addition, in the "Number of Spell Cards Played" item, it is set that rank points are awarded according to the number of spell cards that the player has "played" by the end of the card battle game. Specifically, it is set that if one to five spell cards are "played," five rank points are awarded. Furthermore, it is set that if six to eight spell cards are "played," ten rank points are awarded. Furthermore, it is set that if nine or more spell cards are "played," twenty rank points are awarded.
[0159] Furthermore, in the "Number of Amulet Cards Played" item, it is set that rank points are awarded according to the number of amulet cards that the player has "played" by the end of the card battle game. Specifically, it is set that if one to three amulet cards are "played," five rank points are awarded. Furthermore, it is set that if four to five amulet cards are "played," ten rank points are awarded. Furthermore, it is set that if six or more amulet cards are "played," twenty rank points are awarded.
[0160] In addition, in the "Number of Evolutions / Super Evolutions" item, it is set that rank points are awarded according to the number of times the player has performed evolution or super evolution before the end of the card battle game. Specifically, it is set that 5 rank points are awarded when evolution or super evolution is performed once. Furthermore, it is set that 10 rank points are awarded when evolution or super evolution is performed twice. Furthermore, it is set that 20 rank points are awarded when evolution or super evolution is performed three or more times.
[0161] In addition, in the "your leader's remaining stamina" item, it is set that rank points are awarded according to the value of the remaining stamina of the player's leader at the time the card battle game ends. Specifically, it is set that if the value of the remaining stamina of the player's leader is 1 to 10, 5 rank points are awarded. Furthermore, it is set that if the value of the remaining stamina of the player's leader is 11 to 15, 10 rank points are awarded. Furthermore, it is set that if the value of the remaining stamina of the player's leader is 16 or more, 20 rank points are awarded.
[0162] Furthermore, in the "Damage Inflicted on Opponent's Leader" item, it is set that rank points are awarded according to the value of damage inflicted on the opponent's leader by the end of the card battle game. Specifically, it is set that if the value of damage inflicted on the opponent's leader is 1 to 5, 5 rank points are awarded. Furthermore, it is set that if the value of damage inflicted on the opponent's leader is 6 to 10, 10 rank points are awarded. Furthermore, it is set that if the value of damage inflicted on the opponent's leader is 11 or more, 20 rank points are awarded.
[0163] In addition, in the "play time" item, a rating is given on a three-level scale of A, B, and C based on the usage time at the end of each turn in the card battle game, and rank points are awarded based on the rating results. Specifically, it is set that 20 rank points are awarded for an A rating. Furthermore, it is set that 10 rank points are awarded for a B rating. Furthermore, it is set that 5 rank points are awarded for a C rating. An example of the rating method is listed below.
[0164] FIG. 18 is a diagram illustrating an example of the operable time and usage time. The server 1000 derives a total usage time by adding up all the derived usage times for each turn. If evolution is performed during a turn, the server 1000 derives the usage time by subtracting a first time from the time elapsed from the turn start time at the time the turn ends. If super evolution is performed during a turn, the server 1000 derives the usage time by subtracting a second time from the time elapsed from the turn start time at the time the turn ends. The server 1000 also derives a total operable time by adding up all the operable times for each turn that has already been performed in the card battle game.
[0165] In this embodiment, the server 1000 derives the ratio of total usage time to total operable time (hereinafter also referred to as usage time ratio). Then, an evaluation is performed based on this usage time ratio. Specifically, if the usage time ratio is 50% or less, an A rating is assigned. If the usage time ratio is 51% or more and 60% or less, a B rating is assigned. If the usage time ratio is 61% or more, a C rating is assigned. In other words, the lower the usage time ratio, the higher the evaluation.
[0166] FIG. 18 shows four patterns with the same total usage time. Pattern 1 shows a case where 50% of the available control time is used in all turns. Pattern 2 shows a case where turns before the evolution unlock turn are completed relatively early, and turns after the evolution unlock turn are completed relatively late. Pattern 3 shows a case where turns before the evolution unlock turn are completed relatively late, and turns after the evolution unlock turn are completed relatively early. Pattern 4 shows a case where turns are completed in a time that varies from turn to turn.
[0167] In this embodiment, in the cases of the above-mentioned patterns 1 to 4, although the usage time for each turn may differ, the usage time ratio will be a common value, and as a result, the same evaluation (e.g., evaluation A) will be obtained in all cases. In other words, regardless of the time allocation for each turn, if the total usage time is the same, the same evaluation result will be derived. Note that, although this embodiment has shown a case where the usage time for each turn is derived, it is not necessary to derive the usage time.
[0168] For example, rank points may be awarded according to the ratio of the total remaining operable time at the end of each turn to the total operable time.
[0169] Furthermore, the ratio of usage time to available control time for each turn may be calculated. In this case, the ratios of usage time to available control time for each turn may be averaged, and rank points may be awarded according to the average value. In this case, the ratio is calculated as 50% for Pattern 1 and Pattern 4. Furthermore, the ratio is calculated as 44% for Pattern 2. Furthermore, the ratio is calculated as 57% for Pattern 3. That is, in this case, if the usage time is the same for a long and a short available control time, the ratio of usage time to available control time is calculated to be lower for the latter. In other words, one second in a turn before the evolution unlock turn is more valuable in contributing to evaluation than one second in a turn after the evolution unlock turn. This makes it possible to perform evaluation based on the length of available control time for each turn.
[0170] Alternatively, the ratio of the remaining operable time at the end of each turn to the total operable time may be calculated. In this case, the ratios of the remaining operable time at the end of each turn to the total operable time may be averaged, and rank points may be awarded according to the average value. In other words, rank points may be determined based on the ratio of the remaining time for each turn to the total operable time.
[0171] Furthermore, evaluation points may be derived based on the value of the usage time for each turn. In this case, rank points may be awarded according to a total evaluation point obtained by adding up all the evaluation points for each turn. In this case, it is preferable to set criteria for determining evaluation points in advance for each turn. For example, in turns prior to the evolution-unlocking turn, criteria may be set such that a usage time of 23 seconds or less results in 3 points, a usage time of 24 to 30 seconds results in 2 points, and a usage time of 31 seconds or more results in 1 point. In turns after the evolution-unlocking turn, criteria may be set such that a usage time of 35 seconds or less results in 3 points, a usage time of 36 to 45 seconds results in 2 points, and a usage time of 46 seconds or more results in 1 point. Furthermore, criteria for determining evaluation points may be different for each of multiple turns with the same controllable time.
[0172] Alternatively, an average value of the usage time values for each turn may be derived. In this case, rank points may be awarded according to the average value of the usage time values for each turn. Furthermore, rank points may be awarded based on the number of usage times for each turn that are shorter than a predetermined reference time. Furthermore, the player's usage time for each turn may be compared with the opponent's usage time, and rank points may be awarded to the player with the greater number of turns with shorter usage times.
[0173] Alternatively, an average value of the remaining operable time at the end of each turn may be calculated, and in this case, rank points may be awarded according to the average value of the remaining operable time at the end of each turn.
[0174] Furthermore, in this embodiment, a case has been described in which a player cannot perform operations such as playing a card during the opponent's turn. However, if a predetermined condition is met during the opponent's turn, the player may be able to perform operations such as playing a card. In this case, the player's available operation time during the opponent's turn is set. Also, in this case, if the opponent's turn ends and the player performs an operation such as playing a card, the player's usage time during the opponent's turn is stored. Note that even if an operation such as playing a card is possible when a predetermined condition is met during the opponent's turn, if the player does not perform an operation, the player's usage time during the opponent's turn may not be stored. Then, the evaluation described above may be performed based on the player's available operation time and usage time during the opponent's turn and the player's available operation time and usage time during the player's turn.
[0175] In any case, the server 1000 may determine rank points for each of the player and the opponent based at least on the usage time.
[0176] The server 1000 determines the rank points corresponding to each item for each of the player and the opponent as described above. After deriving the total value of the determined rank points, the server 1000 assigns the determined total value of rank points to each of the player ID and the opponent player ID.
[0177] However, it is also possible to derive a value by adding the top three rank points with the highest number of points among the rank points corresponding to each item set in Figure 17, excluding ``Battle Victory,'' to the basic points (``Battle Victory'' item).
[0178] The server 1000 then sets the corresponding rank point information for the player terminal 1 and the opponent player terminal 1 so that the information can be acquired.
[0179] FIG. 19A is a diagram illustrating an example of a result screen when a player wins. FIG. 19B is a diagram illustrating an example of a result screen when a player loses. The player terminal 1 and the opponent player terminal 1 display the result screen based on the received rank point information. The result screen displays the total rank points awarded and a breakdown of the rank points awarded. However, the breakdown of the rank points may not be displayed, or only a portion of it may be displayed. Furthermore, the breakdown of the rank points may be displayed in a scrolling manner. Note that items to which rank points are not awarded may not be displayed on the result screen.
[0180] In this embodiment, when a player wins the card battle game, an image showing "WIN" indicating the victory is displayed as the result of the game, as shown in Fig. 19A. On the other hand, when a player loses the card battle game, the result of the game is not directly displayed as "defeat," as shown in Fig. 19B. This can prevent the player from losing motivation to play.
[0181] When the result screen is tapped, the display of the result screen ends and the display switches from the battle screen to the normal screen. In other words, the result screen is part of the battle screen. The normal screen that switches from the result screen may be the screen that was displayed immediately before switching to the battle screen, or it may be a specified screen such as the home screen.
[0182] As described above, in this embodiment, in the "play time" category, the less time a player spends in each turn, the more rank points are awarded, regardless of whether the game is won or lost. Therefore, the player is encouraged to perform quick operations in order to earn as many rank points as possible. This makes it possible to prevent delays in game progress and reduce the risk of players losing interest in the game.
[0183] The following describes the processing of the player terminal 1 and the server 1000 for implementing the above-described card battle game, as well as the functional units that perform each of these processes.
[0184] (Functional Units of Player Terminal 1) Figure 20 is a functional block diagram of the player terminal 1. The storage unit 12 of the player terminal 1 is provided with a program storage area 12a and a data storage area 12b. At the start of a game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0185] The terminal-side game control program includes a game execution control program 300, a card battle game execution control program 301, and a display control program 302. Note that the programs listed in Fig. 20 are just examples, and the terminal-side game control program includes many other programs.
[0186] The CPU 10 runs the programs stored in the program storage area 12a and updates the data in the storage units in the data storage area 12b. By running the programs stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a.
[0187] Specifically, the CPU 10 runs a game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs a card battle game execution control program 301 and a display control program 302, causing them to function as a card battle game execution control unit 301a and a display control unit 302a, respectively.
[0188] The data storage area 12b is provided with, as storage units for storing data, a game information storage unit 400 and a player information storage unit 401. Note that the above-mentioned storage units are examples, and the data storage area 12b is provided with many other storage units.
[0189] The game execution control unit 300a controls the overall progress of the game. For example, the game execution control unit 300a logs in to the game in response to a player's operation, and determines whether or not the overall game information has been updated.
[0190] The card battle game execution control unit 301a is responsible for control for executing the card battle game. For example, the card battle game execution control unit 301a controls the progress of the card battle game based on operations input to the player terminals 1.
[0191] The display control unit 302a controls the display of images displayed on the touch panel 26 in accordance with the player's operations and the progress of the game.
[0192] (Functional Units of Server 1000) Figure 21 is a functional block diagram of the server 1000. The memory unit 1012 of the server 1000 is provided with a program memory area 1012a and a data memory area 1012b. The program memory area 1012a stores, as server-side game control programs, a game execution control program 1300, a card battle game execution control program 1301, a time management program 1303, and a rank point management program 1304. Note that the programs listed in Figure 21 are just examples, and many other programs are provided as server-side game control programs.
[0193] The CPU 1010 runs the programs stored in the program memory area 1012a and updates the data in the storage units in the data memory area 1012b. The CPU 1010 runs the programs stored in the program memory area 1012a, causing the server 1000 (computer) to function as a server control unit 1000A. The server control unit 1000A includes a game execution control unit 1300a, a card battle game execution control unit 1301a, a time management unit 1303a, and a rank point management unit 1304a.
[0194] Specifically, the CPU 1010 runs a game execution control program 1300, causing the computer to function as a game execution control unit 1300a. Similarly, the CPU 1010 runs a card battle game execution control program 1301, a time management program 1303, and a rank point management program 1304, causing the computer to function as a card battle game execution control unit 1301a, a time management unit 1303a, and a rank point management unit 1304a.
[0195] The data storage area 1012b is provided with, as storage units for storing data, a game information storage unit 1400 and a player information storage unit 1401. Note that the above-mentioned storage units are examples, and the data storage area 1012b is provided with many other storage units.
[0196] The game execution control unit 1300a controls the overall progress of the game. For example, when the game execution control unit 1300a receives login information from the player terminal 1, it sets the player information (deck information, rank points, etc.) stored in the player information storage unit 1401 so that it can be acquired by the player terminal 1. Furthermore, when general game information for the game (including card information, attack information, attack result information, play point information, play information, ability activation information, turn start information, turn end information, evolution / super evolution point information, evolution information (evolution), evolution information (super evolution), win / loss information, remaining time information, rank point information, etc.) is updated, the game execution control unit 1300a reads the updated game information from the game information storage unit 1400 and sets it so that it can be acquired by the player terminal 1.
[0197] The card battle game execution control unit 1301a is responsible for control for executing the card battle game.
[0198] The time management unit 1303a manages the operable time for each turn of the card battle game and the usage time at the end. For example, when a player's turn starts, the time management unit 1303a associates the turn start time and the estimated turn end time with the player ID and stores them. When an opponent's turn starts, the time management unit 1303a associates the turn start time and the estimated turn end time with the opponent's player ID and stores them. The estimated turn end time is the turn start time plus the operable time set for the started turn.
[0199] Furthermore, the time management unit 1303a derives the usage time for the completed player's turn based on the elapsed time from the turn start time at the time the player's turn ends, and stores the result in association with the player ID. Furthermore, when the opponent's turn ends, the server 1000 derives the usage time for the completed opponent's turn based on the elapsed time from the turn start time at the time the opponent's turn ends, and stores the result in association with the opponent's player ID. However, instead of deriving the usage time each time a turn ends, the usage time may be derived for each turn after the game ends.
[0200] If evolution is being performed during a turn, the time management unit 1303a derives the usage time by subtracting the first time from the time elapsed from the turn start time at the time the turn ends. If super evolution is being performed during a turn, the time management unit 1303a derives the usage time by subtracting the second time from the time elapsed from the turn start time at the time the turn ends.
[0201] The time management unit 1303a also derives a total operable time by adding up all operable times for the player's completed turns in the card battle game, and stores the total operable time by linking it to the player ID. The time management unit 1303a also derives a total operable time by adding up all operable times for the opponent's completed turns in the card battle game, and stores the total operable time by linking it to the opponent's player ID.
[0202] The rank point management unit 1304a determines the rank points to be assigned to the player ID and the rank points to be assigned to the opponent's player ID based on the execution content and results of the card battle game.
[0203] (Communication Processing Between Player Terminal 1 and Server 1000) The following describes basic processing of the player terminal 1 and the server 1000. In the following description, processing performed in the player terminal 1 will be referred to as Pn (n is any integer). Furthermore, processing performed in the server 1000 will be referred to as Sn (n is any integer).
[0204] 22 is a flowchart illustrating an example of terminal-side card battle game execution processing in the player terminal 1. When the solo play selection operation unit 30b or the multiplay selection operation unit 30c on the menu bar 30 is tapped, various setting screens are displayed, and when settings are made on the setting screens, the terminal-side card battle game execution processing is started.
[0205] When the card battle game execution process is started, the card battle game execution control unit 301a transmits deck information to be used in the card battle game to the server 1000 (P1-1).
[0206] The card battle game execution control unit 301a acquires initial information (first player / second player information, index information, exchange information) from the server 1000 (P1-2).
[0207] The card battle game execution control unit 301a also receives and stores the evolution and super evolution point information included in the initial information from the server 1000 (P1-3). At this time, if the player is going first, three evolution points will be stored. If the player is going second, four evolution points will be stored.
[0208] The card battle game execution control unit 301a receives and stores the evolution / super evolution turn information included in the initial information from the server 1000 (P1-4). At this time, if the player is playing first, the fifth turn will be stored as the number of turns at which evolution is released. Also, if the player is playing first, the seventh turn will be stored as the number of turns at which super evolution is released. Also, if the player is playing second, the fourth turn will be stored as the number of turns at which evolution is released. Also, if the player is playing second, the sixth turn will be stored as the number of turns at which evolution is released. Note that the evolution / super evolution turn information does not have to be stored in the player terminal 1.
[0209] The display control unit 302a displays whether the player is playing first or second on the touch panel 26, as shown in Figure 9A, based on the first-player / second-player information included in the initial information received from the server 1000 (P1-5). Thereafter, the card battle game execution control unit 301a executes an initial card determination process to determine initial cards based on the exchange information included in the initial information (P1-6). Here, the display control unit 302a places three initial candidate cards in the initial card display area 60, as shown in Figure 9B, based on the initial information (first-player / second-player information), and displays an exchange display area 61 on the touch panel 26 for placing cards to be exchanged.
[0210] 9C , when the player taps the enter button 62, the card battle game execution control unit 301a returns the cards moved to the exchange display area 61 to the deck area 45a, and determines the initial candidate cards that have not been exchanged and the exchange candidate cards equal to the number of exchanged initial candidate cards as initial cards. The card battle game execution control unit 301a then transmits initial card information indicating the initial cards to the server 1000, and also receives information on the number of cards from the opponent (P1-7).
[0211] 10A, the display control unit 302a displays a battle screen on the touch panel 26 and arranges the determined initial cards in a identifiable manner in the hand area 46a. Furthermore, the display control unit 302a arranges three cards in an indistinguishable manner in the hand area 46b based on the received number information of the opponent's cards (P1-8).
[0212] The card battle game execution control unit 301a then determines whether it is the player's turn based on the first / second player information or the turn start information obtained from the server 1000 (P1-9). If it is the player's turn (YES in P1-9), the card battle game execution control unit 301a executes a player's turn control process (P2). On the other hand, if it is not the player's turn, i.e., if it is the opponent's turn (NO in P1-9), the card battle game execution control unit 301a executes an opponent's turn control process (P3). If the card battle game execution control unit 301a has not received win / loss information from the server 1000, i.e., if the outcome has not been determined (NO in P1-10), the card battle game execution control unit 301a returns to the process in P1-9. If the card battle game execution control unit 301a has received win / loss information from the server 1000, i.e., if the outcome has been determined (YES in P1-10), the card battle game execution control unit 301a executes a card battle game end process to end the card battle game (P1-11).
[0213] In addition, the display control unit 302a acquires rank point information from the server 1000, and displays a result screen (FIG. 19A or 19B) on the touch panel 26 based on the acquired rank point information (P1-12), and ends the card battle game execution process.
[0214] 23 is a flowchart illustrating an example of the player's turn control process (P2) in the player terminal 1. When the player's turn begins, the display control unit 302a displays an image on the touch panel 26 that reads "YOUR TURN," indicating that it is the player's turn, as shown in FIG. 10B (P2-1). The display control unit 302a also displays the number of turns remaining until the evolution-enabling turn at which the player can evolve (FIG. 10B), or the number of turns remaining until the super evolution-enabling turn at which the player can super evolve (FIG. 15A) (P2-2).
[0215] The display control unit 302a also acquires and stores remaining time information from the server 1000 (P2-3). Based on the acquired remaining time information, the display control unit 302a also displays the remaining operation time meter 48a on the touch panel 26 (P2-4). When the evolution release turn begins, an effect is executed in which the black portion extends all the way around the circumference (FIGS. 13A and 13B).
[0216] The card battle game execution control unit 301a receives card information determined by lottery from cards in the deck area 45a in the server 1000 (P2-5). The display control unit 302a also arranges (displays) the determined card based on the received card information in the hand area 46a so that it can be identified (P2-5).
[0217] Furthermore, when the play point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated play point information (P2-6). Furthermore, the display control unit 302a updates and displays the play point display unit 49a based on the received play point information (P2-6). As a result, one play point is added at the start of a turn.
[0218] Furthermore, when the evolution / super evolution point information is updated in the server 1000, the card battle game execution control unit 301a receives the updated evolution / super evolution point information (P2-7). Furthermore, the display control unit 302a updates and displays the evolution / super evolution point display area 44a based on the received evolution / super evolution point information (P2-7).
[0219] Furthermore, when ability activation information indicating that the abilities of various cards have been activated is newly set in the server 1000, the card battle game execution control unit 301a receives the ability activation information (P2-8). Based on the received ability activation information, the card battle game execution control unit 301a executes ability activation processing to activate various abilities (P2-9).
[0220] The card battle game execution control unit 301a determines whether the player has input an operation to play a card (P2-10). If a play operation is not detected (NO in P2-10), the card battle game execution control unit 301a proceeds to step P2-13. If a play operation is detected (YES in P2-10), the card battle game execution control unit 301a transmits play information to the server 1000 indicating that the card placed in the hand area 46a has been placed on the field 47a (P2-11). Based on the play operation, the display control unit 302a executes a play card display process to display the card placed in the hand area 46a on the field 47a (P2-12). Here, if the turn is after the super evolution release turn number, the player possesses super evolution points, and the follower card placed on the field 47a is eligible for super evolution, the display control unit 302a displays an effect image ( FIG. 16A ) for the follower card.
[0221] The card battle game execution control unit 301a determines whether the player has input an operation to attack the opponent's follower card or leader 41b with a card placed on the field 47a (P2-13). If an attack operation has not been detected (NO in P2-13), the process proceeds to step P2-16. If an attack operation has been detected (YES in P2-13), the card battle game execution control unit 301a transmits attack information to the server 1000, including information identifying the attacking card and information identifying the opponent's follower card or leader 41b that has been attacked, based on the detected attack operation (P2-14).
[0222] The card battle game execution control unit 301a receives the attack result information set in the server (P2-15). The attack result information includes information indicating the result of subtracting the stamina of the attacked opponent's follower card or leader 41b, and information indicating the result of subtracting the stamina of the attacking follower card. In addition, the display control unit 302a executes various effects when an attack is made based on the received attack result information.
[0223] The card battle game execution control unit 301a determines whether predetermined evolution conditions and predetermined super evolution conditions are met for all follower cards displayed on the field 47a (P2-16). In this embodiment, the evolution conditions are determined to be met if the turn after the evolution ban is lifted, the player has evolution points or super evolution points, and the card being determined is an evolvable follower card. Furthermore, the evolution conditions are determined to be met if the turn after the super evolution ban is lifted, the player has super evolution points, and the card being determined is a super evolutionable follower card. Note that, in this embodiment, the determination of whether the evolution conditions and super evolution conditions are met for all follower cards displayed on the field 47a in P2-16 is performed on the player terminal 1, but may also be performed on the server 1000.
[0224] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P2-17). If a card has been tapped (YES in P2-17), the display control unit 302a displays the card details tab 63 based on the determination result in step P2-16 (P2-18). Specifically, if the display control unit 302a determines that the evolution conditions for the tapped card are met, it enables (makes operable) and displays the evolution button 63a in the card details tab 63. Furthermore, if the display control unit 302a determines that the super evolution conditions for the tapped card are met, it enables (makes operable) and displays the super evolution button 63b in the card details tab 63.
[0225] The card battle game execution control unit 301a also executes an evolution / super evolution execution process (P4), which will be described in detail later.
[0226] The display control unit 302a executes an update process in which the black portion of the remaining operation time meter 48a is gradually reduced over time (P2-19). However, the display control unit 302a may also obtain the remaining operation time from the server 1000 and update the display of the remaining operation time meter 48a based on the obtained remaining operation time.
[0227] If the card battle game execution control unit 301a receives win / loss information from the server 1000, i.e., if the outcome of the game has been determined (YES in P2-20), it ends the current turn control process. If the card battle game execution control unit 301a does not receive win / loss information from the server 1000, i.e., if the outcome of the game has not been determined (NO in P2-20), it proceeds to P2-21.
[0228] The card battle game execution control unit 301a determines whether the player's turn has ended in response to the player's operation of the turn end button 48 (P2-21). If the player's turn has not ended (NO in P2-21), the card battle game execution control unit 301a proceeds to P2-6.
[0229] Furthermore, when the player's turn has ended (YES in P2-21), the display control unit 302a hides the remaining operation time meter 48a based on the end of the player's turn (P2-22).
[0230] The card battle game execution control unit 301a also executes a turn end process (P2-23). If there is a card with an ability 55 to be activated at the end of the player's turn, the turn end process receives information from the server 1000 and executes a process to activate that ability 55. The card battle game execution control unit 301a also transmits turn end information to the server 1000, indicating that the player's turn has ended.
[0231] 23 is a flowchart illustrating an example of evolution / super evolution execution processing in the player terminal 1. The card battle game execution control unit 301a determines whether or not the Evolution button 63a in the card details tab 63 has been tapped (P4-1). If the Evolution button 63a has been tapped (YES in P4-1), the card battle game execution control unit 301a proceeds to step P4-6.
[0232] If the evolution button 63a has not been tapped (NO in P4-1), the card battle game execution control unit 301a determines whether the super evolution button 63b in the card details tab 63 has been tapped (P4-2).
[0233] When the super evolution button 63b is tapped (YES in P4-2), the card battle game execution control unit 301a sends evolution information (super evolution) indicating the card to be super evolved to the server 1000 (P4-3).
[0234] The display control unit 302a also stops the countdown display of the operable time meter 48a for the second time period (P4-4), displays the super evolution animation on the touch panel 26 for the second time period (P4-5), and moves the process to step P5-10.
[0235] When the evolution button 63a is tapped (YES in P4-1), the card battle game execution control unit 301a transmits evolution information (evolution) indicating the card to be evolved to the server 1000 (P4-6).
[0236] The display control unit 302a also stops the countdown display of the operable time meter 48a for the first time period (P4-7), displays the evolution animation on the touch panel 26 for the first time period (P4-8), and moves the process to step P4-9.
[0237] The card battle game execution control unit 301a determines whether the number of evolution points owned by the player is less than 1 (P4-9). As a result, if the number of evolution points owned by the player is not less than 1, that is, if the player owns evolution points (NO in P4-9), the card battle game execution control unit 301a proceeds to step P4-11. If the number of evolution points owned by the player is less than 1 (YES in P4-9), the card battle game execution control unit 301a proceeds to step P4-10.
[0238] The card battle game execution control unit 301a transmits super evolution point consumption operation information indicating that super evolution points will be consumed to the server 1000 (P4-10). That is, in this embodiment, when super evolution points are consumed to perform super evolution, and when super evolution points are consumed to perform evolution, the super evolution point consumption operation information is transmitted to the server 1000.
[0239] The card battle game execution control unit 301a transmits evolution point consumption operation information indicating that evolution points will be consumed to the server 1000 (P4-11). That is, in this embodiment, when evolution is to be performed by consuming evolution points, the evolution point consumption operation information is transmitted to the server 1000.
[0240] The card battle game execution control unit 301a receives the evolution / super evolution point information updated by the server 1000 (P4-12). Furthermore, the display control unit 302a executes a display update process that changes the display mode of the icon image in the evolution / super evolution point display area 44a in accordance with the number of evolution points and super evolution points owned by the player, based on the received evolution / super evolution point information (P4-13).
[0241] The card battle game execution control unit 301a also increases or updates the performance (e.g., attack power and stamina) of the card to be evolved or super evolved based on the player's operation (P4-14). That is, when the evolution button 63a is tapped, the performance is updated to the post-evolution performance of the card selected by the player. When the super evolution button 63b is tapped, the performance is updated to the post-super evolution performance of the card selected by the player.
[0242] 25 is a flowchart illustrating an example of the opponent's turn control process (P3) in the player terminal 1. When the opponent's turn begins, the display control unit 302a displays an image of "EMMEY TURN" indicating that it is the opponent's turn on the touch panel 26, as shown in FIG. 11B (P3-1). The card battle game execution control unit 301a also adds 1 to the opponent's play points (P3-2). The display control unit 302a also updates and displays the play point display unit 49b.
[0243] Upon receiving the number information, the display control unit 302a places the cards indistinguishably in the opponent's hand area 46b based on the received number information (P3-2).
[0244] Furthermore, when the display control unit 302a receives the play information, it displays the cards on the opponent's field 47b in an identifiable manner based on the received play information (P3-3).
[0245] Furthermore, when the card battle game execution control unit 301a receives the opponent's play point information, it updates and displays the play point display unit 49b based on the received play point information (P3-4).
[0246] Furthermore, when the display control unit 302a receives the evolution / super evolution point information, it updates the display in the evolution / super evolution point display area 44b based on the received evolution / super evolution point information (P3-5).
[0247] The card battle game execution control unit 301a determines whether or not ability activation information has been received (P3-6). If ability activation information has been received (YES in P3-6), the display control unit 302a executes ability activation processing to activate various abilities based on the received ability activation information (P3-7).
[0248] The card battle game execution control unit 301a determines whether or not attack result information has been received (P3-8). If attack result information has been received (YES in P3-8), the display control unit 302a executes various effects when an attack is executed based on the received attack result information (P3-9).
[0249] The card battle game execution control unit 301a determines whether evolution information (evolution) has been received (P3-10). If evolution information (evolution) has been received (YES in P3-10), the card battle game execution control unit 301a refers to the received evolution information (evolution) and card management information, and increases or updates the performance (e.g., attack power and stamina) of the follower card to be evolved (P3-11).
[0250] The card battle game execution control unit 301a determines whether evolution information (super evolution) has been received (P3-12). If evolution information (super evolution) has been received (YES in P3-12), the card battle game execution control unit 301a refers to the received evolution information (super evolution) and card management information, and increases and updates the performance (for example, attack power and stamina) of the follower card to be super evolved (P3-13).
[0251] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P3-14). If a card has been tapped (YES in P3-14), the display control unit 302a displays the card details tab 63 (P3-15). In this case, since it is the opponent's turn, the display control unit 302a disables (disables) the evolution button 63a and super evolution button 63b in the card details tab 63.
[0252] If the card battle game execution control unit 301a receives win / loss information from the server 1000, i.e., if the outcome of the game has been determined (YES in P3-16), it ends the opponent turn control process. If the card battle game execution control unit 301a does not receive win / loss information from the server 1000, i.e., if the outcome of the game has not been determined (NO in P3-16), it proceeds to P3-17.
[0253] The card battle game execution control unit 301a determines whether turn end information has been received (P3-17). If turn end information has not been received (NO in P3-17), the card battle game execution control unit 301a proceeds to step P3-2. If turn end information has been received (YES in P3-17), the card battle game execution control unit 301a executes turn end processing (P3-18). If there is a card with an ability 55 that will be activated at the end of the opponent's turn, the turn end processing receives ability activation information from the server 1000 and executes processing to activate that ability 55.
[0254] 26 is a flowchart illustrating an example of the server-side card battle game execution process (S1) in the server 1000. When the server-side card battle game execution process starts, the card battle game execution control unit 1301a receives deck information from the player and opponent player terminals 1 (S1-1). Then, the card battle game execution control unit 1301a determines who will play first and who will play second (S1-2), assigns indexes to cards included in the deck information (S1-3), and sets initial information so that it can be acquired by the player and opponent player terminals 1 (S1-4).
[0255] If the player is playing first, the card battle game execution control unit 1301a will award 3 evolution points to the player and 4 evolution points to the opponent, and set the evolution / super evolution points based on the awarded results in the initial information.If the player is playing second, the card battle game execution control unit 1301a will award 4 evolution points to the player and 3 evolution points to the opponent, and set the evolution / super evolution points based on the awarded results in the initial information.
[0256] Furthermore, when the player is playing first, the card battle game execution control unit 1301a sets to the initial information the evolution / super evolution turn information indicating that the player's evolution release turn is turn 5, the opponent's evolution release turn is turn 4, the player's super evolution release turn is turn 7, and the opponent's super evolution release turn is turn 6. Furthermore, when the player is playing second, the card battle game execution control unit 1301a sets to the initial information the evolution / super evolution turn information indicating that the player's evolution release turn is turn 4, the opponent's evolution release turn is turn 5, the player's super evolution release turn is turn 6, and the opponent's super evolution release turn is turn 7.
[0257] The time management unit 1303a also stores the turn start time (S1-5). Specifically, when a player's turn starts, the time management unit 1303a associates the turn start time with the player ID and stores it. When an opponent's turn starts, the time management unit 1303a associates the turn start time with the opponent's player ID and stores it.
[0258] The time management unit 1303a also stores the estimated turn end time (S1-6). Specifically, when a player's turn starts, the time management unit 1303a associates the estimated turn end time, which is the time obtained by adding the set operable time to the start of the turn, with the player ID and stores the associated time. When the opponent's turn starts, the time management unit 1303a associates the estimated turn end time with the opponent's player ID and stores the associated time.
[0259] Furthermore, when a player's turn starts, the time management unit 1303a sets the remaining time information indicating the operable time for the started turn, i.e., the remaining time, to be obtainable from the player terminal 1 (S1-7). Furthermore, when the opponent's turn starts, the time management unit 1303a sets the remaining time information to be obtainable from the opponent's player terminal 1 (S1-7).
[0260] The card battle game execution control unit 1301a determines whether the player's or opponent's super evolution release turn has started (S1-8). As a result, if the player's or opponent's super evolution release turn has started (YES in S1-8), the card battle game execution control unit 1301a proceeds to step S1-9. The card battle game execution control unit 1301a executes a change content determination process (S1-9).
[0261] When the player's super evolution release turn count is reached, the card battle game execution control unit 1301a determines in the change content determination process (S1-9) to change up to two of the player's evolution points into super evolution points. Specifically, if the player has two or more evolution points, the card battle game execution control unit 1301a determines to change two evolution points into two super evolution points and grant them to the player ID. Furthermore, if the player has one evolution point, the card battle game execution control unit 1301a determines to change one evolution point into one super evolution point and grant it to the player ID. Furthermore, if the player has zero evolution points, the card battle game execution control unit 1301a determines not to change them into super evolution points.
[0262] Furthermore, when the opponent's super evolution release turn count is reached, the card battle game execution control unit 1301a determines in the change content determination process (S1-9) to change up to two of the opponent's evolution points into super evolution points. Specifically, in this case, if the opponent has two or more evolution points, the card battle game execution control unit 1301a determines to change two evolution points into two super evolution points and grant them to the opponent's player ID. Furthermore, if the opponent has one evolution point, the card battle game execution control unit 1301a determines to change one evolution point into one super evolution point and grant it to the opponent's player ID. Note that if the opponent has zero evolution points, the card battle game execution control unit 1301a determines not to change them into super evolution points.
[0263] When super evolution points are awarded to the player in the above change content determination process (S1-9), the card battle game execution control unit 1301a updates the evolution / super evolution point information indicating the number of evolution points and super evolution points owned by the player (S1-10). Furthermore, when super evolution points are awarded to the opponent in the above change content determination process (S1-9), the card battle game execution control unit 1301a updates the evolution / super evolution point information indicating the number of evolution points and super evolution points owned by the opponent (S1-10). The card battle game execution control unit 1301a then sets the updated evolution / super evolution point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1 (S1-10).
[0264] The card battle game execution control unit 1301a determines whether it is the start of the player's turn or the start of the opponent's turn (S1-11). If it is not the start of the player's or opponent's turn (NO in S1-11), the card battle game execution control unit 1301a proceeds to step S1-14.
[0265] When a player's turn begins (YES in S1-11), the card battle game execution control unit 1301a selects one card by lottery from the cards placed in the player's deck area 45a, and sets card information indicating the selected card so that it can be acquired by the player terminal 1 (S1-12).It also sets card count information so that it can be acquired by the opponent's player terminal 1 (S1-13).
[0266] When the opponent's turn begins (YES in S1-11), the card battle game execution control unit 1301a randomly selects one card from the cards placed in the opponent's deck area 45b, and sets card information indicating the selected card to the opponent's player terminal 1 so that it can be acquired (S1-12). Furthermore, it sets card count information to the player terminal 1 so that it can be acquired (S1-13). The card battle game execution control unit 1301a then executes an ability activation process (S2). This ability activation process (S2) will be described in detail below.
[0267] The card battle game execution control unit 1301a determines whether play information has been received (S1-14). If play information has not been received (NO in S1-14), the card battle game execution control unit 1301a proceeds to step S1-15. If play information has been received (YES in S1-14), the card battle game execution control unit 1301a sets the play information to be obtainable for the opponent's player terminal 1, which is different from the player terminal 1 that received the play information (S1-15). In addition, the card battle game execution control unit 1301a executes an ability activation process (S2), which will be described later.
[0268] The card battle game execution control unit 1301a determines whether attack information has been received (S1-15). If attack information has not been received (NO in S1-15), the card battle game execution control unit 1301a proceeds to step S3. If attack information has been received (YES in S1-15), the card battle game execution control unit 1301a sets attack result information, including information indicating the result of subtracting the stamina of the attacked follower card or leader 41a, 41b, and information indicating the result of subtracting the stamina of the attacking follower card, so that it can be acquired by the opponent player terminal 1, which is different from the player terminal 1 that received the attack information (S1-16). The card battle game execution control unit 1301a also executes an ability activation process (S2), which will be described later.
[0269] The card battle game execution control unit 1301a executes evolution-related processing (S3), which will be described in detail later.
[0270] The card battle game execution control unit 1301a determines whether a predetermined turn end condition has been met (S1-17). In this embodiment, the card battle game execution control unit 1301a determines that the turn end condition has been met when the player or the opponent taps the turn end button 48, or when the scheduled turn end time has arrived.
[0271] As a result, if the turn end condition is not met (NO in S1-17), the card battle game execution control unit 1301a proceeds to step S1-24. On the other hand, if the turn end condition is met (YES in S1-17), the card battle game execution control unit 1301a executes the ability activation process (S2) described below.
[0272] The time management unit 1303a derives and stores the usage time for the completed turn based on the elapsed time from the turn start time at the time the turn is completed (S1-18). If evolution is performed during the turn, the time management unit 1303a derives the usage time by subtracting a first time from the elapsed time from the turn start time at the time the turn is completed. If super evolution is performed during the turn, the time management unit 1303a derives the usage time by subtracting a second time from the elapsed time from the turn start time at the time the turn is completed.
[0273] Furthermore, when a player's turn ends, the card battle game execution control unit 1301a sets the turn end information and turn start information for the opponent's player terminal 1 so that they can acquire it (S1-19). Furthermore, when the opponent's turn ends, the card battle game execution control unit 1301a sets the turn end information and turn start information for the player terminal 1 so that they can acquire it (S1-19).
[0274] The time management unit 1303a also stores the turn start time of the turn to be started (S1-20). The time management unit 1303a also stores the estimated turn end time of the turn to be started (S1-21). The time management unit 1303a also sets remaining time information indicating the remaining time, i.e., the operable time for the started turn (S1-22).
[0275] The card battle game execution control unit 1301a also updates the play point information so that the play points of the player starting their turn or the opponent are increased by 1 (S1-23). The card battle game execution control unit 1301a sets the updated play point information so that it can be acquired by the player terminal 1 and the opponent player terminal 1.
[0276] The card battle game execution control unit 1301a determines whether the outcome of the game has been determined, i.e., whether the stamina of the player's leader 41a or the opponent's leader 41b has reached 0 (S1-24). Note that conditions for determining the outcome of the game may include conditions other than the leader 41a's or leader 41b's reaching 0. For example, the outcome of the game may be determined when all cards in the deck area 45a or deck area 45b are depleted, i.e., when the deck runs out. Alternatively, the outcome of the game may be determined when a special card placed at the bottom of the deck area 45a or deck area 45b is drawn. Alternatively, the outcome of the game may be determined when a pre-set special condition other than the above is met. For example, the special condition may be met when the ability 55 of a card with a special ability 55 that determines the outcome of the game is activated. If the outcome of the game has not been determined (NO in S1-24), the card battle game execution control unit 1301a proceeds to step S1-8.
[0277] Furthermore, if the outcome of the turn has been determined (YES in S1-24), the time management unit 1303a derives and stores the usage time for the completed turn based on the elapsed time from the turn start time at the time the outcome of the turn was determined (S1-25). If evolution is performed during the turn, the time management unit 1303a derives the usage time by subtracting the first time from the elapsed time from the turn start time at the time the turn ended. If super evolution is performed during the turn, the time management unit 1303a derives the usage time by subtracting the second time from the elapsed time from the turn start time at the time the turn ended.
[0278] The card battle game execution control unit 1301a also sets the winning / losing information indicating the outcome and the winner so that it can be acquired by the player terminal 1 and the opponent's player terminal 1 (S1-26).
[0279] The time management unit 1303a also calculates the total usage time by adding up all of the player's usage time up to the turn in which victory or defeat was determined, and stores the total usage time by linking it to the player ID (S1-27).The time management unit 1303a also calculates the total usage time by adding up all of the opponent's usage time up to the turn in which victory or defeat was determined, and stores the total usage time by linking it to the opponent's player ID (S1-27).
[0280] The time management unit 1303a also derives a total operable time by adding up all of the operable times of the player up until the turn in which victory or defeat was determined, and stores the total operable time by linking it to the player ID (S1-28).The time management unit 1303a also derives a total operable time by adding up all of the operable times of the opponent up until the turn in which victory or defeat was determined, and stores the total operable time by linking it to the opponent's player ID (S1-28).
[0281] The rank point management unit 1304a also determines the rank points to be assigned to the player ID and the rank points to be assigned to the opponent player ID based on the values derived in steps S1-18, S1-25, S1-27, and S1-28, as well as the execution content and results of the card battle game (S1-29).The rank point management unit 1304a also assigns the determined rank points to the player ID and the opponent player ID.
[0282] Furthermore, the rank point management unit 1304a sets the corresponding rank point information for the player terminal 1 and the opponent player terminal 1 so that they can be acquired (S1-30), and then ends the server-side card battle game execution process.
[0283] 27 is a flowchart illustrating an example of the ability activation process (S2) in the server 1000. The card battle game execution control unit 1301a sets a target card from among the cards displayed on the playing field 47a, 47b, the attacking card, and the evolved or super evolved card (S2-1). The card battle game execution control unit 1301a determines whether the condition for activating the ability of the target card set in step S2-1 is met (S2-2). If the result shows that the condition for activating the ability is not met (NO in S2-2), the card battle game execution control unit 1301a ends the ability activation process.
[0284] Furthermore, if the conditions for activating an ability are met (YES in S2-2), the card battle game execution control unit 1301a sets ability activation information indicating that the ability for which the activation conditions are met has been activated so that it can be acquired by the player terminal 1 and the opponent's player terminal 1 (S2-3).
[0285] The card battle game execution control unit 1301a determines whether the above steps S2-1 to S2-3 have been executed for each of the cards displayed on the playing field 47a, 47b, the attacking cards, and the evolved or super evolved cards (S2-4). As a result, if the processing has been executed for all cards (YES in S2-4), the card battle game execution control unit 1301a ends the ability activation processing. On the other hand, if the processing has not been executed for all cards (NO in S2-4), the card battle game execution control unit 1301a returns to step S2-1.
[0286] 28 is a flowchart illustrating an example of evolution-related processing (S3) in the server 1000. The card battle game execution control unit 1301a determines whether evolution information (evolution) has been received (S3-1). If evolution information (evolution) has not been received (NO in S3-1), the card battle game execution control unit 1301a proceeds to step S3-4. If evolution information (evolution) has been received (YES in S3-1), the time management unit 1303a updates the estimated turn end time (S3-2). Specifically, the time management unit 1303a adds a first time (e.g., 2 seconds) to the estimated turn end time and stores the result as the new estimated turn end time.
[0287] The card battle game execution control unit 1301a sets the evolution information (evolution) to be available for acquisition by the opponent player terminal 1, which is different from the player terminal 1 that received the evolution information (evolution) (S3-3). The card battle game execution control unit 1301a also executes an ability activation process (S2).
[0288] The card battle game execution control unit 1301a determines whether evolution information (super evolution) has been received (S3-4). If evolution information (super evolution) has not been received (NO in S3-4), the card battle game execution control unit 1301a proceeds to step S3-7. If evolution information (super evolution) has been received (YES in S3-4), the time management unit 1303a updates the scheduled turn end time (S3-5). Specifically, the time management unit 1303a adds a second time (e.g., 3 seconds) to the scheduled turn end time and stores the result as the new scheduled turn end time.
[0289] The card battle game execution control unit 1301a sets the evolution information (super evolution) to be obtainable for the opponent player terminal 1, which is different from the player terminal 1 that received the evolution information (super evolution) (S3-6). The card battle game execution control unit 1301a also executes an ability activation process (S2).
[0290] The card battle game execution control unit 1301a determines (S3-7) whether or not evolution point consuming operation information has been received from the player terminal 1 or the opponent player terminal 1. As a result, if evolution point consuming operation information has not been received (NO in S3-7), the card battle game execution control unit 1301a proceeds to step S3-10.
[0291] Furthermore, when evolution point consumption operation information is received from the player terminal 1 (YES in S3-7), the card battle game execution control unit 1301a subtracts the evolution points owned by the player (S3-8), and sets the player's evolution / super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S3-9).
[0292] Furthermore, when evolution point consumption operation information is received from the opponent's player terminal 1 (YES in S3-7), the card battle game execution control unit 1301a subtracts the evolution points possessed by the opponent (S3-8), and sets the opponent's evolution / super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S3-9).
[0293] The card battle game execution control unit 1301a determines (S3-10) whether or not super evolution point consuming operation information has been received from the player terminal 1 or the opponent's player terminal 1. As a result, if super evolution point consuming operation information has not been received (NO in S3-10), the card battle game execution control unit 1301a ends the evolution-related processing.
[0294] Furthermore, when super evolution point consumption operation information is received from the player terminal 1 (YES in S3-10), the card battle game execution control unit 1301a subtracts the super evolution points owned by the player (S3-11), and sets the player's evolution / super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S3-12).
[0295] Furthermore, when super evolution point consumption operation information is received from the opponent's player terminal 1 (YES in S3-10), the card battle game execution control unit 1301a subtracts the super evolution points owned by the opponent (S3-11), and sets the opponent's evolution / super evolution points based on the subtraction result so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S3-12).
[0296] As described above, the player terminal 1 is provided with a game execution control program 300, a card battle game execution control program 301, and a display control program 302. The player terminal 1 also includes a game execution control unit 300a, a card battle game execution control unit 301a, and a display control unit 302a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.
[0297] The server 1000 is also provided with a game execution control program 1300, a card battle game execution control program 1301, a time management program 1303, and a rank point management program 1304. The server 1000 also includes a game execution control unit 1300a, a card battle game execution control unit 1301a, a time management unit 1303a, and a rank point management unit 1304a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.
[0298] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.
[0299] In the above embodiment, a digital card game has been described as an example, but the genre and content of the game are not particularly limited, and may be, for example, a simulation game, a mahjong game, a baseball game, a sugoroku game, or the like. In any case, it is sufficient that the game is a turn-based game using game media. The opponent is not limited to a person, but may also be a computer. Therefore, the game media is not limited to digital cards, and may be, for example, characters, units, pieces, or other game media provided in the game. Furthermore, it is not limited to competitive games. For example, it may be a turn-based game in which multiple players take over the results of the previous player.
[0300] In the above embodiment, the information processing system S, which is a client-server system, performs the above-mentioned information processing. However, the functions of the server 1000 in the above embodiment may be provided in the player terminal 1. Furthermore, the functions of the player terminal 1 in the above embodiment may be provided in the server 1000. Furthermore, a communication function is not essential, and, for example, the game device G may be capable of executing a computer battle or a battle between multiple players. In any case, the information processing program may cause a computer to perform the following processes.
[0301] (Processing to be performed by a computer) A process of progressing a game (in the above embodiment, one example is a card battle game) including multiple turns (in the above embodiment, steps P1, P2, P3, P4, S1, S2, and S3 are taken as an example). A process of determining the player's usage time for a turn based on the end of the turn (in the above embodiment, steps S1-18 and S1-25 are taken as an example). A process of determining first points (in the above embodiment, one example is rank points corresponding to the "battle win" item) based on the result of the game (in the above embodiment, step S1-29 is taken as an example). A process of determining second points (in the above embodiment, one example is rank points corresponding to the "play time" item) based on at least the usage time (in the above embodiment, step S1-29 is taken as an example). A process of granting a bonus (in the above embodiment, one example is the total value of rank points corresponding to each item in FIG. 17 ) to a player ID based on the first and second points (in the above embodiment, steps S1-29 and S1-30 are taken as an example).
[0302] The computer may be caused to perform a process of determining the total usage time required until the end of the game based on the usage time (step S1-27 in the above embodiment, as an example). The computer may be caused to perform a process of determining the player's controllable time for each turn (steps S1-6, S1-7, S1-21, and S1-22 in the above embodiment, as an example). The computer may be caused to perform a process of determining the total controllable time, which is the sum of the controllable times for each turn executed until the end of the game (step S1-28 in the above embodiment, as an example). The process of determining second points (step S1-29 in the above embodiment, as an example) may determine the second points based on the ratio of the total usage time to the total controllable time.
[0303] The process of determining the second points (in the above embodiment, step S1-29 as an example) may determine the second points based on the ratio of usage time to the operable time in each turn executed until the end of the game.
[0304] It may include a plurality of turns with different operation times (in the above embodiment, as an example, the operation time differs between the turn before the evolution unlock turn and the turn after the evolution unlock turn).
[0305] The multiple turns may include a player's turn and an opponent's turn. The process of determining the usage time (S1-18 and S1-25 in the above embodiment, as an example) may determine the player's usage time for a turn when the player's turn has ended, and may determine the player's usage time for the opponent's turn when the opponent's turn has ended and the player has performed an operation during the opponent's turn.
[0306] Furthermore, the control processing shown in the above embodiment is merely an example. In the above embodiment, the case where the control processing for executing the game is executed by the player terminal 1 has been described. That is, in the above embodiment, the control processing for executing the game is executed only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, part of the control processing described above may be executed by the server 1000. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G.
[0307] In addition, in the above-described embodiment, the information processing program for realizing the game may be stored in a computer-readable non-transitory storage medium. Furthermore, the above-described embodiment may be an information processing method for realizing each function and step shown in the flowchart.
[0308] 1 Player terminal 1000 Server G Game device S Information processing system
Claims
1. An information processing program that causes a computer to execute the following processes: a process of progressing a game including a plurality of turns; a process of determining a player's usage time in a turn based on the end of the turn; a process of determining a first point based on the result of the game; a process of determining a second point based on at least the usage time; and a process of granting a privilege to a player ID based on the first point and the second point.
2. An information processing program as described in claim 1, which causes a computer to perform the following processes: determining a total usage time required until the game ends based on the usage time; determining the player's controllable time for each turn; and determining a total controllable time which is the sum of the controllable times for each turn executed until the game ends; and wherein the process of determining the second points determines the second points based on a ratio of the total usage time to the total controllable time.
3. The information processing program of claim 1, which causes a computer to perform a process of determining the player's available operation time for each turn, and in which the process of determining the second point determines the second point based on the ratio of the usage time to the available operation time for each turn executed until the end of the game.
4. The information processing program according to claim 2 or 3, wherein the turn includes a plurality of turns each having a different operable time.
5. An information processing program as described in any one of claims 1 to 3, wherein the multiple turns include the player's turn and the opponent's turn, and the process of determining the usage time determines, when the player's turn has ended, the player's usage time for that turn, and when the opponent's turn has ended and the player has performed an operation during the opponent's turn, determines the player's usage time for the opponent's turn.
6. An information processing method executed by one or more computers, comprising: a process of progressing a game including a plurality of turns; a process of determining a player's usage time in a turn based on the end of the turn; a process of determining a first point based on the result of the game; a process of determining a second point based on at least the usage time; and a process of granting a benefit to a player ID based on the first point and the second point.
7. An information processing system having one or more computers, wherein the computers perform the following processes: a process of progressing a game including a plurality of turns; a process of determining the player's usage time in a turn based on the end of the turn; a process of determining a first point based on the result of the game; a process of determining a second point based on at least the usage time; and a process of granting a benefit to a player ID based on the first point and the second point.
8. A gaming device comprising one or more computers, the computers performing the following processes: a process of progressing a game including a plurality of turns; a process of determining the player's usage time in a turn based on the completion of the turn; a process of determining a first point based on the result of the game; a process of determining a second point based on at least the usage time; and a process of granting a bonus to a player ID based on the first point and the second point.
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