TWI702979B - Game control apparatus, game system, computer program product, and game control method - Google Patents

Game control apparatus, game system, computer program product, and game control method Download PDF

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TWI702979B
TWI702979B TW108107613A TW108107613A TWI702979B TW I702979 B TWI702979 B TW I702979B TW 108107613 A TW108107613 A TW 108107613A TW 108107613 A TW108107613 A TW 108107613A TW I702979 B TWI702979 B TW I702979B
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game
aforementioned
option
execution
options
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TW108107613A
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TW201945054A (en
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沖塩豊武
三浦陵介
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日商科樂美數碼娛樂股份有限公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)
  • Electrically Operated Instructional Devices (AREA)

Abstract

A first setting unit (110) sets, for at least one option among a plurality of options, game data associated with the option. A first execution unit (150) executes a first game process when the game data associated with the selected option does not satisfy predetermined conditions. A second execution unit (160) executes a second game process that is more advantageous to the user than the first game process, when the game data associated with the selected option satisfies the predetermined conditions. A second setting unit (120) sets, for at least one option, game data associated with the option such that the predetermined conditions are satisfied, based on execution history information of a third game process which is disadvantageous for the user.

Description

遊戲控制裝置、遊戲系統、電腦程式產品及遊戲控制方法 Game control device, game system, computer program product and game control method

本發明係關於一種遊戲控制裝置、遊戲系統、電腦程式產品及遊戲控制方法。 The invention relates to a game control device, a game system, a computer program product and a game control method.

已知有一種藉由從複數個選項中接受選擇,且執行對應於所選擇之選項的遊戲處理而進行的遊戲。例如,以此種遊戲的一例而言,已知有一種從關於要使遊戲人物(game character)進行之行動的複數個選項中接受選擇,且執行依據所選擇的選項(行動)而更新遊戲人物的參數之遊戲處理的遊戲。 There is known a game that is played by accepting selection from a plurality of options and executing game processing corresponding to the selected option. For example, as an example of this kind of game, it is known that one accepts a selection from a plurality of options regarding actions to be performed by a game character, and executes the update of the game character according to the selected option (action). The parameters of the game handle the game.

[先前技術文獻] [Prior Technical Literature] [專利文獻] [Patent Literature]

專利文獻1:日本特開2017-006279號公報 Patent Document 1: Japanese Patent Application Publication No. 2017-006279

以往,在上述的遊戲中,當持續進行遊戲時,對用戶而言會變成是反復單調的選項的選擇,而會有用戶在趣味性上感到不足之虞。 In the past, in the above-mentioned games, when the game continues to be played, it becomes a repetitive and monotonous selection of options for the user, and the user may feel insufficient in terms of interest.

本發明係有鑑於上述問題而研創者,其目的在提供一種遊戲控制裝置、遊戲系統、電腦程式產品及遊戲控制方法,其係可提升遊戲的趣味性:從複數個選項中接受選擇,且執行對應於所選擇之選項的遊戲處理。 The present invention is developed in view of the above problems, and its purpose is to provide a game control device, game system, computer program product and game control method, which can enhance the fun of the game: accept selection from a plurality of options, and execute The game processing corresponding to the selected option.

為了解決上述問題,本發明之一態樣的遊戲控制裝置係包含:第一設定手段,係針對複數個選項之中之至少一個選項,設定與該選項建立關聯的遊戲資料;接受手段,係從前述複數個選項之中接受選擇;第一執行手段,係當與從前述複數個選項之中所選擇之選項建立了關聯的遊戲資料未滿足預定條件時,執行第一遊戲處理;第二執行手段,係當與前述所選擇之選項建立了關聯的遊戲資料滿足前述預定條件時,執行對用戶而言較前述第一遊戲處理更為有利的第二遊戲處理;第三執行手段,係執行對前述用戶不利的第三遊戲處理;取得手段,係取得有關於前述第三遊戲處理之執行歷程的執行歷程資訊;及第二設定手段,係根據前述執行歷程資訊,替代前述第一設定手段,針對從前述複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足前述預定條件。 In order to solve the above-mentioned problems, the game control device of one aspect of the present invention includes: a first setting means, for at least one option among a plurality of options, setting game data associated with the option; and the receiving means is from Accept the selection among the aforementioned plural options; the first execution means is to execute the first game process when the game data associated with the option selected from the aforementioned plural options does not meet the predetermined conditions; the second execution means , Is when the game data associated with the aforementioned selected option meets the aforementioned predetermined conditions, execute the second game process that is more advantageous to the user than the aforementioned first game process; the third execution means is to execute the aforementioned The third game process that is unfavorable to the user; the obtaining means is to obtain execution history information about the execution history of the aforementioned third game process; and the second setting means is to replace the aforementioned first setting means based on the aforementioned execution history information, and aim at At least one option among the aforementioned plural options sets the game data associated with the option to satisfy the aforementioned predetermined condition.

本發明之一態樣之遊戲系統係包含:第一設定手段,係針對複數個選項之中之至少一個選項,設定與該選項建立關聯的遊戲資料;接 受手段,係從前述複數個選項之中接受選擇;第一執行手段,係當與從前述複數個選項之中所選擇之選項建立了關聯的遊戲資料未滿足預定條件時,執行第一遊戲處理;第二執行手段,係當與前述所選擇之選項建立了關聯的遊戲資料滿足前述預定條件時,執行對用戶而言較前述第一遊戲處理更為有利的第二遊戲處理;第三執行手段,係執行對前述用戶不利的第三遊戲處理;取得手段,係取得有關於前述第三遊戲處理之執行歷程的執行歷程資訊;及第二設定手段,係根據前述執行歷程資訊,替代前述第一設定手段,針對從前述複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足前述預定條件。 A game system of one aspect of the present invention includes: a first setting means for setting game data associated with the option for at least one option among a plurality of options; the receiving means is selected from the aforementioned plurality of options Accept the choice; the first execution means is to execute the first game process when the game data associated with the option selected from the aforementioned plural options does not meet the predetermined conditions; the second execution means is when the When the selected option establishes the associated game data that meets the aforementioned predetermined conditions, execute the second game process that is more advantageous to the user than the aforementioned first game process; the third execution means is to execute the third game that is unfavorable to the aforementioned user Processing; the obtaining means is to obtain the execution history information about the execution history of the aforementioned third game process; and the second setting means is to replace the aforementioned first setting means based on the aforementioned execution history information, aiming at selecting from among the aforementioned plural options For at least one option, the game data associated with the option is set to satisfy the aforementioned predetermined condition.

本發明之一態樣之遊戲控制方法係包含:第一設定步驟,係針對複數個選項之中之至少一個選項,設定與該選項建立關聯的遊戲資料;接受步驟,係從前述複數個選項之中接受選擇;第一執行步驟,係當與從前述複數個選項之中所選擇之選項建立了關聯的遊戲資料未滿足預定條件時,執行第一遊戲處理;第二執行步驟,係當與前述所選擇之選項建立了關聯的遊戲資料滿足前述預定條件時,執行對用戶而言較前述第一遊戲處理更為有利的第二遊戲處理;第三執行步驟,係執行對前述用戶不利的第三遊戲處理;取得步驟,係取得有關於前述第三遊戲處理之執行歷程的執行歷程資訊;及第二設定步驟,係根據前述執行歷程資訊,替代前述第一設定步驟,針對從前述複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足前述預定條件。 One aspect of the game control method of the present invention includes: a first setting step, for at least one option among a plurality of options, setting game data associated with the option; the accepting step is based on one of the aforementioned options The first execution step is to execute the first game process when the game data associated with the option selected from the aforementioned plural options does not meet the predetermined conditions; the second execution step is when the When the game data associated with the selected option satisfies the aforementioned predetermined conditions, the second game process that is more advantageous to the user than the aforementioned first game process is executed; the third execution step is to execute the third process that is disadvantageous to the aforementioned user Game processing; the obtaining step is to obtain execution history information about the execution history of the aforementioned third game processing; and the second setting step is based on the aforementioned execution history information instead of the aforementioned first setting step, for the selection from the aforementioned plural options At least one of the options, the game data associated with the option is set to meet the aforementioned predetermined conditions.

1‧‧‧遊戲系統 1‧‧‧Game System

10‧‧‧遊戲終端 10‧‧‧Game Terminal

11‧‧‧控制部 11‧‧‧Control Department

12‧‧‧記憶部 12‧‧‧Memory Department

13‧‧‧通訊部 13‧‧‧Ministry of Communications

14‧‧‧操作部 14‧‧‧Operation Department

15‧‧‧顯示部 15‧‧‧Display

16‧‧‧聲音輸出部 16‧‧‧Sound output

30‧‧‧伺服器 30‧‧‧Server

31‧‧‧控制部 31‧‧‧Control Department

32‧‧‧記憶部 32‧‧‧Memory Department

33‧‧‧通訊部 33‧‧‧Ministry of Communications

34‧‧‧資料庫 34‧‧‧Database

100‧‧‧資料記憶部 100‧‧‧Data Memory Department

110‧‧‧第一設定部 110‧‧‧First Setting Section

120‧‧‧第二設定部 120‧‧‧Second setting section

130‧‧‧顯示控 130‧‧‧Display Control

140‧‧‧接受部 140‧‧‧Receiving Department

150‧‧‧第一執行部 150‧‧‧First Executive Department

160‧‧‧第二執行部 160‧‧‧Second Executive Department

170‧‧‧變化部 170‧‧‧Change Department

171‧‧‧第一變化部 171‧‧‧First Change

172‧‧‧第二變化部 172‧‧‧Second Change

180‧‧‧第三執行部 180‧‧‧The Third Executive Department

190‧‧‧取得部 190‧‧‧Acquisition Department

D101‧‧‧練習效果資料 D101‧‧‧Practice effect data

D102‧‧‧不利處理資料 D102‧‧‧Unfavorable processing data

D103‧‧‧遊戲人物資料 D103‧‧‧Game Character Information

D104‧‧‧培育狀況資料 D104‧‧‧Cultivation status data

G100‧‧‧詳細圖像 G100‧‧‧Detailed image

G200‧‧‧主命令圖像 G200‧‧‧Main command image

A250‧‧‧命令區域 A250‧‧‧Command area

G300‧‧‧練習命令圖像 G300‧‧‧Practice command image

A310‧‧‧命令區域 A310‧‧‧Command area

A330‧‧‧遊戲人物區域 A330‧‧‧Game Character Area

G400‧‧‧練習結果圖像 G400‧‧‧Exercise result image

G500‧‧‧能力提升圖像 G500‧‧‧Capability improvement image

A510‧‧‧第一區域 A510‧‧‧First area

A520‧‧‧第二區域 A520‧‧‧Second area

P110、P130、P140、P210、P220、P230、P240、P251、P252、P253、P254、P255、P256、P260、P263、P264、P311、P312、P313、P314、P315、P316、P317、P318、P319、P319-1、P319-2、P319-3、P319-4、P319-5、P319-6、P320、P331-1、P332-1、P333-1、P331-2、P332-2、P333-2、P331-3、P332-3、P333-3、P331-4、P332-4、P333-4、P331-5、P332-5、P333-5、P331-6、P332-6、P333-6、P331-7、P332-7、P333-7、P410、P411、P412、P413、P414、P415、P416、P417、P418、P523-1、P523-2、P523-3、P523-4、P523-5、P523-6、P523-7、P524-1、P524-2、P524-3、P524-4、P524-5、P524-6‧‧‧部件 P110, P130, P140, P210, P220, P230, P240, P251, P252, P253, P254, P255, P256, P260, P263, P264, P311, P312, P313, P314, P315, P316, P317, P318, P319, P319-1, P319-2, P319-3, P319-4, P319-5, P319-6, P320, P331-1, P332-1, P333-1, P331-2, P332-2, P333-2, P331-3, P332-3, P333-3, P331-4, P332-4, P333-4, P331-5, P332-5, P333-5, P331-6, P332-6, P333-6, P331- 7, P332-7, P333-7, P410, P411, P412, P413, P414, P415, P416, P417, P418, P523-1, P523-2, P523-3, P523-4, P523-5, P523- 6, P523-7, P524-1, P524-2, P524-3, P524-4, P524-5, P524-6‧‧‧Parts

P261‧‧‧伸展部 P261‧‧‧Extension

P262‧‧‧初始位置 P262‧‧‧initial position

P511‧‧‧投手能力頁籤 P511‧‧‧Pitcher Ability Tab

P512‧‧‧內外野手能力頁籤 P512‧‧‧Inner and Outfielder Ability Tab

P521‧‧‧基本能力頁籤 P521‧‧‧Basic Ability Tab

P522‧‧‧特殊能力頁籤 P522‧‧‧Special Ability Tab

N‧‧‧網路 N‧‧‧Internet

第1圖為顯示本發明之實施形態之遊戲系統之整體構成的圖。 Figure 1 is a diagram showing the overall configuration of a game system according to an embodiment of the present invention.

第2圖為顯示詳細圖像之一例的圖。 Figure 2 is a diagram showing an example of a detailed image.

第3圖為顯示主命令(main command)圖像之一例的圖。 Figure 3 is a diagram showing an example of a main command image.

第4圖為顯示練習命令圖像之一例的圖。 Figure 4 is a diagram showing an example of an exercise order image.

第5圖為顯示練習效果資料之一例的圖。 Figure 5 shows an example of exercise effect data.

第6圖為顯示練習結果圖像之一例的圖。 Figure 6 is a diagram showing an example of an exercise result image.

第7圖為顯示可在特別練習模式下執行練習之狀態之練習命令圖像之一例的圖。 Figure 7 is a diagram showing an example of a practice command image in a state where practice can be performed in the special practice mode.

第8圖為顯示可在特別練習模式下執行練習之狀態之練習命令圖像之一例的圖。 Figure 8 is a diagram showing an example of a practice command image in a state where practice can be performed in the special practice mode.

第9圖為顯示練習結果圖像之另一例的圖。 Figure 9 is a diagram showing another example of an exercise result image.

第10圖為顯示不利處理資料之一例的圖。 Figure 10 is a diagram showing an example of adverse treatment data.

第11圖為顯示特別事件(event)發生中之練習命令圖像之一例的圖。 Figure 11 is a diagram showing an example of a practice command image during a special event.

第12圖為顯示能力提升圖像之一例的圖。 Figure 12 is a diagram showing an example of a capacity-enhancing image.

第13圖為顯示能力提升圖像之一例的圖。 Figure 13 is a diagram showing an example of a capacity-enhancing image.

第14圖為本發明之實施形態之遊戲系統的功能方塊圖。 Figure 14 is a functional block diagram of the game system according to the embodiment of the present invention.

第15圖為顯示遊戲人物資料之一例的圖。 Figure 15 is a diagram showing an example of game character data.

第16圖為顯示培育狀況資料之一例的圖。 Figure 16 is a diagram showing an example of cultivation status data.

第17圖為顯示在遊戲系統中所執行之處理之一例的圖。 Figure 17 is a diagram showing an example of processing executed in the game system.

第18圖為顯示在遊戲系統中所執行之另一處理之一例的圖。 Fig. 18 is a diagram showing another example of processing executed in the game system.

第19圖為顯示在遊戲系統中所執行之另一處理之一例的圖。 Figure 19 is a diagram showing another example of processing executed in the game system.

第20A圖為顯示在遊戲系統中所執行之另一處理之一例的圖。 Fig. 20A is a diagram showing another example of processing executed in the game system.

第20B圖為顯示在遊戲系統中所執行之另一處理之一例的圖。 FIG. 20B is a diagram showing an example of another process executed in the game system.

以下根據圖式來說明本發明之實施形態之例。 Hereinafter, examples of embodiments of the present invention will be described based on the drawings.

[1、遊戲系統的構成] [1. The composition of the game system]

第1圖係顯示本發明之實施形態之遊戲系統的構成。如第1圖所示,本實施形態的遊戲系統1係包含遊戲終端10與伺服器(server)30。遊戲終端10係可經由網路(network)N而與伺服器30彼此進行資料通訊。 Fig. 1 shows the structure of the game system according to the embodiment of the present invention. As shown in FIG. 1, the game system 1 of this embodiment includes a game terminal 10 and a server 30. The gaming terminal 10 can communicate with the server 30 via a network N.

遊戲終端10係供用戶進行遊戲所使用的電腦(computer)。例如,遊戲終端10為行動電話(包含智慧手機(smartphone))、行動資訊終端(包含平板(tablet)型電腦)、桌上(desktop)型電腦、膝上(laptop)型電腦、家庭用遊戲機(置放型遊戲機)、攜帶用遊戲機、或設置於遊戲設施等的業務用遊戲機。 The game terminal 10 is a computer used by a user to play a game. For example, the game terminal 10 is a mobile phone (including a smart phone (smartphone)), a mobile information terminal (including a tablet computer), a desktop computer, a laptop computer, and a home game machine (Placement type game machine), portable game machine, or business game machine installed in a game facility.

如第1圖所示,遊戲終端10係包含控制部11、記憶部12、通訊部13、操作部14、顯示部15、及聲音輸出部16。控制部11係包含至少一個微處理器(Micro Processor)(CPU),且依據記憶於記憶部12中的程式來執行處理。記憶部12係包含主記憶部(例如RAM(Random Access Memory,隨機存取記憶體))及輔助記憶體(例如非揮發性的半導體記憶體、硬碟驅動器(Hard Disk Driver)、或固態硬碟(Solid State Drive),用以記憶程式或資料。通訊部13為經由網路N而與其他裝置進行資料通訊者。 As shown in FIG. 1, the gaming terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, a display unit 15, and a sound output unit 16. The control unit 11 includes at least one microprocessor (Micro Processor) (CPU), and performs processing according to a program stored in the memory unit 12. The memory unit 12 includes a main memory unit (such as RAM (Random Access Memory)) and auxiliary memory (such as non-volatile semiconductor memory, hard disk drive (Hard Disk Driver), or solid state drive). (Solid State Drive), used to memorize programs or data. The communication unit 13 is a data communication device with other devices via the network N.

操作部14為供用戶進行各種操作者。顯示部15係用以顯示各種圖像者,例如為液晶顯示器(display)或有機EL(Electroluminescence,電致發光)顯示器等。在第1圖中,雖個別顯示了操作部14與顯示部15,但操作部14與顯示部15,亦可一體構成為觸控面板(touch panel)。或亦可不需將操作部14與顯示部15一體構成為觸控面板,而將操作部14例如以按鍵(button)(鍵(key))、控制桿(lever)(stick,操作桿)、觸控墊(touch pad)(track pad(軌跡板))、或滑鼠(mouse)等之方式與顯示部15個別設置。操作部14亦可為用以供用戶藉由聲音或手勢(gesture)進行操作者。聲音輸出部16係用以輸出聲音資料者,例如為揚聲器(speaker)或耳機(headphone)等。操作部14、顯示部15、及聲音輸出部16係可設置於遊戲終端10本身,亦可作為連接於遊戲終端10的外部裝置而設置。 The operation unit 14 is for the user to perform various operations. The display unit 15 is used to display various images, such as a liquid crystal display (display) or an organic EL (Electroluminescence) display. In FIG. 1, although the operation part 14 and the display part 15 are shown separately, the operation part 14 and the display part 15 may be integrally comprised as a touch panel. Or it is not necessary to integrate the operation part 14 and the display part 15 as a touch panel, and the operation part 14 may be, for example, a button (key), lever (stick), or touch panel. The method of touch pad (track pad) or mouse is set separately from the display part 15. The operating unit 14 may also be a user for the user to perform operations by voice or gesture. The sound output unit 16 is used to output sound data, such as a speaker or a headset. The operation unit 14, the display unit 15, and the sound output unit 16 may be provided in the gaming terminal 10 itself, or may be provided as external devices connected to the gaming terminal 10.

伺服器30係例如為伺服器電腦(server computer)。如第1圖所示,伺服器30係包含控制部31、記憶部32、及通訊部33。控制部31、記憶部32、及通訊部33係與遊戲終端10的控制部11、記憶部12、及通訊部13相同。伺服器30係可對資料庫(database)34進行存取。資料庫34係可建構於伺服器30內,亦可建構於有別於伺服器30之其他的伺服器電腦內。 The server 30 is, for example, a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The control unit 31, the storage unit 32, and the communication unit 33 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10. The server 30 can access a database 34. The database 34 can be constructed in the server 30, and can also be constructed in other server computers different from the server 30.

程式或資料係經由網路N而從遠端地供給至遊戲終端10或伺服器30,且被記憶於記憶部12或記憶部32。另外,用以讀取被記憶於資訊記憶媒體(例如光碟或記憶卡(memory card)等)中的程式或資料的構成要素(例如光磁碟驅動器或記憶卡槽(memory card slot)等)亦可備置於遊戲 終端10或伺服器30中。再者,亦可設為程式或資料經由資訊記憶媒體而被供給至遊戲終端10或伺服器30。 The program or data is remotely supplied to the gaming terminal 10 or the server 30 via the network N, and is stored in the storage unit 12 or the storage unit 32. In addition, components used to read programs or data stored in information storage media (such as optical discs or memory cards, etc.) (such as optical disk drives or memory card slots, etc.) are also It can be installed in the game terminal 10 or the server 30. Furthermore, the program or data can also be provided to the game terminal 10 or the server 30 via the information storage medium.

另外,以下係假想遊戲終端10為具備有觸控面板的智慧手機或平板型電腦的情形。 In addition, the following is a case where the virtual gaming terminal 10 is a smartphone or a tablet computer equipped with a touch panel.

[2、遊戲的概要] [2. Overview of the game]

在遊戲系統1中,係藉由在遊戲終端10執行程式來執行遊戲。在遊戲系統1中可執行各種遊戲。例如,如運動遊戲(sport game)(以棒球、足球(soccer)、網球(tennis)、美式足球(American football)、籃球(basket ball)、排球(volleyball)等為題材的遊戲)、冒險遊戲(adventure game)、模擬遊戲(simulation game)、角色扮演遊戲(role playing game)、或培育遊戲般,不論遊戲形式、類型為何,可執行各種遊戲。另外,遊戲係可藉由遊戲終端10單體來執行,亦可藉由在遊戲終端10與伺服器30之間進行資料通訊來執行。 In the game system 1, the game is executed by executing a program on the game terminal 10. Various games can be executed in the game system 1. For example, such as sports games (games based on baseball, football, tennis, American football, basketball, volleyball, etc.), adventure games ( Adventure game), simulation game, role playing game, or nurturing game-like, regardless of the game format and type, various games can be executed. In addition, the game system can be executed by the game terminal 10 alone, or by data communication between the game terminal 10 and the server 30.

以下,說明如下之棒球遊戲以作為在遊戲系統1所要執行之遊戲的一例,亦即該棒球遊戲為具有:從複數個選項之中接受選擇,且執行對應於所選擇之選項的遊戲處理,藉此進行的遊戲任務(game part)。 Hereinafter, the following baseball game is described as an example of the game to be executed in the game system 1. That is, the baseball game has: accept a selection from a plurality of options, and execute the game process corresponding to the selected option, by This is the game part.

在此所說明的棒球遊戲係具備培育任務與競賽任務。培育任務為:由用戶培育遊戲人物,以作成個人獨有之原創(original)之遊戲人物的遊戲任務。另一方面,競賽任務為:採用使用由用戶在培育任務所作成的原創遊戲人物所組成的隊伍(team),來進行與競賽對手隊伍競賽的遊戲任務。 The baseball game department described here has nurturing tasks and competition tasks. The cultivating task is a game task in which the user cultivates the game character so as to become a unique original game character. On the other hand, the competition task is a game task that uses a team composed of original game characters created by the user in the cultivation task to compete with the opponent team.

以下詳細說明培育任務。在培育任務中,用戶係一面推展劇情一面使遊戲人物(以下稱為「主角人物」)進行練習等,藉以培育主角人物而作成個人獨有的原創人物。 The cultivation task is explained in detail below. In the nurturing task, the user will make the game character (hereinafter referred to as the "protagonist character") practice while promoting the plot, so as to cultivate the protagonist character and create his own unique original character.

[2-1]在說明培育任務的流程之前,先說明藉由培育任務所要作成之原創人物的一例。 [2-1] Before explaining the flow of the cultivation task, let’s explain an example of the original character to be created by the cultivation task.

第2圖係顯示表示原創人物(主角人物)之詳細資訊之詳細圖像的一例。如第2圖所示,詳細圖像G100係包含部件(parts)P110、P120。另外,「部件」係構成圖像的要素,例如本文(text)、圖像、或區域等。部件P110係顯示原創人物的圖像,部件P120係顯示原創人物的姓名、防守位置(position)、打擊姿勢、及慣用手臂。 Figure 2 is an example of a detailed image showing detailed information of the original character (the main character). As shown in Fig. 2, the detailed image G100 includes parts P110 and P120. In addition, "parts" are elements that constitute images, such as text, images, or regions. The part P110 displays the image of the original character, and the part P120 displays the original character's name, defensive position (position), striking posture, and dominant arm.

此外,詳細圖像G100係包含部件P130。部件P130係顯示原創人物的基本能力參數。在第2圖所示之例中,係顯示了彈道、打擊範圍(meet)、爆發力(power)、腳程、臂力、守備力、接球參數,且依各基本能力參數顯示了數值及字母(alphabet)。數值係顯示基本能力參數的值,字母(例如S、A、B、C、D、E、F、G)係顯示基本能力之高低的等級(階段)。「S」係顯示基本能力非常高,「G」係顯示基本能力非常低。 In addition, the detailed image G100 includes the part P130. The component P130 shows the basic ability parameters of the original character. In the example shown in Figure 2, the ballistic, hit range (meet), explosive power (power), foot distance, arm strength, defense force, and catch parameters are displayed, and the values and letters ( alphabet). Numerical values show the values of basic ability parameters, and letters (such as S, A, B, C, D, E, F, G) show the level (stage) of basic ability. The "S" system shows very high basic ability, and the "G" system shows very low basic ability.

彈道參數係顯示原創人物的擊球會爬昇的程度。其顯示彈道參數的值愈高,擊球就愈高飛。打擊範圍參數係顯示原創人物的打擊範圍力(對於投手所投出之球揮棒擊中的能力)。其顯示打擊範圍參數的值愈高,打擊範圍力就愈高。爆發力參數係顯示原創人物的爆發力(藉由揮棒打擊投手所投出之球使之飛遠的能力)。其顯示爆發力參數的值愈高,原創人物揮棒擊出的球就易於飛得愈遠。 The ballistic parameter system shows the degree to which the original character's shot will climb. It shows that the higher the value of the ballistic parameter, the higher the shot. The hit range parameter shows the original character's hit range power (the ability to hit the ball thrown by the pitcher with a swing). It shows that the higher the value of the striking range parameter, the higher the striking range power. The explosive power parameter shows the explosive power of the original character (the ability to fly away by hitting the ball thrown by the pitcher with a swing). It shows that the higher the value of the explosive power parameter, the farther the original character swings the ball.

腳程參數係顯示原創人物之腳程的速度。其顯示腳程參數的值愈高,腳程就愈快。臂力參數係顯示原創人物之傳球的速度。其顯示臂力參數的值愈高,傳球就愈快。守備力參數係顯示原創人物之守備的技巧度。其顯示守備力參數的值愈高,守備就愈有技巧。接球參數係顯示原創人物之接球的巧妙程度。其顯示接球參數的值愈高,接球就愈有技巧(不易出現失誤)。 The footstep parameter is to display the speed of the original character's footstep. The higher the value of the displayed foot travel parameter, the faster the foot travel. The arm strength parameter shows the passing speed of the original character. It shows that the higher the value of the arm strength parameter, the faster the pass. The defense power parameter shows the defense skill of the original character. It shows that the higher the value of the defense power parameter, the more skillful the defense is. The catching parameters show how skillfully the original character catches the ball. It shows that the higher the value of the catch parameter, the more skillful the catch (less easy to make mistakes).

再者,詳細圖像G100係包含部件P140。部件P140係顯示原創人物所學習到的特殊能力。在第2圖所示之例中,係顯示了「機會(chance)◎」、「對左投手○」、「盜壘×」以作為特殊能力。另外,在特殊能力中,不僅有對用戶而言較佳的能力,亦有對用戶而言較差的負的能力。 Furthermore, the detailed image G100 includes the part P140. Component P140 shows the special abilities learned by original characters. In the example shown in Figure 2, "chance ◎", "left pitcher ○", and "base steal ×" are displayed as special abilities. In addition, among special abilities, there are not only abilities that are better for users, but also negative abilities that are poor for users.

「機會◎」為極能夠掌握機會的特殊能力。當原創人物學習到「機會◎」時,在機會之際,原創人物的基本能力就會大幅上升。「對左投手○」為極能夠因應左投手的特殊能力。當原創人物學習到「對左投手○」時,在競賽對手的投手為左投手時,原創人物的基本能力就會變高。此等特殊能力為對用戶而言較佳的特殊能力之一例。另外,「◎」及「○」係表示特殊能力之高低的程度,「◎」係表示特殊能力之高低的程度較「○」更高。 "Chance ◎" is a special ability that is extremely capable of grasping opportunities. When the original character learns "opportunity ◎", the basic ability of the original character will rise sharply when the opportunity comes. "To the left pitcher ○" is extremely capable of responding to the special ability of the left pitcher. When the original character learns "right pitcher ○", the basic abilities of the original character will become higher when the opponent's pitcher is a left pitcher. These special abilities are examples of special abilities that are better for users. In addition, "◎" and "○" indicate the level of special abilities, and "◎" indicates that the level of special abilities is higher than "○".

另一方面,「盜壘×」為不容易成功盜壘(盜壘容易失敗)的特殊能力。當原創人物學習到「盜壘×」時,原創人物即變得不容易成功盜壘。此特殊能力為對用戶而言較差之負的特殊能力之一例。 On the other hand, "theft ×" is a special ability that is not easy to succeed in theft (theft is easy to fail). When the original character learns "Stealing Base ×", it becomes difficult for the original character to successfully steal the base. This special ability is an example of a special ability that is bad for the user.

另外,在第2圖所示之例中,係顯示了原創人物為內外野手的情形,因此顯示了關於內外野手的基本能力或特殊能力。當原創人物為投手時,係顯示關於投手的基本能力或特殊能力。 In addition, in the example shown in Figure 2, the original character is an infielder, so the basic or special ability of the infielder is displayed. When the original character is a pitcher, the department displays the basic or special abilities of the pitcher.

[2-2]在培育任務中,用戶係一面推展劇情一面培育主角人物,藉此作成如上述的原創人物。例如,在培育任務中係執行以下的劇情:主角人物隸屬於高中的棒球社團,一面不斷與隊友(teammate)練習,一面參加棒球大會,以在高中三年級的秋季被選拔(scout)為職業棒球選手為目標。 [2-2] In the cultivation task, the user department cultivates the protagonist while promoting the plot, thereby creating the original character as mentioned above. For example, in the training mission, the following scenario is executed: the protagonist belongs to the high school baseball club, while constantly practicing with teammates (teammate), participating in the baseball conference, and being selected as a professional baseball in the fall of the third grade in high school (scout) The player is the goal.

在開始培育任務(劇情)之際,用戶係設定事件牌組(event deck)(參照專利文獻1)。在劇情中,會發生對於主角人物之能力的提升有利或不利之事件等的各種事件。此點,在本實施形態中,於劇情中發生的事件並不固定,會依據被組入於事件牌組中的1個或複數個遊戲人物而變化。亦即,在劇情中,係由被組入於事件牌組中的遊戲人物作為登場人物登場,且會發生與該遊戲人物有關的事件。因此,用戶藉由選擇組入於事件牌組中的遊戲人物,即可選擇能夠在劇情中發生的事件。另外,茲將被組入於事件牌組中的遊戲人物(亦即為事件發生用的遊戲人物)稱為「事件人物」。 When starting the cultivation mission (story), the user sets an event deck (refer to Patent Document 1). In the plot, various events such as favorable or unfavorable events for the improvement of the protagonist's ability will occur. In this regard, in this embodiment, the events that occur in the plot are not fixed, and will vary according to one or more game characters grouped into the event deck. That is, in the plot, the game character grouped into the event deck appears as the character, and events related to the game character will occur. Therefore, the user can select the events that can occur in the plot by selecting the game characters grouped into the event deck. In addition, the game characters that are grouped into the event deck (that is, the game characters for event occurrence) are referred to as "event characters".

於設定事件牌組之後,開始劇情。在劇情中,係由被組入於事件牌組中的事件人物,會作為主角人物的隊友人物(能夠作為選手參加練習或比賽的遊戲人物)、或主角人物所屬之棒球部的經理(manager)人物而登場。 After setting the event deck, the plot begins. In the plot, the event character is grouped into the event deck, the teammate character of the protagonist character (a game character who can participate in practice or competition as a player), or the manager of the baseball team to which the protagonist character belongs (manager) Characters appear.

此外,在劇情中,係預先設定了預定的遊戲人物(例如領隊、球探、經理、隊友人物)作為登場人物。此等遊戲人物即使未被組入於事件牌組中也會在遊戲中登場。另外,屬於事件人物的隊友人物、與預先設定於劇情中的隊友人物,總共有12人以上的遊戲人物會在遊戲中登場。 In addition, in the plot, predetermined game characters (such as team leader, scout, manager, teammate characters) are pre-set as characters on stage. These game characters will appear in the game even if they are not included in the event deck. In addition, there will be a total of more than 12 game characters including teammate characters belonging to the event characters and teammate characters preset in the story.

劇情係由用戶返複選擇要使主角人物所進行的行動(練習、休息、或遊憩等)而進行下去。例如,劇情係由複數個回合(turn)而構成。在各回合中,用戶係從關於主角人物之行動的複數個選項之中選擇任一個作為要使主角人物進行的行動。例如,一個回合係對應遊戲內的一週期間。每逢一個回合結束,遊戲內之虛擬的時間就進行一週期間,藉此進行劇情。另外,亦可設為一個回合對應遊戲內的一天等。 The storyline is performed by the user repeatedly selecting the action (exercise, rest, or recreation, etc.) to be performed by the protagonist. For example, the plot is composed of a plurality of turns. In each round, the user selects any one of a plurality of options regarding the action of the main character as the action to be performed by the main character. For example, a round corresponds to a week in the game. Every time a round is over, the virtual time in the game is carried out for a week to proceed with the plot. In addition, it can also be set that one round corresponds to a day in the game.

[2-3]第3圖係顯示用以選擇要使主角人物進行之行動的主命令圖像的一例。如第3圖所示,主命令圖像G200係包含部件P210、P220、P230。部件P210係顯示遊戲內的時點。 [2-3] Figure 3 shows an example of the main command image for selecting the action to be performed by the protagonist. As shown in Fig. 3, the main command image G200 includes parts P210, P220, and P230. The part P210 displays the time in the game.

部件P220係顯示主角人物的活力參數。活力參數為顯示主角人物之活力(狀態)的參數。例如,其顯示活力參數的值愈高,主角人物的活力就愈高。在本實施形態中,係將主角人物的活力以「絕佳狀態」、「狀態佳」、「普通」、「不佳」、「極差」的五個階段來表示,主角人物之活力參數的值在「1」至「5」中變化。「5」、「4」、「3」、「2」、「1」係分別對應於「絕佳狀態」、「狀態佳」、「普通」、「不佳」、「極差」。 The component P220 displays the vitality parameters of the main character. The vitality parameter is a parameter showing the vitality (status) of the protagonist. For example, the higher the value of its display vitality parameter, the higher the vitality of the protagonist. In this embodiment, the vitality of the protagonist is expressed in five stages: "excellent state", "good state", "normal", "bad", and "very bad". The value changes from "1" to "5". "5", "4", "3", "2", and "1" correspond to "excellent state", "good state", "normal", "bad", and "very bad" respectively.

活力參數係例如會於主角人物在劇情中進行指定的行動時、或指定的事件在劇情中發生時等變化。例如,當對於主角人物而言為較佳 的事件在劇情中發生時,主角人物的活力參數就會上升。反之,當對於主角人物而言為不佳的事件在劇情中發生時,主角人物的活力參數就會下降。 The vitality parameter system changes, for example, when the protagonist performs a designated action in the plot, or when a designated event occurs in the plot. For example, when an event that is better for the protagonist character occurs in the plot, the vitality parameter of the protagonist character will rise. Conversely, when an event that is not good for the protagonist character occurs in the plot, the vitality parameter of the protagonist character will decrease.

另外,在第3圖所示之例中,雖顯示了「狀態佳」等的本文作為部件P220,但例如亦可顯示表示活力之高低的圖像(顏面圖像等)作為部件P220。具體而言,亦可當活力較高時,顯示表示笑臉的圖像作為部件P220,而當活力較低時,則顯示表示沮喪的臉的圖像作為部件P220。 In addition, in the example shown in FIG. 3, text such as "in good condition" is displayed as the part P220, but for example, an image (face image, etc.) showing the level of vitality may be displayed as the part P220. Specifically, when the vitality is high, an image representing a smiling face may be displayed as the part P220, and when the vitality is low, an image representing a depressed face may be displayed as the part P220.

部件P230為表示主角人物之體力參數的計量器(gauge)圖像。例如,當主角人物進行練習時,體力參數的值就會減少,當主角人物中止練習時,體力參數的值就會增加(恢復)。另外,當體力參數的值降低時,主角人物在練習中受傷的機率就會變高。 The part P230 is a gauge image representing the physical strength parameters of the main character. For example, when the protagonist character performs exercises, the value of the physical strength parameter will decrease, and when the protagonist character stops practicing, the value of the physical strength parameter will increase (recover). In addition, when the value of the physical strength parameter decreases, the probability of the protagonist being injured in the exercise will increase.

此外,主命令圖像G200係包含部件P240。部件P240係顯示主角人物的姓名(由中)、防守位置(一壘手)、慣用手臂(左)、基本能力參數(彈道、打擊範圍、爆發力、腳程、臂力、及守備力參數)。 In addition, the main command image G200 includes the part P240. Component P240 displays the name of the protagonist (from the center), defensive position (first baseman), dominant arm (left), basic ability parameters (ballistic, striking range, explosive power, foot distance, arm strength, and defense parameters).

再者,主命令圖像G200係包含命令區域A250。命令區域A250係包含部件P251、P252、P253、P254、P255、P256。 Furthermore, the main command image G200 includes a command area A250. The command area A250 contains parts P251, P252, P253, P254, P255, and P256.

部件P251係與用以使主角人物進行練習之處理建立關聯,用戶係可選擇部件P251,藉此使主角人物進行練習。詳細內容將於後陳述(參照第4圖等)。 The part P251 is associated with the process for making the protagonist perform practice, and the user can select the part P251 to allow the protagonist to practice. Details will be described later (refer to Figure 4, etc.).

部件P252中係與要使主角人物休息之處理建立關聯,用戶係可選擇部件P252,藉此使主角人物休息。當使主角人物休息時,主角人物的體力參數就會增加(恢復)。 The part P252 is associated with the process of resting the main character, and the user can select the part P252 to rest the main character. When the main character is resting, the main character's physical parameters will increase (recover).

部件P253係要使主角人物就醫之處理建立關聯,用戶係可選擇部件P253,藉此使主角人物就醫。例如,當主角人物生病、或受傷時,藉由使主角人物就醫,就可治療病勢或傷勢。另外,亦有在一次的就醫,主角人物的病勢或傷勢無法治好的情形。在此種情形下,為了要治療主角人物的病勢或傷勢,必須要使主角人物就醫複數次。 The component P253 is to associate the treatment of the protagonist's medical treatment, and the user can select the component P253 to make the protagonist's medical treatment. For example, when the protagonist is sick or injured, the illness or injury can be treated by asking the protagonist to seek medical treatment. In addition, there are also cases where the protagonist’s illness or injury cannot be cured during a medical visit. In this case, in order to treat the illness or injury of the protagonist, the protagonist must seek medical treatment multiple times.

部件P254中係與要使主角人物遊憩之處理建立關聯,用戶係可藉由選擇部件P254,藉此使主角人物遊憩。當使主角人物遊憩時,主角人物的活力參數就會上升。 The part P254 is associated with the processing to make the protagonist rest, and the user can select the part P254 to make the protagonist rest. When the protagonist is made to rest, the vitality parameter of the protagonist will rise.

部件P255係與要使主角人物進行約會之處理建立關聯,用戶係可選擇部件P255,藉此使主角人物進行約會。依據約會的結果,主角人物的活力參數會有上升、或下降的情形。 The component P255 is associated with the process of making the protagonist to date, and the user can select the component P255 to make the protagonist to date. Depending on the result of the date, the vitality parameters of the protagonist may increase or decrease.

部件P255係與用以提升主角人物之能力之處理建立關聯,用戶係可選擇部件P255,藉此來提升主角人物的能力。詳細情形將於後陳述(參照第12圖、第13圖)。 The component P255 is associated with the processing for improving the ability of the protagonist, and the user can select the component P255 to improve the ability of the protagonist. The details will be described later (refer to Figure 12 and Figure 13).

再者,主命令圖像G200係包含部件P260。關於部件P260的詳細內容將於後陳述。 Furthermore, the main command image G200 includes the part P260. The details of the part P260 will be described later.

[2-4]第4圖係顯示用以使主角人物進行練習之練習命令圖像的一例。第4圖所示之練習命令圖像G300,係當主命令圖像G200的部件P251被選擇時顯示於顯示部15。如第4圖所示,練習命令圖像G300係包含與主命令圖像G200相同的部件P210、P220、P230、P260。 [2-4] The fourth figure shows an example of an exercise command image for the protagonist to practice. The practice command image G300 shown in FIG. 4 is displayed on the display unit 15 when the part P251 of the main command image G200 is selected. As shown in FIG. 4, the practice order image G300 includes the same components P210, P220, P230, and P260 as the main order image G200.

練習命令圖像G300係包含命令區域A310。命令區域A310係包含分別對應於複數個練習項目的部件P311、P312、P313、P314、P315、 P316。在本實施形態中,係對各練習項目中設定有等級,而在部件P311至P316的各者中,係顯示有已建立關聯之練習項目的名稱及等級。練習項目的等級,會在進行了該練習的次數達到預定次數時上升。 The practice command image G300 includes a command area A310. The command area A310 includes parts P311, P312, P313, P314, P315, and P316 corresponding to a plurality of exercise items, respectively. In this embodiment, a level is set for each practice item, and in each of the parts P311 to P316, the name and level of the linked practice item are displayed. The level of the practice item will increase when the number of times the practice has been performed reaches the predetermined number.

部件P311係與要使主角人物進行打擊練習之處理建立關聯。部件P312係與要使主角人物進行肌力練習之處理建立關聯。部件P313係與要使主角人物進行跑壘練習之處理建立關聯。部件P314係與要使主角人物進行臂力練習之處理建立關聯。部件P315係與有要使主角人物進行守備練習之處理建立關聯。部件P316係與有要使主角人物進行心智(mental)練習之處理建立關聯。 The component P311 is associated with the process of making the protagonist perform percussion practice. Component P312 is associated with the process of making the protagonist perform muscle training. Component P313 is related to the process of making the protagonist perform base running exercises. Component P314 is associated with the process of making the protagonist perform arm exercises. Component P315 is associated with a process that requires the protagonist to perform defense exercises. Component P316 is associated with processing that requires the protagonist to perform mental exercises.

例如,當欲使主角人物進行跑壘練習時,首先,用戶係選擇對應於跑壘練習的部件P313。此時,部件P313即成為被暫時選擇的狀態。在此狀態下,部件P313係與其他部件P311、P312、P314至P316作區別顯示,以表示部件P313已被暫時選擇。在第5圖所示之例中,部件P313之畫面縱方向的位置與其他部件P311、P312、P314至P316不同,而且,部件P313與相當於游標(cursor)的部件P317被建立了關聯。此外,在此狀態下,表示在練習中會受傷之機率的部件P318係與部件P313建立關聯而顯示。此機率係根據主角人物的體力參數之值決定。主角人物之體力參數的值愈小,在練習中會受傷的機率就愈高。 For example, when the protagonist is to perform running exercises, first, the user selects the part P313 corresponding to the running exercises. At this time, the part P313 becomes temporarily selected. In this state, the part P313 is displayed differently from the other parts P311, P312, P314 to P316 to indicate that the part P313 has been temporarily selected. In the example shown in FIG. 5, the position of the part P313 in the vertical direction of the screen is different from the other parts P311, P312, P314 to P316, and the part P313 is associated with the part P317 corresponding to a cursor. In addition, in this state, the part P318 indicating the probability of injury during the exercise is displayed in association with the part P313. This probability is determined based on the value of the main character's physical parameters. The lower the value of the protagonist's physical strength parameter, the higher the probability of injury during practice.

此外,練習命令圖像G300係包含部件P320。部件P320係顯示主角人物的經驗點(亦即主角人物目前所擁有的經驗點)。在本實施形態中,係設定了肌力、敏捷、技術、變化球、及精神分數(point)的五種類 型的經驗點。第4圖係顯示了主角人物的肌力、敏捷、技術、變化球、及精神分數分別為17分、0分、40分、0分、及8分的情形。 In addition, the practice command image G300 includes the part P320. Component P320 displays the experience points of the protagonist (that is, the experience points currently possessed by the protagonist). In this embodiment, five types of experience points are set: muscle strength, agility, technique, change ball, and mental points. Figure 4 shows the protagonist’s muscle strength, agility, technique, change ball, and spirit scores of 17 points, 0 points, 40 points, 0 points, and 8 points, respectively.

此外,在第4圖所示之例中,係分別與肌力及敏捷分數建立關聯而顯示了「+4」及「+12」。此係顯示了當已被暫時選擇的練習項目(跑壘練習)被執行時,主角人物的肌力分數會增加4分,而敏捷分數會增加12分。 In addition, in the example shown in Figure 4, "+4" and "+12" are displayed in association with muscle strength and agility scores. This department shows that when the temporarily selected exercise (base running exercise) is executed, the protagonist’s muscle strength score will increase by 4 points, and the agility score will increase by 12 points.

在本實施形態中,係依每一練習項目規定了因為進行該練習而會增加之經驗點的種類或其增加量。第5圖係顯示練習效果資料D101的一例。練習效果資料D101係顯示每一練習項目的效果資訊。亦即,練習效果資料D101係顯示因為依每一練習項目進行各練習而會增加之經驗點的種類或其增加量。 In this embodiment, the type or amount of experience points that will be increased due to the practice is specified for each practice item. Figure 5 shows an example of exercise effect data D101. The practice effect data D101 shows the effect information of each practice item. That is, the exercise effect data D101 shows the type of experience points or the amount of increase that will be increased due to each exercise performed according to each exercise item.

如第5圖所示,練習效果資料D101係包含「練習ID」、「名稱」、及「效果」欄位(field)。「練習ID」欄位係用以唯一指定各練習項目的識別資訊。「名稱」欄位係顯示練習項目的名稱。 As shown in Figure 5, the practice effect data D101 includes "exercise ID", "name", and "effect" fields. The "Exercise ID" field is used to uniquely specify the identification information of each exercise item. The "Name" field displays the name of the exercise project.

「效果」欄位係顯示效果資訊。如第5圖所示,「效果」欄位係包含「Lv.1」、「Lv.2」、「Lv.3」、「Lv.4」、及「Lv.5」欄位作為副欄位(sub field)。「Lv.1」欄位係顯示進行等級1之練習時會產生之效果的內容。亦即,「Lv.1」欄位係顯示當進行等級1的練習時,肌力、敏捷、技術、變化球、及精神分數中的哪一個經驗點會增加多少。例如,「肌力+2」係顯示肌力分數增加2分。「Lv.2」、「Lv.3」、「Lv.4」、及「Lv.5」欄位亦與「Lv.1」欄位相同。 The "Effect" field displays effect information. As shown in Figure 5, the "Effect" field contains "Lv.1", "Lv.2", "Lv.3", "Lv.4", and "Lv.5" fields as sub-fields (sub field). The "Lv.1" field displays the content of the effect that will be produced when level 1 practice is performed. In other words, the "Lv.1" column shows which experience point among muscle strength, agility, technique, change ball, and mental score will increase when level 1 exercises are performed. For example, "muscle strength + 2" means that the muscle strength score increases by 2 points. The "Lv.2", "Lv.3", "Lv.4", and "Lv.5" fields are also the same as the "Lv.1" fields.

如第5圖所示,當進行了跑壘練習時,肌力及敏捷分數就會增加。此外,例如,當進行了打擊練習時,肌力、技術、及精神分數就會增加。此外,如第5圖所示,練習項目的等級愈高,則進行了該練習時之經驗點的增加量就愈多。 As shown in Figure 5, when running a base exercise, muscle strength and agility scores will increase. In addition, for example, when percussion exercises are performed, muscle strength, technique, and mental scores increase. In addition, as shown in Figure 5, the higher the level of the exercise item, the more experience points will increase when the exercise is performed.

此外,練習命令圖像G300亦包含遊戲人物區域A330。在本實施形態中,係對各練習項目分配有主角人物以外的遊戲人物(隊友、經理、領隊、或球探人物等),主角人物以外的遊戲人物亦以進行任一種之練習、或觀察之方式演出。此點,在遊戲人物區域A330中,係顯示有對已被暫時選擇之練習項目所分配的遊戲人物。另外,對各練習項目所分配的遊戲人物係依每一回合進行變化。 In addition, the practice command image G300 also includes a game character area A330. In this embodiment, game characters other than the protagonist character (teammate, manager, team leader, or scout character, etc.) are assigned to each practice item, and the game characters other than the protagonist character can also perform any kind of practice or observation. Way to perform. At this point, in the game character area A330, the game character assigned to the practice item that has been temporarily selected is displayed. In addition, the character system assigned to each practice item changes every round.

在第4圖所示之例中,由於已暫時選擇了跑壘練習,因此被分配於跑壘練習的遊戲人物會顯示於遊戲人物區域A330。在第4圖所示之例中,於遊戲人物區域A330顯示有分別與被分配於跑壘練習的兩名隊友人物對應的部件P331-1、P331-2。 In the example shown in Fig. 4, since the running practice has been temporarily selected, the game characters assigned to the running practice are displayed in the game character area A330. In the example shown in FIG. 4, the parts P331-1 and P331-2 corresponding to the two teammate characters assigned to the running practice are displayed in the game character area A330.

部件P331-1為對應於遊戲人物(山田)的部件,且部件P331-1顯示隊友人物的圖像及姓名。此外,部件P331-1係包含相當於計量器圖像的部件P333-1,該計量器圖像係顯示隊友人物對於主角人物的評價。其顯示部件P333-1內之伸展部(斜線部分)愈長,隊友人物對於主角人物的評價就愈高。再者,部件P331-1係包含顯示隊友人物之活力參數的部件P332-1。隊友人物的活力參數,係與主角人物的活力參數相同。部件P331-2為對應於隊友人物(高橋)的部件。部件P331-2係與部件P331-1相同。部件P331-2中所含的部件P332-2、P333-2亦與部件P332-1、P333-1相同。在 第4圖所示之例中,係顯示了被分配於跑壘練習之隊友人物的活力參數分別為「狀態佳(4)」及「普通(3)」。 The part P331-1 is a part corresponding to the game character (Yamada), and the part P331-1 displays the image and name of the teammate character. In addition, the part P331-1 includes a part P333-1 corresponding to a meter image, which displays the evaluation of the teammate character on the main character. The longer the extension (the diagonal line) in the display part P333-1, the higher the evaluation of the teammate character on the protagonist character. Furthermore, the part P331-1 includes the part P332-1 that displays the vitality parameters of the teammates. The vitality parameters of the teammates are the same as the vitality parameters of the protagonist. The part P331-2 is a part corresponding to the teammate character (Takahashi). The part P331-2 is the same as the part P331-1. The parts P332-2 and P333-2 contained in the part P331-2 are also the same as the parts P332-1 and P333-1. In the example shown in Figure 4, the vitality parameters of the teammates assigned to the base running practice are shown as "good condition (4)" and "normal (3)".

另外,當對練習項目分配有經理、領隊、或球探人物時,於遊戲人物區域A330內會顯示與經理、領隊、或球探人物對應的部件。然而,由於經理、領隊、或球探人物沒有設定活力參數,因此此時的部件,不包含相當於部件P332-1、P332-2的部件。 In addition, when a manager, team leader, or scout character is assigned to the practice item, the components corresponding to the manager, team leader, or scout character will be displayed in the game character area A330. However, since the manager, team leader, or scout has not set vitality parameters, the components at this time do not include components equivalent to components P332-1 and P332-2.

當用戶在任一個練習項目已被暫時選擇的狀態下又選擇該練習項目時,該練習項目即被確定作為執行對象(要使主角人物進行的練習項目),由主角人物進行該練習。例如,用戶在部件P313(跑壘練習)已被暫時選擇的狀態下又選擇部件P313時,跑壘練習即被確定作為執行對象,由主角人物進行跑壘練習。 When the user selects any practice item in a state where the practice item has been temporarily selected, the practice item is determined as the execution target (the practice item to be performed by the main character), and the main character performs the exercise. For example, when the user selects the part P313 while the part P313 (base running exercise) has been temporarily selected, the base running exercise is determined as the execution target, and the main character performs the running exercise.

當任一個練習項目被確定作為執行對象時,會於顯示部15顯示表示主角人物之練習結果的練習結果圖像。第6圖係顯示練習結果圖像的一例。如第6圖所示,練習結果圖像G400係包含與主命令圖像G200相同的部件P210、P220、P230。然而,主角人物的體力參數因為進行了練習而減少,結果,部件P230的伸展部(斜線部分)的長度即會比第4圖縮短。 When any exercise item is determined as the execution target, an exercise result image representing the exercise result of the protagonist is displayed on the display unit 15. Figure 6 shows an example of an exercise result image. As shown in FIG. 6, the exercise result image G400 includes the same parts P210, P220, and P230 as the main command image G200. However, the physical parameters of the protagonist are reduced due to the practice. As a result, the length of the stretched part (the diagonal line) of the part P230 will be shorter than that in Fig. 4.

如第6圖所示,練習結果圖像G400係包含顯示主角人物之練習結果的部件P410。部件P410係包含本文,該本文係顯示因為主角人物進行練習後所導致之各種參數的變化內容。在第6圖所示之例中,係於部件P410中包含有部件P411、P412、P413、P414以作為該本文。 As shown in Fig. 6, the exercise result image G400 includes a part P410 displaying the exercise result of the main character. Component P410 contains text, which shows the changes in various parameters caused by the protagonist’s practice. In the example shown in FIG. 6, the parts P411, P412, P413, and P414 are included in the part P410 as the text.

第6圖係顯示了主角人物在第4圖所示的狀態下進行了等級3之跑壘練習的情形。因此,在第6圖所示之例中,係顯示了表示因為主角人物進行了跑壘練習,肌力分數增加了4分,敏捷分數增加了12分,體力參數減少了25分的部件P411。 Figure 6 shows the protagonist in the state shown in Figure 4 in the level 3 base running practice. Therefore, in the example shown in Figure 6, it shows the component P411 which indicates that because the protagonist performed base running exercises, the muscle strength score increased by 4 points, the agility score increased by 12 points, and the physical strength parameter decreased by 25 points.

此外,在本實施形態中,當主角人物進行了練習時,主角人物、與對該練習項目所分配之隊友人物的活力參數會上升1分。因此,在第6圖所示之例中係顯示了部件P412,該部件P412係顯示主角人物的活力參數、與被分配於跑壘練習之隊友人物(山田及高橋)的活力參數分別上升了1分。另外,因為主角人物的活力參數上升了1分,在部件P220中顯示了主角的活力參數為「絕佳狀態(5)」。 In addition, in the present embodiment, when the protagonist has practiced, the vitality parameters of the protagonist and the teammates assigned to the practice item will increase by 1 point. Therefore, in the example shown in Figure 6, the part P412 is displayed. This part P412 displays the vitality parameters of the protagonist and the vitality parameters of the teammates (Yamada and Takahashi) assigned to the running practice, which have increased by 1 respectively. Minute. In addition, because the vitality parameter of the protagonist has increased by 1 point, the part P220 shows that the vitality parameter of the protagonist is "Excellent State (5)".

此外,在本實施形態中,係當主角人物進行了練習時,從對該練習項目以外之練習項目所分配的隊友人物之中根據機率資訊(隨機)而被選出之隊友人物的活力參數會下降1分。關於此點,在第6圖所示之例中顯示了部件P413,該部件P413顯示:從對跑壘練習以外之練習項目所分配的隊友人物之中根據機率資訊(隨機)而被選出之隊友人物(吉田及中村)的活力參數下降了1分。另外,作為要降低活力參數的對象而選出之隊友人物的數量,係可依每一回合不同,亦可相同。 In addition, in this embodiment, when the protagonist is practicing, the vitality parameter of the teammate character selected based on probability information (random) from among the teammate characters assigned to practice items other than the practice item will decrease 1 point. In this regard, in the example shown in Figure 6, the part P413 is displayed. This part P413 displays: teammates selected based on probability information (random) from among the teammates assigned to practice items other than base running practice The vitality parameters of the characters (Yoshida and Nakamura) dropped by 1 point. In addition, the number of teammates selected as the target of reducing the vitality parameter can be different for each round or the same.

再者,在第6圖所示之例中,亦顯示了部件P414,該部件P414顯示:領隊、球探、隊友人物對於主角人物的評價,因為主角人物進行了跑壘練習而上升。 Furthermore, in the example shown in Figure 6, the part P414 is also displayed. This part P414 shows that the leader, scout, and teammate's evaluation of the protagonist is raised because the protagonist has practiced base runs.

在練習結果圖像G400顯示之後,再次於顯示部15顯示:主命令圖像G200。而且,此時,當部件P251(練習)被選擇時,再次於顯示部15顯示:練習命令圖像G300。 After the exercise result image G400 is displayed, the display unit 15 displays the main command image G200 again. Also, at this time, when the part P251 (exercise) is selected, the display unit 15 displays the exercise command image G300 again.

[2-5]在本實施形態中,當滿足了指定的條件時,成為能夠在對於主角人物會賦予比普通更多經驗點的特別練習模式下執行練習的狀態。具體而言,係當主角人物滿足下述條件A、而且對練習項目所分配的隊友人物滿足下述條件B、C時,成為可在特別練習模式下執行該練習項目的狀態。 [2-5] In the present embodiment, when the specified conditions are satisfied, it becomes a state where it can be practiced in a special practice mode that gives the protagonist more experience points than normal. Specifically, when the main character satisfies the following condition A and the teammate characters assigned to the practice item meets the following conditions B and C, the practice item can be executed in the special practice mode.

(A)主角人物的活力參數為「絕佳狀態(5)」。 (A) The vitality parameter of the protagonist is "Excellent State (5)".

(B)對練習項目所分配之隊友人物的活力參數均為「絕佳狀態(5)」。 (B) The vitality parameters of the teammates assigned to the practice items are all "Excellent State (5)".

(C)對練習項目分配有兩人以上的隊友人物。 (C) Assign more than two teammates to the practice item.

另外,以下將為了在特別練習模式下執行練習所應滿足的上述三個條件A至C記載為「特別練習模式條件」。此外,為了與特別練習模式作區別,將在無法滿足特別練習模式條件的狀態下所執行之練習模式,記載為「普通練習模式」。 In addition, the above three conditions A to C that should be met in order to perform practice in the special practice mode are described as "special practice mode conditions" below. In addition, in order to distinguish it from the special practice mode, the practice mode executed when the conditions of the special practice mode cannot be met is recorded as the "normal practice mode".

第7圖係顯示在可於特別練習模式下執行練習之狀態中之練習命令圖像G300的一例。在第7圖所示之例中,係部件P312(肌力練習)已成為被暫時選擇的狀態。因此,於遊戲人物區域A330內顯示有:分別對應於與肌力練習建立了關聯的三位隊友人物(山田、吉田、中村)的部件P331-1、P331-3、P334-4。另外,部件P331-3、P331-4係與部件P331-1相同。部件P331-3、P331-4中所含的部件P332-3、P332-4、P333-3、P333-4亦與部件P332-1、P333-1相同。在第7圖所示之例中,係顯示了被分配 於肌力練習之隊友人物的活力參數分別為「5(絕佳狀態)」、「3(普通)」、「不佳(2)」。 Fig. 7 shows an example of the practice command image G300 in the state where the practice can be performed in the special practice mode. In the example shown in Fig. 7, the tie part P312 (muscle strength exercise) has been temporarily selected. Therefore, in the game character area A330, there are displayed parts P331-1, P331-3, and P334-4 respectively corresponding to the three teammate characters (Yamada, Yoshida, and Nakamura) associated with muscle strength exercises. In addition, the parts P331-3 and P331-4 are the same as the part P331-1. The parts P332-3, P332-4, P333-3, and P333-4 contained in the parts P331-3 and P331-4 are also the same as the parts P332-1 and P333-1. In the example shown in Figure 7, the vitality parameters of the teammates assigned to the muscle strength training are "5 (excellent state)", "3 (normal)", and "bad (2)". .

在第7圖所示之例中,部件P313(跑壘練習)與顯示如火焰般特效的部件P319被建立了關聯。此係顯示了關於跑壘練習,已滿足了特別練習模式條件,為可在特別練習模式下執行跑壘練習的狀態。 In the example shown in Figure 7, the part P313 (base running exercise) and the part P319 that displays special effects like flames are associated. This department shows that the special practice mode conditions have been met for the base running practice, and it is a state where base running practice can be performed in the special practice mode.

第8圖係顯示在第7圖所示之狀態下暫時選擇了部件P313(跑壘練習)時之練習命令圖像G300的一例。在第8圖所示之例中,係在跑壘練習中分配有三位隊友人物,且於遊戲人物區域A330內顯示有:對應於此三位隊友人物的三個部件P331-5、P331-6、P331-7。另外,部件P331-5至P331-7係與部件P331-1相同。部件P331-5至P331-7中所含之部件P332-5、P332-6、P332-7、P333-5、P333-6、P333-7亦與部件P332-1、P333-1相同。 Fig. 8 shows an example of the exercise command image G300 when the part P313 (base running exercise) is temporarily selected in the state shown in Fig. 7. In the example shown in Figure 8, there are three teammate characters assigned to the running practice, and in the game character area A330 are displayed: three parts P331-5, P331-6 corresponding to the three teammate characters , P331-7. In addition, the parts P331-5 to P331-7 are the same as the part P331-1. Parts P332-5, P332-6, P332-7, P333-5, P333-6, and P333-7 contained in parts P331-5 to P331-7 are also the same as parts P332-1 and P333-1.

在第8圖所示之例中,主角人物的活力參數成為了「絕佳狀態(5)」,且與跑壘練習建立了關聯的三位隊友人物的活力參數亦均成為了「絕佳狀態(5)」。因此,滿足了特別練習模式條件。 In the example shown in Figure 8, the vitality parameters of the protagonist have become "Excellent State (5)", and the vitality parameters of the three teammates who are associated with the running practice have also become "Excellent State" (5)". Therefore, the special practice mode conditions are satisfied.

如前所述,當以特別練習模式執行了練習時,會對於主角人物賦予比普通時更多的經驗點。例如,會對至主角人物賦予普通時之1.5倍的經驗點。當等級3的跑壘練習以普通練習模式執行時,主角人物的肌力分數會增加4分,敏捷分數會增加12分(參照第4至6圖),但當等級3的跑壘練習以特別練習模式執行時,分數除上述之外,主角人物的肌力分數會再增加2分,敏捷分數會再增加6分,以作為獎勵分數(bonus point)。 因此,在第8圖所示之例中,分別與部件P320內的肌力及敏捷分數建立關聯而顯示了「+4+2」及「+12+6」。 As mentioned earlier, when the practice is performed in the special practice mode, more experience points will be given to the protagonist than in normal. For example, the protagonist will be given 1.5 times the experience point of the normal time. When the level 3 base running practice is performed in the normal practice mode, the protagonist’s muscle strength score will increase by 4 points, and the agility score will increase by 12 points (refer to Figures 4 to 6), but when the level 3 base running practice is special When the practice mode is executed, in addition to the above scores, the protagonist’s muscle strength score will be increased by 2 points, and the agility score will be increased by 6 points as a bonus point. Therefore, in the example shown in Fig. 8, "+4+2" and "+12+6" are displayed in association with the muscle strength and agility scores in the part P320, respectively.

第9圖係顯示主角人物以特別練習模式進行了等級3之跑壘練習時之練習結果圖像G400的一例。如第9圖所示,在此時的部件P410內係顯示了部件P415,該部件P415係顯示因為主角人物以特別練習模式執行了等級3之跑壘練習,肌力分數增加了6分,敏捷分數增加了18分,體力參數減少了25分。 Figure 9 shows an example of the practice result image G400 when the protagonist performed the level 3 base running practice in the special practice mode. As shown in Figure 9, the part P410 at this time shows the part P415. The part P415 shows that because the protagonist has performed the level 3 base running exercise in the special practice mode, the muscle strength score has increased by 6 points, and the agility The score increased by 18 points and the physical parameters decreased by 25 points.

此外,此時,主角人物、與對該練習項目所分配之隊友人物的活力參數分別降低2分。亦即,活力參數從「絕佳狀態(5)」回到「普通(3)」。因此,在第9圖所示之例中係顯示了部件P416,該部件P416係顯示主角人物的活力參數、與被分配於跑壘練習之隊友人物(渡邊、山本、及山口)的活力參數分別降低了2分。另外,因為主角人物的活力參數降低了2分,在部件P220係顯示了主角的活力參數為「普通(3)」。 In addition, at this time, the vitality parameters of the protagonist and the teammates assigned to the practice item are reduced by 2 points respectively. That is, the vitality parameter changes from "best state (5)" back to "normal (3)". Therefore, in the example shown in Figure 9, the part P416 is displayed. This part P416 displays the vitality parameters of the protagonist and the vitality parameters of the teammates (Watanabe, Yamamoto, and Yamaguchi) assigned to the running practice. Reduced by 2 points. In addition, because the vitality parameter of the protagonist is reduced by 2 points, the P220 series shows that the vitality parameter of the protagonist is "Normal (3)".

另外,與以普通練習模式執行練習的情形相同,當以特別練習模式執行練習時,從對要執行之練習項目以外之練習項目所分配的隊友人物之中根據機率資訊(隨機)而被選出之隊友人物的活力參數會降低1分。關於此點,在第9圖所示之例中係顯示了部件P417,該部件P417係顯示從對跑壘練習以外之練習項目所分配的隊友人物之中所選出之隊友人物(吉田及高橋)的活力參數降低了1分。 In addition, as in the case of performing exercises in the normal practice mode, when performing exercises in the special practice mode, one of the teammates assigned to practice items other than the practice items to be performed is selected based on probability information (random) The vitality parameters of teammate characters will be reduced by 1 point. In this regard, in the example shown in Figure 9, the part P417 is displayed. This part P417 displays the teammate characters (Yoshida and Takahashi) selected from the teammate characters assigned to practice items other than base running practice. The vitality parameters are reduced by 1 point.

此外,與以普通練習模式執行練習時相同,在第9圖所示之例中亦顯示了部件P418,該部件P418係顯示領隊、球探、遊戲人物對於主角人物的評價已上升。 In addition, as in the normal practice mode, the part P418 is also displayed in the example shown in Figure 9. This part P418 shows that the evaluation of the leader, the scout, and the game character has increased.

綜上所述,在本實施形態中,係當主角人物的活力參數、或對練習項目所分配之隊友人物的活力參數均為「絕佳狀態(5)」時,可在會被賦予比普通練習模式更多經驗點的特別練習模式下執行主角人物的練習。因此,藉由選擇滿足了特別練習模式條件之狀態的練習項目作為執行對象,可提供給用戶獲得更多經驗點的趣味性。 To sum up, in this embodiment, when the vitality parameters of the protagonist character or the vitality parameters of the teammates assigned to the practice item are both in "best state (5)", they can be given more than normal Practice mode The special practice mode with more experience points executes the practice of the protagonist. Therefore, by selecting the practice items that meet the conditions of the special practice mode as the execution objects, it can provide users with more fun to gain experience points.

另外,在本實施形態中,雖將在特別練習模式下的經驗點設為在普通練習模式下之經驗點的1.5倍,但在特別練習模式下的經驗點,只要較在普通練習模式下的經驗點更多,則可任意規定。此外,在特別練習模式中,亦可設為會賦予比在普通練習模式下會增加之經驗點之種類更多種類的經驗點。例如,可設為當在普通練習模式下進行了跑壘練習時,肌力及敏捷分數會增加,而當在特別練習模式下進行了跑壘練習時,除肌力及敏捷分數外,其他經驗點(例如精神分數等)亦會增加。 In addition, in this embodiment, although the experience points in the special practice mode are set to 1.5 times the experience points in the normal practice mode, the experience points in the special practice mode should be higher than those in the normal practice mode. More experience points can be specified arbitrarily. In addition, in the special practice mode, it can also be set to give more types of experience points than the types of experience points that will increase in the normal practice mode. For example, it can be set that muscle strength and agility scores will increase when running base exercises in the normal practice mode, and when running base exercises in the special practice mode, in addition to muscle strength and agility scores, other experience Points (such as mental score, etc.) will also increase.

此外,在本實施形態中,係設為提高對要執行之練習項目所分配之所有隊友人物的活力參數,且降低對要執行之練習項目以外之練習項目所分配之至少一個隊友人物的活力參數,因此用戶藉由選擇練習項目,而不僅可使主角人物進行練習,還可調整隊友人物的活力參數。亦即,可提供給用戶一面選擇要使主角人物進行的練習項目、一面以滿足特別練習模式條件之方式調整隊友人物之活力參數的趣味性。換言之,可提供給用戶斟酌藉由練習的執行會被賦予至主角人物之經驗點的種類或量、及對練習項目中所分配之隊友人物的活力參數,而選擇練習項目的趣味性。 In addition, in this embodiment, it is set to increase the vitality parameters of all teammate characters assigned to the practice items to be performed, and to reduce the vitality parameters of at least one teammate character assigned to practice items other than the practice items to be performed Therefore, the user can not only practice the protagonist, but also adjust the vitality parameters of the teammates by selecting the exercise items. That is, it is possible to provide the user with the fun of selecting the exercise items to be performed by the protagonist character and adjusting the vitality parameters of the teammate character in a way that meets the conditions of the special practice mode. In other words, the user can be provided to consider the type or amount of experience points that will be assigned to the protagonist character through the execution of the exercise, and the vitality parameters of the teammate character assigned to the exercise, and then select the fun of the exercise.

另外,亦可設為不提高對要執行之練習項目所分配之所有隊友人物的活力參數,而是僅提高從對要執行之練習項目所分配之隊友人物 之中所選出之隊友人物的活力參數。此外,亦可設為非僅降低對要執行之練習項目以外之其他練習項目所分配之至少一個隊友人物的活力參數,而是降低對其他練習項目所分配之所有隊友人物的活力參數。 In addition, it can also be set not to increase the vitality parameters of all teammate characters assigned to the practice item to be executed, but only to increase the vitality parameters of the teammate characters selected from the teammate characters assigned to the practice item to be executed . In addition, it can be set not only to reduce the vitality parameters of at least one teammate character assigned to other practice items other than the practice item to be executed, but to reduce the vitality parameters of all teammate characters assigned to other practice items.

此外,在本實施形態中,部件P319(特效)係與滿足了特別練習模式條件之狀態的練習項目建立關聯而顯示,因此用戶容易掌握滿足了特別練習模式條件之狀態之練習項目的存在。例如,可謀求不會產生用戶未注意到滿足了特別練習模式條件之狀態之練習項目的存在,而未執行滿足了特別練習模式條件之狀態之練習項目的事態。 In addition, in this embodiment, the part P319 (special effect) is displayed in association with the practice items that satisfy the conditions of the special practice mode, so the user can easily grasp the existence of the practice items that satisfy the conditions of the special practice mode. For example, it is possible to avoid a situation where the user does not notice the existence of a practice item that satisfies the conditions of the special practice mode, but does not execute the practice item that satisfies the conditions of the special practice mode.

另外,亦可設為當滿足了特別練習模式條件之狀態的練習項目存在時,對於被分配於該練習項目的隊友人物(例如第8圖之部件P331-5、P331-6、P331-7)亦施予特效。 In addition, it can also be set to a teammate character assigned to the practice item (for example, parts P331-5, P331-6, P331-7 in Figure 8) when a practice item that meets the conditions of the special practice mode exists. Special effects are also applied.

此外,特別練習模式條件不限定於上述條件A至C。例如,亦可設置對練習項目所分配之隊友人物中之預定數以上之隊友人物的活力參數為「絕佳狀態(5)」的條件,以取代上述條件B。此外,例如,在上述條件A、B中,亦可設置活力參數為預定之基準以上的條件,以取代活力參數為「絕佳狀態(5)」的條件。在此,「預定之基準」係可為「狀態佳(4)」,亦可為「普通(3)」。此外,例如,在上述條件B中,亦可設置關於隊友人物之其他參數的條件,以取代關於隊友人物之活力參數的條件。具體而言,例如,在上述條件B中,亦可設置隊友人物對於主角人物之評價為預定之基準以上的條件。此外,例如,亦可省略上述條件A、C的至少一方。 In addition, the special practice mode conditions are not limited to the above conditions A to C. For example, it is also possible to set the condition that the vitality parameter of the teammate characters above a predetermined number among the teammate characters assigned to the practice item is "excellent state (5)", instead of the above condition B. In addition, for example, in the above-mentioned conditions A and B, it is also possible to set the condition that the vitality parameter is above a predetermined benchmark, instead of the condition that the vitality parameter is "excellent state (5)". Here, the "predetermined basis" can be "good condition (4)" or "normal (3)". In addition, for example, in the above condition B, conditions regarding other parameters of the teammate characters can also be set to replace the conditions regarding the vitality parameters of the teammate characters. Specifically, for example, in the above condition B, it is also possible to set a condition that the teammate character's evaluation of the protagonist character is more than a predetermined reference. In addition, for example, at least one of the aforementioned conditions A and C may be omitted.

[2-6]在此,茲說明主命令圖像G200或練習命令圖像G300的部件P260。部件P260為顯示以下要說明之特別事件分數的計量器圖像。 [2-6] Here, the part P260 of the main command image G200 or the exercise command image G300 is explained. The part P260 is a meter image that displays the points of special events to be described below.

在培育任務中,會有用戶在培育主角人物上執行不利(不理想)處理的情形。在本實施形態中,係當執行此種處理時,特別事件分數會增加,當特別事件分數達到臨限值時,會發生特別事件。以下,為了方便起見,茲將用戶在培育主角人物上不利(不理想)的處理稱為「不利處理」。 In the cultivation task, there may be situations where the user performs unfavorable (not ideal) processing on the cultivation of the protagonist. In this embodiment, when such processing is performed, the special event score will increase, and when the special event score reaches the threshold, a special event will occur. Hereinafter, for the sake of convenience, the processing that the user is disadvantageous (not ideal) in cultivating the protagonist is referred to as "unfavorable processing".

第10圖係顯示不利處理資料D102的一例,該不利處理資料D102係關於有要在培育任務執行此一情形的不利處理。不利處理資料D102係顯示可能會在培育任務執行之不利處理之類型的清單,並且顯示不利處理與特別事件分數之增加量的對應關係。如第10圖所示,不利處理資料D102係包含「不利處理ID」、「不利處理」、及「增加量」欄位。「不利處理ID」欄位係顯示唯一識別不利處理之類型的識別資訊。「不利處理」欄位係顯示不利處理的內容。「增加量」欄位,係顯示執行不利處理時之特別事件分數的增加量。在第10圖中,「增加量」欄位所記載的「XA」至「XH」係分別顯示1以上的值。另外,增加量XA至XH係可彼此不同,亦可為相同的值。此外,增加量XA至XH係可為固定值,亦可為變動值。 Fig. 10 shows an example of the disadvantageous treatment data D102. The disadvantageous treatment data D102 relates to the disadvantageous treatment of the situation that needs to be executed in the cultivation task. The unfavorable treatment data D102 is a list showing the types of unfavorable treatments that may be performed in the cultivation task, and the corresponding relationship between the unfavorable treatment and the increase in the special event score. As shown in Fig. 10, the adverse treatment data D102 includes "adverse treatment ID", "adverse treatment", and "increased amount" fields. The "Adverse Treatment ID" field displays the identification information that uniquely identifies the type of adverse treatment. The "Adverse Treatment" column displays the content of the adverse treatment. The "Increase Amount" column shows the increase amount of the special event score when performing adverse processing. In Figure 10, "XA" to "XH" in the "Increase" column show values above 1 respectively. In addition, the amounts of increase XA to XH may be different from each other or may have the same value. In addition, the increments XA to XH may be fixed values or variable values.

在培育任務中,作為事件發生的結果,會有要執行使主角人物之體力參數減少之處理的情形。例如,在培育任務的劇情中,會有發生主角人物參加學校活動的事件、主角人物參加學校活動的結果,主角人物的體力參數減少的情形。此外,例如,在劇情中,會有主角人物欲解決在隊友人物間所發生之糾紛的事件發生,主角人物無法解決糾紛而徒勞無功,主角人物的體力參數減少的情形。此外,例如,在劇情中,會有主角人物在下課後或休假日陪隊友人物購物的事件發生,主角人物陪購物的結果,主角人物的體力參數減少的情形。事件發生後的結果,使主角人物的體力 參數減少的處理,係相當於不利處理的一例(不利處理ID「1」),在第10圖所示之例中,作為特別事件分數的增加量之「XA」與該不利處理建立關聯。此係顯示當執行了如上所述的不利處理時,特別事件分數會增加XA分。另外,亦可根據體力參數的減少量而決定增加量XA。例如,亦可設為體力參數的減少量愈大,增加量XA就愈大。具體而言,亦可決定體力參數之減少量的預定比例作為增加量XA。 In the cultivation task, as a result of the occurrence of an event, there may be situations in which processing to reduce the physical parameters of the main character is performed. For example, in the plot of the cultivation task, there may be cases where the protagonist participates in school activities, the protagonist participates in school activities, and the protagonist’s physical parameters decrease. In addition, for example, in the plot, there may be cases in which the protagonist wants to resolve disputes between teammates, the protagonist cannot resolve the dispute and is futile, and the protagonist’s physical parameters are reduced. In addition, for example, in the plot, there will be cases where the protagonist will accompany his teammates to shop after class or on holidays. As a result of the protagonist’s accompany shopping, the protagonist’s physical parameters will decrease. As a result of the event, the process of reducing the physical parameters of the protagonist is equivalent to an example of unfavorable process (unfavorable process ID "1"). In the example shown in Figure 10, it is an increase in the special event score "XA" is associated with the adverse treatment. This series shows that when the above-mentioned adverse treatment is performed, the special event score will increase the XA score. In addition, the increase amount XA may be determined based on the decrease amount of the physical strength parameter. For example, it may be assumed that the greater the decrease in the physical strength parameter, the greater the increase XA. Specifically, a predetermined ratio of the decrease in the physical strength parameter may also be determined as the increase XA.

此外,在培育任務中,如上所述,作為主角人物執行了練習的結果,執行使主角人物之體力參數減少的處理。此種處理亦相當於不利處理的一例(不利處理ID「2」),在第10圖所示之例中,作為特別事件分數的增加量之「XB」與該不利處理建立關聯。另外,亦可根據體力參數的減少量而決定增加量XB。例如,亦可設為體力參數的減少量愈大,增加量XB就愈大。具體而言,亦可決定體力參數之減少量的預定比例作為增加量XB。 In addition, in the cultivation task, as described above, as a result of the exercise performed by the protagonist, the process of reducing the physical strength parameters of the protagonist is executed. Such processing is also equivalent to an example of adverse processing (adverse processing ID "2"). In the example shown in FIG. 10, "XB", which is an increase in the special event score, is associated with the adverse processing. In addition, the increase amount XB may be determined based on the decrease amount of the physical strength parameter. For example, it may be assumed that the greater the decrease in the physical strength parameter, the greater the increase XB. Specifically, a predetermined ratio of the decrease in the physical strength parameter may also be determined as the increase XB.

此外,在培育任務中,會有要執行降低隊友、經理、領隊、或球探人物對於主角人物之評價之處理的情形。例如,在培育任務的劇情中,會有主角人物進行從隊友人物等觀之為不理想之行動(例如練習缺席等)的事件發生,結果,隊友人物等對於主角人物的評價下降的情形。降低對於主角人物之評價的處理亦相當於不利處理的一例(不利處理ID「3」),在第10圖所示之例中,作為特別事件分數的增加量之「XC」該不利處理建立關聯。另外,亦可根據評價的下降情形而決定增加量XC。例如,亦可設為評價的下降情形愈大,增加量XC亦愈大。 In addition, in the cultivation task, there may be situations in which it is necessary to reduce the evaluation of teammates, managers, team leaders, or scouts on the protagonist. For example, in the scenario of a nurturing task, there may be events in which the protagonist performs undesirable actions (such as practice absences, etc.) viewed from the teammates. As a result, the evaluation of the teammates for the protagonist declines. The process of lowering the evaluation of the protagonist is also equivalent to an example of adverse processing (adverse processing ID "3"). In the example shown in Figure 10, "XC" as the increase in the special event score is associated with the adverse processing . In addition, the amount of increase XC may be determined based on the degree of decline in the evaluation. For example, it may be assumed that the greater the decline in the evaluation, the greater the increase XC.

此外,在培育任務中,會有要使主角人物之經驗點減少之處理的情形。例如,在劇情中,會有事件發生的結果,主角人物之肌力、敏捷、技術、變化球、及精神分數中之至少一者減少的情形。具體而言,例如,在劇情中,會有要進行突然的學力考試的事件發生,主角人物無法獲得良好成績的結果,主角人物的精神分數減少的情形。使主角人物之經驗點減少的處理,亦相當於不利處理的一例(不利處理ID「4」),在第10圖所示之例中,作為特別事件分數的增加量之「XD」與該不利處理建立關聯。另外,亦可根據經驗點的減少情形來決定增加量XD。例如,經驗點的減少情形愈大,增加量XD亦愈大。 In addition, in the cultivation task, there may be situations in which the experience points of the protagonist are reduced. For example, in the plot, there may be cases where at least one of the protagonist's muscle strength, agility, technique, change ball, and mental score decreases as a result of an event. Specifically, for example, in the plot, there may be an event that requires a sudden academic test, and the protagonist cannot get a good result, and the mental score of the protagonist is reduced. The process of reducing the experience points of the protagonist is also equivalent to an example of disadvantage processing (unfavorable process ID "4"). In the example shown in Figure 10, "XD" as the increase in the special event score and the disadvantage Process the association. In addition, the amount of increase XD may also be determined based on the decrease in experience points. For example, the greater the decrease in experience points, the greater the increase XD.

此外,在培育任務中,會有要執行要使主角人物學習到對用戶而言較不佳之負的特殊能力之處理的情形。例如,在劇情中,會有指定的事件發生的結果,主角人物會學習到負的特殊能力(例如盜壘易於失敗、守備易於出現錯誤、易於受傷等)之情形。要使主角人物學習到負的特殊能力的處理亦相當於不利處理的一例(不利處理ID「5」),在第10圖所示之例中,作為特別事件分數的增加量之「XE」與該不利處理建立關聯。另外,亦可根據主角人物所學習到的特殊能力而決定增加量XE。 In addition, in the training task, there may be situations in which the protagonist character learns a special ability that is not good for the user. For example, in the plot, there will be the result of a specified event, and the protagonist will learn negative special abilities (for example, theft is prone to failure, defense prone to mistakes, easy to be injured, etc.). The processing for the protagonist to learn negative special abilities is also equivalent to an example of adverse processing (adverse processing ID "5"). In the example shown in Figure 10, "XE" and "XE" as the increase in special event scores This adverse treatment establishes an association. In addition, the increase amount XE can also be determined based on the special abilities learned by the protagonist.

此外,在培育任務中,會有要執行使主角人物為受傷狀態或生病狀態之處理的情形。例如,會有當主角人物在主角人物的體力參數較低的狀態下執行練習時,主角人物受傷的情形。此外,例如,會有執行指定之事件後的結果,主角人物生病(例如感冒)的情形。使主角人物為受傷狀態或生病狀態的處理亦相當於不利處理的一例(不利處理ID「6」及「7」),在第10圖所示之例中,作為特別事件分數的增加量之「XF」或「XG」與 該不利處理建立關聯。另外,亦可根據主角人物的受傷或生病的種類來決定增加量XF、XG。 In addition, in the cultivation task, there may be situations in which the protagonist must be processed to be injured or ill. For example, there may be situations where the protagonist is injured when the protagonist performs exercises in a state where the physical parameters of the protagonist are low. In addition, for example, there may be cases in which the protagonist becomes ill (for example, catches a cold) as a result of executing a specified event. The treatment of making the protagonist into an injured state or a sick state is also equivalent to an example of adverse processing (adverse processing ID "6" and "7"). In the example shown in Figure 10, it is used as an increase in the special event score " "XF" or "XG" is associated with the adverse treatment. In addition, the increase amount XF and XG can also be determined according to the type of injury or illness of the protagonist.

此外,在培育任務中,會有當主角人物欲治療傷勢或病勢而就醫時,根據機率資訊(隨機)執行決定為不使傷勢或病勢完全治癒之處理的情形。此種處理亦相當於不利處理的一例(不利處理ID「8」),在第10圖所示之例中,作為特別事件分數的增加量之「XH」與該不利處理建立關聯。 In addition, in the cultivation task, when the protagonist wants to treat an injury or illness and seeks a doctor, a treatment determined not to completely cure the injury or illness is performed based on probability information (randomly). Such processing is also equivalent to an example of adverse processing (adverse processing ID "8"). In the example shown in FIG. 10, "XH", which is an increase in the special event score, is associated with the adverse processing.

另外,不利處理之例不限定於第10圖所示之例,亦有第10圖所示之不利處理以外的不利處理要在培育任務執行的情形。另外,亦可僅限於執行了能夠在培育任務中執行之所有不利處理中之預定的不利處理時,才增加特別事件分數。或者,亦可當執行了不利處理時,根據機率資訊(隨機)決定是否要增加特別事件分數,僅在決定為要增加特別事件分數時,才增加特別事件分數。 In addition, the example of the disadvantageous treatment is not limited to the example shown in Fig. 10, and there are cases where the disadvantageous treatment other than the disadvantageous treatment shown in Fig. 10 must be performed in the cultivation task. In addition, it is also possible to increase the special event score only when the scheduled disadvantage treatment among all the disadvantage treatments that can be executed in the cultivation task is executed. Alternatively, when adverse processing is performed, it is determined whether to increase the special event score based on probability information (randomly), and the special event score is increased only when it is determined to increase the special event score.

如第3圖所示,部件P260係具有圓形狀,部件P260係包含伸展部(斜線部分)P261。伸展部P261係從預定的初始位置P262(例如時鐘位置(clock position)中之12點鐘的位置),以具有圓弧狀之方式,朝預定的方向(例如逆時針方向)延伸。當伸展部P261繞一周後到達初始位置P262時,伸展部P261就會伸展至最大。此時,形成由伸展部P261描繪出圓形。 As shown in FIG. 3, the component P260 has a circular shape, and the component P260 includes an extended portion (shaded portion) P261. The extension P261 extends from a predetermined initial position P262 (for example, the 12 o'clock position in the clock position) in a circular arc shape and extends in a predetermined direction (for example, counterclockwise). When the stretching part P261 reaches the initial position P262 after making a full circle, the stretching part P261 will stretch to the maximum. At this time, a circle drawn by the stretched portion P261 is formed.

伸展部P261係依據特別事件分數的增加而延伸。例如,當特別事件分數的目前值設為V、預先規定的臨限值設為VTH時,伸展部P261的長度係設定為對應V/VTH的長度。換言之,伸展部P261的長度, 係以當特別事件分數到達臨限值時,伸展部P261繞一圈後到達初始位置的狀態(亦即伸展到最大的狀態)之方式設定。因此,伸展部P261係顯示特別事件分數達接近至臨限值的程度。 The extension P261 is extended according to the increase of the special event score. For example, when the current value of the special event score is set to V and the predetermined threshold value is set to VTH, the length of the stretched portion P261 is set to a length corresponding to V/VTH. In other words, the length of the stretched portion P261 is set in such a way that when the special event score reaches the threshold, the stretched portion P261 reaches the initial position after making a circle (that is, the stretched state to the maximum). Therefore, the extension P261 indicates that the special event score is close to the threshold.

此外,部件P260亦包含部件P263,該部件P263係顯示特別事件分數之目前值相對於臨限值之比例(V/VTH)之值。在第3圖所示之例中,係顯示了「60/100」作為部件P263。此係顯示特別事件分數之目前值相對於臨限值的比例為60%。此時,伸展部P261的長度係設定為相當於圓周之長度之60%的長度。 In addition, the component P260 also includes the component P263, which displays the value of the ratio (V/VTH) of the current value of the special event score to the threshold value. In the example shown in Figure 3, "60/100" is displayed as part P263. This system shows that the ratio of the current value of the special event score to the threshold is 60%. At this time, the length of the stretched portion P261 is set to a length equivalent to 60% of the length of the circumference.

當特別事件分數到達臨限值時(亦即伸展部P261伸展到最大時),會發生特別事件。特別事件為:以涵蓋預定數的回合(在本實施形態中為五個回合)之方式設定為滿足了特別練習模式條件之狀態的事件。 When the special event score reaches the threshold (that is, when the stretch P261 reaches the maximum), a special event will occur. The special event is an event that is set to satisfy the conditions of the special practice mode so as to cover a predetermined number of rounds (five rounds in this embodiment).

第11圖係顯示特別事件發生時之練習命令圖像G300的一例。如第11圖所示,在此時的練習命令圖像G300中,伸展部P261已伸展到最大的狀態,且藉由伸展部P261或部件P263顯示特別事件分數已到達臨限值。此外,此時,顯示特別事件正在發生中、或至特別事件結束為止之剩餘回合數的部件P264係與部件P260建立關聯而顯示。 Figure 11 shows an example of the practice command image G300 when a special event occurs. As shown in FIG. 11, in the exercise command image G300 at this time, the stretching part P261 has been stretched to the maximum state, and the stretching part P261 or the part P263 indicates that the special event score has reached the threshold. In addition, at this time, the part P264 that shows that the special event is occurring or the number of rounds remaining until the end of the special event is displayed in association with the part P260.

在特別事件中,主角人物的活力參數、與所有隊友人物的活力參數被設定為「絕佳狀態(5)」。結果,在第11圖所示之例中,係針對所有的練習項目,成為滿足了特別練習模式條件的狀態。亦即,顯示滿足了特別練習模式條件的部件P319-1、P319-2、P319-3、P319-4、P319-5、P319-6係分別與對應於各練習項目的部件P311、P312、P313、P314、P315、P316建立了關聯。此時,任何練習都可在特別練習模式下執行。 In the special event, the vitality parameters of the protagonist character and the vitality parameters of all teammates are set to "best state (5)". As a result, in the example shown in Fig. 11, the conditions of the special practice mode are satisfied for all the practice items. That is, the parts P319-1, P319-2, P319-3, P319-4, P319-5, and P319-6 that meet the conditions of the special practice mode are displayed and the parts P311, P312, and P313 corresponding to each practice item are displayed. , P314, P315, and P316 are associated. At this point, any practice can be performed in the special practice mode.

另外,在特別事件中,亦可控制為針對所有練習項目,都必定分配兩人以上的隊友人物。若進行此種控制,則在發生了特別事件的回合中,必定關於所有的練習項目,都會成為滿足了特別練習模式條件的狀態。另一方面,縱使未進行如上所述的控制,在培育任務中,也會有較練習項目之個數更多的隊友人物登場,因此在發生了特別事件的回合中,會針對至少一個練習項目,成為滿足了特別練習模式條件的狀態。 In addition, in special events, you can also control that for all practice items, two or more teammates must be assigned. If this kind of control is performed, in the round where a special event occurs, all the practice items must be in a state that satisfies the conditions of the special practice mode. On the other hand, even if the above-mentioned control is not carried out, there will be more teammate characters appearing in the training task than the number of practice items, so in the round where a special event occurs, at least one practice item will be targeted , The condition of the special practice mode is satisfied.

在本實施形態中,係當隨著對用戶不利之不利處理的執行而增加的特別事件分數到達臨限值時,發生特別事件,成為滿足了特別練習模式條件的狀態,而成為可在特別練習模式下執行練習的狀態。因此,藉由不利處理之執行的累積,就可對用戶提供享受成為可在特別練習模式下執行練習之狀態之過程的趣味性。 In this embodiment, when the special event score that increases with the execution of the disadvantageous processing to the user reaches the threshold, the special event occurs, and the conditions of the special practice mode are satisfied, and the special practice mode becomes available. The state of performing exercises in the mode. Therefore, by accumulating the execution of unfavorable treatments, it is possible to provide users with fun to enjoy the process of being able to perform exercises in the special exercise mode.

此外,在本實施形態中,特別事件係涵蓋複數個回合(例如五個回合)而持續進行,因此藉由不利處理之執行的累積,就可對用戶提供特別事件涵蓋複數個回合而持續進行的趣味性。 In addition, in this embodiment, the special event is continuously carried out covering a plurality of rounds (for example, five rounds). Therefore, the accumulation of the execution of unfavorable processing can provide the user with a special event covering a plurality of rounds and continue to carry out. Interesting.

另外,亦可設為使特別事件涵蓋預定時間(例如數分鐘等)而持續進行,以取代涵蓋複數個回合而持續進行此一情形。或者,亦可設為使特別事件與特別事件的發生時點無關而持續進行至預先規定的預定期限(例如每日24小時等)為止。 In addition, it is also possible to set the special event to cover a predetermined time (for example, a few minutes, etc.) and continue to proceed instead of covering a plurality of rounds and continue to proceed. Alternatively, the special event may be continued until a predetermined period (for example, 24 hours a day, etc.) determined in advance regardless of the timing of the occurrence of the special event.

此外,在本實施形態中,於顯示部15顯示:因應隨著特別事件分數朝向臨限值而增加此一情形而變化的部件P260,因此用戶可藉由觀看部件P260的狀態,掌握特別事件的發生時間點(timing)(特別事件分數到達臨限值的時間點)接近此一情形。 In addition, in this embodiment, the display unit 15 displays the component P260 that changes in response to the situation that the score of the special event increases toward the threshold. Therefore, the user can grasp the status of the special event by viewing the state of the component P260 The timing (the point in time when the special event score reaches the threshold) is close to this situation.

另外,亦可顯示圓弧狀以外之形狀的計量器圖像,以取代部件P260。例如,亦可顯示直線狀的計量器圖像。此外,例如,亦可顯示隨著特別事件分數的增加而逐漸擴大的三角形狀、四角形狀、或圓形狀等的面積。或者,亦可顯示隨著特別事件分數的增加而逐漸縮小的圖像,以取代部件P260。或者,亦可顯示隨著特別事件分數的增加而從第一位置逐漸移動至第二位置的圖像,以取代部件P260。 In addition, it is also possible to display a gauge image of a shape other than an arc shape instead of the part P260. For example, a linear meter image can also be displayed. In addition, for example, the area of a triangular shape, a quadrangular shape, or a circular shape that gradually expands as the special event score increases may also be displayed. Or, instead of the part P260, an image that gradually shrinks as the special event score increases can also be displayed. Alternatively, an image that gradually moves from the first position to the second position as the special event score increases may also be displayed instead of the part P260.

此外,亦可設為在指定情形下使特別事件分數減少。例如,亦可設為使特別事件分數隨著對用戶有利之遊戲處理的執行而減少。具體而言,亦可設為當對用戶而言發生有利之效果的事件中,發生了預定的事件時,經常地或根據機率資訊(隨機)使特別事件分數減少,且隨之使部件P260的伸展部P261縮小。或者,亦可設為當主角人物進行了指定的行動時,使特別事件分數減少。具體而言,亦可設為當主角人物進行了遊憩時(選擇了部件P254時)、或主角人物進行了約會時(選擇了部件P255時),經常地或根據機率資訊(隨機)使特別事件分數減少,且隨之使部件P260的伸展部P261縮小。 In addition, it can also be set to reduce the special event score under specified circumstances. For example, it is also possible to set the special event score to decrease with the execution of game processing that is beneficial to the user. Specifically, it can also be set that when a predetermined event occurs in an event that has a beneficial effect for the user, the special event score is reduced frequently or based on probability information (random), and the component P260 is subsequently reduced The extension P261 is reduced. Alternatively, it can also be set to decrease the special event score when the protagonist performs a designated action. Specifically, it can also be set to make special events frequently or based on probability information (random) when the protagonist has a recreation (when the part P254 is selected) or when the protagonist has a date (when the part P255 is selected) The score is reduced, and consequently the extension P261 of the part P260 is reduced.

此外,亦可設為部件P260係包含隨著不利處理的執行而縮小的收縮部,以取代伸展部P261。亦即,亦可設為最初將收縮部的長度設定為最大長度,且每一執行不利處理就縮短收縮部的長度,若收縮部的長度成為預定長度(例如零),就使特別事件發生。此外,特別事件分數亦可設為是隨著不利處理的執行而減少的分數。例如,亦可設為當特別事件分數從預定的初始值減少至臨限值(例如零)時發生特別事件。 In addition, instead of the stretched portion P261, the component P260 may include a contraction portion that is reduced with the execution of the disadvantageous treatment. In other words, the length of the constriction may be initially set to the maximum length, and the length of the constriction may be shortened every time a disadvantageous treatment is performed. If the length of the constriction becomes a predetermined length (for example, zero), a special event may occur. In addition, the special event score can also be set as a score that decreases with the execution of adverse processing. For example, it can also be set that a special event occurs when the special event score decreases from a predetermined initial value to a threshold value (for example, zero).

[2-7]用戶係可使用(消費)藉由以上述之方式執行練習所被賦予的經驗點,藉以提升主角人物的能力。 [2-7] The user can use (consumption) the experience points given by performing the exercises in the above-mentioned way to improve the protagonist's ability.

第12圖及第13圖係顯示用以提升主角人物之能力的能力提升圖像的一例。第12圖、第13圖所示之能力提升圖像G500,係當主命令圖像G200的部件P256被選擇時顯示於顯示部15。 Figures 12 and 13 show an example of an ability-enhancing image used to improve the ability of the protagonist. The capability improvement images G500 shown in FIGS. 12 and 13 are displayed on the display unit 15 when the part P256 of the main command image G200 is selected.

如第12圖、第13圖所示,能力提升圖像G500係包含第一區域A510,第一區域A510係包含投手能力頁籤(tab)P511、與內外野手能力頁籤P512。於投手能力頁籤P511顯示有:關於投手能力之基本能力參數的變更內容,於內外野手能力頁籤P512顯示有:關於內外野手能力之基本能力參數的變更內容。如第12圖、第13圖所示,在內外野手能力頁籤P512中,係針對有關於內外野手能力之基本能力參數的彈道、打擊範圍、爆發力、腳程、臂力、守備力、及接球參數的各者,顯示變更前的值與變更後的值。 As shown in Figures 12 and 13, the ability improvement image G500 includes a first area A510, and the first area A510 includes a pitcher ability tab P511, and an infielder ability tab P512. On the Pitcher Ability tab page P511 displays: the content of the changes to the basic ability parameters of the pitching ability. On the Fielder Ability tab P512 displays: the content of the changes to the basic ability parameters of the infielder ability. As shown in Figures 12 and 13, in the infielder ability tab page P512, it is for the trajectory, striking range, explosive power, foot distance, arm strength, defense, and catching of the basic ability parameters of infielder ability. For each parameter, the value before and after the change is displayed.

此外,能力提升圖像G500係包含第二區域A520,第二區域A520係包含基本能力頁籤P521、與特殊能力頁籤P522。如第12圖所示,於基本能力頁籤P521顯示有:主角人物目前所擁有之經驗點(肌力、敏捷、技術、變化球、及精神分數)。第12圖係顯示了主角人物目前所擁有之肌力、敏捷、技術、變化球、及精神分數分別為27分、20分、24分、0分、0分的狀態。 In addition, the ability improvement image G500 includes a second area A520, and the second area A520 includes a basic ability tab P521 and a special ability tab P522. As shown in Figure 12, the basic ability tab P521 displays: the experience points (muscle strength, agility, technique, change ball, and mental score) currently possessed by the protagonist. Figure 12 shows the current status of the protagonist’s muscle strength, agility, technique, change ball, and spirit scores of 27 points, 20 points, 24 points, 0 points, and 0 points.

在基本能力頁籤P521中,係可與主角人物目前所擁有之經驗點的一部分或全部作兌換,而提升主角人物之基本能力參數(彈道、打擊範圍、爆發力、腳程、臂力、守備力、及接球參數)的值。 In the basic ability tab P521, part or all of the experience points currently possessed by the protagonist can be exchanged to improve the protagonist’s basic ability parameters (ballistic, strike range, explosive power, foot distance, arm strength, defensive power, And catch parameters) value.

在基本能力頁籤P521中,係與各基本能力參數建立關聯,而顯示用以使該基本能力參數的值從目前值上升1分所需要的經驗點。在第12圖所示的基本能力頁籤P521中,係顯示了例如為了使彈道參數的值從目前值上升1分,而肌力、技術、及精神分數分別需要30分。 In the basic ability tab page P521, it is associated with each basic ability parameter, and the experience points required to increase the value of the basic ability parameter by 1 point from the current value are displayed. In the basic ability tab P521 shown in Figure 12, it is shown that, for example, in order to increase the value of the ballistic parameter by 1 point from the current value, 30 points are required for muscle strength, technique, and spirit scores.

再者,在基本能力頁籤P521中,係與各基本能力參數建立關聯,而顯示了部件P523-1、P523-2、P523-3、P523-4、P523-5、P523-6、P523-7。 Furthermore, in the basic ability tab page P521, the system is associated with each basic ability parameter, and the components P523-1, P523-2, P523-3, P523-4, P523-5, P523-6, P523- 7.

例如,部件P523-1係與彈道參數建立了關聯,部件P523-1係與下述處理建立關聯:用以依與預定的經驗點的兌換而使彈道參數上升1分之處理。用戶係可選擇部件P523-1,藉此以肌力分數:30分、技術分數:30分、及精神分數:30分作兌換,而使彈道參數從目前值上升1分。此時,彈道參數會上升1分,其結果會顯示於第一區域A510,並且所需要的經驗點會從第二區域A520之「目前的經驗點」中扣除。 For example, the part P523-1 is associated with the ballistic parameter, and the part P523-1 is associated with the following process: a process used to increase the ballistic parameter by 1 point in exchange with a predetermined experience point. The user can select the part P523-1 to exchange for muscle strength score: 30 points, technical score: 30 points, and spirit score: 30 points, and the ballistic parameters will increase by 1 point from the current value. At this time, the ballistic parameter will increase by 1 point, and the result will be displayed in the first area A510, and the required experience points will be deducted from the "current experience points" in the second area A520.

與部件P523-1同樣地,其他部件P523-2至P523-7係分別與打擊範圍、爆發力、腳程、臂力、守備力、及接球參數建立了關聯,部件P523-2至P523-7係與下述處理建立關聯:用以依與預定的經驗點的兌換而使此等參數上升1分之處理。 Similar to the part P523-1, the other parts P523-2 to P523-7 are related to the striking range, explosive power, foot distance, arm strength, defense force, and catching parameters. The parts P523-2 to P523-7 It is associated with the following processing: the processing used to increase these parameters by 1 point according to the exchange with the predetermined experience points.

當用戶在第12圖所示之狀態下選擇特殊能力頁籤P522時,即切換至第13圖所示的狀態。如第13圖所示,特殊能力頁籤P522亦顯示有:主角人物目前所擁有之經驗點(肌力、敏捷、技術、變化球、及精神分數)。 When the user selects the special ability tab P522 in the state shown in Figure 12, it will switch to the state shown in Figure 13. As shown in Figure 13, the special ability tab P522 also displays: the experience points (muscle strength, agility, technique, change ball, and mental score) currently possessed by the protagonist.

在特殊能力頁籤P522中,可依與主角人物目前所擁有之經驗點的一部分或全部的兌換,而使主角人物學習到特殊能力。在第13圖所示之例中,係顯示了「機會○」、「對左投手○」、「盜壘○」、「跑壘○」、「傳球○」、「不易受傷度◎」、「平均型打者(average hitter)」,以作為主角人物可學習到的特殊能力。「機會○」係為極能夠掌握機會的特殊能力。「對左投手○」係為極能夠因應左投手的特殊能力。「盜壘○」係盜壘變佳的特殊能力。「傳球○」係傳球不易偏離的特殊能力。「不易受傷度◎」係幾乎不會受傷的特殊能力。「平均型打者」係容易出現擊中性的擊球的特殊能力。 In the special ability tab P522, you can exchange part or all of the experience points currently possessed by the protagonist, so that the protagonist can learn special abilities. In the example shown in Figure 13, "Chance ○", "Left pitcher ○", "Stealing ○", "Running ○", "Pass ○", "Not easy to get injured ◎", "Average hitter" is a special ability that the protagonist can learn. "Opportunity ○" is a special ability that is extremely capable of grasping opportunities. "To the left pitcher ○" is extremely capable of responding to the special ability of the left pitcher. "Stealing base ○" is a special ability to improve stealing base. "Pass ○" is a special ability that is not easy to deviate from passing the ball. "Not easy to get hurt ◎" is a special ability that hardly gets hurt. "Average hitter" is a special ability prone to hitting the ball.

在特殊能力頁籤P522中,係與各特殊能力建立關聯,而顯示用以使主人學習到該特殊能力所需要的經驗點。在第13圖所示的特殊能力頁籤P522中,例如,顯示了:為了使主角人物學習到「機會○」,而敏捷、技術、及精神分數分別需要15分、30分、100分。此外,例如,顯示有:為了使主角人物學習到「傳球○」,而肌力、敏捷、及技術分數分別需要48分。另外,關於主角人物已完成學習的特殊能力,係顯示學習已完成的結果。 In the special ability tab page P522, the department is associated with each special ability, and it displays the experience points needed for the owner to learn the special ability. In the special ability tab P522 shown in Figure 13, for example, it is shown that in order for the protagonist to learn "opportunity ○", the agility, technique, and spirit scores require 15 points, 30 points, and 100 points, respectively. In addition, for example, it is displayed that in order for the protagonist to learn "passing ○", 48 points are required for muscle strength, agility, and technical scores. In addition, regarding the special ability of the protagonist who has completed the learning, the department displays the result of the completed learning.

再者,在特殊能力頁籤P522中,係與各特殊能力建立關聯,而顯示了部件P524-1、P524-2、P524-3、P524-4、P524-5、P524-6。 Furthermore, in the special ability tab P522, the system is associated with each special ability, and the parts P524-1, P524-2, P524-3, P524-4, P524-5, and P524-6 are displayed.

例如,部件P524-1係與「機會○」建立關聯,部件P524-1係與下述處理建立關聯:用以依預定的經驗點的兌換,而使主角人物學習到「機會○」之處理。用戶可選擇部件P524-1,藉此以敏捷分數:15分、 技術分數:30分、及精神分數:105分作兌換,而使主角人物學習到「機會○」。 For example, the part P524-1 is associated with "Chance ○", and the part P524-1 is associated with the following process: to exchange predetermined experience points so that the protagonist learns the process of "Chance ○". The user can select the part P524-1 to exchange for agility score: 15 points, technical score: 30 points, and spirit score: 105 points, so that the protagonist can learn "opportunity ○".

與部件P524-1同樣地,其他部件P524-2至P524-6係分別與「對左投手○」、「盜壘○」、「跑壘○」、「傳球○」、「平均型打者」建立了關聯,部件P524-2至P524-6係與下述處理建立關聯:用以依預定的經驗點作的兌換而使主角人物學習到此等特殊能力之處理。由於主角人物已經完成學習「不易受傷度◎」的特殊能力,因此關於「不易受傷度◎」,部件未建立關聯。 Similar to the part P524-1, the other parts P524-2 to P524-6 are related to "left pitcher ○", "base steal ○", "base running ○", "pass ○", and "average hitter" respectively. The association is established, and the components P524-2 to P524-6 are associated with the following processing: the processing used to exchange predetermined experience points to enable the protagonist to learn these special abilities. Since the protagonist has already learned the special ability of "Not easy to be injured ◎", the parts are not related to "Not easy to be injured ◎".

另外,在第13圖所示之例中,「Lv.1」係與「跑壘○」建立關聯而顯示。在此,「Lv.1」係顯示「跑壘○」的訣竅等級。 In addition, in the example shown in Fig. 13, "Lv.1" is displayed in association with "Running ○". Here, "Lv.1" shows the skill level of "Running ○".

訣竅等級顯示:主角人物是否已掌握住用以學習到特殊能力的訣竅、及主角人物所掌握到之訣竅的程度。所謂訣竅等級為1以上的情形,係指主角人物掌握到用以學習到特殊能力之訣竅的情形,顯示訣竅等級愈高,主角人物所掌握到之訣竅的程度就愈大。訣竅等級愈高,就愈減輕主角人物用以學習到特殊能力所需要的經驗點。在第13圖所示之狀態中,主角人物學習到「跑壘○」所需要的經驗點比通常更少。 The level of know-how: whether the protagonist has mastered the know-how to learn special abilities, and the degree of the know-how mastered by the protagonist. The so-called knack level of 1 or higher refers to the situation where the protagonist has mastered the knack for learning special abilities. The higher the knack level, the greater the degree of knack mastered by the protagonist. The higher the level of know-how, the less the experience points needed by the protagonist to learn special abilities. In the state shown in Figure 13, the protagonist needs fewer experience points to learn "Run ○" than usual.

在培育任務開始的最初,各特殊能力的訣竅等級係被設定為零。例如,在培育任務中,會有發生隊友人物(事件人物)要教導主角人物特殊能力之訣竅的事件的情形,在發生此種事件時,特殊能力的訣竅等級也會上升。 At the beginning of the cultivation task, the skill level of each special ability is set to zero. For example, in the cultivation task, there may be an event in which a teammate character (event character) wants to teach the protagonist's special ability tricks. When such an event occurs, the skill level of the special ability will also increase.

綜上所述,在培育任務中,係根據用戶所選擇的選項(練習項目等)而將經驗點賦予至主角人物,用戶可使用經驗點而提升主角人物的 能力(例如可使主角人物的基本能力提升,或使主角人物學習到特殊能力)。當劇情進行到最後時,主角人物的培育即完成,例如完成第2圖所示的主角人物。培育完成的主角人物即被登錄作為原創人物。於培育任務結束後,再度從最初開始培育任務,藉此即可培育另一個原創人物。 To sum up, in the cultivation task, experience points are assigned to the protagonist according to the options (practice items, etc.) selected by the user. The user can use the experience points to improve the protagonist’s abilities (for example, the basic Ability improvement, or the protagonist can learn special abilities). When the plot goes to the end, the cultivation of the protagonist character is completed, for example, the protagonist character shown in Figure 2 is completed. The protagonist who has been cultivated is registered as an original character. After the cultivation task is over, start the cultivation task again from the beginning, so as to cultivate another original character.

[3、功能方塊]第14圖係顯示在遊戲系統1所實現之功能方塊中之有關於培育任務之功能方塊的功能方塊圖。 [3. Function Blocks] Figure 14 is a functional block diagram showing the functional blocks related to the cultivation task among the functional blocks implemented by the game system 1.

如第14圖所示,遊戲系統1係包含:資料記憶部100、第一設定部110、第二設定部120、顯示控制部130、接受部140、第一執行部150、第二執行部160、變化部170、第三執行部180、及取得部190。資料記憶部100係藉由記憶部12、記憶部32、及資料庫34的至少一者來實現。此外,資料記憶部100以外的功能方塊,係藉由控制部11及控制部31的至少一者來實現。亦即,可藉由控制部11來實現資料記憶部100以外的所有功能方塊,亦可藉由控制部31來實現此等所有功能方塊,亦可藉由控制部11來實現此等的一部分,其餘藉由控制部31來實現。 As shown in Figure 14, the game system 1 includes: a data storage unit 100, a first setting unit 110, a second setting unit 120, a display control unit 130, a receiving unit 140, a first execution unit 150, and a second execution unit 160 , The change unit 170, the third execution unit 180, and the acquisition unit 190. The data storage unit 100 is implemented by at least one of the storage unit 12, the storage unit 32, and the database 34. In addition, the functional blocks other than the data storage unit 100 are realized by at least one of the control unit 11 and the control unit 31. That is, all the functional blocks other than the data storage unit 100 can be realized by the control unit 11, all these functional blocks can also be realized by the control unit 31, and some of these can also be realized by the control unit 11. The rest is implemented by the control unit 31.

[3-1、資料記憶部100]資料記憶部100係記憶為了執行遊戲所需要的資料。在此,說明為了執行前述之棒球遊戲之培育任務所需的資料,作為記憶於資料記憶部100中之資料之例。例如,資料記憶部100係記憶:顯示利用遊戲系統1遊玩遊戲之用戶的清單的資料、顯示各用戶所擁有之事件人物之清單的資料、及顯示各用戶所擁有之原創人物(被各用戶所作成的原創人物)之清單的資料。除此等資料之外,如第14圖所示,資料記憶部100還記憶:練習效果資料D101、不利處理資料D102、遊戲人物資料D103、及培育狀況資料D104。關於練習效果資料D101與不利 處理資料D102已經予以說明(參照第5圖、第10圖),因此在此針對遊戲人物資料D103與培育狀況資料D104進行說明。 [3-1. Data storage unit 100] The data storage unit 100 stores data required to execute the game. Here, the data required to perform the aforementioned training task of the baseball game is described as an example of the data stored in the data storage unit 100. For example, the data storage unit 100 stores data showing a list of users playing games using the game system 1, data showing a list of event characters owned by each user, and original characters owned by each user (by each user). List of original characters). In addition to these data, as shown in FIG. 14, the data storage unit 100 also memorizes: exercise effect data D101, disadvantage treatment data D102, game character data D103, and cultivation status data D104. The practice effect data D101 and the disadvantage treatment data D102 have already been explained (refer to Figs. 5 and 10), so the game character data D103 and the development status data D104 are explained here.

[3-1-1]第15圖係顯示遊戲人物資料D103之一例。遊戲人物資料D103係顯示關於劇情中登場之遊戲人物的資訊。在遊戲人物資料D103中登錄有:被組入於事件牌組中的遊戲人物、及預先設定於劇情中之遊戲人物的資訊。另外,亦可將被組入於事件牌組中的遊戲人物的資料(亦即事件牌組資料)、及預先設定於劇情中之遊戲人物的資料設為個別的資料。 [3-1-1] Figure 15 shows an example of game character data D103. The game character data D103 displays information about the game characters appearing in the plot. The game character data D103 is registered with: game characters grouped into the event deck and information about the game characters preset in the scenario. In addition, the data of the game characters grouped into the event deck (that is, the event deck data) and the data of the game characters preset in the scenario can also be set as individual data.

如第15圖所示,遊戲人物資料D103係包含「遊戲人物ID」、「名稱」、「屬性」、「評價」、「防守位置」、「能力參數」、及「活力參數」欄位等。 As shown in Figure 15, the game character data D103 includes "game character ID", "name", "attribute", "evaluation", "defense position", "ability parameter", and "vitality parameter" fields.

「遊戲人物ID」欄位係顯示唯一識別在劇情中登場之各遊戲人物的識別資訊。「名稱」欄位係顯示遊戲人物的名稱。「屬性」欄位係顯示遊戲人物是隊友、經理、領隊、及球探人物的哪一者。「評價」欄位係顯示遊戲人物對於主角人物之在目前時點的評價。 The "Game Character ID" field displays the identification information that uniquely identifies each game character appearing in the story. The "Name" field displays the name of the game character. The "Attribute" column shows which of the game characters is a teammate, manager, team leader, or scout character. The "evaluation" field displays the current point of evaluation of the game character to the protagonist.

「防守位置」欄位係顯示遊戲人物(隊友人物)的防守位置。「能力參數」欄位係顯示遊戲人物(隊友人物)的能力參數。例如,當在培育任務中產生了比賽事件時,隊友人物會與主角人物一同參加比賽。在此種比賽事件被執行時,會參照隊友人物的能力參數。「活力參數」欄位,係顯示目前時點之遊戲人物(隊友人物)之活力參數的值。另外,關於經理、領隊、及球探人物,亦可不將資訊登錄於「防守位置」、「能力參數」、及「活力參數」欄位中。 The "Defensive Position" column shows the defensive position of the game character (teammate character). The "Ability Parameters" column displays the ability parameters of the game character (teammate character). For example, when a competition event occurs in the cultivation task, the teammate character will participate in the competition together with the protagonist character. When such a match event is executed, the ability parameters of the teammate characters will be referenced. The "Vitality parameter" field displays the value of the vitality parameter of the game character (teammate character) at the current point in time. In addition, regarding managers, team leaders, and scouts, it is not necessary to log information in the "Defense Position", "Ability Parameters", and "Vitality Parameters" fields.

在遊戲人物資料D103中,除以上的欄位外,還包含顯示關於與事件人物建立了關聯的事件之事件資訊的「事件」欄位等。「事件」欄位係顯示關於當事件人物被組入於事件牌組時會在遊戲中發生之事件的事件資訊。事件資訊係為顯示事件之名稱或內容(效果)的資訊。例如,事件資訊係包含關於因為事件的發生而被賦予至主角人物之經驗點或能力參數之種類或量的資訊。另外,顯示事件發生的機率或條件的資訊,亦被儲存於「事件」欄位中。 In the game character data D103, in addition to the above fields, there is also an "event" field that displays event information about the event associated with the event character. The "Event" field displays event information about events that will occur in the game when the event characters are grouped into the event deck. Event information is information that displays the name or content (effect) of the event. For example, the event information includes information about the type or amount of experience points or ability parameters assigned to the protagonist due to the occurrence of the event. In addition, information showing the probability or conditions of the occurrence of an event is also stored in the "Event" field.

[3-1-2]第16圖係顯示培育狀況資料D104的一例。培育狀況資料D104係顯示培育中之主角人物的培育狀況。如第16圖所示,培育狀況資料D104係包含下述的欄位。 [3-1-2] Figure 16 shows an example of the cultivation status data D104. The cultivation status data D104 shows the cultivation status of the protagonist in the cultivation. As shown in Fig. 16, the cultivation status data D104 includes the following fields.

「名稱」欄位係顯示主角人物的名稱。「防守位置」欄位係顯示主角人物擅長的棒球的防守位置。「姿勢」及「慣用手臂」欄位係顯示主角人物的姿勢(打擊姿勢或投球姿勢)及慣用手臂。「活力參數」及「體力參數」欄位,係顯示目前時點之主角人物的活力參數及體力參數。「傷勢/病勢」欄位,係顯示目前時點之主角人物的傷勢或病勢狀態。「訣竅」欄位係顯示至目前時點為止主角人物所獲得的訣竅。 The "Name" field displays the name of the protagonist. The "Defensive Position" column shows the defensive position of the baseball that the protagonist is good at. The "Posture" and "Dominant Arm" columns display the protagonist's posture (attack posture or pitching posture) and the dominant arm. The "Vitality Parameters" and "Physical Strength Parameters" fields display the vitality parameters and physical strength parameters of the main character at the current time. The "Injury/Illness" column displays the injury or illness status of the protagonist at the current point in time. The "knowledge" field displays the knack acquired by the protagonist up to the current time.

「經驗點」欄位係顯示目前時點主角人物所具有之經驗點(肌力、敏捷、技術、變化球、及精神分數)。另外,在「經驗點分數」欄位中,亦可與目前時點主角人物所具有的經驗點(亦即目前時點剩餘的經驗點)一同儲存主角人物至目前時點為止所獲得之經驗點的累計。 The "experience point" column shows the experience points (muscle strength, agility, technique, change ball, and mental score) of the protagonist at the current time. In addition, in the "experience point score" field, the accumulated experience points of the protagonist character up to the current time point can also be stored together with the experience points possessed by the protagonist at the current time point (that is, the remaining experience points at the current time point).

「基本能力參數」欄位,係顯示目前時點之主角人物之基本能力參數(彈道、打擊範圍、爆發力、腳程、臂力、守備力、及接球參數)。 The "Basic Ability Parameters" field displays the basic ability parameters of the protagonist at the current point in time (ballistic, striking range, explosive power, foot distance, arm strength, defense power, and ball receiving parameters).

「特殊能力參數」欄位,係顯示目前時點之主角人物的特殊能力參數。特殊能力參數係顯示是否學習到特殊能力及所學習到之特殊能力之等級的參數。例如,當主角人物已完成學習特殊能力「機會◎」時,於「特殊能力參數」欄位內的「機會」欄位會登錄「2」。此外,例如,當主角人物學習到特殊能力「對左投手○」時,於「特殊能力參數」欄位內的「對左投手」欄位會登錄「1」。此外,例如當主角人物未學習到特殊能力「推打」時,於「特殊能力參數」欄位內的「推打」欄位會登錄「0」。 The "Special Ability Parameters" field displays the special ability parameters of the protagonist at the current point in time. The special ability parameter is a parameter showing whether the special ability has been learned and the level of the learned special ability. For example, when the protagonist has completed learning the special ability "chance ◎", "2" will be registered in the "opportunity" field in the "special ability parameter" field. In addition, for example, when the protagonist learns the special ability "right pitcher ○", "1" will be registered in the "left pitcher" field in the "special ability parameter" field. In addition, for example, when the protagonist has not learned the special ability "Pushing", "0" will be registered in the "Pushing" field in the "Special Ability Parameters" field.

「練習執行狀況」欄位係顯示目前時點為止之練習的執行狀況。在「練習執行狀況」欄位中,係針對各練習項目(打擊、肌力、跑壘、臂力、守備、心智練習),登錄有:目前時點的等級、執行練習後之累計的執行次數、在目前的回合對練習項目所分配之遊戲人物(隊友、經理、領隊、或球探人物)的清單、特別練習模式旗標(flag)。特別練習模式旗標係顯示是否為可在特別練習模式下執行練習的狀態。例如,當非為可在特別練習模式下執行練習的狀態時(亦即,為在普通練習模式下執行練習的狀態時),對特別練習模式旗標建置「0」,當為可在特別練習模式下執行練習的狀態時,對特別練習模式旗標建置「1」。 The "Exercise Status" column displays the execution status of the exercise up to the current point in time. In the "Exercise Status" column, for each exercise item (strike, muscle strength, base running, arm strength, defense, mental exercise), the registration includes: the current level, the cumulative number of executions after the exercise, the In the current round, a list of game characters (teammates, managers, team leaders, or scout characters) assigned to practice items, and special practice mode flags (flag). The special practice mode flag shows whether it is a state that can be practiced in the special practice mode. For example, when it is not a state that can be practiced in the special practice mode (that is, when it is a state that can be practiced in the normal practice mode), set "0" for the special practice mode flag. In practice mode, set "1" to the special practice mode flag when performing practice.

「特別事件」欄位係顯示關於特別事件的資訊。在「特別事件」欄位中登錄有:目前時點的特別事件分數、顯示目前特別事件是否在發生中的發生旗標、及至目前發生中之特別事件結束為止的剩餘回合數。例如,當特別事件未發生中時,於發生旗標建置「0」,當特別事件為發生中時,於發生旗標建置「1」。 The "Special Events" field displays information about special events. Registered in the "Special Event" field are: the special event score at the current point in time, the occurrence flag showing whether the current special event is happening, and the number of rounds remaining until the end of the current special event. For example, when a special event is not occurring, the flag is set to "0", and when a special event is occurring, the flag is set to "1".

「進行狀況」欄位係顯示目前的進行狀況。例如,於「進行狀況」欄位登錄有:目前的遊戲內時間等。 The "Progress Status" field displays the current progress status. For example, register in the "Progress Status" field: current in-game time, etc.

[3-2.第一設定部110]第一設定部110係針對複數個選項中之至少一個選項,設定與該選項建立關聯的遊戲資料。 [3-2. First setting unit 110] The first setting unit 110 sets game data associated with the option for at least one option among the plurality of options.

所謂「選項」,係被進行遊戲的用戶所選擇的對象。換言之,所謂「選項」,係遊戲中用戶的選擇的對象。 The so-called "option" refers to the object selected by the user who is playing the game. In other words, the so-called "option" is the object of the user's choice in the game.

所謂「複數個選項」係為能夠被用戶選擇之選項的候補。例如,在「複數個選項」中,係包含遊戲資料所被建立了關聯的選項、及遊戲資料未被建立關聯之選項的兩方。在「複數個選項」中,係可僅包含遊戲資料建立了關聯的選項。在前述的棒球遊戲之例中,練習項目的選項係相當於「複數個選項」的一例。亦即,練習命令圖像G300的部件P311至P316係相當於「複數個選項」的一例。 The so-called "plural options" are candidates for options that can be selected by the user. For example, in the "plurality of options", there are two parties that include the option to which the game data is associated and the option to which the game data is not associated. In the "plural options", the system may only include the options associated with game data. In the example of the aforementioned baseball game, the options of the practice item correspond to an example of "plural options". That is, the parts P311 to P316 of the practice command image G300 correspond to an example of "plural options".

「遊戲資料」係為與遊戲相關的資料。換言之,「遊戲資料」係為成為執行遊戲處理時之基礎的資料。再換言之,「遊戲資料」係為對於遊戲處理之結果會造成影響的資料。 "Game Information" refers to game-related information. In other words, "game data" is the data that becomes the basis for performing game processing. In other words, "game data" is data that will affect the results of game processing.

例如,「遊戲資料」係包含一個或複數個遊戲參數。「遊戲參數」係為與遊戲相關的參數。「遊戲參數」係可為數值資訊,亦可非為數值資訊。 For example, "game information" contains one or more game parameters. "Game parameters" are parameters related to the game. "Game parameters" can be numerical information or non-numerical information.

例如,一個或複數個遊戲物件(object)與「選項」建立關聯。此時,與選項建立關聯的一個或複數個遊戲物件係相當於「與選項建立關聯的遊戲資料」之一例。 For example, one or more game objects are associated with "options". At this time, one or more game objects associated with the option are equivalent to an example of "game data associated with the option".

「遊戲物件」係為可顯示於遊戲畫面者。例如,遊戲人物、遊戲卡、或遊戲道具(item)等係相當於「遊戲物件」的一例。在各個「遊戲物件」中,係設定一個或複數個參數。設定於遊戲物件的參數,係相當於上述「遊戲參數」的一例。 "Game Objects" are those that can be displayed on the game screen. For example, game characters, game cards, or game items (items) are examples of "game objects". In each "game object", one or more parameters are set. The parameters set in the game object are equivalent to an example of the above-mentioned "game parameters".

例如,如下所述的參數,係相當於「設定於遊戲物件之參數」的一例。 For example, the parameters described below are equivalent to an example of "parameters set in game objects".

(1)顯示遊戲物件之狀態的狀態參數 (1) State parameters showing the state of game objects

(2)顯示遊戲物件之性能的性能參數 (2) Performance parameters showing the performance of game objects

(3)顯示遊戲物件與用戶(或用戶物件)之關係(親密度等)的關係參數 (3) Relationship parameters showing the relationship (intimacy, etc.) between game objects and users (or user objects)

(4)顯示遊戲物件與其他遊戲物件之關係(親密度等)的關係參數 (4) Relationship parameters showing the relationship between game objects and other game objects (intimacy, etc.)

此外,例如,如下所述之參數係相當於「狀態參數」的一例。 In addition, for example, the parameters described below are equivalent to an example of "state parameters".

(1A)顯示遊戲物件之精神狀態(活力等)的精神狀態參數 (1A) Mental state parameters showing the mental state (vitality, etc.) of the game object

(1B)顯示遊戲物件之身體狀態(體力或疲勞等)的身體狀態參數 (1B) Physical state parameters showing the physical state of the game object (physical strength or fatigue, etc.)

另外,「用戶物件」係指:用戶的指示對象或操作對象的遊戲物件。換言之,「用戶物件」係指:屬於用戶之分身的遊戲物件。再換言之,「用戶物件」係為屬於遊戲之主角的遊戲物件。例如,當在培育遊戲人物的培育遊戲的情形下,培育對象的遊戲人物係相當於「用戶物件」的一例。 In addition, "user object" refers to the game object of the user's pointing object or operation object. In other words, "user objects" refer to game objects that belong to the user's clone. In other words, "user objects" are game objects that belong to the protagonist of the game. For example, in the case of a nurturing game that nurtures game characters, the game character system of the nurturing target corresponds to an example of "user object".

與「選項」建立了關聯之遊戲物件的參數,還可根據該選項的選擇結果而變化。 The parameters of the game object associated with the "option" can also be changed according to the selection result of the option.

例如,亦可對於與被用戶所選擇之選項建立了關聯的遊戲物件的參數,賦予第一變化(上升或下降)。另外,當複數個遊戲物件與被用戶 所選擇之選項建立了關聯時,係可對於與被用戶所選擇之選項建立了關聯的所有遊戲物件的參數賦予第一變化,亦可僅對於與被用戶所選擇之選項建立了關聯的複數個遊戲物件中之一部分的遊戲物件的參數賦予第一變化。 For example, a first change (rising or falling) may also be given to the parameter of the game object that is associated with the option selected by the user. In addition, when a plurality of game objects are associated with the option selected by the user, the first change can be given to the parameters of all game objects that are associated with the option selected by the user, or only for the user selected. The selected option establishes a first change in the parameter of a part of the game object among the plurality of game objects associated with it.

此外例如,可對於與未被用戶所選擇之選項建立了關聯之遊戲物件的參數,賦予與第一變化相反之變化的第二變化(下降或上升)。另外,當複數個遊戲物件與未被用戶選擇之選項建立關聯時,可對於與未被用戶選擇之選項建立了關聯的所有遊戲物件的參數賦予第二變化,亦可僅對於與被用戶選擇之選項建立了關聯的複數個遊戲物件中之一部分之遊戲物件的參數賦予第二變化。 In addition, for example, a second change (decrease or increase) that is opposite to the first change may be given to the parameter of the game object that is associated with the option not selected by the user. In addition, when a plurality of game objects are associated with an option that is not selected by the user, the second change can be given to the parameters of all game objects that are associated with the option that is not selected by the user, or only for the option selected by the user. The option establishes a second change in the parameter of a part of the game object among the plurality of game objects associated with it.

所謂「設定與選項建立關聯的遊戲資料」,係例如設定與選項建立關聯之遊戲資料的內容。 The so-called "setting of game data associated with options" refers to, for example, setting the content of game data associated with options.

例如,與選項建立關聯之遊戲資料的設定,係可根據機率資訊來進行。換言之,與選項建立關聯之遊戲資料的設定,係可設為根據亂數而隨機執行。 For example, the setting of game data associated with options can be performed based on probability information. In other words, the setting of game data associated with the options can be set to be executed randomly based on random numbers.

依從複數個選項中進行選擇的每一個選擇機會,執行與選項建立關聯之遊戲資料的設定(例如與選項建立關聯之遊戲物件的選擇)。亦即,與選項建立關聯的資料(例如遊戲物件)會依選擇機會而變化。在從複數個選項中進行選擇之前,執行與選項建立關聯之遊戲資料的設定(例如與選項建立關聯之遊戲物件的選擇)。 According to each selection opportunity selected from the plurality of options, the setting of the game data associated with the option is executed (for example, the selection of the game object associated with the option). That is, the data associated with the options (such as game objects) will change according to the selection opportunity. Before selecting from a plurality of options, the setting of the game data associated with the option is performed (for example, the selection of the game object associated with the option).

例如,當遊戲資料包含一個或複數個遊戲參數時,所謂「設定與選項建立關聯的遊戲資料」,係指設定與選項建立關聯之遊戲資料中所含的一個或複數個遊戲參數。 For example, when the game data includes one or more game parameters, the so-called "setting the game data associated with the option" refers to setting one or more game parameters included in the game data associated with the option.

此外,例如當一個或複數個遊戲物件與選項建立關聯時,所謂「設定與選項建立關聯的遊戲資料」,係指設定與選項建立關聯的一個或複數個遊戲物件。或者,所謂「設定與選項建立關聯的遊戲資料」,亦指決定與選項建立關聯的一個或複數個遊戲物件的資料(參數等)。 In addition, for example, when one or more game objects are associated with an option, the so-called "setting the game data associated with the option" refers to setting one or more game objects associated with the option. Or, the so-called "setting the game data associated with the option" also refers to the data (parameters, etc.) that determines one or more game objects associated with the option.

所謂「設定與選項建立關聯的一個或複數個遊戲物件」,係指例如從複數個遊戲物件之中根據亂數而隨機地選擇與選項建立關聯的一個或複數個遊戲物件。在此,所謂「複數個遊戲物件」,係指成為與選項建立關聯之遊戲物件之候補的遊戲物件。亦即,所謂「複數個遊戲物件」,係指可與選項建立關聯的遊戲物件。 The so-called "setting one or more game objects associated with the option" refers to, for example, randomly selecting one or more game objects associated with the option from among the plurality of game objects according to random numbers. Here, the "plurality of game objects" refers to the game objects that become candidates for the game objects associated with the options. That is, the so-called "plural game objects" refer to game objects that can be associated with options.

換言之,所謂「設定與選項建立關聯的一個或複數個遊戲物件」,係指針對複數個遊戲物件的各者,根據機率資訊而決定是否要將該遊戲物件與選項建立關聯,且選擇被決定為與選項建立關聯的遊戲物件,作為與選項建立關聯的遊戲物件。 In other words, the so-called "setting one or more game objects associated with options" refers to each of the plurality of game objects, based on probability information to determine whether to associate the game object with the options, and the selection is determined as The game object associated with the option is used as the game object associated with the option.

另外,亦可設定與一個選項建立關聯之遊戲物件之數量的上限或下限。此外,亦可禁止已與一個選項建立關聯的遊戲物件與其他選項建立關聯。亦即,亦可禁止一個遊戲物件與複數個選項建立關聯。 In addition, the upper or lower limit of the number of game objects associated with an option can also be set. In addition, it is also possible to prohibit game objects that have been associated with one option from being associated with other options. That is, it is also possible to prohibit a game object from being associated with a plurality of options.

在先前之棒球遊戲之例中,隊友人物係相當於上述之「遊戲資料」或「遊戲物件」的一例。此外,隊友人物的活力參數係相當於上述之「遊戲參數」的一例。 In the previous example of the baseball game, the teammate character corresponds to an example of the aforementioned "game data" or "game object". In addition, the vitality parameter of the teammate character is equivalent to an example of the aforementioned "game parameter".

第一設定部110係設定隊友人物的活力參數。此外,第一設定部110係依回合來決定對各練習項目(部件P311至P316)所分配的隊友人物。 The first setting unit 110 sets the vitality parameters of the teammate characters. In addition, the first setting unit 110 determines the teammate characters assigned to each practice item (parts P311 to P316) based on rounds.

另外,藉由第一設定部110所進行的設定,既會有對練習項目分配有未滿足特別練習模式條件的隊友人物的情形,也會有對練習項目分配有滿足特別練習模式條件的隊友人物的情形。然而,對練習項目分配有滿足特別練習模式條件之隊友人物的可能性(機率),係比對練習項目分配有未滿足特別練習模式條件之隊友人物的可能性(機率)還低。 In addition, with the settings made by the first setting unit 110, there may be cases where teammates who do not meet the conditions of the special practice mode are assigned to the practice items, and teammates who meet the conditions of the special practice mode are assigned to the practice items. Situation. However, the probability (probability) of assigning a teammate character who meets the conditions of the special practice mode to the practice item is lower than the probability (probability) of assigning a teammate character who does not meet the conditions of the special practice mode to the practice item.

[3-3、顯示控制部130]顯示控制部130係進行用以將各種圖像顯示於顯示部15的控制。 [3-3. Display Control Unit 130] The display control unit 130 performs control for displaying various images on the display unit 15.

例如,顯示控制部130係進行用以於顯示部15顯示複數個選項的控制。顯示控制部130係進行用以區別滿足預定條件之遊戲資料所被建立關聯的選項、與未滿足預定條件之遊戲資料所被建立關聯的選項並顯示於顯示部15的控制。 For example, the display control unit 130 performs control for displaying a plurality of options on the display unit 15. The display control unit 130 performs control for distinguishing the options associated with game data that meets a predetermined condition, and options associated with game data that does not meet the predetermined condition, and displays them on the display unit 15.

所謂「用以將複數個選項顯示於顯示部15的控制」,係產生顯示複數個選項的圖像,使該圖像顯示於顯示部15此一情形。或者,該「控制」亦可為將用以顯示表示複數個選項之圖像的資料傳送至其他裝置,且使顯示複數個選項的圖像顯示於該其他裝置的顯示部15此一情形。另外,所謂「用以顯示圖像的資料」,係可為顯示圖像本身的資料,亦可為用以產生圖像的資料。 The so-called "control to display a plurality of options on the display unit 15" is to generate an image displaying the plurality of options, and display the image on the display unit 15. Alternatively, the “control” can also be a situation in which data for displaying images representing a plurality of options is transmitted to another device, and the images displaying the multiple options are displayed on the display portion 15 of the other device. In addition, the so-called "data used to display the image" can be the data used to display the image itself or the data used to generate the image.

所謂「預定條件」係指關於與選項建立了關聯之遊戲資料的條件(遊戲資料條件)。換言之,所謂「預定條件」係指為了執行後述的第二 遊戲處理,而要滿足與選項建立了關聯的遊戲資料所需的條件,以作為對應於選項的遊戲處理。至於「預定條件」的詳細內容將於後陳述。 The so-called "predetermined conditions" refer to the conditions (game data conditions) related to the game data associated with the option. In other words, the so-called "predetermined condition" means that in order to execute the second game process described later, a condition required for the game data associated with the option must be satisfied as a game process corresponding to the option. The details of the "predetermined conditions" will be stated later.

例如,顯示控制部130係使滿足預定條件之遊戲資料所被建立關聯的選項的顯示態樣,與未滿足預定條件之遊戲資料所被建立關聯之選項的顯示態樣不同。在此,所謂「選項的顯示態樣」,係例如為選項的顯示顏色、顯示大小、顯示位置、形狀、字體、有無特效、或是有無顯示物件的建立關聯等。 For example, the display control unit 130 makes the display state of the options associated with game data that meet the predetermined condition different from the display state of the options associated with the game data that does not meet the predetermined condition. Here, the "display state of the option" refers to, for example, the display color, display size, display position, shape, font, presence or absence of special effects, or the presence or absence of display objects of the options.

此外例如,亦可設為顯示控制部130係對於滿足預定條件之遊戲資料所被建立關聯的選項施予預定的特效(例如使之發光等),對於未滿足預定條件之遊戲資料所被建立關聯的選項予以建立關聯而不施予該特效。 In addition, for example, it can also be set that the display control unit 130 applies a predetermined special effect (such as making it glow, etc.) to an option that is associated with game data that meets a predetermined condition, and is associated with game data that does not meet the predetermined condition. The option to be associated without applying the special effect.

此外例如,亦可設為顯示控制部130係對於滿足預定條件之遊戲資料所被建立關聯的選項予以建立關聯而顯示預定之顯示物件(例如星形標記(mark)等),對於未滿足預定條件之遊戲資料所被建立關聯的選項予以建立關聯而不顯示該顯示物件。 In addition, for example, it can also be set that the display control unit 130 associates the associated options of the game data that meets a predetermined condition and displays a predetermined display object (such as a star mark, etc.). The associated options of the game data are associated without displaying the display object.

在前述的棒球遊戲之例中,特別練習模式條件係相當於上述之「預定條件」的一例。顯示控制部130係在練習命令圖像G300中,將滿足了特別練習模式條件的練習項目、與未滿足特別練習模式條件的練習項目予以分開來顯示。具體而言,顯示控制部130係僅對於複數個練習項目中之滿足了特別練習模式條件的練習項目賦予關聯而顯示部件P319。 In the aforementioned example of the baseball game, the special practice mode condition corresponds to an example of the aforementioned "predetermined condition". The display control unit 130 separates and displays the practice items that satisfy the conditions of the special practice mode and the practice items that do not satisfy the conditions of the special practice mode in the practice command image G300. Specifically, the display control unit 130 associates only the exercise items satisfying the conditions of the special exercise mode among the plurality of exercise items, and displays the part P319.

[3-4.接受部140]接受部140係從複數個選項之中接受選擇。 [3-4. Acceptance part 140] The acceptance part 140 accepts selection from a plurality of options.

所謂「從複數個選項之中接受選擇」,係指接受用以從複數個選項中選擇任一個的選擇操作。或者,所謂「從複數個選項之中接受選擇」,亦可為接受顯示已從複數個選項之中選擇出任一者的選擇資料此一情形。亦可僅容許從複數個選項之中選擇任一個,亦可容許從複數個選項之中選擇複數個選項。 The so-called "accepting a choice from among a plurality of options" refers to accepting a selection operation to select any one of the plurality of options. Alternatively, the so-called "accepting a selection from among a plurality of options" may also mean accepting selection data indicating that any one of the plurality of options has been selected. It is also possible to allow only any one of a plurality of options to be selected, or to allow a plurality of options to be selected from a plurality of options.

在前述之棒球遊戲之例中,接受部140係從練習命令圖像G300之部件P311至P316之中接受選擇。亦即,接受部140係從複數個練習項目之中,接受要使主角人物進行之練習項目的選擇。 In the aforementioned example of the baseball game, the accepting unit 140 accepts selection from the parts P311 to P316 of the practice command image G300. That is, the accepting unit 140 accepts the selection of the practice items to be performed by the protagonist from among a plurality of practice items.

[3-5.第一執行部150與第二執行部160]第一執行部150係當與從複數個選項之中所選擇之選項建立了關聯之遊戲資料未滿足預定條件時,執行第一遊戲處理。第二執行部160係當與從複數個選項之中所選擇之選項建立了關聯之遊戲資料滿足預定條件時,執行對用戶而言較第一遊戲處理更有利的第二遊戲處理。 [3-5. The first execution unit 150 and the second execution unit 160] The first execution unit 150 executes the first execution when the game data associated with the option selected from a plurality of options does not meet the predetermined conditions Game processing. The second execution unit 160 executes the second game process that is more advantageous to the user than the first game process when the game data associated with the option selected from the plurality of options meets a predetermined condition.

例如,第一執行部150係當與所選擇之選項建立了關聯的遊戲物件的參數未滿足預定條件時,執行第一遊戲處理,第二執行部160係當與所選擇之選項建立了關聯的遊戲物件的參數滿足預定條件時,執行第二遊戲處理。 For example, the first execution unit 150 executes the first game process when the parameter of the game object associated with the selected option does not meet the predetermined condition, and the second execution unit 160 executes the first game process when it is associated with the selected option. When the parameters of the game object meet the predetermined conditions, the second game process is executed.

[3-5-1]所謂「遊戲處理」係指在遊戲中要執行的處理。例如,使遊戲上之效果產生的效果產生處理係相當於「遊戲處理」的一例。所謂「遊戲上的效果」,係指在遊戲中產生的效果。以「遊戲上的效果」而言,係可依據遊戲的內容而設定各種內容的效果。 [3-5-1] The so-called "game processing" refers to processing to be executed in the game. For example, the effect generation processing for generating effects on the game corresponds to an example of "game processing". The so-called "game effect" refers to the effect produced in the game. In terms of "game effects", the effects of various contents can be set according to the contents of the game.

例如,下述相當於「遊戲上之效果」的一例。 For example, the following corresponds to an example of "the effect on the game".

(1)使遊戲參數變化。 (1) Change the game parameters.

(2)將遊戲物件賦予用戶(將遊戲物件與用戶識別資訊建立關聯)、或從用戶沒收遊戲物件(去除遊戲物件與用戶識別資訊的關聯建立)。 (2) Give the game object to the user (associate the game object with user identification information), or confiscate the game object from the user (remove the establishment of the association between the game object and user identification information).

(3)使遊戲的狀態為指定的狀態。 (3) Make the state of the game a designated state.

所謂「使遊戲的狀態為指定的狀態」係例如使遊戲的狀態為對用戶有利的狀態、或是使遊戲的狀態為對用戶不利的狀態等。 The so-called "make the state of the game a predetermined state" means, for example, making the state of the game a state favorable to the user or making the state of the game a state unfavorable to the user.

「遊戲處理」係可為對用戶有利的遊戲處理,亦可為對用戶不利的遊戲處理。 "Game processing" can be game processing that is beneficial to the user, or it can be game processing that is detrimental to the user.

所謂「對用戶有利的遊戲處理」,係指藉由遊戲處理的執行,在以達成遊戲中之目標為目的方面成為對用戶有利的遊戲處理。 The so-called "game processing that is beneficial to the user" refers to game processing that is beneficial to the user in terms of achieving the goal in the game through the execution of the game processing.

例如,以「目標」而言,係配合遊戲的內容設定有:提高(或降低)指定的遊戲參數、得到指定的遊戲道具、獲得高分、或擊倒敵方等的目標配合遊戲的內容設定。例如,當在用戶培育遊戲人物的遊戲、或用戶強化遊戲卡或遊戲道具之遊戲的情形下,提高顯示遊戲人物、遊戲卡、或遊戲道具之性能的性能參數此一情形係相當於「目標」。此外例如,當用戶以提高與遊戲人物之親密度為目標的情形下,提高顯示與遊戲人物之親密度之親密度參數此一情形係相當於「目標」。 For example, in terms of "objectives", the content settings that match the game include: increase (or decrease) the specified game parameters, obtain the specified game items, obtain high scores, or knock down the enemy. . For example, in the case of a game where the user nurtures a game character, or a game where the user strengthens a game card or game item, improving the performance parameters of displaying the game character, game card, or game item is equivalent to the "target" . In addition, for example, when the user aims to increase the intimacy with the game character, increasing the intimacy parameter showing the intimacy with the game character is equivalent to the "target".

例如,使對用戶有利之效果產生的效果產生處理係相當於「對用戶有利的遊戲處理」的一例。所謂「對用戶有利的效果」,係指在以達成遊戲中之目標為目的方面,成為對用戶有利的效果。亦即,易於達成目標的效果。 For example, the effect generation processing to produce an effect beneficial to the user is equivalent to an example of "game processing beneficial to the user". The so-called "beneficial effect to the user" refers to an effect that is beneficial to the user in terms of achieving the goal in the game. That is, it is easy to achieve the goal.

例如,當提高指定之遊戲參數X此一情形為「目標」時,要使遊戲參數X上升、要賦予用以使遊戲參數X上升的遊戲物件、要設為遊戲參數X易於上升(或不易下降)的狀態(例如將遊戲參數X的上升率設定為較通常更高、為了使遊戲參數X上升而放寬應滿足的條件、或是提高有助於遊戲參數X上升之遊戲事件的發生機率等)係相當於「對用戶有利的效果」之一例。 For example, when increasing the specified game parameter X is the "target", the game parameter X should be increased, the game object used to increase the game parameter X should be assigned, and the game parameter X should be set to be easy to rise (or not easy to fall). ) Status (for example, setting the rising rate of the game parameter X to be higher than usual, relaxing the conditions that should be met in order to increase the game parameter X, or increasing the probability of occurrence of game events that contribute to the increase of the game parameter X, etc.) This is equivalent to an example of "user-friendly effects".

例如,當用戶與競賽對手競賽之遊戲的情形下,競賽取得勝利此一情形係相當於「目標」,要使用戶之遊戲人物或遊戲人物群組(隊伍等)之參數(能力等)上升、要使競賽對手之遊戲人物或遊戲人物群組(隊伍)之參數(能力等)降低此一情形係相當於「對用戶有利之效果」的一例。此外,要使遊戲的難易度降低此一情形係相當於「對用戶有利的效果」的一例。 For example, in the case of a game where a user competes with a rival, the situation of winning the competition is equivalent to the "objective", and the parameters (ability, etc.) of the user's game character or game character group (team, etc.) should be increased, The situation of reducing the parameters (ability, etc.) of the game character or the game character group (team) of the competition opponent is equivalent to an example of "a user-friendly effect". In addition, the situation of reducing the difficulty of the game is equivalent to an example of "a user-friendly effect".

所謂「對用戶不利的處理」,係指藉由遊戲處理的執行,在以達成遊戲中之目標為目的方面成為對用戶不利的遊戲處理。 The so-called "processing unfavorable to the user" refers to game processing that is unfavorable to the user in terms of achieving the goal in the game through the execution of the game processing.

例如,要使對用戶不利之效果產生的效果產生處理係相當於「對用戶不利之遊戲處理」的一例。所謂「對用戶不利的效果」,係指在以達成遊戲中之目標為目的方面成為對用戶不利的效果。亦即,難以達成目標的效果。 For example, the processing to produce an effect that is unfavorable to the user is equivalent to an example of "game processing that is unfavorable to the user". The so-called "adverse effect to the user" refers to an effect that becomes disadvantageous to the user in terms of achieving the goal in the game. That is, it is difficult to achieve the desired effect.

例如,當要提高指定之遊戲參數X為「目標」的情形下,要使遊戲參數X下降、設遊戲參數X為不易上升(或易於下降)的狀態(例如將遊戲參數X的上升率設為較通常更低、設要使遊戲參數X上升而應滿足的條件更為嚴格、或提高會妨礙遊戲參數X之上升之遊戲事件的產生機率等)係相當於「對用戶不利之效果」的一例。 For example, when the specified game parameter X is to be increased as the "target", the game parameter X should be decreased, and the game parameter X should be set to a state that is not easy to rise (or easy to fall) (for example, set the rising rate of the game parameter X to Lower than usual, the conditions that should be met to increase the game parameter X are more stringent, or increase the probability of occurrence of game events that will hinder the increase of the game parameter X, etc.) is equivalent to an example of ``unfavorable effects on the user'' .

例如,以用戶與競賽對手競賽之遊戲的情形而言,競賽取得勝利此一情形係相當於「目標」,要使用戶之遊戲人物或遊戲人物群組(隊伍等)之參數(能力等)降低、要使競賽對手之遊戲人物或遊戲人物群組(隊伍)之參數(能力等)上升此一情形係相當於「對用戶不利之效果」的一例。此外,要提高遊戲的難易度此一情形係相當於「對用戶不利之效果」的一例。 For example, in the case of a game in which a user competes with an opponent, the situation of winning the competition is equivalent to the "objective", which reduces the parameters (ability, etc.) of the user's game character or game character group (team, etc.) , The situation of increasing the parameters (ability, etc.) of the game character or the game character group (team) of the opponent is equivalent to an example of "unfavorable effects on the user". In addition, the situation of increasing the difficulty of the game is equivalent to an example of "unfavorable effects on the user".

[3-5-2]所謂「第一遊戲處理」係指例如當從複數個選項之中選擇了選項時,作為與該所選擇之選項對應的遊戲處理而通常執行的遊戲處理。所謂「與所選擇之選項對應的遊戲處理」,係指與所選擇之選項對應之內容的遊戲處理。換言之,所謂「與所選擇之選項對應的遊戲處理」,係指依據該選項的選擇而應執行的遊戲處理。「第一遊戲處理」係例如為對用戶有利的遊戲處理。另外,關於「對用戶有利的處理」已經進行了說明,故在此省略說明。 [3-5-2] The "first game process" refers to a game process that is normally executed as a game process corresponding to the selected option, for example, when an option is selected from among a plurality of options. The so-called "game processing corresponding to the selected option" refers to the game processing of the content corresponding to the selected option. In other words, the so-called "game processing corresponding to the selected option" refers to the game processing that should be executed according to the selection of the option. The "first game process" is, for example, a game process that is beneficial to the user. In addition, the "processing beneficial to the user" has already been described, so the description is omitted here.

所謂「第二遊戲處理」係指例如當從複數個選項之中選擇了選項時,作為與該所選擇之選項對應的遊戲處理而執行的遊戲處理。「第二遊戲處理」係為對用戶而言較「第一遊戲處理」更為有利的遊戲處理。 The "second game process" refers to, for example, a game process executed as a game process corresponding to the selected option when an option is selected from among a plurality of options. The "second game process" is a game process that is more advantageous to the user than the "first game process".

例如,「第二遊戲處理」係產生對用戶有利之程度較「第一遊戲處理」更大之效果的遊戲處理。亦即,例如,因為執行「第二遊戲處理」所產生之對用戶有利之效果的程度,係較因為執行「第一遊戲處理」所產生之對用戶有利之效果的程度更大。 For example, "second game processing" is a game processing that produces an effect that is more beneficial to the user than "first game processing". That is, for example, the effect that is beneficial to the user due to the execution of the "second game process" is greater than the effect that is beneficial to the user due to the execution of the "first game process".

此外,例如「第二遊戲處理」係產生對用戶而言較「第一遊戲處理」更為有利之種類之效果的遊戲處理。亦即,因為執行「第二遊戲 處理」所產生的效果,對用戶而言較因為執行「第一遊戲處理」所產生之效果的種類更為有利之種類的效果。 In addition, for example, the "second game process" is a game process that produces a type of effect that is more advantageous to the user than the "first game process". That is, the effect produced by the execution of the "second game process" is a more advantageous type of effect for the user than the type of effect produced by the execution of the "first game process".

此外,例如「第二遊戲處理」係產生較「第一遊戲處理」更多種類之對用戶有利之效果的遊戲處理。亦即,因為執行「第二遊戲處理」所產生之效果之種類的數量,較因為執行「第一遊戲處理」所產生之效果之種類的數量更多。 In addition, for example, the "second game process" is a game process that produces more types of beneficial effects for the user than the "first game process". That is, the number of types of effects produced by the execution of the "second game process" is greater than the number of types of effects produced by the execution of the "first game process".

在前述的棒球遊戲之例中,普通練習模式的練習處理係相當於「第一遊戲處理」之一例。亦即,在普通練習模式下使主角人物之經驗點增加的處理係相當於「第一遊戲處理」之一例。 In the aforementioned example of the baseball game, the practice processing system in the normal practice mode corresponds to an example of the "first game processing". That is, the processing system for increasing the experience points of the protagonist in the normal practice mode is equivalent to an example of the "first game processing".

此外,特別練習模式的練習處理係相當於「第二遊戲處理」的一例。亦即,在特別練習模式下使主角人物之經驗點增加的處理係相當於「第二遊戲處理」的一例。換言之,使主角人物的經驗點較普通練習模式時增加更多的處理係相當於「第二遊戲處理」的一例。 In addition, the practice processing system of the special practice mode corresponds to an example of the "second game processing". That is, the processing system for increasing the experience points of the protagonist character in the special practice mode is equivalent to an example of "second game processing". In other words, adding more processing systems to the protagonist’s experience points than in the normal practice mode is equivalent to an example of "second game processing".

[3-5-3]所謂「預定條件」係指關於與選項建立了關聯之遊戲資料的條件(遊戲資料條件)。換言之,所謂「預定條件」係指為了執行第二遊戲處理,而要滿足與選項建立了關聯的遊戲資料所需的條件,以作為對應於選項的遊戲處理。以「預定條件」而言,係可考慮與選項建立關聯之遊戲資料的內容(種類)、或遊戲的內容等,而設定各種條件。 [3-5-3] The so-called "predetermined condition" refers to the condition (game data condition) related to the game data associated with the option. In other words, the so-called "predetermined condition" means that in order to execute the second game process, the condition required for the game data associated with the option must be satisfied as the game process corresponding to the option. In terms of "predetermined conditions", various conditions can be set in consideration of the content (type) of the game data associated with the option, or the content of the game.

例如,當與選項建立了關聯的遊戲資料包含一個或複數個遊戲參數時,以關於該一個或複數個遊戲參數的條件來設定「預定條件」。具體而言,例如:以與選項建立了關聯的所有遊戲參數是否為預定狀態的 條件,或是,與選項建立了關聯之遊戲參數中之預定數以上的遊戲參數是否為預定狀態的條件,來設定「預定條件」。 For example, when the game data associated with the option includes one or more game parameters, the "predetermined condition" is set based on the condition of the one or more game parameters. Specifically, for example, whether all game parameters associated with the option are in a predetermined state, or whether game parameters above a predetermined number among the game parameters associated with the option are in a predetermined state. Set "predetermined conditions".

例如,當一個或複數個遊戲物件與選項建立關聯時,以關於該一個或複數個遊戲物件的條件來設定「預定條件」。具體而言,例如:以與選項建立了關聯的所有遊戲物件是否為預定狀態的條件,或是,與選項建立了關聯之遊戲物件中之預定數以上的遊戲物件是否為預定狀態的條件,來設定「預定條件」。 For example, when one or more game objects are associated with an option, the "predetermined condition" is set based on the conditions of the one or more game objects. Specifically, for example, based on whether all game objects associated with the option are in a predetermined state, or whether or not a predetermined number of game objects are in a predetermined state among the game objects associated with the option. Set "predetermined conditions".

此時,所謂「預定狀態」係指例如下列的狀態。 In this case, the "predetermined state" refers to the following state, for example.

(1)精神狀態參數為預定之基準以上的狀態(活力為最高的狀態等) (1) The state of mental state parameters above the predetermined benchmark (state with the highest vitality, etc.)

(2)身體狀態參數為預定之基準以上的狀態(體力為最高的狀態等) (2) The state where the physical state parameter is above the predetermined standard (the state with the highest physical strength, etc.)

(3)性能參數為預定之基準以上的狀態(性能高的狀態等) (3) The performance parameters are above the predetermined standard (high performance state, etc.)

(4)親密度參數為預定之基準以上的狀態(親密度為最高的狀態等) (4) The state where the intimacy parameter is above the predetermined standard (the state with the highest intimacy, etc.)

另外,所謂「預定狀態」亦可為例如下述的狀態。 In addition, the "predetermined state" may be, for example, the following state.

(1)精神狀態參數為預定之基準以下的狀態 (1) The mental state parameter is below the predetermined standard

(2)身體狀態參數為預定之基準以下的狀態 (2) The physical condition parameter is below the predetermined standard

(3)性能參數為預定之基準以下的狀態 (3) The performance parameters are below the predetermined benchmark

(4)親密度參數為預定之基準以下的狀態 (4) The intimacy parameter is below the predetermined standard

在前述的棒球遊戲之例中,特別練習模式條件係相當於上述之「預定條件」的一例。活力參數為「絕佳狀態(5)」的狀態係相當於上述之「預定條件」的一例。 In the aforementioned example of the baseball game, the special practice mode condition corresponds to an example of the aforementioned "predetermined condition". The state where the vitality parameter is "best state (5)" is equivalent to an example of the aforementioned "predetermined condition".

[3-5-4]在前述的棒球遊戲之例中,係當對被選擇作為執行對象之練習項目所分配的遊戲人物未滿足特別練習模式條件(上述條件B、 C)時,第一執行部150係執行普通練習模式的練習處理。另外,當主角人物未滿足特別練習模式條件(上述條件A)時,第一執行部150亦執行普通練習模式的練習處理。 [3-5-4] In the example of the aforementioned baseball game, when the character assigned to the practice item selected as the execution target does not satisfy the special practice mode conditions (conditions B and C above), the first execution Department 150 performs practice processing in the normal practice mode. In addition, when the protagonist does not meet the special practice mode conditions (the above-mentioned condition A), the first execution unit 150 also executes the practice processing of the normal practice mode.

另一方面,當主角人物、與對被選擇作為執行對象之練習項目所分配的隊友人物滿足特別練習模式條件時,第二執行部160係執行特別練習模式的練習處理。 On the other hand, when the protagonist character and the teammate character assigned to the practice item selected as the execution target satisfy the special practice mode conditions, the second execution unit 160 executes the practice processing of the special practice mode.

[3-6.變化部170]當一個或複數個遊戲物件與選項建立關聯時,變化部170係依據第一遊戲處理或第二遊戲處理的執行,而使與從複數個選項之中所選擇之選項建立了關聯之遊戲物件的參數、及與所選擇之選項以外之選項建立了關聯之遊戲物件的參數之至少一方變化。 [3-6. Changing part 170] When one or more game objects are associated with the options, the changing part 170 is based on the execution of the first game process or the second game process, and makes the selection from among the plural options At least one of the parameters of the game object associated with the option and the parameters of the game object associated with the options other than the selected option changes.

所謂「依據第一遊戲處理或第二遊戲處理的執行使參數變化」,係指當執行了第一遊戲處理或第二遊戲處理時,會使參數變化。所謂「依據第一遊戲處理或第二遊戲處理的執行使參數變化」,係指當執行了第一遊戲處理或第二遊戲處理之後,可立即執行參數的變化處理,亦可於執行了第一遊戲處理或第二遊戲處理之後,等待預定的執行條件被滿足,而執行參數的變化處理。 The so-called "parameters are changed according to the execution of the first game process or the second game process" means that the parameters are changed when the first game process or the second game process is executed. The so-called "change the parameters according to the execution of the first game process or the second game process" means that after the first game process or the second game process is executed, the parameter change process can be executed immediately, or after the first game process is executed. After the game process or the second game process, wait for the predetermined execution condition to be satisfied, and execute the parameter change process.

或者,所謂「依據第一遊戲處理或第二遊戲處理的執行使參數變化」,亦可為:當確定了要執行第一遊戲處理或第二遊戲處理時(例如從複數個選項之中選擇了選項時),執行參數的變化處理。亦即,亦可當確定了要執行第一遊戲處理或第二遊戲處理之後(例如從複數個選項之中選擇了選項之後),實際上於執行第一遊戲處理或第二遊戲處理之前,執行參數的變化處理。或者,亦可當確定了要執行第一遊戲處理或第二遊戲處理 之後,於執行第一遊戲處理或第二遊戲處理的期間,同時進行執行參數的變化處理。 Or, the so-called "change the parameters according to the execution of the first game process or the second game process" can also be: when it is determined that the first game process or the second game process is to be executed (for example, if you select from a plurality of options Option), execute parameter change processing. That is, after it is determined that the first game process or the second game process is to be executed (for example, after an option is selected from among a plurality of options), it is actually executed before the first game process or the second game process is executed. Parameter change processing. Alternatively, after it is determined that the first game process or the second game process is to be executed, the execution parameter change process may be simultaneously performed during the execution of the first game process or the second game process.

所謂「使與所選擇之選項建立了關聯之遊戲物件的參數、及與所選擇之選項以外之選項建立了關聯之遊戲物件的參數之至少一方變化」,係指例如對於與所選擇之選項建立了關聯之遊戲物件的參數賦予第一變化,且對於與所選擇之選項以外之選項建立了關聯之遊戲物件的參數,賦予與第一變化不同之種類的第二變化(例如與第一變化相反種類的變化)。例如,「第一變化」係以易於滿足預定條件之方式使參數變化,「第二變化」係以不易於滿足預定條件之方式使參數變化。在此的「預定條件」係與在第一執行部150及第二執行部160的說明中所說明的「預定條件」相同。 The so-called "change at least one of the parameters of the game object associated with the selected option and the parameters of the game object associated with options other than the selected option" refers to, for example, the establishment of The parameter of the associated game object is given a first change, and for the parameter of the game object that is associated with an option other than the selected option, a second change of a type different from the first change is given (for example, the opposite of the first change) Variations in types). For example, "first change" is to change the parameter in a way that is easy to meet the predetermined condition, and "second change" is to change the parameter in a way that is not easy to meet the predetermined condition. The "predetermined condition" here is the same as the "predetermined condition" explained in the description of the first execution unit 150 and the second execution unit 160.

另外,所謂「使與所選擇之選項建立了關聯之遊戲物件的參數、及與所選擇之選項以外之選項建立了關聯之遊戲物件的參數之至少一方變化」,亦包含僅使與所選擇之選項建立了關聯之遊戲物件的參數變化,而不使與所選擇之選項以外之選項建立了關聯之遊戲物件的參數變化的態樣。 In addition, the so-called "change at least one of the parameters of the game object associated with the selected option and the parameters of the game object associated with the options other than the selected option" also includes only the selected option The option establishes the parameter change of the associated game object without changing the parameter of the game object associated with the option other than the selected option.

此外,「使與所選擇之選項建立了關聯之遊戲物件的參數、及與所選擇之選項以外之選項建立了關聯之遊戲物件的參數之至少一方變化」,亦包含不使與所選擇之選項建立了關聯之遊戲物件的參數變化,僅使與所選擇之選項以外之選項建立了關聯之遊戲物件的參數變化的態樣。 In addition, "change at least one of the parameters of the game object associated with the selected option and the parameters of the game object associated with the options other than the selected option", which also includes the option not to be associated with the selected option The parameter change of the game object that has established the association, only changes the parameter of the game object that is associated with the option other than the selected option.

當與所選擇之選項建立了關聯之遊戲物件存在複數個時,既可設為使該等所有遊戲物件的參數變化,也可設為僅使從該等遊戲物件之 中所選出之遊戲物件的參數變化。另外,後者之情形之遊戲物件的選出,既可根據機率資訊來進行(亦可根據亂數而隨機地進行),也可根據預定的選出規則來進行。 When there are multiple game objects associated with the selected option, it can be set to change the parameters of all the game objects, or it can be set to only change the game objects selected from the game objects. Parameter changes. In addition, in the latter case, the selection of game objects can be performed either based on probability information (or randomly based on random numbers), or based on predetermined selection rules.

此外,當與所選擇之選項以外之選項建立了關聯之遊戲物件存在複數個時,既可設為使該等所有遊戲物件的參數變化,也可設為僅使從該等遊戲物件之中所選出之遊戲物件的參數變化。另外,後者之情形之遊戲物件的選出,既可根據機率資訊來進行(亦可根據亂數而隨機地進行),也可根據預定的選出規則來進行。 In addition, when there are multiple game objects that are associated with options other than the selected option, it can be set to change the parameters of all the game objects, or it can be set to only change the parameters of the game objects. The parameter changes of the selected game object. In addition, in the latter case, the selection of game objects can be performed either based on probability information (or randomly based on random numbers), or based on predetermined selection rules.

例如,關於與所選擇之選項建立了關聯的遊戲物件,係設為使該等所有遊戲物件的參數變化,而關於與所選擇之選項以外之選項建立了關聯的遊戲物件,亦可設為僅使從該等遊戲物件之中所選出之遊戲物件的參數變化。 For example, for game objects that are associated with the selected option, it is set to change the parameters of all the game objects, and for game objects that are associated with options other than the selected option, it can also be set to only The parameters of the game object selected from the game objects are changed.

或者,關於與所選擇之選項建立了關聯的遊戲物件,係設為僅使從該等遊戲物件之中所選出之遊戲物件的參數變化,而關於與所選擇之選項以外之選項建立了關聯的遊戲物件,亦可設為使該等所有遊戲物件的參數變化。 Or, for game objects that are associated with the selected option, it is set to only change the parameters of the game object selected from among the game objects, and for the associated options other than the selected option Game objects can also be set to change the parameters of all these game objects.

變化部170係包含第一變化部171與第二變化部172的至少一方。第一變化部171係以容易滿足預定條件之方式使與所選擇之選項建立了關聯之遊戲物件的參數變化。第二變化部172係以不容易滿足預定條件之方式使與所選擇之選項以外之選項建立了關聯之遊戲物件的參數變化。在此之「預定條件」,係與在第一執行部150及第二執行部160之說明中所說明的「預定條件」相同。 The changing part 170 includes at least one of the first changing part 171 and the second changing part 172. The first changing part 171 changes the parameters of the game object associated with the selected option in a way that easily meets the predetermined conditions. The second changing part 172 changes the parameters of the game object that is associated with options other than the selected option in a way that does not easily satisfy the predetermined condition. The "predetermined condition" here is the same as the "predetermined condition" explained in the description of the first execution unit 150 and the second execution unit 160.

所謂「以容易滿足預定條件之方式使遊戲物件的參數變化」,係指以易於滿足預定條件之方式使遊戲物件的參數增加或減少。例如,在遊戲物件之參數屬於預定狀態的情形為相當於「滿足預定條件之情形」的態樣中,以接近預定狀態之方式更新遊戲物件的參數此一情形係相當於「以易於滿足預定條件之方式使遊戲物件的參數變化」此一情形。具體而言,例如,在遊戲物件之精神狀態參數屬於預定基準以上之情形為相當於「滿足了預定條件之情形」的態樣中,使遊戲物件之精神狀態參數增加此一情形係相當於「以易於滿足預定條件之方式使遊戲物件的參數變化」此一情形。在前述之棒球遊戲之例中,提高隊友人物之活力參數此一情形係相當於「以易於滿足預定條件之方式使遊戲物件的參數變化」的一例。 The so-called "change the parameters of the game object in a way that easily meets the predetermined conditions" refers to increase or decrease the parameters of the game object in a way that easily meets the predetermined conditions. For example, in a situation where the parameters of a game object belong to a predetermined state, it is equivalent to "a situation that satisfies a predetermined condition", and the situation of updating the parameters of the game object in a manner close to the predetermined state is equivalent to "to easily meet the predetermined condition The way to change the parameters of the game object" this situation. Specifically, for example, in a situation where the mental state parameter of the game object is above a predetermined criterion is equivalent to "a situation that satisfies the predetermined condition", increasing the mental state parameter of the game object is equivalent to " Change the parameters of the game object in a way that is easy to meet the predetermined conditions". In the example of the aforementioned baseball game, the situation of increasing the vitality parameters of the teammate characters is equivalent to an example of "changing the parameters of the game object in a way that easily meets the predetermined conditions".

所謂「以不易滿足預定條件之方式使遊戲物件的參數變化」,係指以不易滿足預定條件之方式使遊戲物件的參數增加或減少。例如,在遊戲物件的參數屬於預定條件的情形係相當於「滿足了預定條件的情形」的態樣中,以脫離預定狀態之方式更新遊戲物件的參數此一情形係相當於「以不易滿足預定條件之方式使遊戲物件的參數變化」此一情形。具體而言,例如,在遊戲物件的精神狀態參數屬於預定基準以上的情形為相當於「滿足了預定條件之情形」的態樣中,使遊戲物件的精神狀態參數減少此一情形係相當於「以不易滿足預定條件之方式使遊戲物件的參數變化」此一情形。在前述的棒球遊戲之例中,降低隊友人物之活力參數此一情形係相當於「以不易滿足預定條件之方式使遊戲物件的參數變化」之一例。 The so-called "change the parameters of the game object in a way that is not easy to meet the predetermined conditions" refers to increase or decrease the parameters of the game object in a way that is not easy to meet the predetermined conditions. For example, in a situation where the parameters of a game object belong to a predetermined condition, it is equivalent to "a situation where the predetermined condition is satisfied", and the parameter of the game object is updated in a way out of the predetermined state. The conditional method changes the parameters of the game object". Specifically, for example, in a situation where the mental state parameter of the game object is above a predetermined criterion is equivalent to "a situation where the predetermined condition is satisfied", reducing the mental state parameter of the game object is equivalent to " Change the parameters of the game object in a way that is not easy to meet the predetermined conditions". In the aforementioned example of the baseball game, reducing the vitality parameter of the teammate character is equivalent to an example of "changing the parameter of the game object in a way that does not easily satisfy the predetermined condition".

在前述之棒球遊戲之例中,第一變化部171係將對被選擇作為執行對象之練習項目所分配的所有隊友人物的活力參數提高1分。第二 變化部172係將從對被選擇作為執行對象之練習項目以外之練習項目所分配的所有隊友人物之中根據機率資訊(隨機)所選擇之隊友人物的活力參數降低1分。 In the example of the aforementioned baseball game, the first changing unit 171 increases the vitality parameters of all teammate characters assigned to the practice items selected as the execution target by 1 point. The second changing part 172 reduces the vitality parameter of the teammate character selected based on the probability information (randomly) from among all teammate characters assigned to the practice items other than the practice item selected as the execution target.

[3-7.第三執行部180]第三執行部180係執行對用戶不利的第三遊戲處理。另外,關於「對用戶不利的處理」已經進行了說明,因此在此省略說明。 [3-7. Third execution unit 180] The third execution unit 180 executes a third game process that is disadvantageous to the user. In addition, the "processing disadvantageous to the user" has already been described, so the description is omitted here.

例如,第三執行部180係根據機率資訊而執行第三遊戲處理。亦即,第三執行部180係以根據機率資訊而來的機率,執行第三遊戲處理。例如,第三執行部180係根據機率資訊,而決定是否要執行第三遊戲處理,當決定了要執行第三遊戲處理時,執行第三遊戲處理。 For example, the third execution unit 180 executes the third game process based on the probability information. That is, the third execution unit 180 executes the third game process with a probability based on the probability information. For example, the third execution unit 180 determines whether to execute the third game process based on the probability information, and when it is determined to execute the third game process, executes the third game process.

此外,例如第三執行部180亦可依據用戶的遊戲操作而執行第三遊戲處理。在此之「遊戲操作」中,亦可包含從複數個選項之中選擇操作。亦即,第三執行部180亦可執行第三遊戲處理以作為對應於所選擇之選項的遊戲處理。換言之,當與所選擇之選項建立了關聯的遊戲資料未滿足預定條件時,第三執行部180係可執行第三遊戲處理,以作為對應於所選擇之選項的遊戲處理。此時,亦可執行第一遊戲處理與第三遊戲處理之兩方,以作為對應於所選擇之選項的遊戲處理。 In addition, for example, the third execution unit 180 may also execute the third game process according to the user's game operation. In this "game operation", it may also include a selection operation from a plurality of options. That is, the third execution unit 180 may also execute the third game process as the game process corresponding to the selected option. In other words, when the game data associated with the selected option does not satisfy the predetermined condition, the third execution unit 180 can execute the third game process as the game process corresponding to the selected option. At this time, both the first game process and the third game process may be executed as game processes corresponding to the selected option.

在前述之棒球遊戲之例中,第10圖所示之例的不利處理係相當於「第三遊戲處理」的一例。亦即,第三執行部180係執行第10圖所示之例的不利處理。 In the aforementioned example of the baseball game, the disadvantage processing of the example shown in FIG. 10 corresponds to an example of the "third game processing". That is, the third execution unit 180 executes the disadvantage processing of the example shown in FIG. 10.

[3-8.取得部190與顯示控制部130]取得部190係取得關於第三遊戲處理之執行歷程的執行歷程資訊。例如,當執行歷程資訊包含依 據第三遊戲處理的執行而變化的數值資訊時,顯示控制部130係進行用以將依據數值資訊之變化而變化的顯示物件顯示於顯示部15的控制。顯示控制部130係進行用以因應數值資訊朝向預定值變化此一情形,而使顯示物件之狀態朝向預定狀態變化的控制。 [3-8. Acquisition unit 190 and display control unit 130] The acquisition unit 190 acquires execution history information about the execution history of the third game process. For example, when the execution history information includes numerical information that changes according to the execution of the third game process, the display control unit 130 performs control for displaying the display object that changes according to the change of the numerical information on the display unit 15. The display control unit 130 performs control for changing the state of the display object toward the predetermined state in response to the change of the numerical information toward the predetermined value.

[3-8-1]所謂「執行歷程資訊」,係指關於從給予的時點至目前時點之期間內之第三遊戲處理之執行歷程的資訊。所謂「給予的時點」,係指例如為使遊戲啟動的時點,或是用戶開始遊戲之進行的時點。若為進行劇情之類之遊戲的情形,劇情開始的時點相當於「給予之時點」的一例。此外,若為由複數個任務所構成之遊戲的情形,目前之任務的開始時點係相當於「給予之時點」的一例。另外,距離目前時點為預定時間前的時點,亦可相當於「給予之時點」的一例。 [3-8-1] The so-called "execution history information" refers to information about the execution history of the third game process during the period from the given time point to the current time point. The "time of giving" refers to, for example, the time when the game is started, or the time when the user starts the game. In the case of a game such as a story, the time when the story starts is equivalent to an example of "the time of giving." In addition, in the case of a game consisting of multiple tasks, the starting time of the current task is equivalent to an example of "the time of giving". In addition, the distance from the current time point to the time point before the predetermined time may be equivalent to an example of "the time point of giving".

另外,所謂「執行歷程資訊」亦可為可在遊戲中執行之對用戶不利之遊戲處理中之關於指定之遊戲處理之執行歷程的資訊。此外,所謂「執行歷程資訊」,亦可為可在遊戲中執行之關於對用戶不利之遊戲處理的所有執行歷程的資訊。 In addition, the so-called "execution history information" can also be information about the execution history of the specified game process in the game process that can be executed in the game that is detrimental to the user. In addition, the so-called "execution history information" can also be information about all execution history of game processing that is unfavorable to the user that can be executed in the game.

例如,所謂「執行歷程資訊」為依據第三遊戲處理之執行而變化的數值資訊。所謂「執行歷程資訊」亦可為顯示第三遊戲處理之執行次數或執行頻率等的資訊。 For example, the so-called "execution history information" is numerical information that changes according to the execution of the third game process. The so-called "execution history information" can also be information showing the number of executions or execution frequency of the third game process.

所謂「依據第三遊戲處理之執行而變化的數值資訊」,係指例如每逢執行第三遊戲處理即增加的數值資訊。具體而言,所謂該「數值資訊」,係指例如為每逢執行第三遊戲處理即逐預定量而增加的數值資訊。或者,所謂該「數值資訊」,亦可為每逢執行第三遊戲處理,即增加因為 該第三遊戲處理所產生之達對應於對用戶不利之程度之量的數值資訊。另外,此時,該「數值資訊」,亦可於執行對用戶有利的第一遊戲處理時減少。具體而言,該「數值資訊」,亦可為每逢執行第一遊戲處理即逐預定量而減少。或者,該「數值資訊」,亦可每逢執行第一遊戲處理,即減少因為該第一遊戲處理所產生之達對應於對用戶有利之程度的量。 The so-called "value information that changes according to the execution of the third game process" refers to, for example, the value information that increases every time the third game process is executed. Specifically, the so-called “numerical information” refers to, for example, numerical information that is increased by a predetermined amount every time the third game process is executed. Alternatively, the so-called "numerical information" can also be every time the third game process is executed, that is, the amount of numerical information generated by the third game process that corresponds to the disadvantage to the user is added. In addition, at this time, the "value information" can also be reduced when the first game process that is beneficial to the user is executed. Specifically, the "numerical information" can also be reduced by a predetermined amount every time the first game process is executed. Alternatively, the "value information" can also be executed every time the first game process is executed, that is, the amount generated by the first game process is reduced to a level corresponding to the benefit to the user.

或者,所謂「依據第三遊戲處理的執行而變化的數值資訊」,亦可為例如每逢執行第三遊戲處理即減少的數值資訊。具體而言,所謂該「數值資訊」,係例如為每逢執行第三遊戲處理即逐預定量而減少的數值資訊。或者,所謂該「數值資訊」,亦可為每逢執行第三遊戲處理,即減少因為該第三遊戲處理所產生之達對應於對用戶不利之程度之量的數值資訊。另外,此時,該「數值資訊」,亦可當執行對用戶有利的第一遊戲處理時增加。具體而言,該「數值資訊」,係可每逢執行第一遊戲處理即逐預定量而增加。或者,該「數值資訊」,係可每逢執行第一遊戲處理,即增加因為該第一遊戲處理所產生之達對應於對用戶有利之程度的量。 Alternatively, the so-called "value information that changes according to the execution of the third game process" may also be, for example, value information that decreases every time the third game process is executed. Specifically, the so-called "numerical information" is, for example, numerical information that decreases by a predetermined amount every time the third game process is executed. Alternatively, the so-called "numerical information" can also mean that every time the third game process is executed, the numerical value information generated by the third game process is reduced by an amount corresponding to the disadvantage to the user. In addition, at this time, the "value information" can also be added when the first game process that is beneficial to the user is executed. Specifically, the "numerical information" can be increased by a predetermined amount every time the first game process is executed. Alternatively, the "numerical information" can be performed every time the first game process is executed, that is, the amount generated by the first game process is increased to a level corresponding to the benefit to the user.

此外,例如所謂「執行歷程資訊」,亦可為顯示第三遊戲處理之執行歷程是否滿足預定條件的資訊。具體而言,所謂「執行歷程資訊」,例如亦可為顯示第三遊戲處理之執行次數或執行頻率是否已為預定之臨限值以上的資訊。在此之「預定條件」,為關於第三遊戲處理之執行歷程的條件(執行歷程條件)。 In addition, for example, the so-called "execution history information" can also be information showing whether the execution history of the third game process meets predetermined conditions. Specifically, the so-called "execution history information", for example, can also be information showing whether the number of executions or execution frequency of the third game process has been above a predetermined threshold. The "predetermined condition" here is a condition regarding the execution history of the third game process (execution history condition).

所謂「執行歷程資訊的取得」,亦可為例如當執行了第三遊戲處理時更新執行歷程資訊,藉此取得執行歷程資訊。或者,所謂「執行歷程資訊的取得」,既可為判定(監視)是否已執行了第三遊戲處理,且根據 該判定結果,來取得(生成)執行歷程資訊,也可為經由通訊部取得(接收)在其他裝置所取得(生成)的執行歷程資訊。 The so-called "acquisition of execution history information" can also be, for example, updating execution history information when the third game process is executed, thereby obtaining execution history information. Or, the so-called "acquisition of execution history information" may be to determine (monitor) whether the third game process has been executed, and to obtain (generate) execution history information based on the determination result, or to obtain ( Receive) the execution history information obtained (generated) from other devices.

在前述之棒球遊戲之例中,特別事件分數係相當於上述的「執行歷程資訊」或「數值資訊」的一例。取得部190係當執行了如第10圖所示之例的不利處理時,相應於對應該執行之不利處理的增加量增加特別事件分數。 In the aforementioned example of the baseball game, the special event score corresponds to an example of the aforementioned "execution history information" or "numerical information". The acquisition unit 190 increases the special event score corresponding to the increase in the amount of the disadvantageous processing to be executed when the disadvantageous processing of the example shown in FIG. 10 is executed.

[3-8-2]所謂「顯示物件」係指顯示於顯示部15的對象。所謂「顯示物件」,亦可指顯示於顯示部15之圖像中所含的要素。例如,圖像或本文等相當於「顯示物件」的一例。 [3-8-2] The "display object" refers to an object displayed on the display unit 15. The “display object” may also refer to elements included in the image displayed on the display unit 15. For example, an image or text is equivalent to an example of "display object".

所謂「依據數值資訊的變化而變化的顯示物件」,係狀態會因應數值資訊的變化而變化的顯示物件。所謂「顯示物件的狀態」,係例如為顯示物件的顯示內容、顯示位置、長度、大小(面積)、形狀、顏色、或模糊程度等。 The so-called "display object that changes according to changes in numerical information" is a display object whose status changes in response to changes in numerical information. The "state of the display object" refers to, for example, the display content, display position, length, size (area), shape, color, or degree of blur of the display object.

例如,「因應數值資訊之變化而變化的顯示物件」,係位置或大小等會因應數值資訊增加而變化的顯示物件。或者,「因應數值資訊的變化而變化的顯示物件」,係例如亦可為位置或大小等會因應數值資訊減少而變化的顯示物件。 For example, "display objects that change in response to changes in numerical information" refers to display objects that change in response to the increase in numerical information, such as position or size. Or, "display objects that change in response to changes in numerical information", for example, can also be display objects that change in response to a decrease in numerical information such as position or size.

例如,以目前的數值本身為顯示內容的顯示物件係相當於「因應數值資訊的變化而變化的顯示物件」的一例。此外,例如,因應數值資訊的增加而伸展的計量器(或因應數值資訊的減少而縮小的計量器)係相當於「因應數值資訊的變化而變化的顯示物件」的一例。此外,例如因應數值資訊的增加而擴大的圖像(或因應數值資訊的減少而縮小的圖像)係 相當於「因應數值資訊的變化而變化的顯示物件」的一例。具體而言,例如,因應數值資訊的增加而擴大的圓形圖像(或因應數值資訊的減少而縮小的圓形圖像)係相當於「因應數值資訊的變化而變化的顯示物件」的一例。 For example, a display object that uses the current value itself as the display content is equivalent to an example of "a display object that changes in response to changes in numerical information." In addition, for example, a meter that expands in response to an increase in numerical information (or a meter that is reduced in response to a decrease in numerical information) is equivalent to an example of "display objects that change in response to changes in numerical information." In addition, for example, an image enlarged in response to an increase in numerical information (or an image reduced in response to a decrease in numerical information) is equivalent to an example of "display objects that change in response to changes in numerical information." Specifically, for example, a circular image enlarged in response to an increase in numerical information (or a circular image reduced in response to a decrease in numerical information) is equivalent to an example of "display objects that change in response to changes in numerical information" .

另外,「狀態會因應數值資訊的變化而變化的顯示物件」,亦可為狀態會因應數值資訊的變化而階段性變化的顯示物件。例如,包含可被用戶辨識之複數個區劃的計量器圖像亦相當於「狀態會因應數值資訊的變化而變化的顯示物件」的一例,該計量器圖像係例如當數值資訊包含於對應第一個區劃之數值範圍時計量器伸展至第一個區劃,當數值資訊包含於對應第二個區劃之數值範圍時計量器伸展至第一個區劃及第二個區劃,當數值資訊包含於對應第n個區劃之數值範圍時計量器伸展至第一至n個區劃。 In addition, "a display object whose state changes in response to changes in numerical information" can also be a display object whose state changes in stages in response to changes in numerical information. For example, a meter image that includes a plurality of regions that can be recognized by the user is also equivalent to an example of "a display object whose status changes in response to changes in numerical information." The meter image is, for example, when numerical information is included in the corresponding section. When the value range of a division, the meter extends to the first division. When the value information is included in the value range corresponding to the second division, the meter expands to the first division and the second division. When the value information is included in the corresponding When the value range of the nth division, the meter extends to the first to n divisions.

所謂「用以將顯示物件顯示於顯示手段的控制」,係指生成包含顯示物件的圖像,且使該圖像顯示於顯示部15。或者,上述「控制」亦可為:將用以顯示包含顯示物件之圖像的資料傳送至其他裝置,且將包含顯示物件的圖像,顯示於該其他裝置的顯示部。另外,所謂「用以顯示包含顯示物件之圖像的資料」,既可為顯示包含顯示物件之圖像本身的資料,也可為用以生成包含顯示物件之圖像的資料。 The so-called "control to display the display object on the display means" refers to generating an image including the display object and displaying the image on the display unit 15. Alternatively, the above-mentioned "control" may also be: transmitting data for displaying an image containing a display object to another device, and displaying the image containing the display object on the display portion of the other device. In addition, the so-called "data used to display the image containing the display object" can be data used to display the image itself containing the display object, or data used to generate the image containing the display object.

所謂「用以因應數值資訊朝向預定值變化此一情形,使顯示物件的狀態朝向預定狀態變化的控制」,係指例如伴隨著數值資訊從初始值朝向預定值逐漸增加,使顯示物件的狀態從初始狀態朝預定狀態逐漸變化,且用以使顯示物件之狀態在數值資訊成為預定值的時點成為預定狀態的控制。 The so-called "control to change the state of the display object toward the predetermined state in response to the change of the numerical information toward the predetermined value" refers to, for example, as the numerical information gradually increases from the initial value to the predetermined value, the state of the display object changes from The initial state gradually changes to the predetermined state, and the state of the display object is controlled to become the predetermined state when the numerical information becomes the predetermined value.

具體而言,例如,顯示控制部130係進行伴隨著數值資訊從初始值朝向預定值逐漸增加,使顯示物件的長度從初始值(零)朝預定值逐漸伸展,且用以使顯示物件之長度在數值資訊增加至預定值時點成為預定值的控制。或者,顯示控制部130係進行伴隨著數值資訊從初始值朝向預定值逐漸增加,使顯示物件的位置從初始位置朝預定位置逐漸移動,且用以使顯示物件之位置在數值資訊成為預定值的時點成為預定位置的控制。 Specifically, for example, the display control unit 130 gradually expands the length of the display object from the initial value (zero) toward the predetermined value as the numerical information gradually increases from the initial value to the predetermined value, and is used to make the length of the display object When the numerical information increases to a predetermined value, the control becomes the predetermined value. Alternatively, the display control unit 130 performs a process of gradually moving the position of the display object from the initial position to the predetermined position as the numerical information gradually increases from the initial value to the predetermined value, and to make the position of the display object become the predetermined value in the numerical information The time point becomes the control of the predetermined position.

此外,所謂「用以因應數值資訊朝向預定值變化此一情形,使顯示物件的狀態朝向預定狀態變化的控制」,亦可為進行伴隨著數值資訊從初始值朝向預定值逐漸減少,使顯示物件的狀態從初始狀態朝預定狀態逐漸變化,且用以使顯示物件之狀態在數值資訊減少至預定值的時點成為預定狀態的控制。 In addition, the so-called "control to change the state of the display object toward a predetermined state in response to the change of the numerical information toward a predetermined value" can also be performed as the numerical information gradually decreases from the initial value to the predetermined value, so that the display object The state gradually changes from the initial state to the predetermined state, and is used to make the state of the display object become the predetermined state when the numerical information decreases to the predetermined value.

在前述之棒球遊戲之例中,主命令圖像G200或練習命令圖像G300的部件P260係相當於上述之「顯示物件」的一例。顯示控制部130係進行將包含部件P260的主命令圖像G200或練習命令圖像G300顯示於顯示部15的控制。此外,顯示控制部130係進行伴隨著特別事件分數從初始值(零)朝向臨限值逐漸增加,使部件P260之伸展部P261的長度從初始值(零)朝最大長度逐漸伸展,且使伸展部P261的長度在特別事件分數增加至臨限值的時點成為最大長度的控制。 In the aforementioned example of the baseball game, the part P260 of the main command image G200 or the practice command image G300 corresponds to an example of the aforementioned "display object". The display control unit 130 performs control to display the main command image G200 or the practice command image G300 including the part P260 on the display unit 15. In addition, the display control unit 130 gradually expands the length of the stretched portion P261 of the component P260 from the initial value (zero) to the maximum length as the special event score gradually increases from the initial value (zero) to the threshold, and stretches The length of the part P261 becomes the maximum length control when the special event score increases to the threshold value.

[3-9.第二設定部120]第二設定部120係根據經由取得部190所取得的執行歷程資訊,替代第一設定部110,針對複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足預定條件。例 如,第二設定部120係根據執行歷程資訊,以涵蓋預定期間之方式,將與選項建立關聯的遊戲資料設定為滿足預定條件。 [3-9. The second setting unit 120] The second setting unit 120 replaces the first setting unit 110 based on the execution history information obtained through the obtaining unit 190, and compares at least one option among a plurality of options with the The game data associated with the option is set to meet predetermined conditions. For example, the second setting unit 120 sets the game data associated with the option to satisfy the predetermined condition in a manner that covers a predetermined period according to the execution history information.

[3-9-1]所謂「替代第一設定手段,設定與複數個選項之中之至少一個選項建立關聯的遊戲資料」,係指不藉由第一設定部110進行而是藉由第二設定部120來進行與複數個選項之中之至少一個選項建立關聯之遊戲資料的設定。 [3-9-1] The so-called "instead of the first setting means, setting the game data associated with at least one of a plurality of options" means that it is not performed by the first setting unit 110 but by the second The setting unit 120 performs setting of game data associated with at least one of the plurality of options.

所謂「根據執行歷程資訊,替代第一設定部110,設定與複數個選項之中之至少一個選項建立關聯之遊戲資料」,係例如設為當執行歷程資訊未滿足預定條件時,藉由第一設定手段來進行與複數個選項之中之至少一個選項建立關聯之遊戲資料的設定,當執行歷程資訊滿足預定條件時,替代第一設定部110,而藉由第二設定部120進行上述設定。 The so-called "based on the execution history information, instead of the first setting unit 110, set the game data associated with at least one of the plurality of options", for example, when the execution history information does not meet a predetermined condition, the first The setting means sets the game data associated with at least one of the plurality of options. When the execution history information satisfies a predetermined condition, the first setting part 110 is replaced, and the second setting part 120 performs the above setting.

在此,例如,在顯示第三遊戲處理之執行次數或執行頻率之資訊為「執行歷程資訊」的態樣中,第三遊戲處理之執行次數或執行頻率為預定值以上的情形等係相當於「執行歷程資訊滿足預定條件之情形」的一例。 Here, for example, in the case where the information showing the execution count or execution frequency of the third game process is "execution history information", the situation where the execution count or execution frequency of the third game process is more than a predetermined value is equivalent to An example of "the situation where the execution history information satisfies the predetermined conditions".

此外,例如在因應第三遊戲處理之執行而變化的數值資訊為「執行歷程資訊」的態樣中,數值資訊達到預定值的情形係相當於「執行歷程資訊滿足預定條件的情形」之一例。亦即,在此態樣中,第二設定部120係當數值資訊達到預定值時,將與選項建立關聯的遊戲資料設定為滿足預定條件。另外,在因應第三遊戲處理之執行而增加之數值資訊的情形下,所謂「數值資訊達到預定值的情形」,係指不僅包含數值資訊增加至預定值而成為預定值的情形,還包含數值資訊超過預定值的情形。另一方 面,在因應第三遊戲處理之執行而減少之數值資訊的情形下,所謂「數值資訊達到預定值的情形」,係指不僅包含數值資訊減少至預定值而成為預定值的情形,還包含數值資訊未達預定值的情形。 In addition, for example, in a situation where the numerical information that changes in response to the execution of the third game process is "execution history information", the situation where the numerical information reaches a predetermined value is equivalent to an example of "the situation where the execution history information satisfies a predetermined condition". That is, in this aspect, the second setting unit 120 sets the game data associated with the option to satisfy the predetermined condition when the numerical information reaches a predetermined value. In addition, in the case of numerical information increased in response to the execution of the third game process, the so-called "case where numerical information reaches a predetermined value" means not only the case where numerical information increases to a predetermined value and becomes a predetermined value, but also a numerical value Information exceeds a predetermined value. On the other hand, in the case of numerical information reduced in response to the execution of the third game process, the so-called "case where numerical information reaches a predetermined value" means not only the case where numerical information is reduced to a predetermined value and becomes a predetermined value, but also Including cases where numerical information does not reach a predetermined value.

此外,例如,在顯示第三遊戲處理之執行歷程是否滿足了預定條件的資訊為「執行歷程資訊」的態樣中,執行歷程資訊顯示已滿足預定條件此一情形的情形係相當於「執行歷程資訊滿足預定條件的情形」。 In addition, for example, in a situation where the information showing whether the execution history of the third game process meets the predetermined condition is "execution history information", the situation in which the execution history information shows that the predetermined condition has been satisfied is equivalent to "execution history Information meets predetermined conditions".

所謂「將與複數個選項之中之至少一個選項建立關聯的遊戲資料設定為滿足預定條件」,係指要與遊戲資料建立關聯的所有選項,將與選項建立關聯的遊戲資料設定為滿足預定條件。 The so-called "set the game data associated with at least one of the multiple options to meet the predetermined conditions" refers to all the options to be associated with the game data, and set the game data associated with the options to meet the predetermined conditions .

或者,所謂「將與複數個選項之中之至少一個選項建立關聯的遊戲資料設定為滿足預定條件」,亦可指針對從與遊戲資料建立關聯的選項之中所選出之一部分的選項,將與選項建立關聯的遊戲資料設定為滿足預定條件。此時,關於一部分之選項之以外的選項,係可設為藉由第一設定部110來設定。此外,此時,設為上述設定之對象之一部分的選項,既可隨機地選出,也可根據預定的規則來選出。 Or, the so-called "set the game data associated with at least one of the plurality of options to meet a predetermined condition" can also refer to a part of the options selected from the options associated with the game data, which will be The game data associated with the option is set to meet predetermined conditions. At this time, the options other than some of the options can be set by the first setting unit 110. In addition, at this time, the options set as part of the object of the above settings can be selected either randomly or according to a predetermined rule.

所謂「將與選項建立關聯的遊戲資料設定為滿足預定條件」,係指以與選項建立了關聯的遊戲資料成為滿足了預定條件之狀態之方式,設定與選項建立關聯的遊戲資料。 The so-called "setting the game data associated with the option to meet the predetermined conditions" refers to setting the game data associated with the option in such a way that the game data associated with the option becomes a state that meets the predetermined conditions.

例如,當以與選項建立了關聯的資料包含一個或複數個遊戲參數、而且關於該一個或複數個遊戲參數的條件來設定「預定條件」時,第二設定部120係以該一個或複數個遊戲參數成為滿足了預定條件之狀態之方式,設定與選項建立關聯的遊戲資料(遊戲參數)。具體而言,例如,當 以與選項建立了關聯的所有遊戲參數是否為預定狀態的條件來設定「預定條件」時,第二設定部120係以與選項建立了關聯之所有遊戲參數成為預定狀態之方式,設定與選項建立關聯的遊戲資料(遊戲參數)。 For example, when the data associated with the option includes one or more game parameters, and the conditions regarding the one or more game parameters are used to set the "predetermined conditions", the second setting unit 120 uses the one or more game parameters. The game parameter becomes a way to satisfy the predetermined condition, and the game data (game parameter) associated with the option is set. Specifically, for example, when the "predetermined condition" is set based on whether all game parameters associated with the option are in a predetermined state, the second setting unit 120 sets all the game parameters associated with the option into a predetermined state. In this way, set the game data (game parameters) associated with the options.

此外,例如當以與選項建立了關聯之遊戲參數中之預定數以上的遊戲參數是否為預定狀態的條件來設定「預定條件」時,第二設定部120係以與選項建立了關聯之遊戲參數中之預定數以上的遊戲參數成為預定狀態之方式,設定與選項建立關聯的遊戲資料(遊戲參數)。 In addition, for example, when the "predetermined condition" is set based on whether a predetermined number or more of the game parameters associated with the option are in a predetermined state, the second setting unit 120 uses the game parameter associated with the option. To set the game data (game parameter) associated with the option in a way that the game parameters above a predetermined number become a predetermined state.

此外,例如當以一個或複數個遊戲物件與選項建立關聯,且關於該一個或複數個遊戲物件的條件來設定「預定條件」時,第二設定部120係將與選項建立關聯的遊戲物件,設定為與選項建立了關聯的物件已滿足預定條件的狀態。 In addition, for example, when one or more game objects are associated with an option, and the "predetermined condition" is set for the condition of the one or more game objects, the second setting unit 120 will be the game object associated with the option, Set to the state where the object associated with the option has met the predetermined conditions.

具體而言,當以關於遊戲物件之參數的條件來設定「預定條件」時,第二設定部120係將與選項建立關聯的遊戲物件設定為與選項建立關聯之遊戲物件的參數為滿足預定條件。例如,第二設定部120係將與選項建立關聯的遊戲物件的參數,設定為滿足預定條件。此外,例如第二設定部120係選擇參數滿足預定條件的遊戲物件,以作為與選項建立關聯的遊戲物件。 Specifically, when the "predetermined condition" is set based on the conditions related to the parameters of the game object, the second setting unit 120 sets the game object associated with the option to that the parameter of the game object associated with the option satisfies the predetermined condition . For example, the second setting unit 120 sets the parameters of the game object associated with the option to satisfy predetermined conditions. In addition, for example, the second setting unit 120 selects a game object whose parameters satisfy a predetermined condition as the game object associated with the option.

或者,以與選項建立了關聯的遊戲物件是否為預定狀態的條件來設定「預定條件」時,第二設定部120係以與選項建立了關聯的所有遊戲物件成為預定狀態之方式,設定與選項建立關聯的遊戲物件。 Or, when the "predetermined condition" is set based on whether the game object associated with the option is in a predetermined state, the second setting unit 120 sets the option in such a way that all game objects associated with the option become the predetermined state. Create associated game objects.

或者,當以與選項建立了關聯之遊戲物件之中之預定數以上的遊戲物件是否為預定狀態的條件來設定「預定條件」時,第二設定部120 係以與選項建立了關聯之遊戲物件之中之預定數以上的遊戲物件成為預定狀態之方式,設定與選項建立關聯的遊戲物件。 Or, when the "predetermined condition" is set based on whether or not a predetermined number of game objects among the game objects associated with the option are in a predetermined state, the second setting unit 120 uses the game object associated with the option In the way that the game objects above a predetermined number are in a predetermined state, set the game objects associated with the options.

[3-9-2]所謂「預定期間」係指當若要從複數個選項之中進行選択的選擇機會為要重複提供給用戶之態樣時,至預定次數之選擇機會結束為止前的期間。或者,所謂「預定期間」亦可為經過預定時間為止前的期間。或者,所謂「預定期間」亦可為從第二設定部120所進行的設定開始後(或成為可藉由第二設定部120進行設定的狀態之後)經過預定時間為止前的期間。或者,所謂「預定期間」亦可為預定事件發生為止前的期間。若是前述之棒球遊戲的情形,則五回合係相當於「預定期間」的一例。 [3-9-2] The so-called "predetermined period" refers to the period until the end of the predetermined number of options when the selection opportunity to select from among a plurality of options is to be repeatedly provided to the user . Alternatively, the so-called "predetermined period" may be the period before the predetermined time elapses. Alternatively, the "predetermined period" may be a period until a predetermined time elapses after the setting by the second setting unit 120 starts (or after it becomes a state that can be set by the second setting unit 120). Alternatively, the so-called "scheduled period" may also be the period before the occurrence of a scheduled event. In the case of the aforementioned baseball game, the five-round system corresponds to an example of the "predetermined period".

[3-9-3]在前述之棒球遊戲之例中,第二設定部120係當特別事件分數到達了預定的臨限值時,使特別事件涵蓋五個回合發生。 [3-9-3] In the aforementioned example of the baseball game, the second setting unit 120 causes the special event to occur in five rounds when the special event score reaches a predetermined threshold.

在特別事件中,第二設定部120係替代第一設定部110,針對至少一個練習項目,以滿足特別練習模式條件(上述條件B、C)之方式,設定要對該練習項目所分配的隊友人物。具體而言,第二設定部120係將所有隊友人物的活力參數設定為「絕佳狀態(5)」。此外,第二設定部120係針對至少一個練習項目,將兩人以上的隊友人物與該練習項目建立關聯。此外,第二設定部120係將主角人物的活力參數亦設定為「絕佳狀態(5)」。如此一來,第二設定部120係針對至少一個練習項目,設定為滿足了特別練習模式條件的狀態。另外,第二設定部120亦可針對所有練習項目,設定為滿足了特別練習模式條件的狀態。 In a special event, the second setting unit 120 replaces the first setting unit 110, and for at least one practice item, sets the teammates to be assigned to the practice item in a manner that satisfies the conditions of the special practice mode (conditions B and C above) character. Specifically, the second setting unit 120 sets the vitality parameters of all teammate characters to "excellent state (5)". In addition, the second setting unit 120 associates two or more teammate characters with the practice item for at least one practice item. In addition, the second setting unit 120 also sets the vitality parameter of the protagonist to "best state (5)". In this way, the second setting unit 120 sets at least one practice item to a state that satisfies the conditions of the special practice mode. In addition, the second setting unit 120 may also set all the practice items to a state that satisfies the conditions of the special practice mode.

「4.處理」接著說明要在遊戲系統1中執行的處理。 "4. Processing" Next, processing to be executed in the game system 1 will be described.

[4-1]第17圖係顯示各回合開始時所要執行之處理的一例。例如,遊戲終端10(遊戲控制裝置的一例)之控制部11依據程式執行第17圖所示的處理,藉此使控制部11發揮作為第一設定部110、第二設定部120、及顯示控制部130的功能。第17圖所示之各步驟的處理,係根據記憶於資料記憶部100中的資料來執行。 [4-1] Figure 17 shows an example of the processing to be executed at the beginning of each round. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing shown in Fig. 17 according to the program, thereby allowing the control unit 11 to function as the first setting unit 110, the second setting unit 120, and the display control The function of section 130. The processing of each step shown in FIG. 17 is executed based on the data stored in the data storage unit 100.

如第17圖所示,控制部11係判定是否特別事件正在發生中(S100)。亦即,控制部11係參照培育狀況資料D104(發生旗標欄位),判定特別事件的發生旗標是否為「1」。 As shown in Fig. 17, the control unit 11 determines whether a special event is occurring (S100). That is, the control unit 11 refers to the cultivation status data D104 (occurrence flag field) to determine whether the occurrence flag of the special event is "1".

當被判定為正在發生特別事件中時(S100:Yes(是)),控制部11係將主角人物及所有隊友人物的活力參數設定為「絕佳狀態」(S102)。亦即,控制部11係對於培育狀況資料D104(活力參數欄位)進行存取,且將主角人物的活力參數設定為「5」。此外,控制部11係對於遊戲人物資料D103(活力參數欄位)進行存取,且將所有隊友人物的活力參數設定為「5」。另一方面,當被判定非為正在發生特別事件中時(S100:No(否)),控制部11係不執行步驟S102,而執行後述的步驟S104。 When it is determined that a special event is occurring (S100: Yes), the control unit 11 sets the vitality parameters of the protagonist character and all teammates to "excellent state" (S102). That is, the control unit 11 accesses the cultivation status data D104 (vitality parameter field), and sets the vitality parameter of the protagonist to "5". In addition, the control unit 11 accesses the game character data D103 (vitality parameter field), and sets the vitality parameters of all teammate characters to "5". On the other hand, when it is determined that a special event is not occurring (S100: No), the control unit 11 does not execute step S102, but executes step S104 described later.

當執行了步驟S102時,或者,在步驟S100中被判定為非為發生特別事件中時(S100:No),控制部11係決定要對各練習項目所分配的遊戲人物(S104)。例如,控制部11係針對被登錄於遊戲人物資料D103的各遊戲人物,根據機率資訊(隨機)選出六個練習項目(打擊、肌力、跑壘、臂力、守備、心智練習)中之任一個,且將所選出的練習項目,決定作為要分配該遊戲人物之對象的練習項目。此外,控制部11係對於培育狀況資料D104(遊戲人物欄位)進行存取,且登錄決定結果。另外,當被判定為正在 發生特別事件中時,控制部11係以成為對各練習項目分配有兩名以上的隊友人物的狀態之方式,決定要對各練習項目所分配的遊戲人物。 When step S102 is executed, or when it is determined that a special event is not occurring in step S100 (S100: No), the control unit 11 determines the game character to be assigned to each practice item (S104). For example, the control unit 11 selects any one of six exercise items (strike, muscle strength, base running, arm strength, defense, mental exercise) based on probability information (random) for each game character registered in the game character data D103 , And the selected practice item is determined as the practice item to be assigned to the game character. In addition, the control unit 11 accesses the cultivation status data D104 (character field of the game) and registers the decision result. In addition, when it is determined that a special event is occurring, the control unit 11 determines the game character to be assigned to each practice item in a state where two or more teammate characters are assigned to each practice item.

於執行步驟S104之後,控制部11係判定六個練習項目之中,是否存在有滿足了特別練習模式條件之狀態的練習項目(S106)。在此判定中,係參照培育狀況資料D104(活力參數欄位或遊戲人物欄位)、或遊戲人物資料D103(活力參數欄位)。 After performing step S104, the control unit 11 determines whether there is a practice item that satisfies the conditions of the special practice mode among the six practice items (S106). In this determination, reference is made to the cultivation status data D104 (vitality parameter field or game character column) or the game character data D103 (vitality parameter field).

當被判定為存在有滿足了特別練習模式條件之狀態的項目時(S106:Yes),控制部11係對於培育狀況資料D104(特別練習模式旗標欄位)進行存取,且對滿足了特別練習模式條件之狀態之練習項目的特別練習模式旗標設定「1」,而對未滿足特別練習模式條件之狀態之練習項目的特別練習模式旗標設定「0」(S108)。 When it is judged that there is an item that satisfies the conditions of the special practice mode (S106: Yes), the control unit 11 accesses the cultivation status data D104 (special practice mode flag field), and is The special practice mode flag of the practice item in the state of the practice mode condition is set to "1", and the special practice mode flag of the practice item in the state that does not meet the special practice mode condition is set to "0" (S108).

另一方面,當被判定為不存在滿足了特別練習模式條件之狀態的練習項目時(S106:No),控制部11係對於培育狀況資料D104(特別練習模式旗標欄位)進行存取,且對所有練習項目的特別練習模式旗標設定「0」(S110)。 On the other hand, when it is determined that there is no practice item that satisfies the conditions of the special practice mode (S106: No), the control unit 11 accesses the cultivation status data D104 (special practice mode flag field), And set "0" to the special practice mode flag of all practice items (S110).

在執行步驟S108或S110之後,控制部11係將主命令圖像G200顯示於顯示部15(S112)。此時,控制部11係參照培育狀況資料D104,且根據已登錄於「特別事件」欄位中的資訊而顯示部件P260。 After performing step S108 or S110, the control unit 11 displays the main command image G200 on the display unit 15 (S112). At this time, the control unit 11 refers to the cultivation status data D104, and displays the part P260 based on the information registered in the "special event" field.

[4-2]第18圖係顯示主命令圖像G200顯示於顯示部15時所執行之處理的一例。例如,遊戲終端10(遊戲控制裝置之一例)的控制部11依據程式執行第18圖所示的處理,藉此使控制部11發揮作為顯示控制 部130及第三執行部180的功能。第18圖所示之各步驟的處理,係根據記憶於資料記憶部100中的資料而執行。 [4-2] Fig. 18 shows an example of processing executed when the main command image G200 is displayed on the display unit 15. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing shown in Fig. 18 according to a program, thereby causing the control unit 11 to function as the display control unit 130 and the third execution unit 180. The processing of each step shown in FIG. 18 is executed based on the data stored in the data storage unit 100.

如第18圖所示,控制部11係監視是否已選擇了任一個命令(S120)。另外,主命令圖像G200之部件P251至P256的各部件係相當於「命令」。 As shown in Fig. 18, the control unit 11 monitors whether any command has been selected (S120). In addition, the parts P251 to P256 of the main command image G200 correspond to "commands".

當被判定為已選擇了任一個命令時(S120:Yes),控制部11係判定所選擇的命令是否為能力升級(up)命令(S122)。另外,部件P256係相當於「能力升級命令」。 When it is determined that any command has been selected (S120: Yes), the control unit 11 determines whether the selected command is an ability upgrade (up) command (S122). In addition, the part P256 is equivalent to the "capability upgrade command".

當所選擇的命令為能力升級命令時(S122:Yes),控制部11係將能力提升圖像G500顯示於顯示部15(S140)。另一方面,當所選擇的命令非為能力升級命令時(S122:No),控制部11係判定所選擇的命令是否為練習命令(S124)。另外,部件P251係相當於「練習命令」。 When the selected command is the ability upgrade command (S122: Yes), the control unit 11 displays the ability upgrade image G500 on the display unit 15 (S140). On the other hand, when the selected command is not an ability upgrade command (S122: No), the control unit 11 determines whether the selected command is a practice command (S124). In addition, the part P251 corresponds to the "practice command".

當所選擇的命令為練習命令時(S124:Yes),控制部11係將練習命令圖像G300顯示於顯示部15(S142)。另一方面,當所選擇的命令非為練習命令時(S124:No),控制部11係執行對應於所選擇之命令的遊戲處理(S126)。 When the selected command is a practice command (S124: Yes), the control unit 11 displays the practice command image G300 on the display unit 15 (S142). On the other hand, when the selected command is not a practice command (S124: No), the control unit 11 executes a game process corresponding to the selected command (S126).

例如,當所選擇的命令為進行休息的命令(部件P252)時,控制部11係執行使主角人物的體力參數增加的處理。此外,例如所選擇的命令為遊憩命令(部件P254)時,控制部11係執行提高主角人物之活力參數的處理。 For example, when the selected command is a command to take a break (part P252), the control unit 11 executes a process of increasing the physical strength parameter of the main character. In addition, for example, when the selected command is a recreation command (part P254), the control unit 11 executes processing to increase the vitality parameter of the main character.

此外,例如當所選擇的命令為約會命令(部件P255)時,控制部11係執行約會處理。約會處理係例如包含將顯示主角人物進行約會之情 形的圖像顯示於顯示部15的處理、及根據約會的結果而提高(或降低)主角人物之活力參數的處理。 In addition, for example, when the selected command is an appointment command (part P255), the control unit 11 executes appointment processing. The dating processing system includes, for example, the processing of displaying an image showing the protagonist’s date on the display unit 15 and the processing of increasing (or lowering) the vitality parameter of the protagonist based on the result of the date.

此外,例如當所選擇的命令為就醫命令(部件P253)時,控制部11係執行就醫處理。就醫處理係例如包含根據機率資訊(隨機)而決定是否要完全治好主角人物的病勢或傷勢的處理、當決定為要完全治好主角人物的病勢或傷勢時更新培育狀況資料D104之「傷勢/病勢」欄位的處理。 In addition, for example, when the selected order is a medical treatment order (part P253), the control unit 11 executes medical treatment processing. The medical treatment system includes, for example, the treatment of deciding whether to completely cure the illness or injury of the protagonist based on probability information (random), and updating the cultivation status data D104 "Injury/ Handling of the "Disease Status" column.

在步驟S126中,除上述的處理外,控制部11係執行有關於事件人物的事件、或是使設定於劇情中的事件發生的處理。例如,控制部11係根據機率資訊(隨機)而決定是否要發生事件。此外,例如控制部11係根據是否滿足了對於事件所設定的發生條件而決定是否要發生事件。並且,當決定為要使事件發生時,控制部11係使該事件發生,且根據事件的結果,而執行更新主角人物的體力參數、活力參數、或經驗點的處理。此時,會有主角人物的體力參數等被更新為對用戶有利的情形,也會有被更新為對用戶不利的情形。 In step S126, in addition to the above-described processing, the control unit 11 executes an event related to the character of the event or a process of causing an event set in the scenario to occur. For example, the control unit 11 determines whether an event should occur based on probability information (random). In addition, for example, the control unit 11 determines whether or not an event should occur based on whether the occurrence conditions set for the event are satisfied. In addition, when it is determined that an event is to occur, the control unit 11 causes the event to occur, and according to the result of the event, performs processing to update the physical strength parameters, vitality parameters, or experience points of the protagonist. At this time, there may be situations where the physical strength parameters of the main character are updated to be beneficial to the user, and there may also be situations where the physical strength parameters of the protagonist are updated to be unfavorable to the user.

在執行步驟S126之後,控制部11係將顯示步驟S126之執行結果的執行結果圖像顯示於顯示部15(S128)。例如,當主角人物等的參數因為步驟S126的執行而變化時,將顯示變化內容的執行結果圖像顯示於顯示部15。 After step S126 is executed, the control unit 11 displays the execution result image showing the execution result of step S126 on the display unit 15 (S128). For example, when the parameters of the protagonist and the like are changed due to the execution of step S126, an execution result image showing the contents of the change is displayed on the display unit 15.

在執行步驟S128之後,控制部11係判定是否正在發生特別事件中時(S130)。步驟S130係與步驟S100相同。 After step S128 is executed, the control unit 11 determines whether a special event is occurring (S130). Step S130 is the same as step S100.

當被判定為正在發生特別事件中時(S130:Yes),控制部11係對於培育狀況資料D104(剩餘回合數欄位)進行存取,且使特別事件的剩 餘回合數減少1(S132)。並且,控制部11係判定剩餘回合數是否已成為零(S134)。當被判定為剩餘回合數已成為零時(S134:Yes),控制部11係使特別事件結束(S136)。亦即,控制部11係對於培育狀況資料D104(發生旗標欄位)進行存取,且對特別事件的發生旗標設定「0」。 When it is determined that a special event is occurring (S130: Yes), the control unit 11 accesses the cultivation status data D104 (remaining rounds field), and reduces the remaining rounds of the special event by 1 (S132). Then, the control unit 11 determines whether the number of remaining rounds has become zero (S134). When it is determined that the number of remaining rounds has become zero (S134: Yes), the control unit 11 ends the special event (S136). That is, the control unit 11 accesses the cultivation status data D104 (occurrence flag field), and sets "0" for the occurrence flag of the special event.

當執行了步驟S136時,在步驟S130中被判定為非為正在發生特別事件中時(S130:No),或者,當在步驟S134中被判定為剩餘回合數未成為零時(S134:No),控制部11係執行下一個回合的開始處理(S138)。亦即,控制部11係執行第17圖所示的處理。 When step S136 is executed, when it is determined that a special event is not occurring in step S130 (S130: No), or when it is determined that the number of remaining rounds has not become zero in step S134 (S134: No) , The control unit 11 executes the start processing of the next round (S138). That is, the control unit 11 executes the processing shown in Fig. 17.

[4-3]在第18圖的步驟S126中,會有要執行第10圖所示之例之不利處理的情形。第19圖係顯示依據不利處理的執行所執行之處理的一例。第19圖所示之處理,既可在不利處理被執行之後執行,也可與不利處理同時執行。或者,第19圖所示的處理,亦可在確定了要執行不利處理之後,於執行不利處理之前執行。例如,遊戲終端10(遊戲控制裝置的一例)之控制部11依據程式執行第19圖所示的處理,藉此使控制部11發揮作為取得部190的功能。第19圖所示之各步驟的處理,係根據被記憶於資料記憶部100的資料而執行。 [4-3] In step S126 in Fig. 18, there may be cases where the disadvantageous processing of the example shown in Fig. 10 is to be executed. Fig. 19 shows an example of processing performed in accordance with execution of adverse processing. The processing shown in Figure 19 can be executed after the adverse processing is executed, or simultaneously with the adverse processing. Alternatively, the processing shown in Fig. 19 can also be executed after the disadvantageous processing is determined to be executed before the disadvantageous processing is executed. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing shown in FIG. 19 according to a program, thereby causing the control unit 11 to function as an acquisition unit 190. The processing of each step shown in FIG. 19 is executed based on the data stored in the data storage unit 100.

如第19圖所示,控制部11係決定特別事件分數的增加量(S150)。亦即,控制部11係參照不利處理資料D102,取得對應於所執行之不利處理的增加量。並且,控制部11係增加特別事件分數(S152)。亦即,控制部11係對於培育狀況資料D104(特別事件分數欄為)進行存取,且將在步驟S150所取得的增加量,附加在特別事件分數的目前值上。 As shown in FIG. 19, the control unit 11 determines the increase amount of the special event score (S150). That is, the control unit 11 refers to the disadvantageous processing data D102 to obtain the increase amount corresponding to the executed disadvantageous processing. In addition, the control unit 11 increases the special event score (S152). That is, the control unit 11 accesses the cultivation status data D104 (the special event score column is), and adds the increase obtained in step S150 to the current value of the special event score.

在執行步驟S152之後,控制部11係判定特別事件分數是否已達到預定的臨限值(S154)。亦即,控制部11係判定特別事件分數之目前值相對於臨限值的比例是否已成為100%。 After step S152 is executed, the control unit 11 determines whether the special event score has reached a predetermined threshold (S154). That is, the control unit 11 determines whether the ratio of the current value of the special event score to the threshold value has become 100%.

當被判定為特別事件分數已到達了臨限值時(S154:Yes),控制部11係使特別事件發生(S156)。亦即,控制部11係對於培育狀況資料D104(發生旗標或剩餘回合數欄位)進行存取,且對特別事件的發生旗標設定「1」,剩餘回合數設定為「5」。此外,控制部11係將顯示已發生了特別事件的圖像顯示於顯示部15。 When it is determined that the special event score has reached the threshold value (S154: Yes), the control unit 11 causes a special event to occur (S156). That is, the control unit 11 accesses the cultivation status data D104 (occurrence flag or remaining rounds field), and sets the occurrence flag of the special event to "1" and the remaining rounds to "5". In addition, the control unit 11 displays an image showing that a special event has occurred on the display unit 15.

另外,當正在發生特別事件期間執行了不利處理時,不執行第19圖所示的處理。 In addition, when adverse processing is performed during a special event, the processing shown in Fig. 19 is not performed.

[4-4]第20A圖及第20B圖係顯示在練習命令圖像G300顯示於顯示部15的狀態下於確定了執行對象的練習項目時所執行之處理的一例。例如,遊戲終端10(遊戲控制裝置的一例)的控制部11依據程式執行第20A圖、第20B圖所示的處理,藉此使控制部11發揮作為接受部140、第一執行部150、第二執行部160、變化部170、及第三執行部180的功能。第20A圖及第20B圖所示之各步驟的處理,係根據被記憶於資料記憶部100中的資料而執行。 [4-4] FIGS. 20A and 20B show an example of the processing executed when the practice item to be executed is determined in a state where the practice command image G300 is displayed on the display unit 15. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing shown in Figs. 20A and 20B according to the program, thereby causing the control unit 11 to function as the receiving unit 140, the first execution unit 150, and the first The functions of the second execution unit 160, the change unit 170, and the third execution unit 180. The processing of each step shown in FIG. 20A and FIG. 20B is executed based on the data stored in the data storage unit 100.

如第20A圖所示,當練習命令圖像G300顯示於顯示部15時,控制部11係監視任一個練習項目是否已被確定了作為執行對象(S160)。例如,當在練習命令圖像G300的部件P311至P316的任一者已被暫時選擇的狀態下又選擇了該部件時,控制部11係判定為執行對象的練習項目已被確定。 As shown in FIG. 20A, when the exercise command image G300 is displayed on the display unit 15, the control unit 11 monitors whether any exercise item has been determined as an execution target (S160). For example, when any one of the parts P311 to P316 of the exercise command image G300 has been temporarily selected, the control unit 11 determines that the exercise item to be executed has been determined.

當任一個練習項目已被確定了作為執行對象時(S160:Yes),控制部11係判定是否可將執行對象的練習項目在特別練習模式下執行(S162)。亦即,控制部11係參照培育狀況資料D104(練習執行狀況欄位),判定執行對象之練習項目的特別練習模式旗標是否為「1」。 When any practice item has been determined as the execution target (S160: Yes), the control unit 11 determines whether the practice item of the execution target can be executed in the special practice mode (S162). That is, the control unit 11 refers to the cultivation status data D104 (exercise execution status field) to determine whether the special practice mode flag of the practice item of the execution target is "1".

當被判定為不可將執行對象的練習項目在特別練習模式下執行時(S162:No),控制部11係根據培育狀況資料D104(練習執行狀況欄位),取得執行對象之練習項目的等級(S164)。此外,控制部11係根據練習效果資料D101,取得與執行對象的練習項目、在步驟S164所取得之等級對應的效果資訊(S166)。亦即,控制部11係指定與執行對象的練習項目及在步驟S168中所取得之等級的組合建立對應關係而登錄之經驗點的種類與增加量。 When it is determined that the practice item of the execution target cannot be executed in the special practice mode (S162: No), the control unit 11 obtains the level of the practice item of the execution target based on the cultivation status data D104 (exercise execution status field) ( S164). In addition, the control unit 11 obtains the effect information corresponding to the exercise item of the execution target and the level obtained in step S164 based on the exercise effect data D101 (S166). That is, the control unit 11 designates the type and increase amount of the registered experience points that are associated with the combination of the practice item of the execution target and the level obtained in step S168.

此外,控制部11係根據在步驟S166所取得的效果資訊,而執行普通練習模式的練習處理(S168)。亦即,控制部11係對於培育狀況資料D104(經驗點欄位)進行存取,使五種經驗點(肌力、敏捷、技術、變化球、及精神分數)中之在步驟S166所指定後之種類的經驗點,增加相應於在步驟S166所指定的增加量。 In addition, the control unit 11 executes exercise processing in the normal exercise mode based on the effect information obtained in step S166 (S168). That is, the control unit 11 accesses the cultivation status data D104 (experience point field), and makes the five kinds of experience points (muscle strength, agility, technique, change ball, and spirit score) specified in step S166 For the type of experience points, the increase corresponds to the increase specified in step S166.

除以上之外,控制部11還對於培育狀況資料D104(練習執行狀況欄位)進行存取,使執行對象之練習項目的執行次數增加1,該執行次數一達到預定次數,就將該練習項目的等級提高一階段。此外,控制部11係為了依據練習的執行使主角人物的體力參數減少,對於培育狀況資料D104(體力參數欄位)進行存取,且使體力參數的值減少。再者,控制部11 係對於遊戲人物資料D103(評價欄位)進行存取,且更新遊戲人物對於主角人物的評價。 In addition to the above, the control unit 11 also accesses the cultivation status data D104 (exercise execution status field) to increase the number of executions of the practice items of the execution target by 1. As soon as the number of executions reaches the predetermined number of times, the exercise The level of the item is raised by one stage. In addition, the control unit 11 accesses the cultivation status data D104 (physical strength parameter field) in order to reduce the physical strength parameter of the protagonist according to the execution of the exercise, and reduces the value of the physical strength parameter. Furthermore, the control unit 11 accesses the game character data D103 (evaluation field), and updates the game character's evaluation of the protagonist character.

另外,在步驟S168中,會有要執行第10圖所示之例的不利處理的情形。此時,因應不利處理的執行,執行第19圖所示的處理。 In addition, in step S168, the disadvantageous processing of the example shown in Fig. 10 may be executed. At this time, the processing shown in Figure 19 is executed in response to the execution of the adverse processing.

在執行步驟S168之後,控制部11係執行活力參數的更新處理(S170)。 After step S168 is executed, the control unit 11 executes a vitality parameter update process (S170).

例如,控制部11係對於培育狀況資料D104(活力參數欄位)進行存取,且將主角人物的活力參數之值提高1分。另外,當主角人物的活力參數之值已為「5」時,不更新主角人物的活力參數。 For example, the control unit 11 accesses the cultivation status data D104 (vitality parameter field), and increases the value of the vitality parameter of the protagonist by 1 point. In addition, when the value of the vitality parameter of the main character is "5", the vitality parameter of the main character is not updated.

此外,例如控制部11係根據培育狀況資料D104(練習執行狀況欄位),而指定對執行對象之練習項目所分配的遊戲人物。並且,控制部11係對於遊戲人物資料D103(活力參數欄位)進行存取,且將被指定後之隊友人物的活力參數之值提高1分。關於活力參數的值已為「5」的隊友人物,則不更新活力參數。 In addition, for example, the control unit 11 specifies the game character assigned to the practice item of the execution target based on the cultivation status data D104 (exercise execution status field). In addition, the control unit 11 accesses the game character data D103 (vitality parameter field), and increases the value of the vitality parameter of the designated teammate character by 1 point. For teammate characters whose vitality parameter value is "5", the vitality parameter is not updated.

此外,例如控制部11係根據培育狀況資料D104(練習執行狀況欄位),而指定對執行對象之練習項目以外的練習項目所分配的隊友人物。此外,控制部11係針對指定後的各隊友人物,根據機率資訊(隨機)而決定是否要降低該隊友人物的活力參數。並且,控制部11係對於遊戲人物資料D103(活力參數欄位)進行存取,且將已被決定為要降低活力參數的隊友人物之活力參數的值降低1分。 In addition, for example, the control unit 11 designates teammate characters assigned to practice items other than the practice items of the execution target based on the cultivation status data D104 (exercise execution status field). In addition, the control unit 11 determines whether to reduce the vitality parameter of the teammate character based on probability information (random) for each designated teammate character. In addition, the control unit 11 accesses the game character data D103 (vitality parameter field), and reduces the value of the vitality parameter of the teammate character that has been determined to reduce the vitality parameter by 1 point.

此外,控制部11係執行其他遊戲處理(S172)。例如,控制部11係執行有關於事件人物的事件、或使設定於劇情中的事件發生的處 理。例如,控制部11係根據機率資訊(隨機)而決定是否要使事件發生。此外,例如控制部11係根據是否滿足了對事件所設定的發生條件,而決定是否要使事件發生。並且,當決定了要使事件發生時,控制部11係使該事件發生,且根據事件的結果,而執行更新主角人物的體力參數、活力參數、或經驗點的處理。此時,會有主角人物的體力參數被更新為對用戶有利的情形,也會有被更新為對用戶不利的情形。 In addition, the control unit 11 executes other game processing (S172). For example, the control unit 11 executes an event related to an event character or a process of causing an event set in a scenario to occur. For example, the control unit 11 decides whether to cause an event to occur based on probability information (random). In addition, for example, the control unit 11 determines whether or not to cause an event to occur based on whether the occurrence condition set for the event is satisfied. In addition, when it is determined that an event should occur, the control unit 11 causes the event to occur, and based on the result of the event, performs processing to update the physical strength parameters, vitality parameters, or experience points of the protagonist. At this time, there may be situations where the physical strength parameters of the protagonist are updated to be beneficial to the user, and there may also be situations where the physical strength parameters of the protagonist are updated to be unfavorable to the user.

另外,在步驟S172中,會有要執行第10圖所示之例之不利處理的情形。此時,因應不利處理的執行,而執行第19圖所示的處理。 In addition, in step S172, the disadvantageous processing of the example shown in FIG. 10 may be executed. At this time, the processing shown in Figure 19 is executed in response to the execution of the unfavorable processing.

在執行步驟S168至S172之後,控制部11係根據步驟S168至S172的執行結果,而將練習結果圖像G400顯示於顯示部15(S174)。 After executing steps S168 to S172, the control unit 11 displays the exercise result image G400 on the display unit 15 based on the execution results of the steps S168 to S172 (S174).

在執行步驟S174之後,控制部11係判定是否正在發生特別事件中(S176)。當被判定為正在發生特別事件中時時(S176:Yes),控制部11係對於培育狀況資料D104(特別事件欄位)進行存取,且使特別事件的剩餘回合數減少1(S178)。並且,控制部11係判定剩餘回合數是否已成為零(S180)。當判定為剩餘回合數已成為零時(S180:Yes),控制部11係使特別事件結束(S182)。亦即,控制部11係對於培育狀況資料D104(特別事件欄位)進行存取,且對特別事件的發生旗標設定「0」。另外,步驟S176至S182係與第18圖的步驟S130至S136相同。 After step S174 is executed, the control unit 11 determines whether a special event is occurring (S176). When it is determined that a special event is occurring (S176: Yes), the control unit 11 accesses the cultivation status data D104 (special event field), and reduces the remaining rounds of the special event by 1 (S178). Then, the control unit 11 determines whether the number of remaining rounds has become zero (S180). When it is determined that the number of remaining rounds has become zero (S180: Yes), the control unit 11 ends the special event (S182). That is, the control unit 11 accesses the cultivation status data D104 (special event field), and sets "0" for the occurrence flag of the special event. In addition, steps S176 to S182 are the same as steps S130 to S136 in FIG. 18.

當執行了步驟S182時,在步驟S176中被判定為未正在發生特別事件中時(S176:No),或者,在步驟S180中被判定為剩餘回合數非為零時(S180:No),控制部11係執行下一個回合的開始處理(S184)。亦即,控制部11係執行第17圖所示的處理。 When step S182 is executed, when it is determined in step S176 that a special event is not occurring (S176: No), or when it is determined in step S180 that the number of remaining rounds is not zero (S180: No), control The section 11 executes the start processing of the next round (S184). That is, the control unit 11 executes the processing shown in Fig. 17.

另一方面,在步驟S162中,係當被判定為可將執行對象的練習項目在特別練習模式下執行時(S162:Yes),如第20B圖所示,控制部11係根據培育狀況資料D104(練習執行狀況欄位),而取得執行對象之練習項目的等級(S186)。此外,控制部11係根據練習效果資料D101,而取得與執行對象之練習項目及在步驟S186中所取得之等級的組合對應的效果資訊(S188)。亦即,控制部11係指定與執行對象之練習項目及在步驟S186中所取得之等級的組合建立對應關係而登錄之經驗點的種類與增加量。 On the other hand, in step S162, when it is determined that the exercise item to be executed can be executed in the special exercise mode (S162: Yes), as shown in FIG. 20B, the control unit 11 is based on the cultivation status data D104 (Practice execution status field), and obtain the level of the practice item of the execution target (S186). In addition, the control unit 11 obtains the effect information corresponding to the combination of the exercise item of the execution target and the level obtained in step S186 based on the exercise effect data D101 (S188). That is, the control unit 11 designates the type and increase amount of the registered experience points in correspondence with the combination of the practice item of the execution target and the level obtained in step S186.

此外,控制部11係根據在步驟S188中所取得的效果資訊,而執行特別練習模式的練習處理(S190)。亦即,控制部11係對於培育狀況資料D104(經驗點欄位)進行存取,且使五種經驗點(肌力、敏捷、技術、變化球、及精神分數)中之在步驟S188中所指定之種類的經驗點,增加相應於在步驟S188中指定之增加量之1.5倍的增加量。 In addition, the control unit 11 executes the practice processing of the special practice mode based on the effect information obtained in step S188 (S190). That is, the control unit 11 accesses the cultivation status data D104 (experience point field), and sets the five kinds of experience points (muscle strength, agility, technique, change ball, and spirit score) in step S188 The specified type of experience point is increased by an increase amount corresponding to 1.5 times the increase amount specified in step S188.

除以上外,控制部11還對於培育狀況資料D104(練習執行狀況欄位)進行存取,使所執行之練習項目的執行次數增加1,當該執行次數一到達預定次數,就將該練習項目的等級提高一階段。此外,控制部11係為了因應練習的執行而使主角人物的體力參數減少,對於培育狀況資料D104(體力參數欄位)進行存取,使體力參數的值減少。並且,控制部11係對於遊戲人物資料D103(評價欄位)進行存取,更新遊戲人物對於主角人物的評價。 In addition to the above, the control unit 11 also accesses the training status data D104 (exercise execution status field) to increase the number of executions of the exercises performed by 1, and when the number of executions reaches the predetermined number of times, the exercise The level of the item is raised by one stage. In addition, in order to reduce the physical strength parameters of the protagonist in response to the execution of the exercises, the control unit 11 accesses the cultivation status data D104 (physical strength parameter field) to decrease the value of the physical strength parameters. In addition, the control unit 11 accesses the game character data D103 (evaluation field), and updates the game character's evaluation of the protagonist character.

另外,在步驟S190中,會有要執行第10圖所示之例的不利處理的情形。此時,因應不利處理的執行,而執行第19圖所示的處理。 In addition, in step S190, the disadvantageous processing of the example shown in FIG. 10 may be executed. At this time, the processing shown in Figure 19 is executed in response to the execution of the unfavorable processing.

在執行步驟S190之後,控制部11係執行活力參數的更新處理(S192)。 After step S190 is executed, the control unit 11 executes a vitality parameter update process (S192).

例如,控制部11係對於培育狀況資料D104(活力參數欄位)進行存取,且將主角人物的活力參數之值降低2分,而設定為「普通(3)」。此外,例如,控制部11係根據培育狀況資料D104(練習執行狀況欄位),來指定對執行對象之練習項目所分配的隊友人物。並且,控制部11係對於遊戲人物資料D103(活力參數欄位)進行存取,且將指定後之隊友人物之活力參數的值降低2分,而設定為「普通(3)」。 For example, the control unit 11 accesses the cultivation status data D104 (vitality parameter field), and reduces the value of the vitality parameter of the main character by 2 points, and sets it to "normal (3)". In addition, for example, the control unit 11 specifies the teammate character assigned to the practice item of the execution target based on the cultivation status data D104 (practice execution status field). In addition, the control unit 11 accesses the game character data D103 (vitality parameter field), and reduces the value of the vitality parameter of the designated teammate character by 2 points, and sets it to "normal (3)".

此外,例如控制部11係根據培育狀況資料D104(練習執行狀況欄位),來指定對執行對象之練習項目以外的練習項目所分配的隊友人物。此外,控制部11係針對已被指定的各隊友人物,根據機率資訊(隨機)而決定是否要降低該隊友人物的活力參數。並且,控制部11係對於遊戲人物資料D103(活力參數欄位)進行存取,且將已被決定為要降低活力參數的隊友人物之活力參數的值降低1分。 In addition, for example, the control unit 11 designates teammate characters assigned to practice items other than the practice items of the execution target based on the cultivation status data D104 (exercise execution status field). In addition, the control unit 11 determines whether to reduce the vitality parameter of the teammate character based on the probability information (random) for each teammate character that has been designated. In addition, the control unit 11 accesses the game character data D103 (vitality parameter field), and reduces the value of the vitality parameter of the teammate character that has been determined to reduce the vitality parameter by 1 point.

此外,控制部11係執行其他遊戲處理(S194)。例如,控制部11係執行有關於事件人物的事件、或是使設定於劇情中的事件發生的處理。例如,控制部11係根據機率資訊(隨機)而決定是否要使事件發生。此外,例如控制部11係根據是否已滿足了對於事件所設定的發生條件,而決定是否要使事件發生。並且,當決定了要使事件發生時,控制部11係使該事件發生,且根據事件的結果,而執行更新主角人物的體力參數、活力參數、或經驗點的處理。此時,會有主角人物的體力參數被更新為對用戶有利的情形,也有會被更新為對用戶不利的情形。 In addition, the control unit 11 executes other game processing (S194). For example, the control unit 11 executes an event related to an event character or a process of causing an event set in a scenario to occur. For example, the control unit 11 decides whether to cause an event to occur based on probability information (random). In addition, for example, the control unit 11 determines whether to cause an event to occur based on whether or not the occurrence conditions set for the event have been satisfied. In addition, when it is determined that an event should occur, the control unit 11 causes the event to occur, and based on the result of the event, performs processing to update the physical strength parameters, vitality parameters, or experience points of the protagonist. At this time, there may be situations where the physical strength parameters of the protagonist are updated to be beneficial to the user, and there are also situations where the physical strength parameters of the protagonist are updated to be unfavorable to the user.

另外,在步驟S194中,會有要執行第10圖所示之例的不利處理的情形。此時,因應不利處理的執行,而執行第19圖所示的處理。 In addition, in step S194, the disadvantageous processing of the example shown in FIG. 10 may be executed. At this time, the processing shown in Figure 19 is executed in response to the execution of the unfavorable processing.

在執行步驟S190至S194之後,控制部11係執行第20A圖的步驟S174至S184。此時,在步驟S174中,控制部11係根據步驟S190至S194的執行結果,而將練習結果圖像G400顯示於顯示部15。 After executing steps S190 to S194, the control unit 11 executes steps S174 to S184 in FIG. 20A. At this time, in step S174, the control unit 11 displays the exercise result image G400 on the display unit 15 based on the execution results of steps S190 to S194.

[5.總結]在以上所說明的遊戲系統1中,當主角人物的活力參數、與對經確定作為練習項目之練習項目所分配的所有隊友人物的活力參數均為「絕佳狀態(5)」時,即會滿足了特別練習模式條件,而經確定了當該練習項目作為執行對象時,則執行會賦予較普通練習模式之練習處理更多經驗點之特別練習模式的練習處理。依據遊戲系統1,藉由選擇滿足了特別練習模式條件之狀態的練習項目作為執行對象,可提供用戶獲得更多經驗點的趣味性。 [5. Summary] In the game system 1 described above, when the vitality parameters of the protagonist character and the vitality parameters of all the teammates assigned to the practice items determined as the practice items are "excellent state (5) ", the conditions of the special practice mode are satisfied, and it is determined that when the practice item is the target of execution, the practice process of the special practice mode that will give more experience points than the practice process of the normal practice mode will be executed. According to the game system 1, by selecting the practice items that satisfy the conditions of the special practice mode as the execution target, it can provide the user with more fun to gain experience points.

此外,在遊戲系統1中,係設為與滿足了特別練習模式條件之狀態的練習項目建立關聯而附加上部件P319(特效),因此用戶易於掌握滿足了特別練習模式條件之狀態之練習項目的存在。 In addition, in the game system 1, the part P319 (special effect) is attached to the practice items that meet the conditions of the special practice mode. Therefore, the user can easily grasp the status of the practice items that meet the conditions of the special practice mode. exist.

此外,在遊戲系統1中,由於會提高對執行對象之練習項目所分配的隊友人物的活力參數,且會降低對執行對象之練習項目以外的練習項目所分配的至少一個隊友人物的活力參數,因此將可提供用戶選擇練習項目以使隊友人物之活力參數成為「絕佳狀態(5)」的趣味性。亦即,在遊戲系統1中,用戶選擇練習項目,藉此不僅可使主角人物執行練習,而且可調整隊友人物的活力參數。因此,依據遊戲系統1,可提供用戶一面選擇執行對象的練習項目,一面以滿足特別練習模式條件之方式,調整隊友 人物之活力參數的趣味性。換言之,可提供用戶斟酌藉由練習的執行會賦予主角人物之經驗點的種類或量、與對練習項目所分配之隊友人物的活力參數,而選擇練習項目的趣味性。 In addition, in the game system 1, since the vitality parameters of the teammate characters assigned to the practice items of the execution target will be increased, and the vitality parameters of at least one teammate character assigned to the practice items other than the practice items of the execution target will be reduced, Therefore, it will be possible to provide users with the fun of choosing practice items to make the vitality parameters of the teammate characters "best state (5)". That is, in the game system 1, the user selects a practice item, whereby not only the protagonist character can perform the exercise, but also the vitality parameters of the teammate character can be adjusted. Therefore, according to the game system 1, it is possible to provide a way for the user to select the practice items to be executed, and to adjust the vitality parameters of the teammate characters while satisfying the conditions of the special practice mode. In other words, it is possible to provide the user with the fun of selecting the exercise item by considering the type or amount of experience points that the protagonist character will be given to the protagonist through the execution of the exercise, and the vitality parameters of the teammate character assigned to the exercise item.

此外,在遊戲系統1中,當因應對用戶不利之不利處理的執行而增加的特別事件分數到達臨限值時,即發生特別事件,隊友人物的活力參數與主角人物的活力參數會被設定為「絕佳狀態(5)」,而成為可在特別練習模式下執行練習的狀態。因此,依據遊戲系統1,將可提供用戶藉由不利處理之執行的累積,而享受形成可在特別練習模式下執行練習之狀態之過程的趣味性。結果,將可提升從複數個選項之中接受選擇,且執行對應於所選擇之選項之遊戲處理之遊戲的趣味性。 In addition, in the game system 1, when the special event score increased due to the execution of the unfavorable processing for the user reaches the threshold, the special event occurs, and the vitality parameters of the teammate characters and the vitality parameters of the protagonist are set to "Excellent state (5)" becomes a state that can be practiced in the special practice mode. Therefore, according to the game system 1, it will be possible to provide the user with the accumulation of the execution of the disadvantageous processing and enjoy the fun of the process of forming a state that can be practiced in the special practice mode. As a result, it is possible to increase the fun of the game in which a selection is accepted from a plurality of options and the game processing corresponding to the selected option is executed.

此外,在遊戲系統1中,由於特別事件涵蓋複數個回合(例如5回合)而持續進行,因此依據遊戲系統1,將可提供用戶藉由不利處理之執行的累積,而涵蓋5個回合持續進行特別事件的趣味性。 In addition, in the game system 1, since the special event covers a plurality of rounds (for example, 5 rounds) and continues, according to the game system 1, it will be possible to provide the user with the accumulation of the execution of unfavorable processing, and cover 5 rounds to continue. The fun of the special event.

此外,在遊戲系統1中,係設為使部件P260顯示於顯示部15,該部件P260係因應特別事件分數朝向臨限值增加此一情形而變化,因此用戶係可藉由觀看部件P260的狀態,掌握特別事件分數到達臨限值的時間點(特別事件的發生時間點)接近此一情形。 In addition, in the game system 1, the component P260 is set to be displayed on the display unit 15. The component P260 changes in response to the fact that the special event score increases toward the threshold. Therefore, the user can view the state of the component P260. , Know that the time point when the special event score reaches the threshold (the time point when the special event occurs) is close to this situation.

[6.變形例]本發明不限定於以上所說明的實施形態。 [6. Modifications] The present invention is not limited to the embodiments described above.

[6-1]例如,亦可將在普通練習模式下執行練習時之經驗點的增加量,設為根據對練習項目所分配之遊戲人物的數量等而增減基本增加量而成的增加量。此時,將在特別練習模式下執行練習時之經驗點的增加量,設為將在普通練習模式下的增加量乘上1.5倍而成的增加量即可。 [6-1] For example, it is also possible to set the increase in experience points when performing practice in the normal practice mode as an increase in the basic increase based on the number of game characters assigned to the practice item, etc. . At this time, the increase in experience points when performing exercises in the special practice mode can be set to the increase in the normal practice mode multiplied by 1.5 times.

[6-2]此外,例如事件牌組並非必要的構成。在培育任務的劇情中,可設為僅由所準備的遊戲人物登場,且發生與該等遊戲人物有關的事件。 [6-2] In addition, for example, event decks are not necessary components. In the plot of the cultivation task, it can be assumed that only prepared game characters appear on the scene, and events related to these game characters occur.

[6-3]此外,例如第17圖至第20B圖所示之處理的全部或一部份亦可藉由伺服器30(遊戲控制裝置之一例)來執行。此時,設為從遊戲終端10傳送:為了以伺服器30執行處理所需之資料(關於在遊戲終端10所進行遊戲操作的遊戲操作資料等)至伺服器30即可。此外,設為從伺服器30傳送:為了將各種圖像顯示於顯示部15所需之資料(顯示圖像本身之資料或用以生成圖像的資料等)至遊戲終端10即可。 [6-3] In addition, for example, all or part of the processing shown in FIGS. 17 to 20B can also be executed by the server 30 (an example of a game control device). At this time, it is assumed that the data (game operation data related to game operations performed on the game terminal 10, etc.) required to execute processing by the server 30 is sent from the game terminal 10 to the server 30. In addition, it is assumed that the data required for displaying various images on the display unit 15 (the data for displaying the image itself or the data for generating the image, etc.) is sent from the server 30 to the gaming terminal 10.

[6-4]綜上所述,本發明雖已主要說明了適用於培育棒球選手之遊戲人物之培育遊戲之例,但本發明亦可適用於培育其他遊戲人物的培育遊戲上。此外,本發明亦可適用於培育遊戲以外的遊戲。本發明係可適用於藉由從複數個選項之中接受選擇,且執行對應於所選擇之選項之遊戲處理而進行的各種遊戲。 [6-4] In summary, although the present invention has mainly described examples of cultivation games suitable for cultivating game characters of baseball players, the present invention can also be applied to cultivation games for cultivating other game characters. In addition, the present invention can also be applied to games other than nurturing games. The present invention is applicable to various games performed by accepting selection from a plurality of options and executing game processing corresponding to the selected option.

[7.附註]從以上的記載,本發明係例如可藉由以下方式來理解。另外,為了易於理解本發明,雖適當地以括號形式來記載表示於圖式中的符號,但本發明不應被該等符號而限定為圖示的態樣。 [7. Note] From the above description, the present invention can be understood in the following manner, for example. In addition, in order to facilitate the understanding of the present invention, the symbols shown in the drawings are appropriately described in parentheses, but the present invention should not be limited to the illustrated aspects by these symbols.

(1)本發明之一態樣之遊戲控制裝置(10或30),係包含:第一設定手段(110),係針對複數個選項(例如P311至P316)之中之至少一個選項,設定與該選項建立關聯的遊戲資料(例如隊友人物);接受手段(140),係從前述複數個選項之中接受選擇;第一執行手段(150),係當與從前述複數個選項之中所選擇之選項建立了關聯的遊戲資料未滿足預定條件(例如 特別練習模式條件)時,執行第一遊戲處理(例如普通練習模式的練習處理);第二執行手段(160),係當與前述所選擇之選項建立了關聯的遊戲資料滿足前述預定條件時,執行對用戶而言較前述第一遊戲處理更為有利的第二遊戲處理(例如特別練習模式的練習處理);第三執行手段(180),係執行對前述用戶不利的第三遊戲處理(例如不利處理);取得手段(190),係取得有關於前述第三遊戲處理之執行歷程的執行歷程資訊(例如特別事件分數);及第二設定手段(120),係根據前述執行歷程資訊,替代前述第一設定手段(110),針對從前述複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足前述預定條件。 (1) A game control device (10 or 30) of one aspect of the present invention includes: a first setting means (110) for setting and setting at least one of a plurality of options (for example, P311 to P316) This option is related to the game data (such as teammate characters); the acceptance means (140) is to accept the selection from the aforementioned plural options; the first execution means (150) is to be selected from the aforementioned plural options When the associated game data does not meet the predetermined conditions (such as special practice mode conditions), the first game process (such as the practice process in the normal practice mode) is executed; the second execution means (160) is the same as the previously selected When the associated game data meets the aforementioned predetermined conditions, the second game process that is more advantageous to the user than the aforementioned first game process (for example, the practice process in the special practice mode) is executed; the third execution means (180) , Is to execute the third game process that is unfavorable to the aforementioned user (such as unfavorable processing); the acquisition means (190) is to obtain execution history information (such as special event scores) about the execution history of the aforementioned third game process; and second The setting means (120) is based on the aforementioned execution history information, instead of the aforementioned first setting means (110), for at least one option among the aforementioned plural options, the game data associated with the option is set to satisfy the aforementioned predetermined condition.

(7)此外,本發明之一態樣的遊戲系統(1)係包含:第一設定手段(110),係針對複數個選項之中之至少一個選項,設定與該選項建立關聯的遊戲資料;接受手段(140),係從前述複數個選項之中接受選擇;第一執行手段(150),係當與從前述複數個選項之中所選擇之選項建立了關聯的遊戲資料未滿足預定條件時,執行第一遊戲處理;第二執行手段(160),係當與前述所選擇之選項建立了關聯的遊戲資料滿足前述預定條件時,執行對用戶而言較前述第一遊戲處理更為有利的第二遊戲處理;第三執行手段(180),係執行對前述用戶不利的第三遊戲處理;取得手段(190),係取得有關於前述第三遊戲處理之執行歷程的執行歷程資訊;及第二設定手段(120),係根據前述執行歷程資訊,替代前述第一設定手段(110),針對從前述複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足前述預定條件。 (7) In addition, the game system (1) of one aspect of the present invention includes: a first setting means (110) for setting game data associated with at least one option among a plurality of options; The acceptance means (140) is to accept the selection from the aforementioned plural options; the first execution means (150) is when the game data associated with the option selected from the aforementioned plural options does not meet the predetermined conditions , Execute the first game process; the second execution means (160), when the game data associated with the aforementioned selected option meets the aforementioned predetermined conditions, execution is more beneficial to the user than the aforementioned first game process The second game process; the third execution means (180) is to execute the third game process that is unfavorable to the aforementioned user; the acquisition means (190) is to obtain execution history information about the execution history of the aforementioned third game process; and The second setting means (120) is based on the aforementioned execution history information instead of the aforementioned first setting means (110), and for at least one of the aforementioned plural options, the game data associated with the option is set to satisfy the aforementioned Reservation conditions.

(8)此外,本發明之一態樣的程式,係使電腦發揮作為(1)至(6)中任一項所述之遊戲控制裝置(10或30)、或(7)所述之遊戲系統(1)的功能。 (8) In addition, a program of one aspect of the present invention is to make a computer play as the game control device (10 or 30) described in any one of (1) to (6), or the game described in (7) The function of the system (1).

(9)此外,本發明之一態樣的資訊記憶媒體,係為可由電腦讀取(8)所記載之程式的資訊記憶媒體。 (9) In addition, the information storage medium of one aspect of the present invention is an information storage medium that can be read by a computer with the program described in (8).

(10)本發明之一態樣的遊戲控制方法係包含:針對複數個選項之中之至少一個選項,設定與該選項建立關聯的遊戲資料(S104);從前述複數個選項之中接受選擇(S160);當與從前述複數個選項之中所選擇之選項建立了關聯的遊戲資料未滿足預定條件時,執行第一遊戲處理(S168);當與前述所選擇之選項建立了關聯的遊戲資料滿足前述預定條件時,執行對用戶而言較前述第一遊戲處理更為有利的第二遊戲處理(S190);執行對前述用戶不利的第三遊戲處理(S126、S168、S172、S190、S194);取得有關於前述第三遊戲處理之執行歷程的執行歷程資訊(S152);及根據前述執行歷程資訊,針對從前述複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足前述預定條件(S102、S104)。 (10) The game control method of one aspect of the present invention includes: for at least one option among a plurality of options, setting game data associated with the option (S104); and accepting the selection from the aforementioned plurality of options ( S160); when the game data associated with the option selected from the aforementioned plural options does not meet the predetermined condition, execute the first game process (S168); when the game data associated with the aforementioned selected option is established When the foregoing predetermined conditions are met, execute the second game process that is more advantageous to the user than the foregoing first game process (S190); execute the third game process that is disadvantageous to the foregoing user (S126, S168, S172, S190, S194) ; Obtain execution history information about the execution history of the aforementioned third game process (S152); and according to the aforementioned execution history information, for at least one of the aforementioned plural options, set the game data associated with the option To meet the aforementioned predetermined conditions (S102, S104).

依據上述(1)、(7)至(10)所述的發明,當預定條件已滿足與從複數個選項之中所選擇之選項建立了關聯的遊戲資料時,係執行對用戶而言較當未滿足預定條件時所執行之第一遊戲處理更為有利的第二遊戲處理。此點,在本發明中,係根據對用戶不利之第三遊戲處理的執行歷程,將與選項建立關聯的遊戲資料設定為滿足預定條件,而選項的狀態,成為可執行第二遊戲處理的狀態。因此,依據本發明,可提供用戶享受藉由對用戶不利之第三遊戲處理之執行的累積,選項的狀態成為可執行對用戶有 利之第二遊戲處理之狀態之過程的趣味性。結果,可達成提升從複數個選項之中接受選擇,且執行對應於所選擇之選項之遊戲處理之遊戲的趣味性。 According to the inventions described in (1), (7) to (10) above, when the predetermined condition has been satisfied with the game data associated with the option selected from a plurality of options, the execution is more appropriate for the user The first game process executed when the predetermined condition is not satisfied is the more advantageous second game process. At this point, in the present invention, based on the execution history of the third game process that is unfavorable to the user, the game data associated with the option is set to satisfy a predetermined condition, and the state of the option becomes a state where the second game process can be executed . Therefore, according to the present invention, it is possible to provide the user with the fun of the accumulation of the execution of the third game process that is unfavorable to the user, and the state of the option becomes the process of performing the state of the second game process that is beneficial to the user. As a result, it is possible to improve the fun of the game that accepts choices from a plurality of options and executes the game processing corresponding to the selected options.

(2)在本發明之一態樣中,前述第二設定手段(120)係可根據前述執行歷程資訊,以涵蓋預定期間之方式,將與前述選項建立關聯的遊戲資料設定為滿足前述預定條件。 (2) In one aspect of the present invention, the aforementioned second setting means (120) can set the game data associated with the aforementioned option to satisfy the aforementioned predetermined condition in a manner that covers a predetermined period based on the aforementioned execution history information .

依據(2)所述之發明,可提供用戶藉由對用戶不利之第三遊戲處理之執行的累積,以涵蓋預定期間之方式,使選項的狀態成為可執行對用戶有利之第二遊戲處理之狀態的趣味性。 According to the invention described in (2), the accumulation of the execution of the third game process that is unfavorable to the user can be provided for the user to cover a predetermined period, so that the option status can be executed for the second game process that is beneficial to the user. The state of interest.

(3)在本發明之一態樣中,前述執行歷程資訊係包含因應前述第三遊戲處理之執行而變化的數值資訊(例如特別事件分數);前述第二設定手段(120)係當前述數值資訊達到預定值時,將與前述選項建立關聯的遊戲資料,設定為滿足前述預定條件;前述遊戲控制裝置(10或30)係包含顯示控制手段(130),該顯示控制手段係進行:用以將因應前述數值資訊之變化而變化的顯示物件(P260)顯示於顯示手段(15)的控制;前述顯示控制手段(130)係進行:因應前述數值資訊朝向前述預定值而變化此一情形,使前述顯示物件的狀態朝向預定狀態而變化的控制。 (3) In one aspect of the present invention, the aforementioned execution history information includes numerical information (such as special event scores) that changes in response to the execution of the aforementioned third game process; the aforementioned second setting means (120) is the aforementioned numerical value When the information reaches a predetermined value, the game data associated with the aforementioned options is set to meet the aforementioned predetermined conditions; the aforementioned game control device (10 or 30) includes a display control means (130), which performs: The display object (P260) that changes in response to the change of the aforementioned numerical information is displayed on the control of the display means (15); the aforementioned display control means (130) is performed: in response to the situation that the numerical information changes toward the predetermined value, so The state of the aforementioned display object is controlled to change toward a predetermined state.

依據(3)所述之發明,係當因應第三遊戲處理之執行而變化之數值資訊達到預定值時,以滿足預定條件之方式設定與選項建立關聯的遊戲資料,而選項的狀態,成為可執行對用戶有利之第二遊戲處理的狀態。如此,依據本發明,係設為因應數值資訊朝向預定值變化此一情形而朝向預定狀態變化的顯示物件顯示於顯示手段,因此用戶可藉由觀看顯示物件 的狀態,而掌握選項的狀態成為可執行對用戶有利之第二遊戲處理之狀態的時間點接近此一情形。 According to the invention described in (3), when the numerical information that changes in response to the execution of the third game process reaches a predetermined value, the game data associated with the option is set in a manner that satisfies the predetermined condition, and the option status becomes available A state where the second game process that is beneficial to the user is executed. In this way, according to the present invention, a display object that changes toward a predetermined state in response to a change in numerical information toward a predetermined value is displayed on the display means. Therefore, the user can view the state of the display object and grasp the state of the option. The point in time when the second game process beneficial to the user is executed is close to this situation.

(4)在本發明的一態樣中,在前述選項中,係可將一個或複數個遊戲物件(例如隊友人物)與前述遊戲資料建立關聯;前述第一設定手段(110)係設定與前述選項建立關聯的一個或複數個遊戲物件;前述第一執行手段(150)係當與前述所選擇之選項建立了關聯之遊戲物件的參數(例如活力參數)未滿足前述預定條件時,執行前述第一遊戲處理;前述第二執行手段(160)係當與前述所選擇之選項建立了關聯之遊戲物件的參數滿足前述預定條件時,執行前述第二遊戲處理;前述第二設定手段(120)係根據前述執行歷程資訊,替代前述第一設定手段,將與前述選項建立關聯的遊戲物件,設定為前述預定條件已被與該選項建立關聯之遊戲物件的參數滿足的狀態;前述遊戲控制裝置係包含變化手段(170),該變化手段係因應前述第一遊戲處理或前述第二遊戲處理的執行,而使與前述所選擇之選項建立了關聯之遊戲物件的參數、及與前述所選擇之選項以外之選項建立了關聯之遊戲物件的參數之至少一方變化。 (4) In one aspect of the present invention, among the aforementioned options, one or more game objects (such as teammate characters) can be associated with the aforementioned game data; the aforementioned first setting means (110) is set to the aforementioned Option to establish an associated one or more game objects; the aforementioned first execution means (150) is to execute the aforementioned first execution means (150) when the parameters (such as vitality parameters) of the game object associated with the aforementioned selected option do not meet the aforementioned predetermined conditions A game process; the aforementioned second execution means (160) is to execute the aforementioned second game process when the parameters of the game object associated with the aforementioned selected option meet the aforementioned predetermined conditions; the aforementioned second setting means (120) is According to the aforementioned execution history information, instead of the aforementioned first setting means, the game object associated with the aforementioned option is set to a state in which the aforementioned predetermined condition has been satisfied by the parameters of the aforementioned game object associated with the option; the aforementioned game control device includes Change means (170), which is based on the execution of the aforementioned first game process or the aforementioned second game process, which makes the parameters of the game object associated with the aforementioned selected option and other than the aforementioned selected option The option establishes a change in at least one of the parameters of the associated game object.

依據(4)所述之發明,係當與所選擇之選項建立了關聯之遊戲物件的參數滿足預定條件時,執行對用戶而言較第一遊戲處理更為有利的第二處理。如此,依據本發明,係設為因應第一遊戲處理或第二遊戲處理的執行,而使與所選擇之選項建立了關聯之遊戲物件的參數、及與所選擇之選項以外之選項建立了關聯之遊戲物件的參數之至少一方變化,因此可提供用戶選擇選項以使遊戲物件的參數成為滿足預定條件之狀態的趣味 性。結果,可提升從複數個選項之中接受選擇,且執行對應於所選擇之選項之遊戲處理之遊戲的趣味性。 According to the invention described in (4), when the parameters of the game object associated with the selected option satisfy a predetermined condition, the second process that is more advantageous to the user than the first game process is executed. Thus, according to the present invention, in response to the execution of the first game process or the second game process, the parameters of the game object associated with the selected option are associated with options other than the selected option At least one of the parameters of the game object changes, so the user can choose options to make the parameters of the game object become interesting in a state that satisfies a predetermined condition. As a result, it is possible to enhance the fun of the game that accepts selection from a plurality of options and executes the game process corresponding to the selected option.

(5)在本發明之一態樣中,前述變化手段(170)係可包含第一變化手段(171)與第二變化手段(172)之至少一方,該第一變化手段係使與前述所選擇之選項建立了關聯之遊戲物件的參數,變化為易於滿足前述預定條件,而該第二變化手段係使與前述所選擇之選項以外之選項建立了關聯之遊戲物件的參數,變化為不易於滿足前述預定條件。 (5) In one aspect of the present invention, the aforementioned changing means (170) may include at least one of the first changing means (171) and the second changing means (172). The selected option establishes the parameters of the associated game object, and the change is easy to meet the aforementioned predetermined conditions, and the second change means makes it difficult to change the parameters of the game object associated with the options other than the aforementioned selected option Meet the aforementioned predetermined conditions.

依據(5)所述之發明,係當與所選擇之選項建立了關聯之遊戲物件的參數滿足預定條件時,執行對用戶而言較第一遊戲處理更為有利的第二遊戲處理。如此,依據本發明,係設為使與所選擇之選項建立了關聯之遊戲物件的參數變化為易於滿足預定條件,或是使與所選擇之選項以外之選項建立了關聯之遊戲物件的參數變化為不易滿足預定條件,因此將可提供用戶思考為了要使遊戲物件之參數成為滿足預定條件之狀態,要選擇哪一個選項(或是不選擇哪一個選項)的趣味性。結果,將可提升從複數個選項之中接受選擇,且執行對應於所選擇之選項之遊戲處理之遊戲的趣味性。 According to the invention described in (5), when the parameters of the game object associated with the selected option satisfy a predetermined condition, the second game process that is more advantageous to the user than the first game process is executed. Thus, according to the present invention, it is set to change the parameter of the game object associated with the selected option to easily satisfy the predetermined condition, or to change the parameter of the game object associated with the option other than the selected option To make it difficult to meet the predetermined conditions, it will provide the user with fun thinking about which option (or which option should not be selected) to make the parameters of the game object meet the predetermined conditions. As a result, it is possible to increase the fun of the game in which a selection is accepted from a plurality of options and the game processing corresponding to the selected option is executed.

(6)在本發明之一態樣中,係可包含進行控制的手段(130),該控制係用以將滿足前述預定條件之遊戲資料所被建立了關聯的選項(第7圖:P313)、與未滿足前述預定條件之遊戲資料所被建立了關聯的選項(第7圖:P311、P312、P314至P316)予以區別而顯示於顯示手段(15)。 (6) In one aspect of the present invention, the system may include a control means (130), which is used to associate the options of game data that meet the aforementioned predetermined conditions (Figure 7: P313) , The options (Figure 7: P311, P312, P314 to P316) that are associated with game data that does not meet the aforementioned predetermined conditions are distinguished and displayed on the display means (15).

依據(6)所述的發明,係將滿足預定條件之遊戲資料所被建立了關聯的選項、與未滿足預定條件之遊戲資料所被建立了關聯的選項予 以區別而顯示,因此用戶易於掌握滿足預定條件之遊戲資料所被建立了關聯的選項。亦即,易於掌握滿足預定條件之遊戲資料所被建立了關聯的選項存在此一情形。 According to the invention described in (6), the options associated with game data that meet the predetermined conditions and the options associated with the game data that do not meet the predetermined conditions are distinguished and displayed. Therefore, it is easy for users to grasp An option that is associated with the game data of the predetermined condition. That is, it is easy to grasp the options that are associated with game data that meets predetermined conditions.

1‧‧‧遊戲系統 1‧‧‧Game System

100‧‧‧資料記憶部 100‧‧‧Data Memory Department

110‧‧‧第一設定部 110‧‧‧First Setting Section

120‧‧‧第二設定部 120‧‧‧Second setting section

130‧‧‧顯示控制部 130‧‧‧Display Control Unit

140‧‧‧接受部 140‧‧‧Receiving Department

150‧‧‧第一執行部 150‧‧‧First Executive Department

160‧‧‧第二執行部 160‧‧‧Second Executive Department

170‧‧‧變化部 170‧‧‧Change Department

171‧‧‧第一變化部 171‧‧‧First Change

172‧‧‧第二變化部 172‧‧‧Second Change

180‧‧‧第三執行部 180‧‧‧The Third Executive Department

190‧‧‧取得部 190‧‧‧Acquisition Department

D101‧‧‧練習效果資料 D101‧‧‧Practice effect data

D102‧‧‧不利處理資料 D102‧‧‧Unfavorable processing data

D103‧‧‧遊戲人物資料 D103‧‧‧Game Character Information

D104‧‧‧培育狀況資料 D104‧‧‧Cultivation status data

Claims (9)

一種遊戲控制裝置,係包含:第一設定手段,係針對複數個選項之中之至少一個選項,設定與該選項建立關聯的遊戲資料;接受手段,係從前述複數個選項之中接受選擇;第一執行手段,係當與從前述複數個選項之中所選擇之選項建立了關聯的遊戲資料未滿足預定條件時,執行第一遊戲處理;第二執行手段,係當與前述所選擇之選項建立了關聯的遊戲資料滿足前述預定條件時,執行對用戶而言較前述第一遊戲處理更為有利的第二遊戲處理;第三執行手段,係執行對前述用戶不利的第三遊戲處理;取得手段,係取得有關於前述第三遊戲處理之執行歷程的執行歷程資訊;及第二設定手段,係根據前述執行歷程資訊,替代前述第一設定手段,針對從前述複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足前述預定條件。 A game control device includes: a first setting means, for at least one option among a plurality of options, setting game data associated with the option; an acceptance means, for accepting selection from the aforementioned plurality of options; The first execution means is to execute the first game process when the game data associated with the selected option among the aforementioned plural options does not meet the predetermined conditions; the second execution means is to be established with the aforementioned selected option When the associated game data meets the aforementioned predetermined conditions, execute the second game process that is more advantageous to the user than the aforementioned first game process; the third execution means is to execute the third game process that is disadvantageous to the aforementioned user; , Is to obtain the execution history information about the execution history of the aforementioned third game process; and the second setting means is based on the aforementioned execution history information, instead of the aforementioned first setting means, for at least one option among the aforementioned plural options , Set the game data associated with the option to meet the aforementioned predetermined conditions. 如申請專利範圍第1項所述之遊戲控制裝置,其中,前述第二設定手段係根據前述執行歷程資訊,以涵蓋預定期間之方式將與前述選項建立關聯的遊戲資料設定為滿足前述預定條件。 For the game control device described in claim 1, wherein the second setting means sets the game data associated with the aforementioned option to satisfy the aforementioned predetermined condition in a manner covering a predetermined period based on the aforementioned execution history information. 如申請專利範圍第1項所述之遊戲控制裝置,其中,前述執行歷程資訊係包含因應前述第三遊戲處理之執行而變化的數值資訊; 前述第二設定手段係當前述數值資訊達到預定值時,將與前述選項建立關聯的遊戲資料設定為滿足前述預定條件;前述遊戲控制裝置係包含顯示控制手段,該顯示控制手段係進行用以將因應前述數值資訊之變化而變化的顯示物件顯示於顯示手段的控制;前述顯示控制手段係進行因應前述數值資訊朝向前述預定值而變化此一情形,使前述顯示物件的狀態朝向預定狀態而變化的控制。 For the game control device described in claim 1, wherein the execution history information includes numerical information that changes in response to the execution of the third game process; the second setting means is when the numerical information reaches a predetermined value , The game data associated with the aforementioned options is set to satisfy the aforementioned predetermined conditions; the aforementioned game control device includes a display control means, and the display control means is used to display a display object that changes in response to changes in the aforementioned numerical information on the display Means control; the display control means is to perform the control of changing the state of the display object toward the predetermined state in response to the situation that the numerical information changes toward the predetermined value. 如申請專利範圍第1項所述之遊戲控制裝置,其中,在前述選項中,一個或複數個遊戲物件係作為前述遊戲資料被建立關聯;前述第一設定手段係設定與前述選項建立關聯的一個或複數個遊戲物件;前述第一執行手段係當與前述所選擇之選項建立了關聯之遊戲物件的參數未滿足前述預定條件時,執行前述第一遊戲處理;前述第二執行手段係當與前述所選擇之選項建立了關聯之遊戲物件的參數滿足前述預定條件時,執行前述第二遊戲處理;前述第二設定手段係根據前述執行歷程資訊,替代前述第一設定手段,將與前述選項建立關聯的遊戲物件設定為前述預定條件已被與該選項建立關聯之遊戲物件的參數滿足的狀態;前述遊戲控制裝置係包含變化手段,該變化手段係因應前述第一遊戲處理或前述第二遊戲處理的執行,而使與前述所選擇之選項建立了關聯之遊戲物件的參數、及與前述所選擇之選項以外之選項建立了關聯之遊戲物件的參數之至少一方變化。 The game control device described in item 1 of the scope of patent application, wherein among the aforementioned options, one or more game objects are associated as the aforementioned game data; the aforementioned first setting means is to set one associated with the aforementioned options Or a plurality of game objects; the aforementioned first execution means is to execute the aforementioned first game process when the parameters of the game object associated with the aforementioned selected option do not meet the aforementioned predetermined conditions; the aforementioned second execution means should be the same as the aforementioned When the parameters of the game object associated with the selected option meet the aforementioned predetermined conditions, the aforementioned second game process is executed; the aforementioned second setting means replaces the aforementioned first setting means based on the aforementioned execution history information, and will be associated with the aforementioned option The game object of is set to a state where the aforementioned predetermined conditions have been satisfied by the parameters of the game object associated with the option; the aforementioned game control device includes a changing means, and the changing means corresponds to the aforementioned first game process or the aforementioned second game process Execute to change at least one of the parameters of the game object associated with the aforementioned selected option and the parameters of the game object associated with options other than the aforementioned selected option. 如申請專利範圍第4項所述之遊戲控制裝置,其中,前述變化手段係包含第一變化手段與第二變化手段之至少一方,該第一變化手段係使與前述所選擇之選項建立了關聯之遊戲物件的參數變化為易於滿足前述預定條件,而該第二變化手段係使與前述所選擇之選項以外之選項建立了關聯之遊戲物件的參數變化為不易於滿足前述預定條件。 The game control device described in item 4 of the scope of patent application, wherein the aforementioned changing means includes at least one of the first changing means and the second changing means, and the first changing means is associated with the aforementioned selected option The parameter change of the game object is easy to satisfy the aforementioned predetermined condition, and the second change means is to change the parameter of the game object that is associated with an option other than the aforementioned selected option to be difficult to satisfy the aforementioned predetermined condition. 如申請專利範圍第1項所述之遊戲控制裝置,係包含有進行用以區別滿足前述預定條件之遊戲資料所被建立關聯的選項、與未滿足前述預定條件之遊戲資料所被建立關聯的選項並顯示於顯示手段之控制的手段。 The game control device described in item 1 of the scope of patent application includes an option for distinguishing the association between game data that meets the aforementioned predetermined conditions and an option for association with game data that does not meet the aforementioned predetermined conditions. And it is shown in the control means of the display means. 一種遊戲系統,係包含:第一設定手段,係針對複數個選項之中之至少一個選項,設定與該選項建立關聯的遊戲資料;接受手段,係從前述複數個選項之中接受選擇;第一執行手段,係當與從前述複數個選項之中所選擇之選項建立了關聯的遊戲資料未滿足預定條件時,執行第一遊戲處理;第二執行手段,係當與前述所選擇之選項建立了關聯的遊戲資料滿足前述預定條件時,執行對用戶而言較前述第一遊戲處理更為有利的第二遊戲處理;第三執行手段,係執行對前述用戶不利的第三遊戲處理;取得手段,係取得有關於前述第三遊戲處理之執行歷程的執行歷程資訊;及 第二設定手段,係根據前述執行歷程資訊,替代前述第一設定手段,針對從前述複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足前述預定條件。 A game system includes: a first setting means, for at least one option among a plurality of options, setting game data associated with the option; an acceptance means, accepting selection from the aforementioned plural options; first The execution means is to execute the first game process when the game data associated with the option selected from the aforementioned plural options does not meet the predetermined conditions; the second execution means is when it is established with the aforementioned selected option When the associated game data meets the aforementioned predetermined conditions, the second game process that is more advantageous to the user than the aforementioned first game process is executed; the third execution means is to execute the third game process that is unfavorable to the aforementioned user; the acquisition means, Obtain the execution history information about the execution history of the aforementioned third game process; and the second setting means is based on the aforementioned execution history information instead of the aforementioned first setting means, for at least one option among the aforementioned plural options, The game data associated with the option is set to satisfy the aforementioned predetermined conditions. 一種電腦程式產品,係使電腦發揮作為申請專利範圍第1項至第6項中任一項所述之遊戲控制裝置、或申請專利範圍第7項所述之遊戲系統的功能。 A computer program product that enables a computer to function as the game control device described in any one of the first to sixth items of the patent application or the game system described in the seventh patent application. 一種遊戲控制方法,係包含:第一設定步驟,係針對複數個選項之中之至少一個選項,設定與該選項建立關聯的遊戲資料;接受步驟,係從前述複數個選項之中接受選擇;第一執行步驟,係當與從前述複數個選項之中所選擇之選項建立了關聯的遊戲資料未滿足預定條件時,執行第一遊戲處理;第二執行步驟,係當與前述所選擇之選項建立了關聯的遊戲資料滿足前述預定條件時,執行對用戶而言較前述第一遊戲處理更為有利的第二遊戲處理;第三執行步驟,係執行對前述用戶不利的第三遊戲處理;取得步驟,係取得有關於前述第三遊戲處理之執行歷程的執行歷程資訊;及第二設定步驟,係根據前述執行歷程資訊,替代前述第一設定手段,針對從前述複數個選項之中之至少一個選項,將與該選項建立關聯的遊戲資料設定為滿足前述預定條件。 A game control method includes: a first setting step, for at least one option among a plurality of options, setting game data associated with the option; an accepting step, for accepting the selection from the aforementioned plurality of options; The first execution step is to execute the first game process when the game data associated with the selected option among the aforementioned plural options does not meet the predetermined conditions; the second execution step is to execute the first game process when the aforementioned selected option is established When the associated game data meets the aforementioned predetermined conditions, execute the second game process that is more advantageous to the user than the aforementioned first game process; the third execution step is to execute the third game process that is disadvantageous to the aforementioned user; obtain step , Is to obtain the execution history information about the execution history of the aforementioned third game process; and the second setting step is to replace the aforementioned first setting means based on the aforementioned execution history information, for at least one option among the aforementioned plural options , Set the game data associated with the option to meet the aforementioned predetermined conditions.
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