Information processing program, information processing method, information processing system, and game device
Patent Information
- Application Number
- PCT/JP2026/007320
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2025-03-12
- Filing Date
- 2026-02-27
- Publication Date
- 2026-09-17
Smart Images

Figure JP2026007320_17092026_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 enables battles between players 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. Then, the player plays a game using the deck.
[0003] Japanese Unexamined Patent Application Publication No. 2018-995
[0004] As described above, games having various game properties have been proposed, but there is a demand for further improvement of the interest of games.
[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 improve the interest of a game.
[0006] To solve the above problem, the information processing program includes: a process for receiving input of an attack operation to select an attacking game medium on the player's side and an attacked game medium on the opponent player's side, displayed in a predetermined display area of the game screen in a predetermined game; a process for hiding the attacked game medium from the predetermined display area when the attack operation is input and predetermined conditions are met; a process for making available a first player parameter associated with the player's player ID at a first timing in the predetermined game; a process for executing a first change on the attacking game medium selected by the player by consuming the first player parameter; a process for making available a second player parameter associated with the player's player ID at a second timing that is after the first timing; and a process for executing a second change different from the first change on the attacking game medium selected by the player by consuming the second player parameter. When the attack operation to select the attacking game medium on which the second change has been performed is input, and the predetermined conditions are met, the computer is made to perform a process that generates either or both of the predetermined effects and the predetermined effects relating to the attacked game medium selected in the attack operation.
[0007] The process of hiding the under-attacked game medium from the predetermined display area involves decreasing a second media parameter associated with the under-attacked game medium based on a first media parameter associated with the attacking game medium, and the predetermined condition may be met when, in the process of hiding the under-attacked game medium from the predetermined display area, the second media parameter associated with the under-attacked game medium decreases to a predetermined value.
[0008] The information processing program, upon input of the attack operation, causes the computer to perform a process of decreasing the second media parameter associated with the attacking game medium based on the first media parameter associated with the attacked game medium, and the predetermined effect may include, in the process of decreasing the second media parameter associated with the attacking game medium, an effect of reducing the amount of decrease of the second media parameter associated with the attacking game medium, an effect of invalidating the decrease of the second media parameter associated with the attacking game medium, or an effect of invalidating the fact that the attacking game medium is hidden from the predetermined display area.
[0009] The game screen may display the player's character and the opponent's character, and the predetermined effects may be performed, including the movement of the attacked game medium toward the opponent's character, as well as the predetermined effects, including a change in the third player parameter associated with the opponent's player ID.
[0010] The second variation may include increasing the display size of the attacking game medium in the predetermined display area.
[0011] The information processing program may cause the computer to perform the following process: display a selection screen that allows the player to choose which of the first and second changes to execute, if the attacking game medium selected by the player is capable of executing both the first and second changes.
[0012] To solve the above problem, the information processing method is an information processing method performed by one or more computers, wherein the computers include: a process of receiving input for an attack operation to select an attacking game medium on the player's side and an attacked game medium on the opponent player's side, which are displayed in a predetermined display area of the game screen in a predetermined game; a process of hiding the attacked game medium from the predetermined display area when the attack operation is input and predetermined conditions are met; a process of making a first player parameter associated with the player's player ID available at a first timing in the predetermined game; a process of executing a first change on the attacking game medium selected by the player by consuming the first player parameter; a process of making a second player parameter associated with the player's player ID available at a second timing which is after the first timing; and a process of executing a second change different from the first change on the attacking game medium selected by the player by consuming the second player parameter. When the aforementioned attack operation is input and the predetermined conditions are met, the system performs a process to generate either or both of the following: a predetermined effect and a predetermined effect related to the attacked game medium selected in the attack operation.
[0013] To solve the above problems, the information processing system is an information processing system comprising one or more computers, wherein the computers include: a process for receiving input of an attack operation to select an attacking game medium on the player's side and an attacked game medium on the opponent player's side, displayed in a predetermined display area of the game screen in a predetermined game; a process for hiding the attacked game medium from the predetermined display area when the attack operation is input and predetermined conditions are met; a process for making available a first player parameter associated with the player's player ID at a first timing in the predetermined game; a process for executing a first change on the attacking game medium selected by the player by consuming the first player parameter; a process for making available a second player parameter associated with the player's player ID at a second timing that is after the first timing; and a process for executing a second change different from the first change on the attacking game medium selected by the player by consuming the second player parameter. When the aforementioned attack operation is input and the predetermined conditions are met, the system performs a process to generate either or both of the following: a predetermined effect and a predetermined effect related to the attacked game medium selected in the attack operation.
[0014] To solve the above problems, the game device comprises one or more computers, the computers performing the following: a process of receiving input for an attack operation in a predetermined game, in which the player selects an attacking game medium on the player's side and an attacked game medium on the opponent player's side, displayed in a predetermined display area of the game screen; a process of hiding the attacked game medium from the predetermined display area when the attack operation is input and predetermined conditions are met; a process of making available a first player parameter associated with the player's player ID at a first timing in the predetermined game; a process of executing a first change on the attacking game medium selected by the player by consuming the first player parameter; a process of making available a second player parameter associated with the player's player ID at a second timing that is after the first timing; and a process of executing a second change different from the first change on the attacking game medium selected by the player by consuming the second player parameter. When the aforementioned attack operation is input and the predetermined conditions are met, the system performs a process to generate either or both of the following: a predetermined effect and a predetermined effect related to the attacked game medium selected in the attack operation.
[0015] According to the present invention, it is possible to improve the enjoyment of games.
[0016] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. Figure 3A is a diagram illustrating an example of the home screen. Figure 3B is a diagram illustrating an example of the card settings screen. Figure 3C is a diagram illustrating an example of the deck selection screen. Figure 3D is a diagram illustrating an example of the initial deck formation screen. Figure 4A is a diagram illustrating an example of the deck formation screen during formation. Figure 4B is a diagram illustrating an example of the card list screen. Figure 4C is a diagram illustrating an example of the card generation screen. Figure 4D is a diagram illustrating an example of the card details screen. Figure 5 is a diagram illustrating an example of the battle screen. Figure 6A is the first diagram illustrating an example of a follower card. Figure 6B is the first diagram illustrating an example of a follower card. Figure 7A is a diagram illustrating an example of a spell card. Figure 7B is a diagram illustrating an example of an amulet card. Figure 8 is a diagram illustrating card management information. Figure 9 is a diagram illustrating an example of an ability. Figure 10A is the first diagram illustrating an example of the transitions between battle screens. Figure 10B is a second diagram illustrating an example of a battle screen transition. Figure 10C is a third diagram illustrating an example of a battle screen transition. Figure 11A is a fourth diagram illustrating an example of a battle screen transition. Figure 11B is a fifth diagram illustrating an example of a battle screen transition. Figure 11C is a sixth diagram illustrating an example of a battle screen transition. Figure 12A is a seventh diagram illustrating an example of a battle screen transition. Figure 12B is an eighth diagram illustrating an example of a battle screen transition. Figure 12C is a ninth diagram illustrating an example of a battle screen transition. Figure 13A is a tenth diagram illustrating an example of a battle screen transition. Figure 13B is an eleventh diagram illustrating an example of a battle screen transition. Figure 14A is a first diagram illustrating an example of a battle screen during the evolution unlock turn. Figure 14B is a second diagram illustrating an example of a battle screen during the evolution unlock turn. Figure 15A is a first diagram illustrating an example of a battle screen during evolution. Figure 15B is a second diagram illustrating an example of a battle screen during evolution. Figure 16 is the third diagram illustrating an example of the battle screen during evolution. Figure 17A is the fourth diagram illustrating an example of the battle screen during evolution.Figure 17B is the fifth diagram illustrating an example of the battle screen during evolution. Figure 18A is the first diagram illustrating an example of the battle screen during the turn when super evolution is unlocked. Figure 18B is the second diagram illustrating an example of the battle screen during the turn when super evolution is unlocked. Figure 19A is the first diagram illustrating an example of the battle screen during super evolution. Figure 19B is the second diagram illustrating an example of the battle screen during super evolution. Figure 20 is the third diagram illustrating an example of the battle screen during super evolution. Figure 21A is the fourth diagram illustrating an example of the battle screen during super evolution. Figure 21B is the fifth diagram illustrating an example of the battle screen during super evolution. Figure 22 is the sixth diagram illustrating an example of the battle screen during super evolution. Figure 23 is a functional block diagram of the player terminal. Figure 24 is a functional block diagram of the server. Figure 25 is a flowchart illustrating an example of the terminal-side card battle game execution process on the player terminal. Figure 26 is a flowchart illustrating an example of the self-turn control process on the player terminal. Figure 27 is a flowchart illustrating an example of the first evolution / super evolution execution process on the player terminal. Figure 28 is a flowchart illustrating an example of the second evolution / super evolution execution process on the player terminal. Figure 29 is a flowchart illustrating an example of the opponent's turn control process on the player terminal. Figure 30 is a flowchart illustrating an example of the server-side card battle game execution process on the server. Figure 31 is a flowchart illustrating an example of the ability activation process on the server. Figure 32 is a flowchart illustrating an example of the attack result information set process on the server. Figure 33 is a flowchart illustrating an example of the evolution / super evolution point management process on the server.
[0017] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values shown in this embodiment are merely examples for the sake of ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0018] (Overall Configuration of Information Processing System S) Figure 1 is an explanatory diagram showing the schematic configuration of information processing system S. Information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0020] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information (player information) for each player playing the game. Server 1000 also updates the stored information based on operations input from the player terminals 1.
[0021] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0022] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that 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 be played through the cooperation of the player terminal 1 and the server 1000.
[0023] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of 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.
[0024] Furthermore, as shown in Figure 2B, the server 1000 is configured to include a CPU 1010, a storage 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.
[0025] 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, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0026] The CPU 10 controls the game's progress by running the program stored in the memory unit 12. The memory unit 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The memory unit 12 is connected to the CPU 10 via the bus 14.
[0027] An input / output interface 16 is connected to the bus 14. A storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0028] The storage device 18 is composed of 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.
[0029] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are stored in the storage unit 12 or the storage device 18.
[0030] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0031] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 is equipped with a touch panel 26 that functions as both an input unit 22 and an output unit 24.
[0032] (Game Content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained 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 the operator through a lottery or the like, and play a card battle game against a computer or other players using the cards they own. The game content of this embodiment will be described in detail below.
[0033] Figure 3A shows an example of the home screen. Figure 3B illustrates an example of the card settings screen. Figure 3C illustrates an example of the deck selection screen. Figure 3D illustrates an example of the initial deck formation screen. Figure 4A illustrates an example of the deck formation screen during formation. Figure 4B illustrates an example of the card list screen. Figure 4C illustrates an example of the card generation screen. Figure 4D illustrates an example of the card details screen.
[0034] When the application for this game is launched on player terminal 1, communication between player terminal 1 and server 1000 begins, the player terminal 1 is logged in, and the game starts. Once the game starts, various game screens are displayed on the touch panel 26 of player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.
[0035] The normal screen is primarily used by the player to configure various settings and check information. On the other hand, the battle screen is the screen displayed on the touch panel 26 from the start to the end of the card battle game. In this case, all screens other than the battle screen are considered normal screens. The normal screen includes multiple screens, such as the home screen shown in Figure 3A, the card settings screen shown in Figure 3B, a shop screen (not shown), and a menu screen.
[0036] The home screen shown in Figure 3A is the first screen displayed after logging in. As shown in Figure 3A, the home screen displays a menu bar 30 at the bottom of the touch panel 26. The menu bar 30 is provided with multiple operation areas that the player can operate (tap). The menu bar 30 includes a home screen selection operation area 30a labeled "Home", a solo play selection operation area 30b labeled "Solo Play", a multiplayer selection operation area 30c labeled "Battle", a card settings screen selection operation area 30d labeled "Cards", a shop screen selection operation area 30e labeled "Shop", and a menu screen selection operation area 30f labeled "Other".
[0037] When the home screen selection control 30a is tapped, the home screen shown in Figure 3A is displayed on the touch panel 26. When the solo play selection control 30b is tapped, various settings screens are displayed. Once settings are configured on the settings screen, a card battle game against the computer begins. When the multiplayer selection control 30c is tapped, various settings screens are displayed. Once settings are configured on the settings screen, a card battle game against another player via communication begins.
[0038] When the card settings screen selection operation unit 30d is tapped, the card settings screen shown in Figure 3B is displayed on the touch panel 26, allowing the user to perform actions such as deck building, viewing a list of cards, and disassembling or creating cards, as described later. When the shop screen selection operation unit 30e is tapped, the shop screen is displayed on the touch panel 26, allowing the user to acquire cards by lottery by spending in-game currency or items. When the menu screen selection operation unit 30f is tapped, the menu screen (not shown) is displayed on the touch panel 26, allowing the user to check game settings and various information.
[0039] A header display area 31 is provided in the upper left corner of the home screen shown in Figure 3A. The header display area 31 displays the player name associated with the player ID, the player icon, and the battle points (BP). Battle points are earned when a player wins a card battle game against another player via communication, and are deducted when a player loses a card battle game against another player via communication.
[0040] The Home Menu 32 is displayed on the far right of the home screen. The Home Menu 32 includes a gift screen selection control section 32a labeled "Gift," an information screen selection control section 32b labeled "Information," a mission screen selection control section 32c labeled "Missions," and a guild screen selection control section 32d labeled "Guild."
[0041] When the gift screen selection operation unit 32a is tapped, a gift screen (not shown) that displays items distributed by the operator, for example, is displayed on the touch panel 26. When the information screen selection operation unit 32b is tapped, an information screen (not shown) that displays update information, maintenance information and the like is displayed on the touch panel 26. When the mission screen selection operation unit 32c is tapped, a mission screen (not shown) that displays preset missions is displayed on the touch panel 26. When the guild screen selection operation unit 32d is tapped, a guild screen (not shown) relating to a guild (group) constituted by a plurality of players is displayed on the touch panel 26.
[0042] 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. A list of decks organized by the player is displayed on the deck selection screen. The player can edit the deck name when organizing a deck. On the deck selection screen, the deck name is displayed on the icon corresponding to each deck.
[0043] In addition, a deck creation tab 34 labeled "Create New" is displayed on the deck selection screen. When the player taps the deck creation tab 34, the deck organization screen shown in FIG. 3D is displayed on the touch panel 26, enabling a new deck to be organized.
[0044] On the deck organization screen, a plurality of blank fields are displayed in the upper row, and cards owned by the player (hereinafter referred to as owned cards) are displayed in the lower row. Then, on the deck organization screen, as shown in FIG. 4A, by sliding an owned card displayed in the lower row to the upper row, the slid owned card is placed in a blank field of the upper row. In this way, on the deck organization screen, the owned cards placed in the upper row are in a provisionally registered state.
[0045] When the save tab 35, labeled "Save," on the deck building screen is tapped, the deck information is saved. This deck information is assigned a deck ID. Additionally, card group information that identifies all temporarily registered owned cards is saved and linked to the deck ID. Although not shown in the diagram, when the save tab 35 is tapped, a screen for editing the deck name is displayed. Once the deck name has been edited, the card group information is saved and linked to the deck ID. Furthermore, the deck name and the icon displayed on the deck selection screen, etc., are saved and linked to the deck ID.
[0046] Furthermore, when an icon is tapped on the deck selection screen shown in Figure 3C, the deck building screen is displayed as shown in Figure 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 cards displayed in the upper row with the owned cards displayed in the lower row.
[0047] In card battle games, a set number of cards (for example, 40) are used. Therefore, on the deck building screen, normally, after the player temporarily registers the set number of owned cards, tapping the save tab 35 will save the deck information, including the card group information of the set number of cards. However, even if the number of temporarily registered cards is less than or more than the set number, it is possible to save the deck information, but that deck information cannot be used in the card battle game.
[0048] When the card list generation tab 33b is tapped on the card setting screen, the card list screen shown in FIG. 4B is displayed on the touch panel 26. On this card list screen, an owned card tab 36a, a generation mode tab 36b, and an owned coin display field 36c are provided at the lower part of the touch panel 26. The owned card tab 36a and the generation mode tab 36b are configured to accept tap operations by the player. The owned card tab 36a and the generation mode tab 36b are also displayed on the card generation screen; when the owned card 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. On the other hand, in the owned coin display field 36c, the number of coins, which is in-game currency owned by the player (number of owned coins), is displayed.
[0049] As shown in FIG. 4B, on the card list screen, cards owned by the player and the number of each owned card are displayed. Note that cards that the player does not own may be displayed on the card list screen. Further, as shown in FIG. 4C, all cards to be provided are displayed on the card generation screen regardless of whether the player owns the card or not. However, while cards owned by the player are displayed in color, cards not owned by the player are grayed out (indicated by broken lines in FIG. 4C). This allows the player to easily identify whether or not they own the card.
[0050] When any card is tapped on the card list screen and the card generation screen, a card detail screen is displayed as shown in FIG. 4D. On the card detail screen, various types of information related to the tapped card are displayed. Further, on the card detail screen, a decomposition tab 37a and a generation tab 37b are provided. The number of obtainable coins is displayed on the decomposition tab 37a. When the decomposition tab 37a is tapped, the currently selected card is decomposed, and the player can obtain the number of obtainable coins displayed on the decomposition tab 37a. Note that when a card is decomposed, the number of owned cards of that type is decreased.
[0051] Additionally, the generation tab 37b displays the number of coins to be consumed. When the generation tab 37b is tapped, the player can generate the selected card by consuming the number of coins displayed on the generation tab 37b. When a card is generated, the number of that card owned increases. In other words, by tapping the generation tab 37b, the player can exchange their owned coins for cards. This card generation function can be performed regardless of whether the player owns the card or not. That is, the player can generate cards for both cards they own and cards they do not own.
[0052] Furthermore, the cards provided may include cards that can be generated and cards that cannot be generated, or all cards may be generateable. In addition, some cards may have periods during which they can be generated and periods during which they cannot.
[0053] Furthermore, as will be explained in more detail later, some cards can evolve during the card battle game. In this embodiment, "evolution" means that the card selected by the player is changed to another card. When a card evolves, its performance is enhanced.
[0054] The card details screen is equipped with a first button 37c and a second button 37d. On the card details screen of a card that can evolve, the first button 37c is enabled. Although not shown in the illustration, when the first button 37c is tapped, the details of the evolved card are displayed on the card details screen.
[0055] The card details screen shown above is displayed both during and outside of card battle games. During card battle games, the card details screen can be displayed not only for the player's own cards but also for the opponent's cards. Therefore, during card battle games, players can see what kinds of cards their opponents can evolve into.
[0056] Next, we will explain card battle games. Below, we will provide an overview of card battle games, followed by details about the cards and then the game itself. This section describes card battle games played against other players. In the following, other players will be referred to as "opponents."
[0057] Figure 5 illustrates an example of a battle screen. When the multiplayer selection control section 30c on the menu bar 30 is tapped, various settings screens are displayed, and once settings are configured on the settings screen, the card battle game begins. While the card battle game is running, the battle screen shown in Figure 5 is displayed on the touch panel 26.
[0058] The battle screen is divided into a player display area 40a, where the player's cards and information are displayed, and an opponent display area 40b, where the opponent's cards and information are displayed. The player's leader 41a is displayed in the lower center of the player display area 40a.
[0059] In addition, a health display area 42a showing the health of the player's leader 41a is displayed near the player's leader 41a.
[0060] Furthermore, to the left of the player's leader 41a, an evolution display area 43a is displayed to show the remaining number of evolution points (which will be described in more detail later) associated with the player's player ID (hereinafter also referred to as "owned by the player"), and whether evolution can be used (which will be described in more detail later). Furthermore, to the right of the player's leader 41a, a super evolution display area 44a is displayed to show the remaining number of super evolution points (which will be described in more detail later) owned by the player, and whether super evolution can be used (which will be described in more detail later).
[0061] Similarly, the opponent's leader 41b is displayed in the upper center of the opponent's display area 40b. In addition, a health display area 42b showing the opponent's leader 41b's health is displayed near the opponent's leader 41b.
[0062] Furthermore, to the left of the opponent's leader 41b, an evolution display area 43b is displayed to show the remaining number of evolution points owned by the opponent, as well as whether evolution can be used, as will be described in detail later. Furthermore, to the right of the opponent's leader 41b, a super evolution display area 44b is displayed to show the remaining number of super evolution points owned by the opponent, as well as whether super evolution can be used, as will be described in detail later.
[0063] In this embodiment, the health of the player's leader 41a, i.e., the value displayed in the health display area 42a, is initially set to 20. Similarly, the health of the opponent's leader 41b, i.e., the value displayed in the health display area 42b, is initially set to 20.
[0064] Furthermore, the player display area 40a includes the player's deck area 45a at the far right, the player's hand area 46a at the bottom right, and the player's field area 47a in the center. Unused player cards are placed face down in the deck area 45a, i.e., in an unidentifiable state. The hand area 46a is arranged so that the player can identify the cards in the player's hand. The field area 47a is arranged so that the player can identify the cards played from the hand area 46a.
[0065] Similarly, in the opponent's display area 40b, the opponent's deck area 45b is located at the far right, the opponent's hand area 46b is located at the upper left, and the opponent's field area 47b is located in the center. Unused opponent cards are placed face down in the deck area 45b. In the hand area 46b, cards that have become part of the opponent's hand are placed face down so that they cannot be identified by the player. In the field area 47b, cards played from the hand area 46b are placed so that they can be identified by the player.
[0066] In the upper right of the player display area 40a, there is a turn end button 48 that accepts the player's tap, and a play point display unit 49a that displays the player's play points (PP). The play point display unit 49a displays the maximum play points in the current turn as the denominator and the available play points as the numerator. In addition, the play point display unit 49a displays the maximum play points and the available play points in an identifiable manner by the way the circles are displayed. Furthermore, in the opponent display area 40b, near the leader 41b, there is a play point display unit 49b that displays the opponent's play points.
[0067] The card battle game in this embodiment is a two-player game where cards are randomly dealt to each player from a deck selected by the player to form their hand. Similarly, the opponent is also randomly dealt cards from a deck selected by the opponent to form their hand. In the card battle game, the player's turn and the opponent's turn alternate. In each turn, a card randomly selected from the deck is added to the hand.
[0068] During their turn, a player selects a follower card or amulet card from their hand area 46a and places it on the field 47a, or uses a spell card to activate a predetermined effect, in accordance with the prescribed rules. In the following, "playing" refers to moving a follower card or amulet card from hand areas 46a and 46b to the field 47a and 47b, or using a spell card placed in hand areas 46a and 46b to activate a predetermined effect, that is, moving a card from hand areas 46a and 46b to another area.
[0069] In this card battle game, the player's leader 41a and the opponent's leader 41b each have health points, and the first player to reduce the opponent's health to zero through card attacks wins. Next, the details of the cards used in this card battle game will be described.
[0070] Figure 6A is the first diagram illustrating an example of a follower card. Figure 6B is the second diagram illustrating an example of a follower card. Figure 7A is the diagram illustrating an example of a spell card. Figure 7B is the diagram illustrating an example of an amulet card. The 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.
[0071] As shown in Figures 6A, 6B, 7A, and 7B, each card, regardless of its type, has a name 51, class 52, type 53, and cost 54. The name 51 is unique to each card; in other words, the name 51 can be called the card name. There are multiple types of classes 52, and each card is classified into one of these classes. There are also multiple types of types 53; some cards are classified into one type, while others are not classified into any type. The cost 54 indicates the play points required to play the card; by consuming the required number of play points, the card becomes playable.
[0072] 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. Each follower card has a name 51, class 52, type 53, cost 54, ability 55, attack power 56, health 57, and illustration. The attack power 56 indicates the amount of damage dealt to the opponent's leader 41b or the follower card placed on the opponent's field 47b when the follower card attacks. Health 57 decreases by the amount of damage received, and when it reaches 0, the follower card is destroyed. When a card is destroyed, it disappears from the field 47b and is sent to the graveyard (not shown). However, there is also a state of disappearance, which is different from destruction, where the card disappears from the field 47b but is not sent to the graveyard.
[0073] Furthermore, in this embodiment, follower cards can evolve by consuming evolution points displayed in evolution display areas 43a and 43b. Follower cards can also super-evolve by consuming super-evolution points displayed in super-evolution display areas 44a and 44b. Evolved or super-evolved follower cards may have their illustrations changed, their attack power 56 and health 57 increased, or have predetermined abilities 55 added. In other words, by evolving or super-evolving, follower cards have their performance and effectiveness (abilities 55, attack power 56, health 57) enhanced.
[0074] Figure 8 is a diagram illustrating card management information. Figure 8 shows card management information related to follower cards. In this embodiment, various pieces of information related to the follower card are associated with each follower card, such as card ID, card name, pre-evolution illustration ID, post-evolution illustration ID, super-evolution illustration ID, pre-evolution performance information, post-evolution performance information, and super-evolution performance information.
[0075] In this embodiment, all follower cards are capable of evolution and super-evolution. However, there may be follower cards that are capable of evolution but not super-evolution. Furthermore, there may be follower cards that are not capable of evolution or super-evolution. Furthermore, there may be follower cards that are not capable of evolution but are capable of super-evolution.
[0076] Furthermore, the pre-evolution illustration ID indicates an ID to identify the illustration before evolution. The post-evolution illustration ID indicates an ID to identify the illustration after evolution. The super-evolution post-evolution illustration ID indicates an ID to identify the illustration after super-evolution. In this embodiment, at least some parts of the illustrations are different for the post-evolution and super-evolution versions. However, it is also possible to set the same illustration for both the post-evolution and super-evolution versions. In addition, the display position of the image data may differ between the post-evolution and super-evolution versions.
[0077] Furthermore, the pre-evolution performance information shows the performance and utility (ability 55, attack power 56, health 57) of the follower card before evolution. The post-evolution performance information shows the performance and utility (ability 55, attack power 56, health 57) of the follower card after evolution. The super-evolution performance information shows the performance and utility (ability 55, attack power 56, health 57) of the follower card after super-evolution. In this embodiment, the degree to which the performance and utility (ability 55, attack power 56, health 57) of a follower card is enhanced is set to be higher when it is super-evolved than when it is simply evolved. In other words, for follower cards, it is more advantageous for the player when they are super-evolved than when they are simply evolved. However, it is sufficient that at least a part of the performance and utility (ability 55, attack power 56, health 57) of a follower card differs between when it is evolved and when it is super-evolved. Furthermore, with respect to follower cards, at least some of their performance and utility (ability 55, attack power 56, health 57) may be set to be the same whether they have evolved or super-evolved. Note that evolution and super-evolution only need to differ in at least one of the following: the way the illustration changes, the way the attack power 56 or health 57 changes, and the way the ability 55 changes.
[0078] The spell cards shown in Figure 7A have a name 51, class 52, type 53, cost 54, and ability 55. When a spell card is played, its ability 55 (effect) is activated and the spell card is destroyed. In other words, spell cards are cards that cannot be played on the field 47a or 47b.
[0079] The amulet card shown in Figure 7B has a name 51, class 52, type 53, cost 54, and ability 55. When an amulet card is played, it remains on the field 47a and its ability 55 is activated.
[0080] Although not shown in the illustration, card management information is also provided for spell cards and amulet cards in the same way as in Figure 8. In this embodiment, spell cards and amulet cards are not subject to evolution or super-evolution. Therefore, the card management information for spell cards and amulet cards does not need to include information on performance after evolution or performance after super-evolution.
[0081] Figure 9 illustrates an example of ability 55. Note that ability 55 shown in Figure 9 is just one example; other abilities 55 may be provided, or some abilities 55 may not be provided. Also, while this explanation assumes the card belongs to the player, the same applies to the opponent's card.
[0082] As shown in Figure 9, Abilities 55 include Fanfare, Last Words, Ward, Rush, Storm, Bane, Drain, Direct Summon, Evolve, Fusion, etc. In this embodiment, Abilities 55, specifically Fanfare, Last Words, Evolve, and Super Evolve, are classified as abilities that activate the described effect at the timing in which they occur. The other abilities (Ward, Rush, Storm, Bane, Drain, Direct Summon, Fusion) are classified as abilities that indicate the content of the effect that activates when certain conditions are met. Furthermore, these can be arbitrarily combined and linked to cards within a non-contradictory range. For example, a follower card with the "Evolve Ward" ability is set to gain Ward at the timing of evolution.
[0083] Specifically, a Fanfare is an ability that activates when a card is played from the hand area 46a to the field 47a (when a card is played). For example, in the case of the Follower card shown in Figure 6A, when that Follower card is played to the field 47a, the effect "Draw one card" is activated, one card is randomly selected from the cards placed in the deck area 45a, and the selected card is placed in the hand area 46a.
[0084] Last Words is an ability that activates when a card is destroyed, according to the effect written in "Last Words". Ward is an ability that prevents the opponent from attacking any cards other than the card with Ward when the card with Ward is placed on field 47a. Rush is an ability that allows the card to attack an opponent's follower card on the turn it is played on field 47a.
[0085] Rush is an ability that allows you to attack an opponent's follower card and leader 41b on the turn you play on field 47a. Bane is an ability that, when you attack an opponent's follower card and deal damage to it, destroy the opponent's follower card regardless of its health. Drain is an ability that, when you deal damage to an opponent's follower card or leader 41b during your turn, restore the amount of health displayed in your leader 41a's health display area 42a equal to the amount of damage dealt.
[0086] Direct Summon is an ability that allows a card to be directly placed from the deck area 45a to the field 47a when a predetermined condition is met.
[0087] 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 undergoes Super Evolution.
[0088] Fusion is an ability granted to the base card that will be used for fusion. It strengthens the base card by fusing it with cards placed in the hand area 46a that meet pre-set conditions as material cards. Note that a single card may have multiple abilities 55, or it may not have any abilities 55.
[0089] In this embodiment, a deck is assembled by combining follower cards, spell cards, and amulet cards, and a card battle game is played using the assembled deck. The details of the card battle game will be described below.
[0090] Figure 10A is the first diagram illustrating an example of a battle screen transition. Figure 10B is the second diagram illustrating an example of a battle screen transition. Figure 10C is the third diagram illustrating an example of a battle screen transition. Figure 11A is the fourth diagram illustrating an example of a battle screen transition. Figure 11B is the fifth diagram illustrating an example of a battle screen transition. Figure 11C is the sixth diagram illustrating an example of a battle screen transition. Figure 12A is the seventh diagram illustrating an example of a battle screen transition. Figure 12B is the eighth diagram illustrating an example of a battle screen transition. Figure 12C is the ninth diagram illustrating an example of a battle screen transition. Figure 13A is the tenth diagram illustrating an example of a battle screen transition. Figure 13B is the eleventh diagram illustrating an example of a battle screen transition.
[0091] When the card battle game begins, the deck information to be used is sent from player terminal 1 to server 1000. Deck information is also sent from the opponent's player terminal 1 to server 1000. Server 1000 randomly determines who goes first and who goes second. Server 1000 also randomly assigns an index (for example, a number from 1 to 40) to all the cards shown in the deck information. Server 1000 also selects three initial candidate cards and three candidate cards to exchange from the cards shown in the deck information.
[0092] The server 1000 then sets the initial information for the player terminal 1 to be retrievable. The initial information includes first / second player information indicating who goes first and who goes 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 turn when the player can use evolution and the 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 super evolution points awarded to the player and the opponent.
[0093] Furthermore, if an operation that consumes evolution points or super evolution points is performed on player terminal 1, server 1000 updates the player's evolution / super evolution point information to subtract the number of evolution points or super evolution points owned by the player. Server 1000 then sets the updated player's evolution / super evolution point information so that it can be obtained by player terminal 1 and the opponent's player terminal 1. Similarly, if an operation that consumes evolution points or super evolution points is performed on the opponent's player terminal 1, server 1000 updates the opponent's evolution / super evolution point information to subtract the number of evolution points or super evolution points owned by the opponent. Server 1000 then sets the updated opponent's evolution / super evolution point information so that it can be obtained by player terminal 1 and the opponent's player terminal 1. This makes it possible for both players' terminals 1 to be aware that the number of evolution points or super evolution points of either player or opponent has changed.
[0094] When the card battle game is started on the player terminal 1, as shown in Figure 10A, the touch panel 26 displays whether the player is going first or second, based on the first / second player information. Subsequently, as shown in Figure 10B, the player terminal 1 places three initial candidate cards in the initial card display area 60 based on the exchange information, and also displays an exchange display area 61 on the touch panel 26 for placing the cards to be exchanged.
[0095] If a player wants to swap a card among the initial candidate cards, they move the card they want to swap to the swap display area 61 by sliding it, as shown in Figure 10C. When the player taps the confirm button 62, the player terminal 1 returns the card moved to the swap display area 61 to the deck area 45a and determines the initial candidate cards that have not been swapped, as well as the number of swap candidate cards that have been swapped, as the initial cards. The player terminal 1 then transmits initial card information indicating the determined initial cards to the server 1000.
[0096] 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 the player's player terminal 1 to be able to retrieve card count information that shows only the number of cards included in the opponent's initial card information. Similarly, when the server 1000 receives initial card information from both the player and the opponent, it sets the opponent's player terminal 1 to be able to retrieve card count information that shows only the number of cards included in the player's initial card information.
[0097] Upon receiving the card count information, the player terminal 1 displays the battle screen on the touch panel 26, as shown in Figure 11A. At this time, the determined initial cards are placed in the hand area 46a in an identifiable manner, and three cards are placed in the hand area 46b in an identifiable manner based on the received opponent's card count information.
[0098] Subsequently, if the player goes first, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN" to indicate that it is the player's turn, as shown in Figure 11B. At this time, the player terminal 1 also displays the number of turns remaining until the turn when the player can use evolution. In the case shown in Figure 11B, an image that reads "4 turns remaining until evolution is possible" is displayed on the touch panel 26.
[0099] Furthermore, the evolution display area 43a displays two diamond-shaped icons representing 2 evolution points, which are linked to the player ID of the preceding player (hereinafter also referred to as "assigned to the player"). At this time, since the player has not yet reached the turn in which evolution is permitted (in this embodiment, the 5th turn), the evolution display area 43a displays the two icons in a manner that indicates they are unavailable (white outline in the figure). Additionally, the evolution display area 43a is displayed in a manner that indicates evolution is unavailable (white outline in the figure).
[0100] Furthermore, the Super Evolution display area 44a displays two diamond-shaped icons indicating the 2 Super Evolution points awarded to the first player. At this time, since the player has not yet reached the turn in which Super Evolution can be unlocked (turn 7 in this embodiment), the Super Evolution display area 44a displays the two diamond-shaped icons in a manner that indicates they are unavailable (shown as white outlines in the figure). Additionally, the Super Evolution display area 44a is displayed in a manner that indicates Super Evolution is unavailable (shown as white outlines in the figure).
[0101] Furthermore, the evolution display area 43b displays three diamond-shaped icons indicating the 3 evolution points awarded to the opponent who is going second. At this time, since the opponent's turn to unlock evolution (turn 4 in this embodiment) has not yet been reached, the evolution display area 43b displays the three diamond-shaped icons in a manner that indicates they are unavailable (white outline in the figure). Additionally, the evolution display area 43b is displayed in a manner that indicates evolution is unavailable (white outline in the figure).
[0102] Furthermore, the Super Evolution display area 44b displays two diamond-shaped icons indicating the 2 Super Evolution points awarded to the opponent, who is going second. At this time, since the opponent's Super Evolution unlock turn (turn 6 in this embodiment) has not yet been reached, the Super Evolution display area 44b displays the two diamond-shaped icons in a manner that indicates they are unavailable (white outline in the figure). Also, the Super Evolution display area 44b is displayed in a manner that indicates Super Evolution is unavailable (white outline in the figure).
[0103] Then, on the server 1000, one card is randomly selected from the index of the cards in the deck area 45a. In other words, one card is randomly selected from the cards in the deck area 45a. Then, as shown in Figure 11C, the player terminal 1 places the randomly selected card into the hand area 46a.
[0104] Additionally, at the start of each turn, the player's play points are increased by 1 on the server 1000. The player terminal 1 updates the play point display unit 49a (in this case, setting the play points to 1).
[0105] Furthermore, when a turn begins, the evolution display area 43a displays the number of turns remaining until the player's turn to unlock evolution. In the example shown in Figure 11C, an image labeled "4" is displayed in the evolution display area 43a as the number of turns remaining until the player's turn to unlock evolution. Additionally, the super evolution display area 44a displays the number of turns remaining until the player's turn to unlock super evolution. In the example shown in Figure 11C, an image labeled "6" is displayed in the evolution display area 43a as the number of turns remaining until the player's turn to unlock super evolution. Note that the remaining number of turns displayed in the evolution display area 43a and the super evolution display area 44a will be subtracted and updated at the start of the player's turn.
[0106] Furthermore, the evolution display area 43b displays the number of turns remaining until the opponent's turn to allow evolution. In the example shown in Figure 11C, an image labeled "4" is displayed in the evolution display area 43b as the number of turns remaining until the opponent's turn to allow evolution. Additionally, the super evolution display area 44b displays the number of turns remaining until the opponent's turn to allow super evolution. In the example shown in Figure 11C, an image labeled "6" is displayed in the evolution display area 43b as the number of turns remaining until the opponent's turn to allow super evolution. Note that the remaining turns displayed in the evolution display area 43b and the super evolution display area 44b are subtracted and updated at the start of the opponent's turn.
[0107] Subsequently, as shown in Figure 12A, for example, if a follower card with a cost of 1 is played to the field 47a by sliding from the cards placed in the hand area 46a based on the player's operation, the play points are reduced by 1 and the play point display unit 49a is updated. At this point, if the follower card played to the field 47a has an ability 55 and the activation conditions are met, the ability 55 whose activation conditions have been met is activated.
[0108] Furthermore, player terminal 1 transmits play information, including card information indicating the card placed on the field 47a, to server 1000. Upon receiving the play information, server 1000 sets the opponent's player terminal 1 to be able to acquire the received play information. As a result, the card indicated in the play information is placed on the opponent's field 47b, and the opponent's play point display unit 49b is updated.
[0109] Subsequently, when the player taps the end-of-turn button 48, the player terminal 1 sends end-of-turn information to the server 1000, indicating that the turn has ended. If there are cards on the field 47a or 47b whose ability 55 is activated upon the end of the turn, the player terminal 1 activates the ability 55 of those cards. Upon receiving the end-of-turn information, the server 1000 sets the start-of-turn information to end the player's turn and begin the opponent's turn, and then initiates the turn for the opponent's player terminal 1.
[0110] Then, as shown in Figure 12B, the player terminal 1 displays an image on the touch panel 26 that reads "ENEMY TURN" to indicate that it is the opponent's turn. The server 1000 then randomly selects two cards from the index of the cards in the deck area 45b. In other words, two cards are randomly selected from the cards in the deck area 45b. When the player terminal 1 receives the number of cards information from the server 1000, it places the cards in the hand area 46b in an indistinguishable manner based on the number of cards information, as shown in Figure 12C.
[0111] Normally, one card is determined by lottery at the start of each turn, but only on the second player's first turn, two cards are determined by lottery. Also, on server 1000, the opponent's play points are increased by 1. Player terminal 1 updates the play point display unit 49b and increases the opponent's play points by 1.
[0112] Furthermore, when the opponent's turn begins, the player terminal 1 updates the display by subtracting the remaining number of turns shown in the evolution display area 43b and the super evolution display area 44b, as shown in Figure 12C.
[0113] Subsequently, when the opponent ends their turn without playing a card from their hand area 46b, and the player terminal 1 receives turn start information from the server 1000, the player terminal 1 displays an image on the touch panel 26 that reads "YOUR TURN" to indicate that it is the player's turn, as shown in Figure 13A. At this time, the player terminal 1 also displays the number of turns remaining until the player's turn to unlock evolution. In the case shown in Figure 13A, an image that reads "3 turns remaining until evolution is possible" is displayed on the touch panel 26.
[0114] Furthermore, when one card index is randomly selected from the cards in the deck area 45a on the server 1000, the player terminal 1 places the randomly selected card into the hand area 46a. Also, when the player's play points are increased by 1 on the server 1000, the player terminal 1 updates the play point display unit 49a (in this case, to 2 play points).
[0115] Furthermore, when the player's turn begins, the player terminal 1 updates the display by subtracting the remaining number of turns shown in the evolution display area 43a and the super-evolution display area 44a, as shown in Figure 13B.
[0116] Then, as shown in Figure 13B, suppose the player slides a follower card placed on the field 47a onto the opponent's leader 41b. Based on this slide operation, player terminal 1 transmits attack information to server 1000 indicating the attacked follower card and the targeted follower card or leader 41b. Upon receiving the attack information, server 1000 sets up player terminal 1 and the opponent's player terminal 1 to receive attack result information, which includes information showing the result of subtracting the health of the attacked opponent's follower card or leader 41b, and information showing the result of subtracting the health of the attacking follower card. Based on the received attack result information, player terminal 1 reduces the health displayed in the opponent's leader 41b's health display area 42b by the attack power 56 of that follower card.
[0117] As described above, the player's turn and the opponent's turn alternate, and each time the player or opponent plays a card or attacks, that information is sent to the server 1000, and the card battle game progresses. When the health displayed in the health display area 42a of the player's leader 41a or the health displayed in the health display area 42b of the opponent's leader 41b reaches 0, the winner is determined and the card battle game ends.
[0118] Next, the evolution of follower cards will be explained. In the card battle game of this embodiment, after the evolution unlock turn, follower cards can be evolved by consuming evolution points displayed in the evolution display areas 43a and 43b. In this embodiment, the evolution unlock turn is set to the 5th turn for the first player and the 4th turn for the second player. However, the evolution unlock turn is not limited to these. For example, the start of the card battle game, i.e., the 1st turn, may be the evolution unlock turn.
[0119] Furthermore, in the card battle game of this embodiment, after the turn in which super evolution is allowed, follower cards can be super-evolved by consuming super evolution points displayed in the super evolution display areas 44a and 44b. In this embodiment, the turn in which super evolution is allowed is set to the 7th turn for the first player and the 6th turn for the second player. However, the turn in which super evolution is allowed is not limited to these. In any case, the turn in which super evolution is allowed can be any turn after the turn in which evolution is allowed.
[0120] Here, it is preferable for the second player to be able to unlock evolution earlier than the first player. Furthermore, it is preferable for the second player to be able to unlock super evolution earlier than the first player. This makes it possible to correct the well-known advantage of going first in turn-based games.
[0121] In this embodiment, two evolution points are awarded to the first player, and three evolution points are awarded to the second player. Two super evolution points are awarded to both the first and second players. However, the number of evolution points and super evolution points awarded is not limited to these amounts.
[0122] Here, it is preferable that the number of evolution points and super evolution points awarded to the second player is equal to or greater than the number of points awarded to the first player. Furthermore, the number of evolution points and super evolution points awarded to the second player may be greater than the number awarded to the first player. This makes it possible to correct the well-known advantage of going first in turn-based games. Also, the number of evolution points awarded may be greater or less than the number of super evolution points awarded.
[0123] Figure 14A is the first diagram illustrating an example of the battle screen during the evolution unlock turn. Figure 14B is the second diagram illustrating an example of the battle screen during the evolution unlock turn. When the player's evolution unlock turn (in this case, the fifth turn for the first player) begins, first, as shown in Figure 14A, an image indicating that it is the player's turn, "YOUR TURN," and an image labeled "0 turns remaining until evolution is possible" are displayed on the touch panel 26. Then, as shown in Figure 14B, an image labeled "Evolution possible" is displayed in the center of the touch panel 26, notifying the player that the evolution unlock turn has been reached.
[0124] Furthermore, as shown in Figure 14B, the display mode of the icon shown in the evolution display area 43a changes to a mode that indicates it is available for evolution (hatching in the figure). Also, the display mode of the evolution display area 43a changes to a mode that indicates evolution is possible (hatching in the figure). In addition, the display of the number of turns remaining until the player's evolution can be unlocked in the evolution display area 43a is hidden.
[0125] Figure 15A is the first diagram illustrating an example of the battle screen during evolution. Figure 15B is the second diagram illustrating an example of the battle screen during evolution. Figure 16 is the third diagram illustrating an example of the battle screen during evolution. For example, as shown in Figure 15A, suppose that on the fifth turn of the first player, an un-evolved follower card is placed on the field 47a. When the follower card placed on the field 47a is tapped, the card details tab 63 is displayed on the touch panel 26, as shown in Figure 15A.
[0126] The card details tab 63 displays the abilities of the tapped card. If the follower card tapped by the player is evolvable, the card details tab 63 displays both the pre-evolution and post-evolution abilities. Additionally, the card details tab 63 displays an evolution button 63a.
[0127] In this embodiment, only follower cards are set as cards that can evolve. Therefore, the evolution button 63a is displayed only on the card details tab 63 of follower cards, and not on the card details tab 63 of spell cards or amulet cards.
[0128] Furthermore, the evolution button 63a functions as an operation unit that accepts taps from the player when evolution is possible. When the evolution button 63a on the card details tab 63 is tapped, the follower card evolves. On the other hand, if evolution is not possible, the evolution button 63a is displayed in a manner that does not accept taps from the player. In addition, the evolution button 63a may be hidden when evolution is not possible. Specifically, cases where evolution is not possible include, for example, when the turn in which evolution is allowed has not yet been reached, and when the player does not possess evolution points.
[0129] Furthermore, when the display mode of the evolution display area 43a changes to a mode indicating that evolution is possible (hatching), it functions as an operation unit that accepts continuous operation input, i.e., slide operations, from the evolution display area 43a toward evolvable follower cards placed on the field 47a. However, even if the display mode of the evolution display area 43a is a mode indicating that evolution is possible (hatching), slide operations toward cards other than evolvable follower cards placed on the field 47a are treated as invalid. Also, when the display mode of the evolution display area 43a is a mode indicating that evolution is not possible (white background), the evolution display area 43a treats the player's slide operations as invalid.
[0130] As shown in Figure 15B, when a player performs a continuous operation input, i.e., a slide operation, from the evolution display area 43a, which is hatched to indicate that evolution is possible, toward an evolvable follower card placed on the field 47a, the evolution of that follower card is executed. In this way, it becomes possible to perform the evolution of follower cards by sliding, thereby improving the convenience for the player.
[0131] When a follower card evolves, an evolution animation is displayed. The evolution animation shows the card before evolution, followed by an unillustrated animated image of the card changing.
[0132] Then, when the evolution animation finishes displaying, the evolved card is displayed on the field 47a, as shown in Figure 16. As shown in Figure 16, in this embodiment, the evolved card is substantially the same in display size and shape as the pre-evolution card. On the other hand, at least a part of the displayed illustration differs between the evolved card and the pre-evolution card. However, the display size of the characters in the displayed illustration is substantially the same between the evolved card and the pre-evolution card.
[0133] Additionally, one of the icons corresponding to the evolution points displayed in the evolution display area 43a is shown in a manner that indicates it is unavailable (shown as a white outline in the diagram). The evolved card's attack power increases by 56 and health by 57. Furthermore, for follower cards with an ability 55 that triggers upon evolution, that ability is activated.
[0134] Furthermore, player terminal 1 sends evolution information (evolution) indicating the evolved follower card to server 1000. Upon receiving the evolution information (evolution), server 1000 sets the opponent's player terminal 1 to be able to acquire the said evolution information (evolution). The opponent's player terminal 1 can then see that the card has evolved and what the evolved card looks like based on the received evolution information (evolution).
[0135] Furthermore, player terminal 1 transmits evolution point consumption operation information to server 1000, indicating that an operation consuming evolution points has been performed. Based on the received evolution point consumption operation information, server 1000 updates the player's evolution / super evolution point information to subtract the evolution points owned by the player. Server 1000 sets the updated player's evolution / super evolution point information so that it can be obtained by player terminal 1 and the opponent's player terminal 1. As a result, player terminal 1 and the opponent's player terminal 1 can see that the player's evolution points have decreased.
[0136] Figure 17A is the fourth diagram illustrating an example of a battle screen during evolution. Figure 17B is the fifth diagram illustrating an example of a battle screen during evolution. As shown in Figure 17A, suppose the player slides a follower card placed on field 47a onto the opponent's follower card placed on field 47b. Based on this slide operation, player terminal 1 transmits attack information to server 1000, indicating the attacking follower card and the follower card that was attacked. Upon receiving the attack information, server 1000 sets player terminal 1 and the opponent's player terminal 1 to be able to acquire attack result information, which includes information showing the result of subtracting the health of the attacked opponent's follower card and information showing the result of subtracting the health of the attacking follower card.
[0137] Based on the received attack result information, player terminal 1 hides the attacked opponent's follower card from the field 47b and sends it to the graveyard (not shown) when the attacker's follower card's health becomes 0. Also, based on the received attack result information, player terminal 1 subtracts the health of the attacking player's follower card and displays it. The example shown in Figure 17B shows the case where the attacking player's follower card's health is reduced from "6" to "5".
[0138] Figure 18A is the first diagram illustrating an example of the battle screen during the turn in which super evolution is unlocked. Figure 18B is the second diagram illustrating an example of the battle screen during the turn in which super evolution is unlocked. When the player's turn in which super evolution is unlocked (in this case, the 7th turn for the first player) begins, first, as shown in Figure 18A, an image is displayed on the touch panel 26 that says "YOUR TURN" to indicate that it is the player's turn, and "0 turns remaining until super evolution is possible".
[0139] Furthermore, at the start of a player's turn after the turn in which evolution is allowed, the number of remaining turns until the turn in which super evolution is allowed will be displayed. In the case shown in Figure 18A, an image that reads "0 turns remaining until super evolution is possible" will be displayed on the touch panel 26.
[0140] Then, as shown in Figure 18B, an image with the words "Super Evolution Possible" is displayed in the center of the touch panel 26, notifying the player that the turn for unlocking super evolution has been reached. Note that at the start of the player's turn after the turn for unlocking super evolution, an image with the words "YOUR TURN" is displayed to indicate that it is the player's turn, and the number of turns remaining until the turn for unlocking evolution or super evolution is not displayed.
[0141] Furthermore, as shown in Figure 18B, the display mode of the icon shown in the Super Evolution display area 44a changes to a mode that indicates it is available for Super Evolution (hatching in the figure). Also, the display mode of the Super Evolution display area 44a changes to a mode that indicates evolution is possible (hatching in the figure). In addition, the display of the number of turns remaining until the player's Super Evolution unlock turn in the Super Evolution display area 44a is hidden.
[0142] Figure 19A is the first diagram illustrating an example of the battle screen during super evolution. Figure 19B is the second diagram illustrating an example of the battle screen during super evolution. Figure 20 is the third diagram illustrating an example of the battle screen during super evolution. For example, as shown in Figure 19A, suppose that on the 7th turn of the first player, an unevolved follower card is placed on the field 47a. When the follower card placed on the field 47a is tapped, the card details tab 63 is displayed on the touch panel 26, as shown in Figure 19A.
[0143] If a follower card tapped by a player is eligible for Super Evolution, the card details tab 63 displays the pre-evolution ability, the evolved ability, and the Super Evolution ability. The card details tab 63 also displays the Evolution button 63a and the Super Evolution button 63b.
[0144] The Super Evolution button 63b is only displayed when the follower card tapped by the player is eligible for 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 from the player. Specifically, situations in which Super Evolution is not possible include, for example, when the turn for unlocking Super Evolution has not yet been reached, and when the player does not possess Super Evolution points. When the Super Evolution button 63b on the card details tab 63 is tapped, the follower card undergoes Super Evolution.
[0145] Furthermore, if the display mode of the Super Evolution display area 44a is a mode that indicates that Super Evolution is possible (hatching), the Super Evolution display area 44a functions as an operation unit that accepts the player's slide operation. However, even if the display mode of the Super Evolution display area 44a is a mode that indicates that Super Evolution is possible (hatching), slide operations on anything other than evolvable follower cards placed on the field 47a are treated as invalid. Also, if the display mode of the Super Evolution display area 44a is a mode that indicates that Super Evolution is not usable (white outline), the Super Evolution display area 44a treats the player's slide operation as invalid.
[0146] As shown in Figure 19B, when a continuous operation input, i.e., a slide operation, is performed from the super-evolution display area 44a, which indicates that evolution is possible (hatching), toward a super-evolvable follower card placed on the field 47a, the super-evolution of that follower card is executed. In this way, since the super-evolution of a follower card can be performed by a slide operation, the convenience of the player can be improved.
[0147] When a follower card undergoes a Super Evolution, a Super Evolution animation is displayed. The Super Evolution animation shows the card before the Super Evolution, followed by an unillustrated animation showing the card's transformation. Note that the Super Evolution animation and the regular Evolution animation may differ in at least some of their animation images. Furthermore, the display time for the animation images in the Super Evolution animation and the regular Evolution animation may differ or be the same. For example, the Super Evolution animation may have a longer display time and display more elaborate animation images than the regular Evolution animation.
[0148] Then, once the super-evolution animation finishes displaying, the super-evolved card is displayed on the field 47a, as shown in Figure 20. As shown in Figure 20, in this embodiment, the super-evolved card has a larger display size than the pre-evolution card and the evolved card. The super-evolved card has a different shape from the pre-evolution card and the evolved card. In addition, at least a part of the displayed illustration of the super-evolved card is different from the pre-evolution card and the evolved card. Furthermore, the display size of the characters in the displayed illustration of the super-evolved card is larger than that of the pre-evolution card and the evolved card. This makes it possible to easily identify the super-evolved card, improving player convenience. It also makes it possible to give players a sense of specialness for having performed a super-evolution, thereby enhancing the enjoyment of the game.
[0149] Furthermore, the player terminal 1 may determine the display position of each card displayed on fields 47a and 47b according to the number of cards that have undergone super evolution displayed on fields 47a and 47b. In this case, the display position may be determined according to the number of cards that have undergone super evolution, or it may be determined based on the size of the card. This makes it possible to suppress the risk that the cards displayed on fields 47a and 47b may obstruct the visibility of other displays on the screen (for example, evolution display areas 43a and 43b, super evolution display areas 44a and 44b, etc.).
[0150] Additionally, one of the icons corresponding to the Super Evolution Points displayed in the Super Evolution display area 44a is shown in a manner that indicates it is unavailable (shown as a white outline in the diagram). Then, the attack power of the Super Evolved card increases by 56 and health by 57. Furthermore, for follower cards with the ability 55 "When Super Evolved", that ability is activated.
[0151] Furthermore, player terminal 1 transmits evolution information (super evolution) indicating the super-evolved follower card to server 1000. Upon receiving the evolution information (super evolution), server 1000 sets the opponent's player terminal 1 to be able to acquire the said evolution information (super evolution). The opponent's player terminal 1 can then see that the card has undergone super evolution and what the super-evolved card looks like based on the received evolution information (super evolution).
[0152] Furthermore, player terminal 1 transmits information to server 1000 indicating that an operation consuming super evolution points has been performed. Based on the received super evolution point consumption information, server 1000 updates the player's evolution and super evolution point information to subtract the super evolution points owned by the player. Server 1000 sets the updated player's evolution and super evolution point information so that it can be obtained by player terminal 1 and the opponent's player terminal 1. As a result, player terminal 1 and the opponent's player terminal 1 can be aware that the player's super evolution points have decreased.
[0153] Furthermore, in this embodiment, the Super-Evolved Follower card is granted invincibility during the player's turn. As described above, normally, when a player attacks an opponent's Follower card with their Follower card, the attacking player's Follower card's health decreases based on the attack power of the attacked opponent's Follower card. In contrast, when an opponent's Follower card is attacked with a Super-Evolved Follower card, that is, a Follower card granted invincibility, the attacking player's Super-Evolved Follower card's health does not decrease. Note that the effect of invincibility is not limited to the above example. For example, instead of the effect of invincibility, a predetermined effect may be set that reduces the amount of health reduction of the attacking player's Super-Evolved Follower card when attacking an opponent's Follower card.
[0154] Furthermore, when the player's turn ends and the opponent's turn begins, the invincibility granted to the super-evolved follower card is removed. Then, when the opponent's turn ends and the player's turn begins again, the invincibility is granted to the super-evolved follower card once more.
[0155] As mentioned above, normally, when a player attacks an opponent's follower card with a follower card and the attacked follower card's health drops to 0, that follower card is hidden from the field 47b and sent to the unshown graveyard. In this case, the opponent's leader 41b's health does not decrease. However, when a player attacks an opponent's follower card with a super-evolved follower card, that is, a follower card that has been granted invincibility, and the attacked follower card's health drops to 0, a knockback effect is activated that causes the follower card to collide with the opponent's leader 41b. When the knockback effect is activated, the opponent's leader 41b's health decreases by 1.
[0156] The knockback effect has activation conditions. In this embodiment, the knockback effect is activated when the targeted follower card is destroyed during the period from the time the target follower card is selected by the slide operation until the end of combat between the invincible follower card and the targeted follower card. Specifically, for example, the knockback effect is activated when the "Bane" ability described above is activated and the targeted follower card is destroyed. Also, for example, the knockback effect is activated when an ability that is activated "when attacking" or "when engaging in combat," such as "When attacking, deal 1 damage to an enemy follower," is activated and the targeted follower card is destroyed.
[0157] For example, if the attacking target is destroyed by an ability set on a follower card that has been granted invincibility, the activation condition is not met, and the knockback effect does not activate.
[0158] Furthermore, for example, if an ability that activates when attacking is set on a follower card that has been granted invincibility, and another of the opponent's follower cards other than the follower card targeted by the slide operation is destroyed, the activation condition will not be met for that other follower card, and the knockback effect will not activate.
[0159] Figure 21A is the fourth diagram illustrating an example of the battle screen during super evolution. Figure 21B is the fifth diagram illustrating an example of the battle screen during evolution. Figure 22 is the sixth diagram illustrating an example of the battle screen during evolution. As shown in Figure 21A, suppose the player slides the super-evolved follower card placed on field 47a to the opponent's follower card placed on field 47b.
[0160] Based on this slide operation, player terminal 1 transmits attack information to server 1000, indicating the attacking follower card and the follower card that was targeted. In this embodiment, as described above, the super-evolved follower card is granted invincibility. Therefore, upon receiving the attack information, server 1000 sets attack result information, which includes information indicating the result of subtracting the health of the attacked opponent's follower card but does not include information indicating the result of subtracting the health of the attacking follower card, so that it can be obtained by player terminal 1 and the opponent's player terminal 1. Furthermore, if the health of the attacked opponent's follower card becomes 0 as a result of the subtraction, and the activation conditions are met, server 1000 sets knockback information so that it can be obtained by player terminal 1 and the opponent's player terminal 1. The knockback information includes information indicating the result of subtracting 1 from the opponent's leader 41b's health due to the activation of the knockback effect.
[0161] Based on the received attack result information, player terminal 1, when the health of the attacked opponent's follower card becomes 0, hides that follower card from the field 47b and sends it to the unshown graveyard.
[0162] Furthermore, when player terminal 1 receives knockback information, it uses the received knockback information to cause the attacked opponent's follower card to collide with the opponent's leader 41b, as shown in Figure 21B, thereby reducing the opponent's leader 41b's health by 1. At this time, player terminal 1 derives the direction and distance to move the attacked opponent's follower card based on the on-screen coordinate position of the attacked opponent's follower card and the on-screen coordinate position of the opponent's leader 41b. Then, player terminal 1 moves the attacked opponent's follower card based on the derived direction and distance, causing the attacked opponent's follower card to collide with the opponent's leader 41b.
[0163] Thus, in this embodiment, the super-evolved follower card can activate a knockback effect. As mentioned above, the super-evolved follower card has a larger display size than the pre-evolution follower card and the evolved card. Because the knockback effect is activated by the super-evolved follower card, which has a relatively larger display size, it is possible to create a visually easy-to-understand presentation. This makes it possible to improve the convenience for the player and enhance the enjoyment of the game.
[0164] Furthermore, in this embodiment, if the opponent leader 41b's health is reduced by 1 due to the blow-away effect, resulting in the opponent leader 41b's health becoming 0, a predetermined special animation is performed. The content of the special animation is not particularly limited, but for example, as shown in Figure 22, the opponent leader 41b is displayed in a rotating position.
[0165] Furthermore, the ability 55 of the various cards mentioned above may include abilities that restore evolution points or super evolution points, or abilities that convert evolution points into super evolution points.
[0166] In this embodiment, the case where the evolution display area 43a and the super-evolution display area 44a have similar shapes has been shown, but the evolution display area 43a and the super-evolution display area 44a may be displayed in different ways. For example, the shapes of the evolution display area 43a and the super-evolution display area 44a may be different. Also, the evolution display area 43a and the super-evolution display area 44a may be displayed in different colors.
[0167] The following describes the processing performed by the player terminal 1 and server 1000 to implement the above-mentioned card battle game, as well as the functional units that carry out these processes. Note that the following description focuses specifically on processes related to evolution or super-evolution, while other processes are omitted.
[0168] (Functional parts of player terminal 1) Figure 23 is a functional block diagram of player terminal 1. The storage unit 12 of player terminal 1 is provided with a program storage area 12a and a data storage area 12b. At the start of the game, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0169] 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 Figure 23 are just examples; the terminal-side game control program includes many other programs.
[0170] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. The CPU 10 then operates each program stored in the program storage area 12a, thereby causing the player terminal 1 (computer) to function as the 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.
[0171] Specifically, the CPU 10 runs the game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs the card battle game execution control program 301 and the display control program 302, causing them to function as a card battle game execution control unit 301a and a display control unit 302a, respectively.
[0172] The data storage area 12b is equipped with a game information storage unit 400, a player information storage unit 401, and a card management information storage unit 402 as data storage units. Note that the above storage units are just examples, and the data storage area 12b is equipped with many other storage units.
[0173] The game execution control unit 300a controls the overall progress of the game. For example, the game execution control unit 300a logs the player into the game in response to player actions and determines whether or not the game information for the entire game has been updated.
[0174] The card battle game execution control unit 301a is responsible for controlling the execution of the card battle game. For example, the card battle game execution control unit 301a controls the progress of the card battle game based on the operations input to the player terminal 1.
[0175] The display control unit 302a controls the display of images shown on the touch panel 26 in accordance with the player's operation and the progress of the game.
[0176] (Functional Unit of Server 1000) Figure 24 is a functional block diagram of Server 1000. The storage unit 1012 of Server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The program storage area 1012a stores the game execution control program 1300 and the card battle game execution control program 1301 as server-side game control programs. Note that the programs listed in Figure 24 are just examples, and many other programs are provided for server-side game control.
[0177] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. The CPU 1010 then makes the server 1000 (computer) function as a server control unit 1000A by running each program stored in the program storage area 1012a. The server control unit 1000A includes a game execution control unit 1300a and a card battle game execution control unit 1301a.
[0178] Specifically, the CPU 1010 runs the game execution control program 1300, causing the computer to function as a game execution control unit 1300a. Similarly, the CPU 1010 runs the card battle game execution control program 1301, causing the computer to function as a card battle game execution control unit 1301a.
[0179] The data storage area 1012b is equipped with a game information storage unit 1400, a player information storage unit 1401, and a card management information storage unit 1402 as data storage units. Note that the above storage units are just examples, and the data storage area 1012b is equipped with many other storage units.
[0180] The game execution control unit 1300a controls the progress of the entire 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, BP, etc.) stored in the player information storage unit 1401 so that the player terminal 1 can acquire it. In addition, when the game information for the entire game (including the number of cards, card information, attack information, attack result information, knockback 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, 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 the player terminal 1 can acquire it.
[0181] The card battle game execution control unit 1301a is responsible for controlling the execution of the card battle game.
[0182] (Communication processing between player terminal 1 and server 1000) The following describes the basic processing of player terminal 1 and server 1000. In the following description, processing performed on player terminal 1 is denoted as Pn (where n is an arbitrary integer). Processing performed on server 1000 is denoted as Sn (where n is an arbitrary integer).
[0183] Figure 25 is a flowchart illustrating an example of the terminal-side card battle game execution process on player terminal 1. When the solo play selection operation section 30b or the multiplayer selection operation section 30c on the menu bar 30 is tapped, various setting screens are displayed, and once settings are made on the setting screen, the terminal-side card battle game execution process starts.
[0184] When the card battle game execution process starts, the card battle game execution control unit 301a sends initial information to the server 1000, including deck information to be used in the card battle game and leader information indicating the player's leader (P1-1).
[0185] When the card battle game execution process starts, the card battle game execution control unit 301a sends the deck information to be used in the card battle game to the server 1000 (P1-1).
[0186] The card battle game execution control unit 301a receives initial information (first / second player information, index information, exchange information) from the server 1000 (P1-2).
[0187] Furthermore, the card battle game execution control unit 301a receives and stores evolution and super-evolution point information included in the initial information from the server 1000 (P1-3). At this time, if the player goes first, 2 evolution points and 2 super-evolution points will be stored. If the player goes second, 3 evolution points and 2 super-evolution points will be stored.
[0188] 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 goes first, the 5th turn will be stored as the turn to unlock evolution. If the player goes first, the 7th turn will be stored as the turn to unlock super evolution. If the player goes second, the 4th turn will be stored as the turn to unlock evolution. If the player goes second, the 6th turn will be stored as the turn to unlock evolution. Note that the evolution / super evolution turn information does not necessarily have to be stored on the player terminal 1.
[0189] The display control unit 302a displays on the touch panel 26 whether it is the first or second player, as shown in Figure 10A, based on the first / second player information included in the initial information received from the server 1000 (P1-5). Subsequently, the card battle game execution control unit 301a executes an initial card determination process to determine the 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 based on the initial information (first / second player information), as shown in Figure 10B, and also displays an exchange display area 61 on the touch panel 26 for placing the cards to be exchanged.
[0190] Then, as shown in Figure 10C, when the player taps the confirm 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 cards to be the same number of exchange candidate cards as the initial candidate cards that have not been exchanged and the initial candidate cards that have been exchanged. 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 the opponent has (P1-7).
[0191] As shown in Figure 11A, the display control unit 302a displays the battle screen on the touch panel 26 and places the determined initial cards in the hand area 46a in an identifiable manner. The display control unit 302a also places three cards in the hand area 46b in an identifiable manner based on the opponent's card count information received (P1-8).
[0192] Subsequently, the card battle game execution control unit 301a determines whether it is the player's turn based on the first / second player information or the turn start information received 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 its own turn control process (P2). On the other hand, if it is not the player's turn, i.e., it is the opponent's turn (NO in P1-9), the card battle game execution control unit 301a executes the opponent's turn control process (P3).
[0193] Then, if the card battle game execution control unit 301a has not received win / loss information from the server 1000, that is, if the winner has not been determined (NO in P1-10), it returns processing to P1-10. Also, if the card battle game execution control unit 301a has received win / loss information from the server 1000, that is, if the winner has been determined (YES in P1-10), it executes the card battle game termination process to end the card battle game (P1-11), and terminates the card battle game execution process.
[0194] Figure 26 is a flowchart illustrating an example of the player terminal 1's turn control process (P2). When the player's turn begins, the display control unit 302a displays an image on the touch panel 26 that reads "YOUR TURN" to indicate that it is the player's turn, as shown in Figure 11B (P2-1). The display control unit 302a also displays the remaining number of turns until the turn when the player can evolve (Figure 11B), or the remaining number of turns until the turn when the player can super-evolve (Figure 18A) (P2-2).
[0195] The card battle game execution control unit 301a receives card information determined by lottery from the cards in the deck area 45a on the server 1000 (P2-3). The display control unit 302a then places (displays) the cards determined based on the received card information in the hand area 46a in an identifiable manner (P2-3).
[0196] Furthermore, the card battle game execution control unit 301a receives the updated play point information when it is updated on the server 1000 (P2-5). The display control unit 302a then updates the play point display unit 49a based on the received play point information (P2-5). As a result, 1 play point is added at the start of each turn.
[0197] Furthermore, when the evolution / super evolution point information is updated on the server 1000, the card battle game execution control unit 301a receives the updated evolution / super evolution point information (P2-5). Also, the display control unit 302a updates and displays the evolution display area 43a and the super evolution display area 44a based on the received evolution / super evolution point information (P2-6).
[0198] Furthermore, the card battle game execution control unit 301a receives ability activation information when new ability activation information indicating that the abilities of various cards have been activated is set on the server 1000 (P2-6). Based on the received ability activation information, the card battle game execution control unit 301a executes ability activation processing to activate the various abilities (P2-7).
[0199] The card battle game execution control unit 301a determines whether or not a player has input an operation to play a card (P2-8). If no play operation is detected (NO in P2-8), the card battle game execution control unit 301a proceeds to step P2-11. If a play operation is detected (YES in P2-8), the card battle game execution control unit 301a sends play information to the server 1000 indicating that a card placed in the hand area 46a has been played onto the field 47a. The display control unit 302a then executes a play card display process based on the play operation, which displays the card placed in the hand area 46a on the field 47a (P2-10).
[0200] 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 (P2-11). If no attack operation is detected (NO in P2-11), the process moves to step P2-18. If an attack operation is detected (YES in P2-11), the card battle game execution control unit 301a sends attack information to the server 1000, which includes information identifying the attacking card and information identifying the opponent's follower card or leader 41b that was attacked, based on the detected attack operation.
[0201] The card battle game execution control unit 301a receives attack result information set on the server (P2-13). The attack result information includes information showing the result of subtracting the health of the attacked opponent's follower card or leader 41b, and information showing the result of subtracting the health of the attacking follower card. The display control unit 302a then executes various animations for the attack based on the received attack result information. Here, when the follower card's health reaches 0, the card battle game execution control unit 301a destroys that follower card and hides it from the field 47a and 47b.
[0202] Furthermore, the card battle game execution control unit 301a receives blow-back information when new blow-back information indicating that a blow-back effect has been activated is set on the server 1000 (P2-14). Based on the received blow-back information, the card battle game execution control unit 301a executes a blow-back process, as shown in Figure 21B, which causes the attacked opponent's follower card to collide with the opponent's leader 41b, reducing the opponent's leader 41b's health by 1 (P2-15).
[0203] Furthermore, if the opponent leader 41b's health is reduced by 1 due to the knockback effect, resulting in the opponent leader 41b's health becoming 0 (YES in P2-16), the card battle game execution control unit 301a executes a special animation (Figure 22) in which the opponent leader 41b is displayed in a rotating position (P2-17).
[0204] The card battle game execution control unit 301a refers to card management information and determines whether predetermined evolution conditions and predetermined super-evolution conditions are met for all follower cards displayed on the field 47a (P2-18). In this embodiment, if it is after the turn in which evolution is allowed, the player possesses evolution points, and the card being judged is an evolvable follower card, it is determined that the evolution conditions are met. Also, if it is after the turn in which super-evolution is allowed, the player possesses super-evolution points, and the card being judged is a super-evolvable follower card, it is determined that the super-evolution conditions are met. In this embodiment, P2-18 shows the case where the determination of whether the evolution conditions and super-evolution conditions are met for all follower cards displayed on the field 47a is performed on the player terminal 1 side, but it may also be performed on the server 1000 side.
[0205] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P2-19). If a card is tapped (YES in P2-19), the display control unit 302a displays the card details tab 63 based on the determination result in step P2-18 (P2-20). Specifically, if the display control unit 302a determines that the conditions for evolution are met for the tapped card, it activates (makes operable) the evolution button 63a on the card details tab 63 and displays it. Also, if the display control unit 302a determines that the conditions for super evolution are met for the tapped card, it activates (makes operable) the super evolution button 63b on the card details tab 63 and displays it.
[0206] Furthermore, the card battle game execution control unit 301a executes the first evolution / super evolution execution process (P4). This first evolution / super evolution execution process (P4) will be described in more detail later.
[0207] The card battle game execution control unit 301a executes the second evolution / super evolution execution process (P5). This second evolution / super evolution execution process (P5) will be described in more detail later.
[0208] If the card battle game execution control unit 301a receives win / loss information from the server 1000, that is, if the win / loss is determined (YES in P2-21), it terminates its own turn processing. If the card battle game execution control unit 301a has not received win / loss information from the server 1000, that is, if the win / loss is not determined (NO in P2-21), it moves processing to P2-22.
[0209] The card battle game execution control unit 301a determines whether the player's turn has ended based on the player's operation of the turn end button 48 (P2-22). If the player's turn has not ended (NO in P2-22), the card battle game execution control unit 301a proceeds to P2-4, and if the player's turn has ended (YES in P2-22), it executes the turn end process (P2-23). If there is a card with an ability 55 that is activated at the end of the player's turn, the turn end process receives information from the server 1000 and executes the process to activate the said ability 55.
[0210] Figure 27 is a flowchart illustrating an example of the first execution process for evolution and super evolution in the player terminal 1. The card battle game execution control unit 301a determines whether or not a slide operation has been detected from the super evolution display area 44a toward a follower card capable of super evolution placed on the field 47a (P4-1).
[0211] As a result, if a slide operation from the Super Evolution display area 44a is detected (YES in P4-1), the card battle game execution control unit 301a determines whether the player has 1 or more Super Evolution points (P4-2). If the player has 1 or more Super Evolution points (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). The card battle game execution control unit 301a also sends Super Evolution point consumption operation information indicating that Super Evolution points will be consumed to the server 1000 (P4-4), and then proceeds to step P4-9.
[0212] Furthermore, if the player does not possess 1 or more Super Evolution Points, that is, if the player does not possess any Super Evolution Points (NO in P4-2), the card battle game execution control unit 301a terminates the first evolution / super evolution execution process.
[0213] In step P4-1 above, if no slide operation from the super-evolution display area 44a is detected (NO in P4-1), the card battle game execution control unit 301a determines whether or not a slide operation from the evolution display area 43a toward an evolvable follower card placed on the field 47a has been detected (P4-5).
[0214] As a result, if no slide operation is detected from the evolution display area 43a (NO in P4-5), the card battle game execution control unit 301a terminates the first evolution / super evolution execution process.
[0215] Furthermore, if a slide operation from the evolution display area 43a is detected (YES in P4-5), the card battle game execution control unit 301a determines whether the player possesses 1 or more evolution points (P4-6). If the result is that the player does not possess 1 or more evolution points, that is, the player does not possess any evolution points (NO in P4-6), the card battle game execution control unit 301a terminates the first evolution / super evolution execution process.
[0216] Furthermore, if the player has 1 or more evolution points (YES in P4-6), the card battle game execution control unit 301a sends evolution information (evolution) indicating the card to be evolved to the server 1000 (P4-7). The card battle game execution control unit 301a also sends super evolution point consumption operation information indicating that evolution points will be consumed to the server 1000 (P4-8), and then proceeds to step P4-9.
[0217] The card battle game execution control unit 301a receives updated evolution and super-evolution point information from the server 1000 (P4-9). The display control unit 302a then performs a display update process based on the received evolution and super-evolution point information, changing the display pattern of the icons in the evolution display area 43a and the super-evolution display area 44a according to the number of evolution points and super-evolution points owned by the player (P4-10).
[0218] Furthermore, the card battle game execution control unit 301a increases and updates the performance of the card to be evolved or super-evolved (for example, attack power and health) based on the player's operation, by referring to the card management information (P4-11). At this time, the display control unit 302a displays the evolution animation when evolution is performed, and displays the super-evolution animation when super-evolution is performed.
[0219] Figure 28 is a flowchart illustrating an example of the second execution process for evolution and super evolution in the player terminal 1. The card battle game execution control unit 301a determines whether or not the evolution button 63a on the card details tab 63 has been tapped (P5-1). If the evolution button 63a has been tapped (YES in P5-1), the card battle game execution control unit 301a moves the process to step P5-5.
[0220] Furthermore, if the evolution button 63a is not tapped (NO. P5-1), the card battle game execution control unit 301a determines whether or not the super evolution button 63b on the card details tab 63 has been tapped (P5-2). If the super evolution button 63b is not tapped (NO. P5-2), the card battle game execution control unit 301a terminates the second evolution / super evolution execution process.
[0221] Furthermore, if the Super Evolution button 63b is tapped (YES in P5-2), the card battle game execution control unit 301a sends evolution information (Super Evolution) indicating the card to be Super Evolved to the server 1000 (P5-3). The card battle game execution control unit 301a also sends Super Evolution Point Consumption Operation Information indicating that Super Evolution Points will be consumed to the server 1000 (P5-4), and then proceeds to step P5-7.
[0222] In step P5-1 described above, if it is determined that the evolution button 63a has been tapped (YES in P5-1), the card battle game execution control unit 301a sends evolution information (evolution) indicating the card to be evolved to the server 1000 (P5-5). The card battle game execution control unit 301a also sends evolution point consumption operation information indicating that evolution points will be consumed to the server 1000 (P5-6), and then proceeds to step P5-7.
[0223] The card battle game execution control unit 301a receives updated evolution and super-evolution point information from the server 1000 (P5-7). The display control unit 302a then performs a display update process based on the received evolution and super-evolution point information, changing the display pattern of the icons in the evolution display area 43a and the super-evolution display area 44a according to the number of evolution points and super-evolution points owned by the player (P5-8).
[0224] Furthermore, the card battle game execution control unit 301a increases and updates the performance (e.g., attack power and health) of the card to be evolved or super-evolved based on the player's operation, by referring to the card management information (P5-9). At this time, the display control unit 302a displays an evolution animation when evolution is performed, and displays a super-evolution animation when super-evolution is performed.
[0225] Figure 29 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 on the touch panel 26 that reads "EMEMY TURN" to indicate that it is the opponent's turn, as shown in Figure 12B (P3-1).
[0226] When the display control unit 302a receives the number of cards, it places the cards in the opponent's hand area 46b in an indistinguishable manner based on the received number of cards (P3-2).
[0227] Furthermore, when the display control unit 302a receives play information, it displays the card on the opponent's field 47b in an identifiable manner based on the received play information (P3-3).
[0228] Furthermore, when the card battle game execution control unit 301a receives the opponent's play point information, it updates the play point display unit 49b based on the received play point information (P3-4).
[0229] Furthermore, when the display control unit 302a receives evolution / super-evolution point information, it updates the display in the evolution display area 43b and the super-evolution display area 44b based on the received evolution / super-evolution point information (P3-5).
[0230] The card battle game execution control unit 301a determines whether or not it has received ability activation information (P3-6). If it has received ability activation information (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).
[0231] The card battle game execution control unit 301a determines whether or not it has received attack result information (P3-8). If it has received attack result information (YES in P3-8), the display control unit 302a executes various animations that occur when an attack is performed, based on the received attack result information (P3-9). Here, the card battle game execution control unit 301a performs a process in which, if the health of a follower card reaches 0, that follower card is destroyed and hidden from the field 47a and 47b.
[0232] Furthermore, the card battle game execution control unit 301a receives blow-back information when new blow-back information indicating that a blow-back effect has been activated is set on the server 1000 (P3-10). Based on the received blow-back information, the card battle game execution control unit 301a executes a blow-back process that causes the player's follower card to collide with the player's leader 41a, reducing the player's leader 41a's health by 1.
[0233] Furthermore, if the player's leader 41a's health decreases by 1 due to the knockback effect, resulting in the player's leader 41a's health becoming 0 (YES in P3-12), the card battle game execution control unit 301a executes a special animation in which the player's leader 41a is displayed in a rotating position (P3-13).
[0234] The card battle game execution control unit 301a determines whether or not it has received evolution information (evolution) (P3-14). If evolution information (evolution) has been received (YES in P3-14), the card battle game execution control unit 301a refers to the received evolution information (evolution) and card management information to increase and update the performance (e.g., attack power and health) of the follower card to be evolved (P3-15).
[0235] The card battle game execution control unit 301a determines whether or not it has received evolution information (super evolution) (P3-16). If it has received evolution information (super evolution) (YES in P3-16), the card battle game execution control unit 301a refers to the received evolution information (super evolution) and card management information to increase and update the performance (for example, attack power and health) of the follower card to be super-evolved (P3-17).
[0236] The card battle game execution control unit 301a determines whether a card displayed on the field 47a has been tapped (P3-18). If a card has been tapped (YES in P3-18), the display control unit 302a displays the card details tab 63 (P3-19). In this case, since it is the opponent's turn, the display control unit 302a disables the evolution button 63a and the super evolution button 63b on the card details tab 63 (making them unoperable).
[0237] If the card battle game execution control unit 301a receives win / loss information from the server 1000, that is, if the win / loss is determined (YES in P3-20), it terminates the processing of the opponent's turn. If the card battle game execution control unit 301a has not received win / loss information from the server 1000, that is, if the win / loss is not determined (NO in P3-20), it moves the processing to P3-21.
[0238] The card battle game execution control unit 301a determines whether it has received turn end information (P3-21). If it has not received turn end information (NO in P3-21), the card battle game execution control unit 301a proceeds to step P3-2. If it has received turn end information (YES in P3-21), the card battle game execution control unit 301a executes the turn end process (P3-22). If there is a card with an ability 55 that is activated at the end of the opponent's turn, the turn end process receives ability information from the server 1000 and executes the process to activate the said ability 55.
[0239] Figure 30 is a flowchart illustrating an example of the server-side card battle game execution process (S1) on 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 the opponent's player terminal 1 (S1-1). The card battle game execution control unit 1301a then determines who goes first and second (S1-2), assigns an index to the cards included in the deck information (S1-3), and sets the initial information so that it can be obtained by the player and the opponent's player terminal 1 (S1-4).
[0240] Furthermore, if the player goes first, the card battle game execution control unit 1301a grants the player 2 evolution points and 2 super evolution points, and grants the opponent 3 evolution points and 2 super evolution points, and sets the resulting evolution and super evolution points in the initial information. Also, if the player goes second, the card battle game execution control unit 1301a grants the player 3 evolution points and 2 super evolution points, and grants the opponent 2 evolution points and 2 super evolution points, and sets the resulting evolution and super evolution points in the initial information.
[0241] Furthermore, if the player goes first, the card battle game execution control unit 1301a sets the evolution and super-evolution turn information as initial information, indicating that the player's evolution unlock turn is turn 5, the opponent's evolution unlock turn is turn 4, the player's super-evolution unlock turn is turn 7, and the opponent's super-evolution unlock turn is turn 6. Also, if the player goes second, the card battle game execution control unit 1301a sets the evolution and super-evolution turn information as initial information, indicating that the player's evolution unlock turn is turn 4, the opponent's evolution unlock turn is turn 5, the player's super-evolution unlock turn is turn 6, and the opponent's super-evolution unlock turn is turn 7.
[0242] 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 (S1-5). If it is not the start of the player's or opponent's turn (NO in S1-5), the card battle game execution control unit 1301a proceeds to step S1-8.
[0243] At the start of the player's turn (YES in S1-5), the card battle game execution control unit 1301a randomly selects one card from the cards placed in the player's deck area 45a and sets the card information of the selected card to be available for acquisition on the player terminal 1. It also sets the number of cards to be available for acquisition on the opponent's player terminal 1 (S1-6).
[0244] At the start of the opponent's turn (YES in S1-5), 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 the card information of the selected card so that it can be acquired by the opponent's player terminal 1. It also sets the number of cards so that it can be acquired by the player terminal 1 (S1-6). The card battle game execution control unit 1301a also executes the ability activation process (S2). This ability activation process (S2) will be described in detail later.
[0245] The card battle game execution control unit 1301a determines whether play information has been received (S1-8). If play information has not been received (NO in S1-8), the card battle game execution control unit 1301a proceeds to step S1-10. If play information has been received (YES in S1-8), the card battle game execution control unit 1301a sets the opponent's player terminal 1, which is different from the player terminal 1 that received the play information, to be able to acquire the play information (S1-9). The card battle game execution control unit 1301a also executes the ability activation process (S2) described later.
[0246] The card battle game execution control unit 1301a determines whether it has received attack information (S1-10). If it has not received attack information (NO in S1-10), the card battle game execution control unit 1301a proceeds to S1-11. If it has received attack information (YES in S1-10), the card battle game execution control unit 1301a executes the attack result information set process described later. The card battle game execution control unit 1301a also executes the ability activation process (S2) described later.
[0247] The card battle game execution control unit 1301a determines whether it has received evolution information (evolution) (S1-11). If evolution information (evolution) has not been received (NO in S1-11), the card battle game execution control unit 1301a proceeds to step S1-13. If evolution information (evolution) has been received (YES in S1-11), the card battle game execution control unit 1301a sets the opponent's player terminal 1, which is different from the player terminal 1 that received the evolution information (evolution), to be able to acquire the evolution information (evolution) (S1-13). The card battle game execution control unit 1301a also executes the ability activation process (S2) described later.
[0248] The card battle game execution control unit 1301a determines whether it has received evolution information (super evolution) (S1-13). If it has not received evolution information (super evolution) (NO in S1-13), the card battle game execution control unit 1301a proceeds to step S4. If it has received evolution information (super evolution) (YES in S1-13), the card battle game execution control unit 1301a sets the opponent's player terminal 1, which is different from the player terminal 1 that received the evolution information (super evolution), to be able to acquire the evolution information (super evolution) (S1-14). The card battle game execution control unit 1301a also executes the ability activation process (S2) described later.
[0249] The card battle game execution control unit 1301a executes the evolution / super evolution point management process (S4). This evolution / super evolution point management process (S4) will be described in more detail later.
[0250] The card battle game execution control unit 1301a determines whether it has received turn end information (S1-15). If it has not received turn end information (NO in S1-15), the card battle game execution control unit 1301a proceeds to step S1-18. If it has received turn end information (YES in S1-15), the card battle game execution control unit 1301a executes the ability activation process (S2) described later. The card battle game execution control unit 1301a also sets the opponent's player terminal 1, which is different from the player terminal 1 that received the turn end information, to be able to acquire turn end information and turn start information (S1-16).
[0251] Furthermore, the card battle game execution control unit 1301a updates the play point information so that the play points of the player or opponent starting their turn are increased by 1 (S1-17). The card battle game execution control unit 1301a also sets the updated play point information so that it can be acquired by the player terminal 1 and the opponent's player terminal 1.
[0252] The card battle game execution control unit 1301a determines whether a winner or loser has been determined, that is, whether the health of the player's leader 41a or the opponent's leader 41b has reached zero (S1-18). If the result is that a winner or loser has not been determined (NO in S1-18), the card battle game execution control unit 1301a proceeds to step S1-5. If a winner or loser has been determined (YES in S1-18), the card battle game execution control unit 1301a sets the winner or loser information, indicating that a winner or loser has been determined and the winner, so that it can be obtained by the player terminal 1 and the opponent's player terminal 1 (S1-19).
[0253] Furthermore, the card battle game execution control unit 1301a calculates the battle points of the player and the opponent (S1-20). The card battle game execution control unit 1301a also sets the player terminal 1 and the opponent's player terminal 1 to be able to acquire battle points, and then terminates the server-side card battle game execution process.
[0254] Figure 31 is a flowchart illustrating an example of the ability activation process (S2) in server 1000. The card battle game execution control unit 1301a determines whether the conditions for activating the ability set in the card management information have been met for each of the cards displayed on the field 47a and 47b, the attacking card, and the evolved or super-evolved card (S2-1). If the conditions for activating the ability have not been met (NO in S2-1), the card battle game execution control unit 1301a terminates the ability activation process.
[0255] Furthermore, if the activation conditions for an ability are met (YES in S2-1), the card battle game execution control unit 1301a determines whether the ability whose activation conditions have been met includes an ability to recover evolution points (S2-2). If, as a result, the ability to recover evolution points is not included (NO in S2-2), the card battle game execution control unit 1301a proceeds to step S2-5. If the ability to recover evolution points is included (YES in S2-2), the card battle game execution control unit 1301a grants evolution points to the player or opponent based on the abilities set in the card management information (S2-3). Then, the card battle game execution control unit 1301a sets the evolution / super evolution points of the player or opponent based on the result of the grant so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S2-4).
[0256] The card battle game execution control unit 1301a determines whether the ability whose activation condition has been met includes an ability to recover Super Evolution Points (S2-5). If the result is that the ability to recover Super Evolution Points is not included (NO in S2-5), the card battle game execution control unit 1301a moves to step S2-8. If the ability to recover Super Evolution Points is included (YES in S2-5), the card battle game execution control unit 1301a grants Super Evolution Points to the player or opponent based on the ability set in the card management information (S2-6). Then, the card battle game execution control unit 1301a sets the evolution / super evolution points of the player or opponent based on the result of the grant so that they can be acquired by the player terminal 1 and the opponent's player terminal 1 (S2-7).
[0257] The card battle game execution control unit 1301a determines whether the ability whose activation condition has been met includes an ability to change evolution points into super evolution points (S2-8). If the result is that the ability to change evolution points into super evolution points is not included (NO in S2-8), the card battle game execution control unit 1301a moves to step S2-11. If the ability to change evolution points into super evolution points is included (YES in S2-8), the card battle game execution control unit 1301a executes the change process (S2-9). In this change process (S2-9), the card battle game execution control unit 1301a changes a predetermined number of evolution points of the player or opponent into a predetermined number of super evolution points based on the ability set in the card management information. Then, the card battle game execution control unit 1301a sets the evolution / super evolution points of the player or opponent based on the result of the change to be obtainable for the player terminal 1 and the opponent's player terminal 1 (S2-10).
[0258] The card battle game execution control unit 1301a sets ability activation information, indicating that the abilities of various cards have been activated, so that it can be acquired by the player terminal 1 and the opponent's player terminal 1 (S2-11), and then terminates the ability activation process.
[0259] Figure 32 is a flowchart illustrating an example of attack result information setting processing on the server. The card battle game execution control unit 1301a refers to the attack information received in step S1-10 and determines whether or not the super-evolved follower card has attacked (S3-1). If the super-evolved follower card has attacked (YES in S3-1), the card battle game execution control unit 1301a sets attack result information that includes information showing the result of subtracting the health of the attacked follower card or leader 41a, 41b, but does not include information showing the result of subtracting the health of the attacking follower card, making it available to the player terminal 1 and the opponent's player terminal 1 (S3-2). As a result, when an invincible follower card attacks an opponent's follower card, the health of the attacking super-evolved follower card will not decrease.
[0260] Furthermore, the card battle game execution control unit 1301a determines whether the conditions for activating the knockback effect are met (P3-3). If the conditions for activating the knockback effect are met (YES in P3-3), the card battle game execution control unit 1301a sets the knockback information to be available for acquisition by the player terminal 1 and the opponent's player terminal 1. The knockback information includes information indicating the result of deducting 1 from the health of the player's leader 41a or the opponent's leader 41b due to the activation of the knockback effect.
[0261] If the conditions for activating the knockback effect are not met (NO in P3-3), the card battle game execution control unit 1301a terminates the attack result information set processing.
[0262] Furthermore, if the super-evolved follower card has not attacked (NO in S3-1), the card battle game execution control unit 1301a sets attack result information, which includes information showing the result of subtracting the health of the attacked follower card or leader 41a, 41b, and information showing the result of subtracting the health of the attacking follower card, to be available for acquisition by player terminal 1 and the opponent's player terminal 1 (S3-5).
[0263] Figure 33 is a flowchart illustrating an example of the evolution / super evolution point management process (S4) in the server 1000. The server's card battle game execution control unit 1301a determines whether or not it has received evolution point consumption operation information from player terminal 1 or the opponent's player terminal 1 (S4-1). If the result is that evolution point consumption operation information has not been received (NO in S4-1), the card battle game execution control unit 1301a moves to step S4-4.
[0264] Furthermore, if the player terminal 1 receives information about the operation to consume evolution points (YES in S4-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the player (S4-2), and sets the player's evolution and super-evolution points based on the result of the subtraction to be available for acquisition by the player terminal 1 and the opponent's player terminal 1 (S4-3).
[0265] Furthermore, if information regarding the consumption of evolution points is received from the opponent's player terminal 1 (YES in S4-1), the card battle game execution control unit 1301a subtracts the evolution points owned by the opponent (S4-2), and sets the opponent's evolution and super-evolution points based on the result of the subtraction to be available for acquisition by both the player terminal 1 and the opponent's player terminal 1 (S4-3).
[0266] The card battle game execution control unit 1301a determines whether or not it has received information on the operation to consume super evolution points from player terminal 1 or the opponent's player terminal 1 (S4-4). If it has not received information on the operation to consume super evolution points (NO in S4-4), the card battle game execution control unit 1301a terminates the evolution / super evolution point management process.
[0267] Furthermore, if information regarding the consumption of Super Evolution Points is received from Player Terminal 1 (YES in S4-4), the Card Battle Game Execution Control Unit 1301a subtracts the Super Evolution Points owned by the player (S4-5), and sets the player's Evolution and Super Evolution Points based on the result of the subtraction to be available for acquisition by Player Terminal 1 and the opponent's Player Terminal 1 (S4-6).
[0268] Furthermore, if information regarding the consumption of Super Evolution Points is received from the opponent's player terminal 1 (YES in S4-4), the card battle game execution control unit 1301a subtracts the opponent's Super Evolution Points (S4-4), and sets the opponent's Evolution / Super Evolution Points based on the result of the subtraction to be available for acquisition by both player terminal 1 and the opponent's player terminal 1 (S4-6).
[0269] As described above, the player terminal 1 is equipped 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 on the server 1000. In other words, these programs and functional units may be provided on either the player terminal 1 or the server 1000, or on both.
[0270] Furthermore, the server 1000 is equipped with a game execution control program 1300 and a card battle game execution control program 1301. The server 1000 also includes a game execution control unit 1300a and a card battle game execution control unit 1301a. However, some or all of these programs and functional units may be provided on the player terminal 1. In other words, these programs and functional units may be provided on either the player terminal 1 or the server 1000, or both.
[0271] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0272] In the above embodiment, a digital card game was used as an example, but the genre and content of the game are not particularly limited, such as simulation games. In any case, it is sufficient to have a competitive game using a game medium, and the opponent does not have to be a person but a computer. Therefore, the game medium is not limited to digital cards, but can be any game medium provided in the game, such as characters, units, pieces, etc.
[0273] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processing tasks. However, the functions of the server 1000 in the above embodiment may be provided by the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided by the server 1000. Furthermore, communication functionality is not essential; for example, the game device G may be capable of computer vs. computer matches or matches between multiple players. In any case, the information processing program should have the computer perform the following tasks.
[0274] (Processes to be performed by the computer) A process to receive input for an attack operation (a slide operation in the above embodiment) in a predetermined game (a card battle game in the above embodiment) to select the attacking game medium on the player's side (a follower card on the above embodiment) and the attacked game medium on the opponent player's side (an opponent's follower card on the above embodiment) which are displayed in predetermined display areas (a field 47a, 47b on the above embodiment) of the game screen (a slide operation in the above embodiment, for example). If an attack operation is input and a predetermined condition is met (a follower card's health becomes 0 on the above embodiment), a process to hide the attacked game medium from the predetermined display area (a slide operation in the above embodiment, for example). A process (P4, P5 in the above embodiment) that consumes the first player parameter to execute a first change (evolution, as an example in the above embodiment) on the attacking game medium selected by the player. A process (P1-3 in the above embodiment) that makes available the second player parameter (super evolution points, as an example in the above embodiment) associated with the player's player ID at a second timing that occurs after the first timing. A process (P4, P5 in the above embodiment) that consumes the second player parameter to execute a second change (super evolution, as an example in the above embodiment) on the attacking game medium selected by the player, which is different from the first change.When an attack operation is input that selects an attacking game medium on which a second change has been performed, and a predetermined condition is met, a process is performed to generate either or both of the following: a predetermined effect (for example, in the above embodiment, a reduction of 1 in the opponent's leader 41b's health due to a knockback effect), and a predetermined visual effect related to the attacked game medium selected in the attack operation (for example, in the above embodiment, a visual effect in which a follower card whose health has become 0 collides with the opponent's leader 41b due to a knockback effect) (for example, P2-16 in the above embodiment).
[0275] The process of hiding the under-attacked game medium from a predetermined display area may involve reducing a second media parameter associated with the under-attacked game medium (for example, health 57 in the above embodiment) based on a first media parameter associated with the attacking game medium (for example, attack power 56 in the above embodiment).
[0276] The predetermined condition is that the process that generates either or both of the predetermined effect and the predetermined effect may be met when, in the process of hiding the attacked game medium from a predetermined display area, the second medium parameter associated with the attacked game medium decreases to a predetermined value (for example, 0 in the above embodiment).
[0277] When an attack operation (for example, a slide operation from a follower card placed on the player's field 47a to a follower card placed on the opponent's field 47b in the above embodiment) is input, the computer may be made to perform a process (for example, P2-13 in the above embodiment) that reduces a second medium parameter (for example, health 57 in the above embodiment) associated with the attacking game medium, based on a first medium parameter (for example, attack power 56 in the above embodiment) associated with the attacked game medium.
[0278] The predetermined effects may include, in the process of reducing the second media parameter associated with the attacking game medium, the effect of reducing the amount of reduction of the second media parameter associated with the attacking game medium, the effect of nullifying the reduction of the second media parameter associated with the attacking game medium, or the effect of nullifying the fact that the attacking game medium is hidden from a predetermined display area (in the above embodiment, for example, an invincible state).
[0279] The game screen may display the player's character (for example, the leader 41a in the above embodiment) and the opponent player's character (for example, the leader 41b in the above embodiment).
[0280] A predetermined animation may be performed, including the movement of the attacked game medium toward the opponent player's player character (for example, in the above embodiment, in the knockback effect, an animation may be performed in which a follower card whose health has become 0 collides with the opponent's leader 41b), and a predetermined effect may occur, including a change in a third player parameter associated with the opponent player's player ID (for example, in the above embodiment, the health of the leader 41b).
[0281] The second variation (super-evolution, as an example in the above embodiment) may include increasing the display size of the attacking game medium in a predetermined display area.
[0282] If the attacking game medium selected by the player is capable of performing both the first and second transformations, the computer may be instructed to perform a process (P2-20, for example, in the above embodiment) that displays a selection screen (Card Details Tab 63, for example, in the above embodiment) that allows the player to select which of the first and second transformations to perform.
[0283] Furthermore, the control processing shown in the above embodiment is merely an example. In the above embodiment, the case in which the control processing for running the game is performed on the player terminal 1 was described. That is, in the above embodiment, the control processing for running the game is performed only on the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, some of the control processing described above may be performed on the server 1000. That is, an information processing system S, which is a client-server system comprising the player terminal 1 and the server 1000, may function as the game device G.
[0284] Furthermore, in the above embodiment, the information processing program for realizing the game may be stored in a computer-readable non-temporary storage medium. Moreover, the above embodiment may also be an information processing method for realizing each function and the steps shown in the flowchart.
[0285] 1 Player terminal 41a, 41b Leader (player character) 47a, 47b Field (display area) 56 Attack power (first medium parameter) 57 Health (second medium parameter) 63 Card details tab (selection screen) 1000 Server G Game device S Information processing system
Claims
1. A process to receive input for an attack operation in a predetermined game, in which the player selects the attacking game medium on the player's side and the attacked game medium on the opponent player's side, displayed in a predetermined display area of the game screen; a process to hide the attacked game medium from the predetermined display area when the attack operation is input and predetermined conditions are met; a process to make available a first player parameter associated with the player's player ID at a first timing in the predetermined game; a process to execute a first change on the attacking game medium selected by the player by consuming the first player parameter; a process to make available a second player parameter associated with the player's player ID at a second timing that is after the first timing; a process to execute a second change different from the first change on the attacking game medium selected by the player by consuming the second player parameter; An information processing program that causes a computer to perform the following when an attack operation is input to select the attacking game medium on which the second change has been performed, and when the predetermined conditions are met: a process to generate either or both of a predetermined effect and a predetermined effect relating to the attacked game medium selected in the attack operation.
2. The information processing program according to claim 1, wherein the process of hiding the under-attacked game medium from the predetermined display area involves decreasing a second media parameter associated with the under-attacked game medium based on a first media parameter associated with the attacking game medium, and the predetermined condition is met when, in the process of hiding the under-attacked game medium from the predetermined display area, the second media parameter associated with the under-attacked game medium decreases to a predetermined value.
3. The information processing program according to claim 2, wherein, when the attack operation is input, the computer is made to perform a process of reducing the second media parameter associated with the attacking game medium based on the first media parameter associated with the attacked game medium, and the predetermined effect includes, in the process of reducing the second media parameter associated with the attacking game medium, an effect of reducing the amount of reduction of the second media parameter associated with the attacking game medium, an effect of invalidating the reduction of the second media parameter associated with the attacking game medium, or an effect of invalidating the attacking game medium from being hidden from the predetermined display area.
4. The information processing program according to any one of claims 1 to 3, wherein the game screen displays the player's player character and the opponent player's player character, the predetermined effects are performed including the movement of the attacked game medium toward the opponent player's player character, and the predetermined effects occur including a change in the third player parameter associated with the opponent player's player ID.
5. The information processing program according to any one of claims 1 to 3, wherein the second change includes increasing the display size of the attacking game medium in the predetermined display area.
6. An information processing program according to any one of claims 1 to 3, which causes a computer to perform the process of displaying a selection screen that allows the player to select which of the first and second changes to perform, if the attacking game medium selected by the player is capable of performing the first and second changes.
7. An information processing method performed by one or more computers, wherein the computers include: a process of receiving input for an attack operation to select an attacking game medium on the player's side and an attacked game medium on the opponent player's side, displayed in a predetermined display area of the game screen in a predetermined game; a process of hiding the attacked game medium from the predetermined display area when the attack operation is input and predetermined conditions are met; a process of making available a first player parameter associated with the player's player ID at a first timing in the predetermined game; a process of executing a first change on the attacking game medium selected by the player by consuming the first player parameter; a process of making available a second player parameter associated with the player's player ID at a second timing that is after the first timing; and a process of executing a second change different from the first change on the attacking game medium selected by the player by consuming the second player parameter. An information processing method that, when the aforementioned attack operation is input and the aforementioned predetermined conditions are met, performs a process to generate either or both of the following: a predetermined effect and a predetermined performance related to the attacked game medium selected in the attack operation.
8. An information processing system comprising one or more computers, wherein the computers include: a process for receiving input of an attack operation to select an attacking game medium on the player's side and an attacked game medium on the opponent player's side, displayed in a predetermined display area of the game screen in a predetermined game; a process for hiding the attacked game medium from the predetermined display area when the attack operation is input and predetermined conditions are met; a process for making available a first player parameter associated with the player's player ID at a first timing in the predetermined game; a process for executing a first change on the attacking game medium selected by the player by consuming the first player parameter; a process for making available a second player parameter associated with the player's player ID at a second timing that is after the first timing; and a process for executing a second change different from the first change on the attacking game medium selected by the player by consuming the second player parameter. An information processing system that, when the aforementioned attack operation is input and the predetermined conditions are met, performs a process to generate either or both of the following: a predetermined effect and a predetermined performance related to the attacked game medium selected in the attack operation.
9. A system comprising one or more computers, the computer includes: a process for receiving input of an attack operation to select an attacking game medium on the player's side and an attacked game medium on the opponent player's side, displayed in a predetermined display area of the game screen in a predetermined game; a process for hiding the attacked game medium from the predetermined display area when the attack operation is input and predetermined conditions are met; a process for making available a first player parameter associated with the player's player ID at a first timing in the predetermined game; a process for executing a first change on the attacking game medium selected by the player by consuming the first player parameter; a process for making available a second player parameter associated with the player's player ID at a second timing that is after the first timing; and a process for executing a second change different from the first change on the attacking game medium selected by the player by consuming the second player parameter. A game device that, when the aforementioned attack operation is input and the aforementioned predetermined conditions are met, performs a process to generate either or both of the following: a predetermined effect and a predetermined effect relating to the attacked game medium selected in the attack operation.