WO2019230501A1 - Game system, game control device, and program - Google Patents

Game system, game control device, and program Download PDF

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Publication number
WO2019230501A1
WO2019230501A1 PCT/JP2019/020132 JP2019020132W WO2019230501A1 WO 2019230501 A1 WO2019230501 A1 WO 2019230501A1 JP 2019020132 W JP2019020132 W JP 2019020132W WO 2019230501 A1 WO2019230501 A1 WO 2019230501A1
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WO
WIPO (PCT)
Prior art keywords
game
character
rival
parameter data
absorption
Prior art date
Application number
PCT/JP2019/020132
Other languages
French (fr)
Japanese (ja)
Inventor
豊武 沖塩
三浦 陵介
西川 直樹
西野 誠人
藤井 稔
晃基 北山
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to CN201980034258.4A priority Critical patent/CN112165977A/en
Priority to KR1020207033648A priority patent/KR102454620B1/en
Publication of WO2019230501A1 publication Critical patent/WO2019230501A1/en

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Classifications

    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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

Definitions

  • the present invention relates to a game system, a game control device, and a program.
  • a game that changes parameter data of a game object based on an option selected by a user from among a plurality of options is known.
  • a game in which parameter data of a game character is changed based on an option selected by the user from among a plurality of options related to actions to be performed by the game character is known.
  • the present invention has been made in view of the above problems, and an object of the present invention is to entertain a game that accepts a selection from a plurality of options and changes the parameter data of the game object based on the selected options. It is an object to provide a game system, a game control device, and a program that can improve the performance.
  • a game system is a game system that executes a game in which parameter data of a first game object is changed, and at least one of a plurality of options is 1 or An association means for associating a plurality of second game objects; a receiving means for accepting a selection from the plurality of options; and a first parameter of the first game object based on an option selected from the plurality of options.
  • First changing means for changing data, second changing means for changing second parameter data of the first game object based on the selected option, and the number of the second game objects associated with the option Based on the first parameter data and the second parameter data.
  • Increasing the degree of one of a change in the, and a change control means for reducing the extent of the other changes.
  • a game control device is a game control device that executes a game that changes parameter data of a first game object. At least one of a plurality of options includes one or more second game objects. The first parameter data of the first game object is changed based on the selection means selected from among the plurality of options Based on the first changing means, the second changing means for changing the second parameter data of the first game object based on the selected option, and the number of the second game objects associated with the option, One change of the first parameter data and the second parameter data Degree increases, and a change control means for reducing the extent of the other changes.
  • Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. It is a figure which shows an example of an absorption completion team image. It is a figure which shows an example of a capability improvement image. It is a figure which shows an example of a capability improvement image. It is a functional block diagram of the game system which concerns on embodiment of this invention. It is a figure which shows an example of rival team data. It is a figure which shows an example of rival player character data. It is a figure which shows an example of teammate character data. It is a figure which shows an example of the training condition data.
  • FIG. 1 shows a configuration of a game system according to an embodiment of the present invention.
  • the game system 1 according to the present embodiment includes a game terminal 10 and a server 30.
  • the game terminals 10 can perform data communication with each other via the server 30 and the network N.
  • the game terminal 10 is a computer used by a user to play a game.
  • the game terminal 10 includes a mobile phone (including a smartphone), a portable information terminal (including a tablet computer), a desktop computer, a laptop computer, a home game machine (stationary game machine), and a portable game machine.
  • a mobile phone including a smartphone
  • a portable information terminal including a tablet computer
  • desktop computer including a laptop computer
  • laptop computer including a home game machine (stationary game machine)
  • a portable game machine installed in a play facility or the like.
  • the game terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, a display unit 15, and an audio output unit 16.
  • the control unit 11 includes at least one microprocessor (CPU), and executes processing according to a program stored in the storage unit 12.
  • the storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory, a hard disk drive, or a solid state drive), and stores programs and data.
  • the communication unit 13 is for data communication with other devices via the network N.
  • the operation unit 14 is for the user to perform various operations.
  • the display unit 15 is for displaying various images, and is, for example, a liquid crystal display or an organic EL display. Although the operation unit 14 and the display unit 15 are separately illustrated in FIG. 1, the operation unit 14 and the display unit 15 may be integrally configured as a touch panel. It is not essential to integrally configure the operation unit 14 and the display unit 15 as a touch panel.
  • the operation unit 14 may be a button (key), a lever (stick), a touch pad (trackpad), a mouse, or the like.
  • the display unit 15 may be provided separately. Further, the operation unit 14 may be for the user to perform an operation by voice or gesture.
  • the audio output unit 16 is for outputting audio data, and is, for example, a speaker or headphones.
  • the operation unit 14, the display unit 15, and the audio output unit 16 may be provided in the game terminal 10 itself or may be provided as an external device connected to the game terminal 10.
  • 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.
  • Server 30 can access database 34.
  • the database 34 may be built in the server 30, or may be built in a server computer different from the server 30.
  • the program and data are supplied to the game terminal 10 or the server 30 from a remote location via the network N and stored in the storage unit 12 or the storage unit 32.
  • the game terminal 10 or the server 30 may include a component (for example, an optical disk drive or a memory card slot) for reading a program or data stored in an information storage medium (for example, an optical disk or a memory card).
  • a program and data may be supplied to the game terminal 10 or the server 30 via an information storage medium.
  • the game terminal 10 is a smartphone or tablet computer equipped with a touch panel.
  • a game is executed by executing a program on the game terminal 10.
  • the game may be executed by the game terminal 10 alone, or may be executed by performing data communication between the game terminal 10 and the server 30.
  • the game system 1 can execute various games. For example, various games and genres such as sports games (games based on baseball, soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or training games It is possible to execute a simple game.
  • sports games games based on baseball, soccer, tennis, American football, basketball, volleyball, etc.
  • adventure games simulation games, role-playing games, or training games It is possible to execute a simple game.
  • a game in which parameter data of a game object is changed based on an option selected by a user from among a plurality of options will be described.
  • a baseball game having a game part that changes parameter data of a game character based on an option selected by the user from among a plurality of options related to actions to be performed by a game character that is a baseball player will be described.
  • the baseball game described here has a training part and a fighting part.
  • the training part is a game part in which a user trains a game character and creates an original game character for himself.
  • the battle part is a game part in which a user battles with the opponent team using a team that is organized using the original character created by the training part.
  • the user trains the game character (hereinafter referred to as “the main character”) while practicing the scenario, trains the main character, and creates his own original character.
  • the hero character belongs to a high school baseball club, participates in a baseball tournament while practicing with teammates, and aims to be scouted as a professional baseball player in the fall of the third year of high school
  • the scenario is executed.
  • FIG. 2 shows an example of a detailed image showing detailed information of the original character (hero character).
  • the detailed image G100 includes parts P110 and P120.
  • “parts” are elements constituting an image, such as text, an image, or a region.
  • Part P110 shows an image of the original character
  • part P120 shows the name (X), position (first base), batting form (open stance 5), and dominant arm (right throwing right strike) of the original character.
  • Part P130 indicates the basic ability parameter of the original character.
  • the trajectory, meat, power, running force, shoulder strength, defense strength, and ball catching parameters are shown, and numerical values and alphabets are shown for each basic ability parameter.
  • the numerical value indicates the value of the basic ability parameter
  • the alphabet (for example, S, A, B, C, D, E, F, G) indicates the level (stage) of the basic ability. “S” indicates that the basic ability is very high, and “G” indicates that the basic ability is very low.
  • the ballistic parameter indicates how high the original character hits the ball. The higher the value of the ballistic parameter, the higher the hit ball.
  • the meet parameter indicates the meet power of the original character (ability to hit the bat against the ball thrown by the pitcher). The higher the meet parameter value, the higher the meet force.
  • the power parameter indicates the power of the original character (the ability to fly away by hitting the ball thrown by the pitcher with a bat). The higher the power parameter value, the easier the ball hit by the original character with the bat flies away.
  • the running parameter indicates the speed of the original character's feet. The higher the value of the running force parameter, the faster the foot.
  • the shoulder strength parameter indicates the speed at which the original character is thrown. The higher the shoulder force parameter value, the faster the pitching.
  • the defensive power parameter indicates the defensive skill of the original character. The higher the defensive power parameter value, the better the defense.
  • the catching parameter indicates the skill of catching the original character. The higher the value of the catching parameter, the better the catching (it is harder to error).
  • Part P140 shows the special ability acquired by the original character.
  • “chance ⁇ ”, “left pitcher ⁇ ”, “stealing ⁇ ”, and “injury difficulty ⁇ ” are shown as special abilities.
  • “ ⁇ ” and “ ⁇ ” indicate the level of special ability, and “ ⁇ ” indicates that the level of special ability is higher than “ ⁇ ”.
  • “Chance ⁇ ” is a special ability that is strong in chance. If the original character has acquired “Chance ⁇ ”, the basic ability of the original character increases during the chance. “To the left pitcher ⁇ ” is a special ability that is strong against the left pitcher. If the original character has acquired “left pitcher ⁇ ”, the basic ability of the original character increases when the opponent's pitcher is the left pitcher. “Stolen ⁇ ” is a special ability that makes it easy to succeed in stealing. If the original character has acquired “Stolen ⁇ ”, the original character is likely to succeed in stealing. “Injury difficulty ⁇ ” is a special ability that makes it difficult to get hurt. If the original character has acquired “Difficult to hurt ⁇ ”, the original character will not be easily injured.
  • FIG. 2 shows the case where the original character is a fielder, basic abilities and special abilities relating to the fielder are displayed.
  • the original character is a pitcher, basic abilities and special abilities related to the pitcher are displayed.
  • the event that occurs in the scenario is not fixed, and the event that occurs in the scenario changes according to one or more game characters incorporated in the event deck. That is, in the scenario, a game character incorporated in the event deck appears as a teammate of the main character, and an event related to the game character occurs. For this reason, the user can select an event that can occur in the scenario by selecting a game character to be incorporated into the event deck.
  • a game character that can be incorporated into an event deck is referred to as an “event character”.
  • FIG. 3 shows an example of a setting image for the user to set an event deck.
  • the setting image G200 includes parts P210 and P220.
  • Part P210 indicates the name of the event deck.
  • the part P220 is associated with a process for displaying an image for changing the name of the event deck.
  • a tap operation touchscreening operation for a short time
  • an image for changing the name of the event deck is displayed on display unit 15. You can change the name of the event deck.
  • the setting image G200 includes an event deck area A230.
  • the event deck area A230 is provided with six setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 for setting event characters that are members of the event deck. .
  • a plurality of event characters are given to the user.
  • the user can obtain an event character by lottery, obtain an event character as a reward in the game, or obtain an event character from another user.
  • the user can arbitrarily incorporate up to five event characters from the event characters owned by the user into the event deck.
  • Setting frames P231-1 to P231-5 are frames for setting event characters owned by the user as members of the event deck.
  • an event character owned by another user can be incorporated into the event deck as an assistant.
  • the setting frame P232 is a frame for setting event characters owned by other users as members of the event deck.
  • the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 include the event character image set in the setting frame, the rarity, level, and absorption type of the event character. Is displayed. For example, in the part P231-1, “R”, “Lv.8”, and “muscle strength” are displayed as the rarity, the level, and the absorption type, respectively.
  • “Rareness” indicates, for example, difficulty in obtaining an event character. The higher the event character's rarity, the more difficult it is to obtain the event character. For example, one of a plurality of rarities of PSR (Powerful Super Rare), SR (Super Rare), PR (Powerful Rare), R (Rare), PN (Powerful Normal), and N (Normal) is associated with each event character. When these are arranged in order from the highest, they become PSR, SR, PR, R, PN, N.
  • Level indicates the level of the event character. The higher the level of the event character, the stronger the effect of the event generated by the event character. The “absorption type” will be described later.
  • the setting image G200 includes a part P240.
  • the part P240 is associated with a process for automatically setting an event deck according to a user's request. When the user selects part P240, an appropriate event character is selected by the computer and incorporated into the event deck.
  • the setting image G200 includes a part P250.
  • Part P250 shows a good practice of the event character incorporated in the event deck.
  • One of these exercises is set as a good practice for each event character.
  • “Strength”, “Running”, “Shoulder” and “Defensive” are practice items related to fielders
  • “Ball speed”, “Control”, “Stamina” and “Change ball” are practice items related to pitchers.
  • “Mental” is a practice item for both fielders and pitchers.
  • FIG. 3 among the 10 types of exercises, “Strike”, “Strength”, “Strike” and “Shoulder”, which are not associated with a cross mark, are the best practices for event characters incorporated in the event deck. Indicates that it is set.
  • a numerical value (2) is displayed in association with each of “muscle strength” and “shoulder strength”. This includes two event characters with “muscular strength” set as good practice among the event characters incorporated in the event deck, and two event characters with “shoulder strength” set as good practice. Indicates that the person is included.
  • the scenario starts.
  • the hero character belongs to a high school baseball club, wins a regular while practicing with teammates, participates in matches (local qualifying tournaments and national tournaments), and becomes a professional baseball player
  • matches local qualifying tournaments and national tournaments
  • the event character that is built into the event deck appears in the scenario.
  • an event character incorporated in the event deck appears as a teammate (player or manager) of the main character.
  • predetermined game characters for example, one director, one scout, and seven teammates
  • these game characters appear in the game even if they are not incorporated into the event deck.
  • the event character incorporated in the event deck can be said to be a game character added as a character.
  • the scenario proceeds by repeatedly selecting an action (practice, rest, play, etc.) that the user performs on the main character.
  • the scenario consists of multiple turns. For example, one turn corresponds to one week in the game. Each time a turn is completed, the scenario progresses by the virtual time in the game progressing for one week. One turn may correspond to one day in the game.
  • the user selects one of a plurality of options related to the action of the hero character as an action to be performed by the hero character.
  • FIG. 4 shows an example of a main command image for selecting an action to be performed by the main character.
  • the main command image G300 includes parts P310, P320, and P330.
  • Part P310 indicates a time point in the game.
  • Part P320 shows the motivation parameter of the main character.
  • the motivation parameter is a parameter indicating the motivation (tone) of the main character.
  • the hero character's motivation is expressed in five levels: “good”, “good”, “normal”, “bad”, and “bad”.
  • text such as “excellent” is displayed as the part P320, but an image (face image or the like) indicating the level of motivation may be displayed as the part P320.
  • Part P330 is a gauge image showing the physical strength parameters of the main character. For example, when the hero character practices, the value of the physical strength parameter decreases, and when the hero character rests from practice, the value of the physical strength parameter increases (recovers). When the value of the physical strength parameter is lowered, the probability that the main character is injured during practice increases.
  • the main command image G300 includes a part P340.
  • the part P340 indicates the name (X), position (first base), dominant arm (right), and basic ability parameters (ballistic, meat, power, running power, shoulder power, and defensive power parameters) of the main character.
  • command area A350 includes parts P351, P352, P353, P354, P355, P356, and P357.
  • the parts P351 to P356 will be described, and the part P357 will be described later.
  • the part P351 is associated with processing for causing the hero character to practice, and the user can cause the hero character to practice by selecting the part P351. Details will be described later (see FIG. 5 and the like).
  • the part P352 is associated with a process for resting the hero character, and the user can rest the hero character by selecting the part P352.
  • the physical strength parameter of the hero character increases (recovers).
  • the part P353 is associated with the process of visiting the hero character, and the user can visit the hero character by selecting the part P353. For example, when the hero character gets sick or injured, the hero character can be cured to cure the illness or injury. Note that there may be cases where the hero character's illness or injury cannot be cured in one hospital visit. In such a case, in order to cure the hero character's illness or injury, it is necessary to visit the hero character multiple times.
  • the part P354 is associated with a process for playing the hero character, and the user can play the hero character by selecting the part P354. Playing the hero character increases the motivation parameter of the hero character.
  • the part P355 is associated with a process for causing the hero character to perform a date, and the user can cause the hero character to perform a date by selecting the part P355.
  • the motivation parameter of the hero character may increase or decrease.
  • the part P356 is associated with processing for improving the ability of the main character, and the user can improve the ability of the main character by selecting the part P356. Details will be described later (see FIGS. 26A and 26B).
  • FIG. 5 shows an example of a practice command image for causing the main character to practice.
  • the practice command image G400 shown in FIG. 5 is displayed on the display unit 15 when the part P351 of the main command image G300 is selected.
  • the practice command image G400 includes parts P410, P420, and P430.
  • Parts P410, P420, and P430 are the same as parts P310, P320, and P330 of the main command image G300.
  • the practice command image G400 includes a command area A440.
  • the command area A440 includes parts P441, P442, P443, P444, P445, and P446 respectively corresponding to a plurality of practice items.
  • a level is set for each practice item, and the name and level of the associated practice item are displayed on each of the parts P441 to P446.
  • the level of the practice item increases when the number of times that the practice has been performed reaches a predetermined number.
  • the part P441 is associated with a process for causing the hero character to perform a batting practice.
  • the part P442 is associated with a process for causing the main character to execute strength training.
  • the part P443 is associated with a process for causing the hero character to perform a running practice.
  • the part P444 is associated with processing for causing the main character to execute shoulder strength practice.
  • the part P445 is associated with processing for causing the hero character to perform defensive practice.
  • the part P446 is associated with processing for causing the main character to execute mental practice.
  • FIG. 5 shows the case where the main character is a fielder, so parts P441 to P446 associated with processing for executing practice items related to the fielder are displayed. However, when the main character is a pitcher, Displays a part associated with a process for executing a practice item related to a pitcher.
  • the hero character wants to execute scribble practice
  • the user selects a part P443 corresponding to the scold practice.
  • the part P443 is temporarily selected.
  • the part P443 is distinguished from the other parts P441, P442, P444 to P446, and it is shown that the part P443 is temporarily selected.
  • the position of the part P443 in the vertical direction of the screen is different from the other parts P441, P442, P444 to P446, and the part P447 corresponding to the cursor is associated with the part P443.
  • a part P448 indicating the probability of injury during practice is displayed in association with the part P443. This probability is determined based on the value of the physical strength parameter of the main character. The smaller the value of the hero character's physical strength parameter, the higher the probability of injury during practice.
  • the practice command image G400 includes a part P450.
  • Part P450 indicates the experience point of the hero character (that is, the experience point that the hero character currently has).
  • five types of experience points are set, such as muscle strength, agility, technology, a changing ball, and a mental point.
  • FIG. 5 shows a case where the hero character's muscle strength, agility, technology, change ball, and mental point are each 0 points.
  • FIG. 6 shows an example of the practice effect data D101.
  • the practice effect data D101 indicates effect information for each practice item. That is, the practice effect data D101 indicates, for each practice item, the types of experience points that increase with each practice and the amount of increase.
  • the practice effect data D101 includes “practice ID”, “name”, and “effect” fields.
  • the “practice ID” field indicates identification information for uniquely identifying each practice item.
  • the “name” field indicates the name of the practice item.
  • the “Effect” field indicates effect information. As shown in FIG. 6, the “effect” field includes “Lv.1”, “Lv.2”, “Lv.3”, “Lv.4”, and “Lv.5” fields as subfields. .
  • the “Lv. 1” field indicates the content of the effect that occurs when level 1 practice is performed. In other words, the “Lv.1” field indicates how much experience points of muscle strength, agility, skill, change ball, and mental points increase when level 1 practice is performed. For example, “muscle strength + 2” indicates that the strength point is increased by two points.
  • the “Lv.2”, “Lv.3”, “Lv.4”, and “Lv.5” fields are the same as the “Lv.1” field.
  • muscle strength and agility points increase when running exercise is performed.
  • muscle strength, skill, and mental points increase.
  • the practice command image G400 includes a teammate area A460.
  • the teammate area A460 shows information such as teammate characters assigned to the temporarily selected practice (running practice).
  • a teammate character, a director character, a scout character, or the like is assigned to each practice item, and a game character other than the protagonist character is directed to practice or observe any of the practice characters.
  • teammate characters assigned to the temporarily selected practice items are displayed. Team mate characters assigned to each practice item change from turn to turn.
  • Part P461-1 shows the image and name (T1) of teammate character T1.
  • the part P461-1 includes a part P462-1 corresponding to the gauge image.
  • Part P462-1 shows the evaluation of the teammate character T1 with respect to the main character. The longer the gauge (in the example shown in FIG. 5, the shaded portion) in the part P462-1, the higher the evaluation of the teammate character T1 with respect to the main character.
  • the part P461-1 includes parts P463-1 and P464-1.
  • Part P463-1 shows the best practice (running practice) of the teammate character T1
  • part P464-1 shows the absorption type (muscle strength) of the teammate character T1. The absorption type will be described later.
  • Parts P461-2 and P461-3 are the same as parts P461-1. Parts P462-2 and P462-3 included in parts P461-2 and P461-3 are the same as parts P462-1, and P463-2 and P464-2 included in parts P461-2 are also parts P463-1 and P464. Same as -1.
  • the good practice and absorption type are displayed only when the teammate character is an event character incorporated in the event deck. Since the part P461-3 corresponds to the teammate character T10 other than the event character, the part P461-3 does not include parts corresponding to the parts P463-1 and P464-1.
  • the good practice (running practice) of the teammate character T1 shown in the part P463-1 matches the practice (skating practice) temporarily selected.
  • the teammate character T1 (event character) set as the practice for good practice is assigned to the practice.
  • a predetermined standard for example, if the evaluation is the maximum value
  • special tag training event When a special tag training event occurs, the amount of experience points increases compared to the normal case.
  • the teammate character T1 is assigned to the same practice item as his / her best practice, but the teammate character is not necessarily assigned to the same practice item as his / her best practice and is different from his / her best practice.
  • the practice command image G400 includes a part P470.
  • the player character (rival player character) of the investigated rival team is set as the absorption target, and the experience points or special abilities are acquired from the rival player character set as the absorption target. It is designed to absorb (acquire) tips.
  • Part P470 is a part related to such an absorption function.
  • rival teams RA, RB, RC, RD, RE, RF, and RG there are seven rival teams RA, RB, RC, RD, RE, RF, and RG as shown below, and the following four rival player characters belong to each rival team. Assuming that However, the number of rival teams and the number of rival player characters belonging to the rival team are not limited to the following examples. The number of rival player characters belonging to the rival team may be different for each rival team.
  • Rival Team RA Rival Player Characters RA1, RA2, RA3, RA4
  • Rival Team RB Rival Player Characters RB1, RB2, RB3, RB4
  • Rival Team RC Rival Player Characters RC1, RC2, RC3, RC4
  • Rival Team RD Rival Player Characters RD1, RD2, RD3, RD4
  • Rival Team RE Rival Player Characters RE1, RE2, RE3, RE4
  • Rival Team RF Rival Player Characters RF1, RF2, RF3, RF4)
  • Rival Team RG Rival Player Characters RG1, RG2, RG3, RG4
  • a rival team is assigned to each practice item as a survey target or absorption target.
  • the rival team assigned to each practice item is determined (randomly) based on the probability information.
  • FIG. 7 shows an example of assignment of teammate characters and rival teams to each practice item.
  • the rival team is assigned to each practice item as a survey target, and the absorption target is not assigned to any practice item.
  • the absorption target is not assigned to any exercise item.
  • the rival team assigned to each practice item is determined for each turn, and the rival team assigned to each practice item changes for each turn.
  • a plurality of rival teams are not assigned to one practice item in one turn.
  • one rival team is not assigned to a plurality of practice items in one turn.
  • Part P470 indicates information on the survey target assigned to the temporarily selected practice.
  • scout practice is provisionally selected, and rival team RA is assigned to the scout practice as an investigation target, so part P470 shows information on rival team RA.
  • part P470 shows the name of rival team RA.
  • the part P470 includes parts P471-1, P471-2, P471-3, and P471-4 corresponding to the four rival player characters RA1, RA2, RA3, and RA4 belonging to the rival team RA, respectively.
  • Part P471-1 shows the image and name of rival player character RA1. Further, the part P471-1 is associated with a process for displaying detailed information of the rival player character RA 1 (for example, special abilities acquired by the rival player character RA 1) on the display unit 15. Therefore, when the part P471-1 is selected by the user, an image showing detailed information of the rival player character RA1 is displayed on the display unit 15. Parts P471-2, P471-3, and P471-4 are the same as parts P471-1.
  • the practice item is determined as an execution target (a practice item to be executed by the main character). For example, when the user further selects a part P443 in a state where the practice is temporarily selected (that is, the part P447 points to the part P443 corresponding to the practice), the practice is determined as an execution target.
  • the main character will practice the practice item.
  • the experience point of the hero character increases based on the practice item executed (see FIG. 6). For example, when level 1 scouting practice is executed, the hero character's strength points increase by 2 points and the agility points increase by 8 points.
  • rival team RA is assigned to practice as a survey target.
  • two teammate characters T1 and T2 which are event characters are included in the teammate characters T1, T2 and T10 assigned to the scolding practice. For this reason, when the running practice is determined as an execution target, the rival team RA is investigated by the two teammate characters T1 and T2.
  • the first mate player character RA1 of the rival team RA is captured as an absorption target by the first team mate character T1 who has performed the survey, and the second team mate who has performed the survey.
  • the character T2 captures the second rival player character RA2 of the rival team RA as an absorption target.
  • the absorption target type of the rival player character RA1 is set based on the absorption type of the teammate character T1.
  • the absorption target type of the rival player character RA2 is set based on the absorption type of the teammate character T2. For example, since the absorption type of the teammate character T1 is “muscle strength” (part P464-1), the absorption target type of the rival player character RA1 is set to “muscle strength”. Further, since the absorption type of the team mate character T2 is “agility” (part P464-2), the absorption target type of the rival player character RA2 is set to “agility”.
  • the hero character absorbs (acquires) the types of experience points corresponding to the absorption target type of the rival player character from the absorption target rival player character.
  • the absorption target type of the rival player character RA1 is set to “muscle strength”
  • the absorption target type of the rival player character RA2 is set to “agility”
  • the hero character receives a strength point from the rival player character RA1.
  • the “absorption target type” indicates what kind of experience points can be absorbed (acquired) from the rival player character of the absorption target.
  • the “absorption type” of the teammate character indicates which of the absorption target types of the rival player character captured by the teammate character is set.
  • “Absorption target type” and “Absorption type” are "muscle strength”, “agility”, “technology”, “change” corresponding to each of five types of experience points (muscle strength, agility, technology, change ball and mental point) Either “sphere” or “spirit” is set.
  • the selection of the practice item to be executed is performed by selecting the rival team as an investigation target, the number of rival player characters to be captured as an absorption target from the rival team, and the absorption target type. Since this corresponds to the operation to specify, the user can see not only the effect of the practice item but also the number of event characters assigned to the practice item, the absorption type, and the practice while looking at the teammate area A460 and the part P470. It is necessary to select the practice item to be executed in consideration of the rival team assigned to the item as the survey target.
  • the rival player character is captured as the absorption target in accordance with a predetermined order (for example, ascending order of ID) from the rival team.
  • the rival player character captured as the absorption target is It may be determined (randomly) based on probability information from the rival teams.
  • the survey for the rival team of the survey target may be executed by a team character other than the event character. That is, rival player characters of the number corresponding to the number of teammate characters (including those other than event characters) assigned to practice items determined as execution targets are captured as absorption targets from the rival teams of the survey target. Also good.
  • FIG. 8 shows an example of a practice result image.
  • the practice result image G500 includes parts P510, P520, and P530. Parts P510, P520, and P530 are the same as parts P310, P320, and P330 of the main command image G300. However, the gauge in the part P530 is shorter than that in FIGS.
  • the practice result image G500 includes a part P540 showing the practice result of the main character.
  • Part P540 includes text indicating changes in various parameters due to the execution of practice by the main character.
  • FIG. 8 shows a case where the hero character performs level 1 practice.
  • Part P541-1 indicating that the hero character has increased muscular strength points by 2 points, increased agility points by 8 points, and decreased stamina parameters by 25 points as a result of performing skating exercises.
  • Part P541-2 indicating that the evaluation of the main character of the teammate characters T1, T2, and T10 assigned to the practice is increased by 7 points, and (c) other teammate characters and manager characters.
  • part P541-3 indicating that the evaluation of the main character of the scout character has increased by 1 point
  • part P541-4 indicating that rival player characters RA1 and RA2 of rival team RA have been captured as absorption targets Is included in the part P540.
  • FIG. 9 shows an example of assignment of teammate characters and rival teams to each practice item in the next turn.
  • FIG. 10 shows an example of the practice command image G400 in this turn.
  • rival player characters RA1 and RA2 of the rival team RA are assigned to muscle exercise as absorption targets.
  • rival player characters belonging to the same rival team are assigned to the same practice item.
  • the numerical values in parentheses displayed below the rival player characters RA1 and RA2 indicate the remaining absorbable amounts from the rival player characters RA1 and RA2 set as the absorption target.
  • the total amount of experience points that can be absorbed from the rival player character set as the absorption target (hereinafter referred to as “absorbable total amount”) is set.
  • the total absorbable amount is set based on the number of rival player characters set as absorption targets (hereinafter referred to as “absorption target number”).
  • FIG. 11 shows an example of the absorbable total amount data D102 indicating the correspondence between the number of absorption targets and the absorbable total amount.
  • the total absorbable amount increases.
  • the total absorbable amount when the number of absorption targets is “1” is set to “30 points”
  • the total absorbable amount when the number of absorption targets is “2” is set to “90 points”.
  • the total absorbable amount is set to be tripled.
  • the total absorbable amount is set to m times (n ⁇ m).
  • the present embodiment it is possible to absorb (acquire) the maximum amount of experience points corresponding to the total absorbable amount from the rival player character of the absorption target.
  • the “absorbable remaining amount” indicates the remaining amount of experience points that can be absorbed from the rival player character of the absorption target. In the turn immediately after the rival player character is set as the absorption target, the remaining absorbable amount becomes equal to the total absorbable amount.
  • the total absorbable amount is set to 90 points (see FIG. 11), and therefore, the absorbable remaining amount is 90 points (absorbable total amount) in FIG. ing.
  • the absorption target is not assigned to each practice item other than the muscular strength practice.
  • a target is assigned.
  • the rival team RB is assigned to the batting practice as the investigation target
  • the rival team RC is assigned to the running practice as the investigation target
  • the rival team RD is assigned to the shoulder practice as the investigation target
  • the target is assigned to defensive practice
  • the rival team RF is assigned as the research target to mental practice.
  • rival teams assigned to practice items as survey targets are determined (randomly) based on probability information for each turn.
  • muscular strength practice is provisionally selected. Since teammate characters T11 and T12 are assigned to the muscular strength practice (see FIG. 9), in FIG. 10, parts P461-4 and P461-5 corresponding to the teammate characters T11 and T12 respectively are in the teammate area A460. include. Parts P461-4 and P461-5 are the same as parts P461-3 in FIG. 5, and parts P462-4 and P462-5 included in parts P461-4 and P461-5 are the same as parts P462-3 in FIG. It is.
  • a part P480 indicating information on the absorption target assigned to the temporarily selected exercise item is displayed.
  • 9 and 10 rival player characters RA1 and RA2 of the rival team RA are assigned to the muscle strength exercise as absorption targets. Therefore, when strength exercise is temporarily selected, as shown in FIG. A part P480 indicating information on rival player characters RA1 and RA2 of team RA is displayed.
  • Parts P480 indicate the name of the rival team RA.
  • Parts P480 include parts P481-1 and P481-2 respectively corresponding to two rival player characters RA1 and RA2 set as absorption targets among the rival player characters RA1 to RA4 belonging to the rival team RA. Contains.
  • Part P481-1 indicates the absorption target type (muscle strength) of the rival player character RA1 together with the image and name of the rival player character RA1.
  • the absorption target type of the rival player character RA1 indicates the kind of experience points absorbed (acquired) from the rival player character RA1
  • the absorption target type of the rival player character RA1 is the rival player character RA1. It is determined based on the absorption type of the teammate character investigated (captured).
  • the part P481-1 is associated with a process for causing the display unit 15 to display detailed information of the rival player character RA1 (for example, special abilities acquired by the rival player character RA1). For this reason, when the part P481-1 is selected by the user, an image showing detailed information of the rival player character RA1 is displayed on the display unit 15.
  • Part P481-2 is similar to part P481-1.
  • the part P480 includes a part P482 corresponding to the gauge image.
  • Part P482 indicates the remaining absorbable amount from the rival player characters RA1 and RA2 that are the absorption targets. The longer the gauge in the part P482 (in the example illustrated in FIG. 10, the part obtained by adding the hatched part and the blacked-out part) indicates that the remaining amount of absorption is larger.
  • the hero character is directed to absorb (acquire) experience points from the rival player characters RA1 and RA2, and the rival player character RA1 is obtained by the acquired amount. Absorbable remaining amount from RA2 decreases.
  • the part filled in black in part P482 indicates how much the remaining amount of absorption can be reduced by executing strength exercise, and the shaded portion indicates strength exercise Indicates the remaining amount of water that can be absorbed after. For this reason, the user refers to the part P482 to see how much the absorbable remaining amount is reduced by executing the temporarily selected practice item, and after the temporarily selected practice item is executed. It is possible to know in advance how much water can be absorbed.
  • the rival player character of the rival team RA assigned to the strength exercise As an absorption target It is produced so that the main character absorbs (acquires) the experience points from RA1 and RA2.
  • the hero character obtains from the rival player character RA1 experience points (muscle strength points) of a kind corresponding to the absorption target type (muscle strength) of the rival player character RA1, and the absorption target type (agility) of the rival player character RA2.
  • the type of experience point (agility point) is obtained from the rival player character RA2.
  • the amount of absorption is determined based on the number of teammate characters assigned to the muscular strength practice.
  • FIG. 12 shows an example of the absorption amount data D103 indicating the correspondence between the number of teammate characters (hereinafter referred to as “number of teammates”) and the absorption amount.
  • number of teammates the number of teammate characters
  • the amount of absorption increases as the number of teammates increases. 9 and 10, two teammate characters T11 and T12 are assigned to strength training, and in FIG. 12, the amount of absorption when the number of teammates is “2” is set to “9 points”. Therefore, the absorption amount is set to 9 points.
  • the main character is rendered to acquire 9 points of strength points from the rival player character RA1 and to acquire 9 points of agility points from the rival player character RA2.
  • the amount of increase in strength and agility points when a level 1 strength exercise is executed is 8 points and 0 points, respectively (see FIG. 6), but as described above, the main character is a strength point from the rival player character RA1. 9 points and 9 points of agility points are acquired from the rival player character RA2. In FIG. 10, “+ 8 + 9” and “+ 0 + 9” are displayed in association with the strength and agility points in the part P450, respectively. Yes. In this case, the absorbable remaining amount from the rival player characters RA1 and RA2 is reduced by 18 points. Therefore, the length of the blacked out part of the part P482 corresponds to 18 points. .
  • FIG. 13 shows an example of a practice result image G500 displayed on the display unit 15 when the strength exercise is determined as an execution target in the turns shown in FIGS. 9 and 10 (that is, when the main character performs the strength exercise). Show.
  • the hero character performs strength exercises, and the hero character receives experience points (muscle strength points) from the rival player characters RA1 and RA2. , Agility points), muscle points increased by 17 points, agility points increased by 9 points, mental points increased by 2 points, and health parameter decreased by 25 points, part P542-1.
  • FIG. 14 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the practice result image G500 shown in FIG. 13 is displayed.
  • the rival player characters RA1 and RA2 of the rival team RA set as the absorption target are assigned to any practice item.
  • the rival player characters RA1 and RA2 of the rival team RA are assigned as absorption targets for the batting practice.
  • the previous practice item assigned as an absorption target also changes (randomly) based on the probability information for each turn.
  • the rival team RC is assigned to the strength exercise as the survey target
  • the rival team RD is assigned to the running exercise as the survey target
  • the rival team RE is assigned to the shoulder exercise as the survey target
  • the rival team RG investigates.
  • the target is assigned to the defensive practice
  • the rival team RB is assigned to the mental practice as the investigation target.
  • the rival team RB is assigned as the investigation target for the mental practice, and three teammate characters T3 among the teammate characters T3, T4, T6, and T13 assigned for the mental practice.
  • T4, and T6 are event characters, for example, when mental practice is selected as the execution target, the teammate characters T3, T4, and T6 investigate the rival team RB.
  • the first teammate character T3 who has performed the survey captures (sets) the first rival player character RB1 of the rival team RB as an absorption target, and performs the second survey.
  • the second rival player character RB2 of the rival team RB is captured (set) by the third teammate character T6 and the rival team RB is executed by the third teammate character T6 who has conducted the survey.
  • the third rival player character RB3 is captured (set) as an absorption target.
  • the rival player character captured by the teammate characters T3, T4, and T6 may be determined (randomly) based on the probability information from the rival team RB.
  • the absorption target type of the rival player character RB1 is set to “technology”.
  • the absorption target type of the rival player character RB2 is set to “spirit”.
  • the absorption target type of the rival player character RB3 is set to “technology”. In this case, since the number of absorption targets is “3”, the total absorbable amount from the rival player characters RB1 to RB3 is set to 180 points (see FIG. 11).
  • FIG. 15 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the mental practice is selected as the execution target in the turn shown in FIG.
  • the rival player characters RA1 and RA2 of the rival team RA set as the absorption target are assigned to any practice item.
  • rival player characters RA1 and RA2 are assigned to the mental practice as absorption targets.
  • the absorbable remaining amount from the rival player characters RA1 and RA2 is reduced by a predetermined amount.
  • the rival player characters RB1 to RB3 of the rival team RB are also set as absorption targets
  • the rival player characters RB1 to RB3 are also assigned to any practice item as an absorption target.
  • rival player characters of different rival teams are not assigned to the same practice item.
  • rival player characters RB1 to RB3 are assigned to the defensive practice as absorption targets.
  • an absorption target is not assigned to each practice item other than mental practice and defensive practice, and a survey target is assigned.
  • rival team RG is assigned as a research target for batting practice
  • rival team RC is assigned as a research target for strength practice
  • rival team RF is assigned as a research target for running practice
  • rival team RD is the research target.
  • shoulder strength practice is assigned to each practice item other than mental practice and defensive practice.
  • FIG. 16 shows an example of assignment of teammate characters and rival teams to each practice item in the turn after the turn shown in FIG.
  • the rival player characters RA1 and RA2 of the rival team RA are assigned to the running practice as an absorption target, and the remaining absorbable amount from the rival player characters RA1 and RA2 is 3 points.
  • teammate characters T1, T3, and T13 are assigned to practice running.
  • FIG. 17 shows an example of the practice command image G400 for this turn.
  • the practice of scolding is provisionally selected. Since teammate characters T1, T3, and T13 are assigned to the scouting practice, parts P461-1, P461-6, and P461 corresponding to the teammate characters T1, T3, and T13, respectively, are assigned to the teammate area A460. 7 is included.
  • Part P461-1 is the same as part P461-1 in FIG.
  • the part P461-6 is the same as the part P461-1, and the parts P462-6, P463-6, and P464-6 included in the part P461-6 are the same as the parts P462-1, P463-1, and P464-1.
  • the part P461-7 is the same as the part P461-3 in FIG. 5, and the part P462-7 included in the part P461-7 is the same as the part P462-3 in FIG.
  • the temporarily selected practice item matches the best practice (running practice) of the teammate character T1 assigned to the practice item.
  • the gauge in the part P462-1 is extended to the maximum, and the evaluation of the teammate character T1 with respect to the main character is the maximum value.
  • a special tag training event occurs when the practice is determined as an execution target in such a state. Normally, when level 1 scouting exercises are performed, strength points increase by 2 points and agility points increase by 8 points (see Figure 6), but when a special tag training event occurs, An experience point that is twice the experience point is given to the main character. That is, the strength point is increased by 4 points, and the agility point is increased by 16 points. Therefore, in FIG. 17, “+4” and “+16” are displayed in association with the muscular strength and the agility point in the part P450, respectively.
  • the amount of absorption is determined so that the amount exceeding the absorbable remaining amount is doubled. 16 and 17, the absorbable remaining amount (x) is 3 points and the original absorbed amount (y) is 15 points, so the absorbed amount (z) is determined to be 27 points. For this reason, when the running practice is determined as an execution target in the turns shown in FIGS. 16 and 17, the main character absorbs (acquires) 27 points of strength points from the rival player character RA1 and obtains agility points from the rival player character RA2. 27 points will be absorbed (acquired). Therefore, in FIG. 17, “+27” is displayed in association with the muscular strength and the agility point in the part P450.
  • the absorbable remaining amount when the absorbable remaining amount is smaller than the absorbed amount, the amount of absorption exceeding the absorbable remaining amount is determined by the above formula (1) so that the absorbed amount is doubled.
  • the absorption amount may be determined by other than the above formula (1).
  • the remaining absorbable amount from the rival player characters RA1 and RA2 becomes zero.
  • the absorbable remaining amount from the rival player characters RA1 and RA2 becomes zero, the absorption from the rival player characters RA1 and RA2 is completed, and the rival player characters RA1 and RA2 of the rival team RA are excluded from the absorption target. Is done. Therefore, at this time, among the rival player characters RA1 to RA4 belonging to the rival team RA, there are two rival player characters RA3 and RA4 that can be set as absorption targets.
  • the reward is given to the user based on the rival player character that has been absorbed (that is, the rival player character excluded from the rival player character that can be set as the absorption target). This will be described later (see FIG. 25).
  • the trick for the hero character to acquire the special ability is related to the rival. It can be absorbed (acquired) from the player character.
  • the main character can acquire special abilities by consuming a predetermined amount of experience points (see FIG. 26B). In this regard, if the hero character has a knack for acquiring special abilities, the amount of experience points necessary for the hero character to acquire special abilities is reduced.
  • the number of tips and knack levels that can be acquired from the rival player character set as the absorption target is determined based on the number of rival player characters (number of absorption targets) set as the absorption target. It has become.
  • FIG. 18 shows an example of knack data D104 indicating the correspondence between the number of absorption targets, the number of knacks that can be acquired, and the knack level.
  • the knack level indicates the knack of the hero character. The higher the knack level, the greater the knack of the hero character. The higher the knack level, the less experience points are required to make the main character acquire special abilities.
  • the number of absorption targets is “1” or “2”
  • the number of tips that can be acquired is set to “2” and acquired when the number of absorption targets is “3” or “4”.
  • the number of possible tips is set to “1”. That is, as the number of absorption targets increases, the number of tips that can be acquired decreases.
  • the rival player characters RA1 and RA2 are assigned as absorption targets for running practice and the number of absorption targets is “2”. It is acquired from rival player characters RA1 and RA2. In this case, two special abilities are selected (randomly) based on the probability information from the special abilities acquired by the rival player characters RA1 and RA2. Then, a trick of level 1 for acquiring each of the two selected special abilities is given to the main character. In this case, if the special ability already acquired by the main character is included in the special abilities acquired by the rival player characters RA1 and RA2, the special ability is selected from the selection candidates. Excluded. Further, when each of the rival player characters RA1 and RA2 has less than two special abilities acquired, the special abilities that the rival player characters RA1 and RA2 have not acquired are added to the selection candidates.
  • FIG. 19 shows an example of a practice result image G500 that is displayed on the display unit 15 when the running practice is determined as an execution target in the turns shown in FIGS.
  • part P540 of the practice result image G500 in part P540 of the practice result image G500 in this case, (a) part P543-1 indicating that a special tag training event has occurred, and (b) the main character performs skating practice. Executed and the hero character gained experience points (muscle strength points, agility points) from the rival player characters RA1 and RA2, the muscle strength points increased by 31 points, the agility points increased by 43 points, and the physical strength parameter was 25 Part P543-2 indicating that the points have been reduced, and (c) that the main character has acquired a “Chance ⁇ ” and “Stolen ⁇ ” tips (Know Level 1) by acquiring tips from the rival player characters RA1 and RA2.
  • experience points muscle strength points, agility points
  • the muscle strength points increased by 31 points
  • the agility points increased by 43 points
  • the physical strength parameter was 25 Part P543-2 indicating that the points have been reduced
  • the main character has acquired a “Chance ⁇ ” and “Stolen ⁇ ” tips (Know Level 1)
  • Part P543-3 Assigned to part P543-3 indicating (d) Part P543-4 indicating that the evaluation of the main character of teammate characters T3 and T13 has increased by 7 points, and (e) the evaluation of the main character by other teammate characters, director characters and scout characters has increased by 1 point And (f) part P543-6 indicating that absorption from rival player characters RA1 and RA2 of rival team RA has been completed.
  • FIG. 20 shows the assignment of teammate characters and rival teams to each practice item in the turn immediately after the running practice is determined as the execution target in the turns shown in FIGS. An example is shown.
  • an absorption target is not assigned to each practice item other than the batting practice, and a survey target is assigned.
  • the remaining absorbable amount from the rival player characters RA1 and RA2 of the rival team RA becomes zero, and the rival player characters RA1 and RA2 of the rival team RA absorb the targets.
  • the rival team RA is assigned to the mental practice as an investigation target.
  • rival team RC is assigned as a research target for strength exercise
  • rival team RG is assigned as a research target for running exercise
  • rival team RE is assigned as a research target for shoulder exercise
  • rival team RF is used as a research target. Assigned to defensive practice.
  • FIG. 21 shows an example of the practice command image G400 at the turn shown in FIG.
  • mental practice is provisionally selected. Since teammate characters T1, T6, and T7 are assigned to the mental practice, parts P461-1, P461-8, and P461-9 respectively corresponding to the teammate characters T1, T6, and T7 are assigned to the teammate area A460. It is included.
  • Part P461-1 is the same as part P461-1 in FIG.
  • the part P461-8 is the same as the part P461-1, and the parts P462-8, P463-8, and P464-8 included in the part P461-8 are the same as the parts P462-1, P463-1, and P464-1.
  • the part P461-9 is the same as the part P461-3 in FIG. 5, and the part P462-9 included in the part P461-9 is the same as the part P462-3 in FIG.
  • the part P470 shown in FIG. 21 includes parts P471-1 to P471-4 respectively corresponding to the rival player characters RA1 to RA4 of the rival team RA, similarly to the part P470 shown in FIG.
  • the rival player characters RA1 and RA2 are in the absorption completed state, and the rival player characters RA1 and RA2 cannot be captured (set) as the absorption target.
  • the parts P471-1, P471-2 are displayed in a manner indicating the fact.
  • the cross marks are attached to the parts P471-1, P471-2, the user can grasp that the rival player characters RA1, RA2 cannot be captured (set) as the absorption target. ing.
  • the rival team is selected by the teammate characters T1, T6, which are event characters, of the teammate characters T1, T6, T7 assigned to the mental practice.
  • RA investigation is performed.
  • the first rival player character RA3 is captured (set) by the teammate character T1 from the teammate characters T3 and T4 that are not in the absorption completed state
  • the second The rival player character RA4 is captured (set) by the teammate character T6 as an absorption target.
  • the absorption type of the teammate character T1 is “muscle strength” (see P464-1 in FIG.
  • the absorption target type of the rival player character RA3 is set to “muscle strength”.
  • the absorption type of the teammate character T6 is “technology” (see P464-8 in FIG. 21)
  • the absorption target type of the rival player character RA4 is set to “technology”.
  • the number of absorption targets is “2”
  • the total absorbable amount from the rival player characters RA3 and RA4 is set to 90 points (see FIG. 11).
  • FIG. 22 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the mental practice is determined as an execution target in the turns shown in FIGS.
  • rival player characters RA3 and RA4 of rival team RA and rival player characters RB1 to RB3 of rival team RB are set as absorption targets.
  • rival player characters RA3 and RA4 are assigned to any practice item.
  • the rival player characters RB1 to RB3 are also assigned to any practice item.
  • the rival player characters RA3 and RA4 are assigned to the hitting practice as the absorption target, and the remaining absorbable amount from the rival player characters RA3 and RA4 is set to 90 points (total possible total amount).
  • rival player characters RB1 to RB3 are assigned to the shoulder power practice as absorption targets, and the remaining absorbable amount from the rival player characters RB1 to RB3 is compared to the previous turn (the turn shown in FIGS. 20 and 21). It decreased by 3 points to 138 points.
  • an absorption target is not assigned to other practice items, but a survey target is assigned.
  • the rival team RC is assigned to the strength exercise as the survey target
  • the rival team RD is assigned to the running practice as the survey target
  • the rival team RG is assigned to the defensive practice as the survey target
  • the rival team RF is the survey target.
  • mental practice As assigned to mental practice.
  • FIG. 23 shows an example of assignment of teammate characters and rival teams to each practice item in the turn after the turn shown in FIG.
  • rival player characters RA3 and RA4 of rival team RA are assigned to the mental practice as absorption targets, and the remaining absorbable amount from rival player characters RA3 and RA4 is 12 points, the remaining less It has become.
  • Team mate characters T6, T7, and T9 are assigned to mental practice.
  • each of the rival player characters RA3 and RA4 The amount of absorption is 15 points (see FIG. 12). For this reason, in a normal case, the hero character absorbs (acquires) 15 points of strength points from the rival player character RA3 and absorbs (acquires) 15 points of technology points from the rival player character RA4. However, as described above, when the absorbable remaining amount is smaller than the absorption amount, the absorption amount is determined to be 18 points by the above equation (1). Therefore, the hero character absorbs (acquires) 18 points of strength from the rival player character RA3 and absorbs (acquires) 18 points of technology from the rival player character RA4.
  • the rival player characters RA3 and RA4 since the remaining absorbable amount from the rival player characters RA3 and RA4 becomes zero, the rival player characters RA3 and RA4 are in the absorption completed state, and the rival player characters RA3 and RA4 of the rival team RA are removed from the absorption target. Excluded. 16 and 17, since the rival player characters RA1 and RA2 have already been absorbed and are already excluded from the absorption target, all the rival player characters RA1 to RA4 of the rival team RA at this time. Is now in an absorption complete state and is excluded from the absorption target.
  • FIG. 24 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the mental practice is determined as an execution target in the turn shown in FIG.
  • the absorption from the rival player characters RA3 and RA4 of the rival team RA is completed, so that in the turn shown in FIG. 24, the rival player character RA3 of the rival team RA. Since RA4 is excluded from the absorption target, the rival player characters RA3 and RA4 of the rival team RA are not assigned as the absorption target. In the turn shown in FIG. 24, since only the rival player characters RB1 to RB3 of the rival team RB are set as the absorption target, the rival player characters RB1 to RB3 are assigned to any practice item as the absorption target. In FIG. 24, rival player characters RB1 to RB3 are assigned as absorption targets for the batting practice.
  • the rival team RA is not assigned as an investigation target to any practice item.
  • the rival team RC is assigned to the muscular practice as the investigation target
  • the rival team RG is assigned to the running practice as the investigation target
  • the rival team RE is assigned to the shoulder practice as the investigation target
  • the rival team RF is investigated.
  • the target is assigned to the defensive practice
  • the rival team RD is assigned to the mental practice as the investigation target.
  • the part P357 is associated with a process for displaying a rival team in which all rival player characters have completed absorption (hereinafter referred to as “absorption completion team”), and the user selects the part P357. Can confirm the absorption completion team.
  • FIG. 25 shows an example of the absorption completion team image displayed on the display unit 15 when the part P357 is selected.
  • FIG. 25 shows a case where the rival team RA has become an absorption completed team (that is, all the rival player characters RA1 to RA4 belonging to the rival team RA have completed absorption). For this reason, in FIG. 25, the part P610 corresponding to the rival team RA is displayed.
  • the part P610 includes parts P611-1, P611-2, P611-3, and P611-4 that belong to the rival team RA and respectively correspond to the rival player characters RA1 to RA4 in the absorption completed state.
  • Part P610 includes a part P612 indicating a complete reward and a part P613 for using the complete reward.
  • the complete reward is a reward that can be used when a rival team becomes an absorption completed team (that is, when all rival player characters belonging to the rival team are in an absorption completed state).
  • increasing the physical strength point of the hero character by 50 points (recovery) is set as a complete reward for the rival team RA.
  • the user can increase (recover) the physical strength point of the main character by 50 points by selecting the part P613.
  • the complete reward may be different for each rival team.
  • the complete reward may be determined in advance for each rival team, or may be determined (randomly) based on the probability information for each rival team among a plurality of types of rewards.
  • the complete reward is not limited to increasing (recovering) the hero character's health points. For example, increase the experience point of the hero character, give the hero character tips for acquiring special abilities, make the hero character acquire special abilities, increase the motivation parameter of the hero character, or practice effect Increasing over a certain period (increasing the amount of increase in experience points according to practice items over a certain period of time than usual) or the like may be used as a complete reward. Or it is good also considering a game item which can be used in an event character or a breeding part or a battle part as a complete reward.
  • FIG. 25 only the rival teams in which all the rival player characters are in the absorption completed state are displayed, but it is also possible to display the rival teams in which all the rival player characters are not in the absorption completed state. Good. However, in this case, the rival team in which all rival player characters are in the absorption completed state is displayed separately from the rival team in which all rival player characters are not in the absorption completed state, so that the user can It is preferable that the player character can grasp the rival team in the absorption completed state.
  • the user can improve the ability of the hero character by using (consuming) the experience points of the hero character assigned as described above.
  • FIGS. 26A and 26B show an example of an ability improvement image for improving the ability of the main character.
  • the ability improvement image G700 shown in FIGS. 26A and 26B is displayed on the display unit 15 when the part P356 of the main command image G300 is selected.
  • the performance improvement image G700 includes a first area A710, and the first area A710 includes a pitcher ability tab P711 and a fielder ability tab P712.
  • the pitcher ability tab P711 the changed content of the basic ability parameter related to the pitcher ability is displayed
  • the fielder ability tab P712 the changed content of the basic ability parameter related to the fielder ability is displayed.
  • the basic ability parameters related to the fielder ability are changed for each of the trajectory, the meat, the power, the running force, the shoulder force, the defensive force, and the catching parameter. The previous value and the changed value are displayed.
  • the ability improvement image G700 includes a second area A720, and the second area A720 includes a basic ability tab P721 and a special ability tab P722.
  • the basic ability tab P721 displays the experience points (muscle strength, agility, technology, change ball, and spirit point) that the main character currently has.
  • FIG. 26A shows a state in which the main character currently has muscular strength, agility, technology, a changing ball, and mental points of 77 points, 94 points, 39 points, 15 points, and 70 points, respectively.
  • the basic character of the main character (ballistic, meat, power, running power, shoulder strength, defensive power, and catching power) is obtained in exchange for some or all of the experience points currently possessed by the main character.
  • the value of the sphere parameter can be increased.
  • the ability value necessary to increase the value of the basic ability parameter by 1 point from the current value is displayed in association with each basic ability parameter.
  • the basic ability tab P721 shown in FIG. 26A for example, it is indicated that 30 points of muscle strength, skill, and mental point are required to raise the value of the ballistic parameter by 1 point from the current value.
  • the part P723-1 is associated with the ballistic parameter
  • the part P723-1 is associated with a process for increasing the ballistic parameter by one point in exchange for a predetermined experience point.
  • the user can increase the ballistic parameter by one point from the current value in exchange for the strength point: 30 points, the technical point: 30 points, and the mental point: 30 points.
  • the ballistic parameter is increased by 1 point, and that effect is displayed in the first area A710, and the necessary experience points are subtracted from the “current experience points” in the second area A720.
  • parts P723-2 to P723-7 are associated with meat, power, running power, shoulder power, defense power, and catching parameters, respectively, and parts P723-2 to P723 -7 is associated with a process for raising these parameters by one point in exchange for a predetermined experience point.
  • the special ability tab P722 When the user selects the special ability tab P722 in the state shown in FIG. 26A, the state is switched to the state shown in FIG. 26B. As shown in FIG. 26B, the special ability tab P722 also displays the experience points (muscle strength, agility, technology, change ball, and mental point) that the main character currently holds.
  • the hero character can acquire special abilities in exchange for some or all of the experience points currently held by the hero character.
  • special abilities that the main character can acquire are “chance ⁇ ”, “left pitcher ⁇ ”, “stolen ⁇ ”, “running ⁇ ”, “throwing ⁇ ”, “injury difficulty”, “Average Hitter” is displayed.
  • “Chance ⁇ ” is a special ability that is strong in chance.
  • “To the left pitcher ⁇ ” is a special ability that is strong against the left pitcher.
  • “Stolen ⁇ ” is a special ability to improve theft.
  • Throwing ⁇ is a special ability that makes it difficult to throw.
  • “Injury difficulty” is a special ability that rarely causes injury.
  • Average Hitter is a special ability that makes it easier to hit hits.
  • parts P724-1, P724-2, P724-3, P724-4, P724-5, and P724-6 are displayed in association with each special ability.
  • the part P724-1 is associated with “chance ⁇ ”, and the part P724-1 is associated with processing for causing the main character to acquire “chance ⁇ ” in exchange for a predetermined experience point. .
  • the user can acquire “chance ⁇ ” for the main character in exchange for agility points: 15 points, technical points: 30 points, and mental points: 105 points.
  • the other parts P724-2 to P724-6 are associated with “left pitcher ⁇ ”, “stealing ⁇ ”, “running ⁇ ⁇ ”, “ball throwing ⁇ ”, and “average hitter”, respectively.
  • the parts P724-2 to P724-6 are associated with processing for causing the main character to acquire these special abilities in exchange for predetermined experience points. Since the hero character has already acquired the special ability “Injury Difficulty ⁇ ”, no parts are associated with “Injury Difficulty ⁇ ”.
  • “Lv.1” is displayed in association with “Chance ⁇ ” and “Stolen ⁇ ”.
  • “Lv.1” indicates a knack level of “Chance ⁇ ” or “Stealing ⁇ ”.
  • the experience points necessary for the hero character to acquire special abilities are reduced.
  • the higher the knack level the less the experience points necessary to acquire special abilities for the main character.
  • the knack level of each special ability is set to zero (that is, the knack of each special ability is not grasped).
  • an event may occur where the event character teaches the main character the tricks of the special ability based on the practice item selected as the execution target.
  • the trick level rises.
  • the hero character obtains a trick for the special ability from the rival player character as the absorption target, thereby increasing the trick level for the special ability.
  • experience points are given to the main character based on the options (practice items, etc.) selected by the user, and the user can improve the ability of the main character using the experience points (for example, the main character)
  • the basic ability of the character can be raised, or the main character can acquire special abilities).
  • the development of the main character is completed, and for example, the main character as shown in FIG. 2 is completed.
  • the hero character that has been trained is registered as an original character. After the breeding part is completed, another original character can be trained by starting the breeding part from the beginning again.
  • the baseball game (nurturing part) described above has an absorption function in which the main character acquires (absorbs) tips for acquiring experience points and special abilities from rival player characters of the rival team.
  • the experience points and knack parameters of the main character are changed based on the absorption target assigned to the practice item determined as the execution target.
  • the absorption function when the number of absorption targets assigned to practice items is large, the amount of increase in experience points is set larger than when the number is small (see FIG. 11), and the increase in the number of tips is It is set small (see FIG. 18). For this reason, when selecting a practice item to be executed, it is necessary to consider the number of absorption targets assigned to the practice item.
  • a rival player character is selected from rival teams assigned as survey targets to practice items selected for execution in a certain turn, and in the turn after that turn, the selected rival player is selected.
  • the character is associated with the practice item as an absorption target.
  • the number of rival player characters corresponding to the number of event characters assigned to the practice item selected for execution in a certain turn is selected as the absorption target, and in the turn after that turn, it is selected.
  • the rival player character is associated with the practice item as an absorption target.
  • the hero character is given a kind of experience point according to the absorption target type of the absorption target assigned to the practice item determined as the execution target. For this reason, when selecting the exercise item to be executed, it is necessary to consider the absorption target type of the absorption target assigned to the exercise item. By doing so, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the absorption target type of the absorption target assigned to the exercise item.
  • the hero character's experience points are increased in exchange for reducing the remaining absorbable amount of the absorption target assigned to the exercise item selected as the execution target.
  • the main character will be given tips for acquiring special abilities when the remaining amount of the absorption target assigned to the exercise item selected for execution becomes zero. Is done. For this reason, when selecting the exercise item to be executed, it is necessary to consider the remaining absorbable amount of the absorption target assigned to the exercise item selected as the execution target. In addition, it is necessary to consider that the absorbable remaining amount of the absorption target assigned to the practice item selected as the execution target becomes zero in a state where the generation condition of the special tag training event is satisfied.
  • the special character of the absorption target assigned to the practice item determined as the execution target is given to the main character. For this reason, when selecting a practice item to be executed, it is necessary to consider the special ability of the absorption target assigned to the practice item. In this way, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the special ability of the absorption target assigned to the exercise item.
  • a complete reward is given to the user when all the rival player characters belonging to one rival team are in an absorption completed state (see FIG. 25). By doing so, it is possible to give the user the motivation to make all the rival player characters belonging to one rival team complete the absorption state. In addition, it is possible to provide the user with an interest of selecting practice items to be executed in consideration of all rival player characters belonging to one rival team being in an absorption completed state.
  • FIG. 27 is a functional block diagram showing functional blocks related to the absorption function in the breeding part among the functional blocks realized by the game system 1.
  • the game system 1 includes a data storage unit 100, a reception unit 110, an association unit 120, a change unit 130, a change control unit 140, a restriction unit 150, and a reward granting unit 160.
  • the data storage unit 100 is realized by at least one of the storage unit 12, the storage unit 32, and the database 34.
  • 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 of the functional blocks other than the data storage unit 100 may be realized by the control unit 11, all of these may be realized by the control unit 31, or some of them may be realized by the control unit 11. The rest may be realized by the control unit 31.
  • a game object can be displayed on a game screen.
  • a game character, a game card, a game item, or the like corresponds to an example of “game object”.
  • a plurality of parameters are set for each “game object”.
  • Parameter data is data relating to game object parameters.
  • the “game object parameter” is a parameter set in the game object. In other words, it is a parameter associated with the game object.
  • the following parameters correspond to an example of “game object parameters”.
  • Parameters (points) consumed to improve the performance of game objects (2) Parameter indicating ease of acquisition of special performance by game object (3)
  • Performance parameter indicating performance of game object (4)
  • State parameter indicating state of game object (5)
  • Game object and user (or user object) (6)
  • a relationship parameter indicating the relationship (intimacy, etc.) between the game object and other game objects
  • the following parameters correspond to an example of “performance parameters”.
  • the following parameters correspond to an example of “state parameters”.
  • “To change the parameter data of the game object” is to change the parameter value of the game object. That is, “changing the parameter data of the game object” means increasing or decreasing the parameter value of the game object.
  • associating (setting) a parameter to a game object that is not associated (not set) with a parameter is equivalent to “changing the parameter data of the game object”. That is, changing from a state in which no parameter is associated with the game object (not set) to a state in which the parameter is associated with the game object (set) is also “changes the parameter data of the game object”. It corresponds to that.
  • the “first game object” is a game object for which the user changes parameter data. That is, the purpose of the game is to change the parameter data of the first game object.
  • a game character to be trained by the user, or a game card or game item to be strengthened by the user corresponds to an example of “first game object”.
  • the main character corresponds to an example of “first game object”
  • experience point and trick parameter data corresponds to an example of “parameter data of a first game object”.
  • the data storage unit 100 stores data necessary for executing the game.
  • data stored in the data storage unit 100 data necessary for executing the above-mentioned baseball game training part will be described.
  • the data storage unit 100 includes data indicating a list of users who play the game in the game system 1, data indicating a list of event characters owned by each user, and original characters (each Data indicating a list of original characters created by the user is stored.
  • the data storage unit 100 includes practice effect data D101, absorbable total amount data D102, absorption amount data D103, trick data D104, rival team data D105, Rival player character data D106, teammate character data D107, and training status data D108 are stored.
  • the practice effect data D101, the total absorbable amount data D102, the absorbed amount data D103, and the knack data D104 have already been described (see FIGS. 6, 11, 12, and 18), and thus description thereof is omitted here.
  • FIG. 28 shows an example of rival team data D105.
  • the rival team data D105 indicates a list of a plurality of rival teams prepared for the baseball game.
  • the rival team data D105 includes “rival team ID”, “name”, “survey target flag”, “absorption target flag”, “absorbable remaining amount”, “absorption completion flag”, “complete reward”. ”And“ Usage Flag ”fields.
  • the “rival team ID” field indicates identification information for uniquely identifying the rival team.
  • the “name” field indicates the name of the rival team.
  • the “survey target flag” and “absorption target flag” fields indicate the rival team's survey target flag and absorption target flag.
  • the survey target flag indicates whether the rival team is set as the survey target.
  • the survey target flag is set to on (1) when the rival team can be assigned to the practice item as the survey target, and is turned off (0) when the rival team cannot be assigned to the practice item as the survey target. Is set.
  • the absorption target flag indicates whether or not at least one of the rival player characters belonging to the rival team is set as an absorption target.
  • the absorption target flag is set to ON (1) when at least one of the rival player characters belonging to the rival team is set as the absorption target, and any of the rival player characters belonging to the rival team is the absorption target. Is set to off (0).
  • the “absorbable remaining amount” field when at least one of the rival player characters belonging to the rival team is set as an absorption target, the remaining amount of experience points that can be absorbed from the at least one rival player character ( Absorbable remaining amount).
  • the “absorption completion flag” field indicates the absorption completion flag of the rival team. This absorption completion flag indicates whether or not absorption from all rival player characters belonging to the rival team has been completed. This absorption completion flag is set to off (0) when absorption from all player characters belonging to the rival team is not completed, and is turned on when absorption from all player characters of the rival team is completed ( 1).
  • the “Complete Reward” field indicates the complete reward set for the rival team.
  • the “use flag” field indicates the use flag of the complete reward. The use flag indicates whether or not the complete reward has been used. The use flag is set to on (1) when the complete reward has been used, and is set to off (0) when the complete reward has not been used.
  • FIG. 29 shows an example of rival player character data D106.
  • the rival player character data D106 indicates a list of rival player characters belonging to the rival team.
  • the rival player character data D106 is stored for each rival team (in association with the rival team ID).
  • the rival player character data D106 includes “rival player character ID”, “name”, “basic ability parameter”, “special ability parameter”, “absorption target flag”, “absorption target type”, and “ Includes Absorption Complete Flag field.
  • the “rival player character ID” field indicates identification information for uniquely identifying the rival player character.
  • the “name” field indicates the name of the rival player character.
  • the “basic ability parameter” field indicates the basic ability parameters (such as ballistics, meat, power, running ability, shoulder ability, defense ability, and catching parameters) of the rival player character.
  • the “special ability parameter” field indicates a special ability parameter of the rival player character.
  • the special ability parameter indicates whether or not the rival player character has acquired each special ability. For example, when a game event with a rival team is executed in the training part, the basic ability parameters and special ability parameters of the rival player character are referred to. Also, in the absorbing function of the training part, the hero character can absorb (acquire) the tips of special abilities selected from the special abilities acquired by the rival player character of the absorption target. When selecting, the special ability parameter of the rival player character is referred to.
  • the “absorption target flag”, “absorption target type”, and “absorption completion flag” fields indicate the absorption target flag, the absorption target type, and the absorption completion flag of the rival player character, respectively.
  • the absorption target flag indicates whether or not the rival player character is set as an absorption target.
  • the absorption target flag is set to on (1) when the rival player character is set as the absorption target, and is set to off (0) when the rival player character is not set as the absorption target.
  • the absorption target type indicates which experience points are absorbed from the rival player character.
  • the absorption completion flag indicates whether or not the absorption from the rival player character has been completed.
  • the absorption completion flag is set to off (0) when the absorption from the rival player character is not completed, and is set to on (1) when the absorption from the rival player character is completed.
  • FIG. 30 shows an example of teammate character data D107.
  • the teammate character data D107 indicates a list of teammate characters of the main character.
  • the teammate character data D107 includes “teammate character ID”, “name”, “position”, “basic ability parameter”, “special ability parameter”, “event character flag”, “rareness”, Includes “absorption type”, “good practice”, “level”, and “event” fields.
  • the “teammate character ID” field indicates identification information for uniquely identifying a teammate character.
  • the “name” and “position” fields indicate the name and position of the teammate character.
  • the “basic ability parameter” field indicates the basic ability parameters (ballistic, meat, power, running ability, shoulder ability, defensive ability, catching parameter, etc.) of the teammate character.
  • the “special ability parameter” field indicates a special ability parameter of the teammate character.
  • the special ability parameter is a parameter indicating whether or not the teammate character has acquired each special ability. For example, when a game event occurs in the training part, a teammate character participates in the game together with the main character. When such a match event is executed, the basic ability parameters and special ability parameters of the teammate character are referred to.
  • the “event character flag” field indicates the event character flag of the teammate character. As described above, the event character incorporated in the event deck appears in the scenario as a teammate character. The event character flag indicates whether or not the teammate character is an event character incorporated in the event deck. The event character flag is set to on (1) when the teammate character is an event character, and is set to off (0) when the teammate character is not an event character.
  • “Rareness”, “absorption type”, “good practice”, and “level” fields indicate the rarity, absorption type, good practice, and level of the teammate character (event character), respectively.
  • the “event” field indicates event information related to an event associated with the teammate character. In other words, the “event” field indicates event information related to an event that can be generated in the game by the teammate character.
  • Various information is registered in the “rareness”, “absorption type”, “good practice”, “level”, and “event” fields only when the teammate character is an event character.
  • FIG. 31 shows an example of the training status data D108.
  • the training status data D108 indicates the training status of the main character being trained.
  • the breeding status data D108 includes the following fields.
  • “Name” field indicates the name of the main character.
  • the “position” field indicates a baseball position that the main character is good at.
  • the “form” and “dominant arm” fields indicate the form (striking form or throwing form) and dominant arm of the main character.
  • the “motivation parameter” and “physical strength parameter” fields indicate the motivation parameter and physical strength parameter of the main character at the current time.
  • the “evaluation” field indicates the current evaluation of another game character (team mate character, manager character, or scout character) with respect to the main character.
  • the “experience point” field indicates the experience points (muscle strength, agility, technology, change ball, and mental point) that the main character currently has.
  • the “experience points” field stores the experience points that the hero character currently has (that is, the experience points remaining at the present time) and the cumulative number of experience points that the hero character has acquired so far. May be.
  • the “basic ability parameter” field indicates the basic ability parameters (ballistic, meat, power, running ability, shoulder ability, defense ability, and catching parameter) of the main character at the present time.
  • the “special ability parameter” field indicates the special ability parameter of the main character at the present time.
  • the special ability parameter is a parameter indicating whether or not the hero character has acquired each special ability. For example, in the “chance ⁇ ” field in the “special ability parameter” field, “0” is registered when the hero character has not acquired the special ability “chance ⁇ ”, and the hero character has the special ability “chance ⁇ ”. If it has been learned, “1” is registered.
  • “Knack parameter” field indicates the trick parameter of the main character.
  • the trick parameter indicates the trick level of each special ability of the main character at the present time.
  • the “practice execution status” field indicates the execution status (execution history) of practice up to the present time.
  • the “Practice Execution Status” field for each practice item, the current level, the total number of times the practice has been performed, and the teammate character (and supervisor or scout character assigned to the practice item in the current turn) ) And rival teams (rival player characters) assigned to the practice items as survey targets or absorption targets in the current turn.
  • the “progress status” field indicates the current progress status. For example, the “progress status” field indicates the number of remaining turns, the current in-game time, and the like.
  • the accepting unit 110 accepts a selection from a plurality of options.
  • the accepting unit 110 accepts selection of an option from among a plurality of options at each of a plurality of selection opportunities.
  • “Option” is a target selected by the user who plays the game.
  • “option” is a target of selection by the user during the game.
  • the “plurality of options” are candidate options that can be selected by the user.
  • “Receiving a selection from a plurality of options” means receiving a selection operation for selecting one of a plurality of options.
  • “accepting a selection from a plurality of options” may mean receiving selection data indicating that any one of the plurality of options has been selected. Only one of a plurality of options may be selected, or a plurality of options may be selected from a plurality of options.
  • a selection opportunity is an opportunity to accept selection of options from a plurality of options. For example, each turn corresponds to a “selection opportunity” in the case of a game that accepts selection of options from a plurality of options for each turn.
  • a plurality of practice items correspond to an example of “multiple options”.
  • the reception unit 110 receives a selection from a plurality of practice items.
  • the associating unit 120 associates one or more second game objects with at least one of the plurality of options.
  • the “second game object” is a game object that is associated with an option and used to change parameter data of the first game object.
  • first game object is a game object associated with one group identification information among a plurality of group identification information
  • second game object is group identification information associated with the first game object. Is a game object associated with different group identification information.
  • the “plurality of options” can include both options associated with the second game object and options not associated with the second game object.
  • the “plurality of options” may include only options associated with the second game object.
  • the association unit 120 includes a selection unit 121.
  • the selection unit 121 selects one or a plurality of second game objects based on the option.
  • the plurality of options includes options associated with one or more third game objects, and the selection unit 121 does not associate the second game object with the options selected in the first selection opportunity.
  • one or more second game objects may be selected based on the third game object associated with the option.
  • the selection unit 121 corresponds to the number of third game objects associated with the selected option when the second game object is not associated with the option selected at the first selection opportunity. A number of second game objects may be selected.
  • the “third game object” is a game object different from the first game object and the second game object.
  • the selection unit 121 may select one or a plurality of second game objects based on numerical information associated with the selected option. Specifically, the selection unit 121 may select the number of second game objects corresponding to the numerical information associated with the selected option.
  • the associating unit 120 associates the second game object selected by the selecting unit 121 with at least one of the plurality of options in the second selection opportunity after the first selection opportunity.
  • the rival player character of the absorption target corresponds to an example of “second game object”.
  • An event character among teammate characters corresponds to an example of a “third game object”.
  • the selection unit 121 selects rival player characters corresponding to the number of event characters from the rival player characters of the rival team assigned as the survey target to the practice item selected as the execution target.
  • the associating unit 120 associates the selected rival player character with the practice item as an absorption target.
  • the changing unit 130 includes a first changing unit 131, a second changing unit 132, and a third changing unit 133.
  • the first changing unit 131 changes the first parameter data of the first game object based on an option selected from a plurality of options.
  • the second changing unit 132 changes the second parameter data of the first game object based on the selected option.
  • the selection unit 121 selects one or a plurality of second game objects based on the third game object associated with the option selected at the first selection opportunity, and the association unit 120
  • the second game object selected by the selection unit 121 is associated with at least one of the plurality of options in the second selection opportunity after the first selection opportunity.
  • the first changing unit 131 changes the first parameter data based on the option selected at the second selection opportunity.
  • the second changing unit 132 changes the second parameter data based on the option selected at the second selection opportunity.
  • First parameter data is data relating to the first parameter.
  • Second parameter data is data relating to the second parameter.
  • the “first parameter” and the “second parameter” are different parameters from among a plurality of parameters set for the first game object.
  • the “first parameter” is a parameter (points) consumed to improve the performance of the first game object
  • the “second parameter” indicates the ease of acquiring the special performance by the first game object. It is a parameter to show.
  • the “second parameter” is a parameter that is less likely to be changed in the game than the “first parameter”.
  • the “second parameter” is a parameter that has a lower probability of being changed in the game or less chance of being changed in the game than the “first parameter”.
  • “Change the first parameter data of the first game object based on the selected option” means that, for example, a plurality of first parameters are set in the first game object, and the first parameter data includes a plurality of first parameter data.
  • the data is related to the first parameter, based on the selected option, at least one of the plurality of first parameters is set as a change target, and the first parameter set as the change target is changed. is there.
  • “change the first parameter data of the first game object based on the selected option” is associated with change target information for selecting a change target from among a plurality of first parameters. Based on change target information associated with an option selected from a plurality of selected options, at least one of the plurality of first parameters is set as a change target, and the first parameter set as the change target Is to change.
  • “change the first parameter data of the first game object based on the selected option” means that the first game object's first parameter is changed based on the second game object associated with the selected option.
  • One parameter data may be changed.
  • “change the first parameter data of the first game object based on the selected option” means that a plurality of first parameters are set in the first game object, and the first parameter data includes a plurality of first parameter data.
  • the data is related to the first parameter, based on the second game object associated with the selected option, at least one of the plurality of first parameters is set as the change target, and is set as the change target.
  • the first parameter may be changed.
  • “change the first parameter data of the first game object based on the selected option” means the attribute (type or ability, etc.) of the second game object associated with the selected option.
  • at least one of the plurality of first parameters is set as a change target, and the first parameter set as the change target is changed. That is, at least one of the plurality of first parameters based on the correspondence information between the attribute and the first parameter to be set as the change target and the attribute of the second game object associated with the selected option. Is set as a change target, and the first parameter set as the change target is changed.
  • the first parameter related to the type of the second game object is set as the change target.
  • the correspondence relationship information is set so that the first parameter related to the ability of the second game object is set as the change target.
  • “Change the second parameter data of the first game object based on the selected option” is also the same as “Change the first parameter data of the first game object based on the selected option”.
  • the second changing unit 132 is associated with the selected option. Based on the second game object, at least one of the plurality of second parameters is set as a change target, and the second parameter set as the change target is changed.
  • the first changing unit 131 changes the first parameter data in exchange for changing the parameter data of the second game object associated with the selected option.
  • the parameter data of the second game object is data relating to the parameters of the second game object.
  • the “parameter of the second game object” is a parameter that is changed in exchange for changing the first parameter data. In other words, it is a parameter consumed to change the first parameter data.
  • “Change the first parameter data in exchange for changing the parameter data of the second game object associated with the selected option” means the parameter of the second game object associated with the selected option.
  • the first parameter data is changed after the data is changed.
  • the parameter data of the second game object associated with the selected option may be changed.
  • the parameter data of the second game object associated with the selected option may be changed and the first parameter data may be changed.
  • changing the parameter data of the second game object associated with the selected option and changing the first parameter data may be executed at different times or may be executed simultaneously.
  • the degree of change of the parameter data of the second game object is set to a degree corresponding to the degree of change of the first parameter data. That is, the change amount of the parameter data of the second game object is set to an amount corresponding to the change amount of the first parameter data.
  • the second changing unit 132 changes the second parameter data when the parameter data of the second game object associated with the selected option changes to the first predetermined state.
  • the “first predetermined state” is, for example, a state where the parameter value of the second game object is the first predetermined value.
  • the parameter value of the second game object may be in a state equal to or less than a first predetermined value, or the parameter value of the second game object may be in a state equal to or greater than the first predetermined value.
  • the “first predetermined state” means that the parameter value of the second game object is the first predetermined value. It is in a state of being lowered to (or below the first predetermined value).
  • the “first predetermined state” means that the parameter value of the second game object is the first predetermined value. It is in a state where it has risen to (or the first predetermined value or more).
  • “When the parameter data of the second game object associated with the selected option changes to the first predetermined state” means that the parameter of the second game object associated with the option selected by the first changing unit 131 is used. This is a case where the parameter data of the second game object associated with the selected option changes to the first predetermined state by changing the first parameter data in exchange for changing the data.
  • the parameter data of the object is changed to the first predetermined state and the second parameter data is changed.
  • the second parameter data may be changed after the parameter data of the second game object associated with the selected option has changed to the first predetermined state.
  • the second parameter data may be changed when it is determined that the parameter data of the second game object associated with the selected option changes to the first predetermined state.
  • the plurality of options include options associated with one or more third game objects
  • the third changing unit 133 is selected at each of the plurality of selection opportunities.
  • the parameter data of the third game object associated with the option is changed.
  • the second changing unit 132 determines that the third game object associated with the selected option satisfies a predetermined condition, and the parameter data of the second game object associated with the selected option is in the first predetermined state.
  • the second parameter data is changed when the value changes.
  • the “third game object” is a game object different from the first game object and the second game object.
  • the plurality of options may include both options associated with the third game object and options not associated with the third game object.
  • the “plurality of options” may include only options associated with the third game object.
  • the “predetermined condition” is a condition related to the third game object associated with the selected option.
  • the “predetermined condition” is a condition as to whether or not a specific third game object is associated with the selected option.
  • a third game object whose parameter data is in a predetermined state corresponds to an example of “a specific third game object”.
  • the “predetermined condition” includes a condition as to whether or not a third game object whose parameter data is in the second predetermined state is associated with the selected option.
  • the second predetermined state is, for example, a state in which the parameter value of the third game object is the second predetermined value.
  • the parameter value of the third game object may be in a state equal to or smaller than the second predetermined value, or the parameter value of the third game object may be in a state equal to or greater than the second predetermined value.
  • the “second predetermined state” means that the parameter value of the third game object is the second predetermined value (or the second value). It is in a state of rising to a predetermined value or more.
  • the “second predetermined state” means that the parameter value of the third game object is the second predetermined value (or the second value). It is in a state of being lowered to a predetermined value or less.
  • the experience point of the main character corresponds to an example of “first parameter”, and a plurality of types of experience points (muscle strength, agility, technology, changing ball, and mental point) Corresponds to an example of “a plurality of first parameters”, and data of experience points of the main character corresponds to an example of “first parameter data”. Further, the absorbable remaining amount of the rival player character assigned as the absorption target to the practice item corresponds to an example of “parameter data of the second game object associated with the option”.
  • 1st change part 131 increases the experience point of a hero character based on the rival player character assigned as an absorption target to the practice item decided as an execution object. That is, the 1st change part 131 increases the experience point of a hero character based on the absorption target type of the rival player character allocated to the practice item decided as execution object as an absorption target, and the amount of remaining absorption. For example, the first changing unit 131 sets, as the change target, an experience point of a type corresponding to the absorption target type of the rival player character associated with the practice item determined as the execution target as the absorption target. Increase your experience points.
  • the first changing unit 131 sets the strength point as the change target, and the main character Increase the character's strength points. Note that the first changing unit 131 decreases the absorbable remaining amount of the rival player character assigned as the absorption target to the practice item determined as the execution target by the amount that the experience point of the hero character is increased.
  • the trick parameter of the hero character corresponds to an example of “second parameter”
  • the trick parameter of a plurality of types of special abilities corresponds to an example of “plural second parameter”.
  • the data of the trick parameter corresponds to an example of “second parameter data”.
  • the event character steam mate character
  • the event character corresponds to an example of “third game object”.
  • data indicating the evaluation of the event character with respect to the main character corresponds to an example of “parameter data of the third game object”.
  • the occurrence conditions of the special tag training event that is, the good practice of the event character matches the practice item determined as the execution target, and the evaluation of the event character with respect to the main character exceeds a predetermined standard
  • the condition “there is a certain condition” corresponds to an example of the “predetermined condition”.
  • the third change unit 133 increases the evaluation of the main character of the teammate character (event character) associated with the practice item determined as the execution target.
  • the second change unit 132 is determined as an execution target in a turn in which a special tag training event is generated by a teammate character (event character) assigned to an exercise item determined as an execution target from among a plurality of practice items.
  • the trick character parameter of the main character is changed based on the special ability parameter of the rival player character. That is, the second changing unit 132 sets at least one of a plurality of special ability tips parameters as a change target based on the special ability acquired by the rival player character, and is set as the change target. Change the special ability trick parameters. Specifically, the second changing unit 132 sets the special ability trick parameter selected from the special ability acquired by the rival player character as a change target, and increases the trick level of the special ability.
  • the change control unit 140 increases the degree of change of one of the first parameter data and the second parameter data based on the number of second game objects associated with the option, and the degree of change of the other Decrease.
  • the change control unit 140 compares the first parameter data and the second parameter data as compared with the case where the number of second game objects associated with the options is small. The degree of change in one is increased, and the degree of change in the other is reduced.
  • the degree of change in parameter data can be rephrased as, for example, the amount of change in parameter data. That is, in the case where the parameter data is changed so as to increase or decrease the parameter value, the increase or decrease amount of the parameter corresponds to an example of “degree of change of parameter data”.
  • the state of the parameter that associates the parameter with the game object corresponds to an example of “degree of change in parameter data”.
  • the magnitude of the parameter value that associates the parameter with the game object corresponds to an example of “degree of change in parameter data”.
  • “Increasing the degree of change of one of the first parameter data and the second parameter data and decreasing the degree of change of the other” means that the degree of change of the first parameter data is increased, It is to reduce the degree of change or to increase the degree of change of the second parameter data and to reduce the degree of change of the first parameter data.
  • the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is decreased.
  • the other is to reduce the degree of change. That is, “based on the number of second game objects associated with the option, the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is decreased” As the number of second game objects associated with the number increases, the degree of change in one of the first parameter data and the second parameter data may be increased and the degree of change in the other may be reduced.
  • the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is reduced.
  • the smaller the number of second game objects associated with is, the smaller the degree of change in one of the first parameter data and the second parameter data, and the larger the degree of change in the other.
  • the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is decreased” If the number of second game objects associated with the option is greater than the first reference number, the degree of change of one of the first parameter data and the second parameter data is set larger than usual and the option is associated with the option. When the number of second game objects is smaller than the second reference number, the degree of change of the other of the first parameter data and the second parameter data may be made smaller than usual.
  • the “first reference number” and the “second reference number” may be the same or different. When the “first reference number” is different from the “second reference number”, the “second reference number” is smaller than the “first reference number”.
  • the change control unit 140 sets the total absorbable amount such that the greater the number of rival player characters assigned to the practice items as the absorption target, the greater the total absorbable amount (see FIG. 11). ). That is, the change control unit 140 increases the degree of change in experience points as the number of rival player characters assigned to the practice items as absorption targets increases.
  • the change control unit 140 increases the number of rival player characters assigned to the practice items as absorption targets, so that the number of tips acquired from the rival player character decreases, and the tips acquired from the rival player character. Is set (see FIG. 18). That is, the change control unit 140 reduces the degree of change in the knack parameter as the number of rival player characters assigned to the practice items as absorption targets increases.
  • the restricting unit 150 restricts associating the second game object whose parameter data is in the first predetermined state with the option.
  • “Restrict the association of the second game object whose parameter data is in the first predetermined state with the option” means that the second game object whose parameter data is in the first predetermined state is not associated with the option. It is. In other words, it is prohibited to associate the second game object whose parameter data is in the first predetermined state with the option.
  • “restricting that the second game object whose parameter data is in the first predetermined state is associated with the option” means that the parameter data of the second game object associated with the option is in the first predetermined state. In this case, the association between the second game object and the option is canceled.
  • the rival player character whose remaining absorbable amount is zero corresponds to an example of “a second game object whose parameter data is in a first predetermined state”.
  • the restricting unit 150 restricts associating the rival player character whose remaining absorbable remaining amount is zero with the practice item as an absorption target.
  • the reward giving unit 160 gives a reward to the user based on the second game object whose parameter data is in the first predetermined state.
  • “Reward” means, for example, increasing a parameter that is advantageous for the user when the value is large. Note that “advantageous to the user” can be rephrased as “it is easier for the user to achieve the goal of the game”. In addition, for example, “reward” is to reduce a parameter that is advantageous to the user when the value is small. Further, for example, the “reward” may be a game object (game character, game item, game card, or the like). In addition, the “reward” may be in-game currency, game points, titles, or the like.
  • “To give a reward to the user” is to update the data stored in the data storage unit 100 so that the reward is given to the user.
  • “granting a reward to a user” may be associating the reward with the identification information of the user.
  • “User identification information” is information for uniquely identifying a user. In other words, it is information for identifying a user. For example, a user ID, a user name, a user account, or an e-mail address corresponds to an example of “user identification information”.
  • giving a user a reward means changing parameter data. That is, “giving a user a reward” is to increase or decrease a parameter related to the user (in other words, a parameter associated with the identification information of the user). “Granting a reward to the user” may be to increase or decrease a parameter related to the user's game object (in other words, a parameter of the game object associated with the user's identification information).
  • “giving a user a reward” means giving a game object to a user.
  • “granting a reward to a user” means that a user is given a new game object that the user does not have, or a game object that the user already has is given to the user. Is to increase the number of game objects held by.
  • “giving a user a reward” refers to associating a new game object with user identification information, or further associating the game object with user identification information in a state where the user identification information and game object are associated with each other. To increase the number of game objects associated with the user's identification information.
  • “granting a reward to a user” is to give in-game currency or game points to the user. That is, “giving a user a reward” means increasing the in-game currency or game points held by the user.
  • “granting a reward to the user” is associated with the user identification information by further associating the in-game currency or game point with the in-game currency or game point associated with the user identification information. Increasing in-game currency or game points.
  • giving a user a reward is to give a title to the user.
  • giving a user a reward is associating a title with identification information of the user.
  • the reward is given to the user based on the second game object whose parameter data is in the first predetermined state means that the second game object whose parameter data is in the first predetermined state satisfies a predetermined condition And (provided that the second game object whose parameter data is in the first predetermined state satisfies a predetermined condition as a trigger) is to give a reward to the user.
  • the “predetermined condition” refers to all or reference of the second game objects associated with one group identification information among the plurality of second game objects whose parameter data is in the first predetermined state. This is a condition as to whether or not a number of second game objects are included.
  • the “predetermined condition” may be a condition as to whether or not the number of second game objects in which the parameter data is in the first predetermined state has reached a predetermined number or more, and the parameter data is in the first predetermined state It may be a condition as to whether or not the second game object is a specific second game object.
  • “Give reward to the user based on the second game object whose parameter data is in the first predetermined state” means that the reward is determined based on the second game object whose parameter data is in the first predetermined state. The determined reward may be given to the user.
  • the value of the reward may be increased as the number of second game objects in which the parameter data is in the first predetermined state is larger.
  • the value of the reward may be increased as the level, ability, or rarity of the second game object in which the parameter data is in the first predetermined state is higher.
  • “To increase the value of reward” means to give more rewards, to give rewards with higher rarity, or to give rewards with higher utility (performance, etc.) .
  • each of the second game objects is associated with at least one of the plurality of group identification information
  • the reward granting unit 160 includes the plurality of second game objects whose parameter data is in the first predetermined state. In a state in which all of the second game objects associated with one group identification information among the plurality of group identification information or a second game object equal to or greater than the reference number are included. To grant.
  • Group identification information is information for identifying a group.
  • the group ID or the group name corresponds to an example of “group identification information”.
  • “Group” is a group to which one or more game objects belong.
  • a “group” can be restated as a team, party, guild or the like.
  • the game object is associated with at least one of the plurality of group identification information” means that the game object belongs to at least one of the plurality of groups.
  • the “reference number” may be a fixed numerical value, or a numerical value determined according to the total number of second game objects associated with one group identification information (for example, associated with one group identification information). Or a numerical value obtained by multiplying the total number of second game objects obtained by a predetermined ratio).
  • the complete reward corresponds to an example of “reward”.
  • the reward granting unit 160 gives a complete reward to the user.
  • the rival player character more than the reference number among the rival player characters which belong to one rival team will be in an absorption completion state, you may make it the reward provision part 160 give a complete reward to a user.
  • FIG. 32 shows an example of processing executed at the start of each turn.
  • the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing illustrated in FIG. 32 according to a program, so that the control unit 11 functions as the association unit 120.
  • the process shown in FIG. 32 is executed based on the data stored in the data storage unit 100.
  • the control unit 11 of the game terminal 10 determines a teammate character to be assigned to each practice item (S100). For example, for each team mate character registered in the team mate character data D107, the control unit 11 uses any one of six practice items (batting, strength, running strength, shoulder strength, defense, mental practice) as probability information. The selected practice item is determined as a destination to which the teammate character is assigned. The control unit 11 also selects one of the six practice items based on the probability information (randomly) for the supervisor character and the scout character, and selects the selected practice item as the supervisor character or the scout character. Is assigned as the destination. Moreover, the control part 11 registers the determination result in step S100 in the training status data D108 (teammate character field).
  • the training status data D108 teammate character field
  • control unit 11 refers to the rival team data D105 and determines whether or not there is a rival team whose absorption target flag is on (S102).
  • the control unit 11 determines a practice item to which the rival player character of the rival team is assigned as an absorption target (S104). For example, the control unit 11 selects any one of six practice items based on the probability information (randomly), and determines the selected practice item as an assignment destination. When there are a plurality of rival teams whose absorption target flag is ON, the control unit 11 determines, for each of the plurality of rival teams, a practice item to which a rival player character of the rival team is assigned as an absorption target. In this case, control is performed so that rival player characters of two or more rival teams are not assigned as absorption targets to the same practice item. In addition, the control part 11 registers the determination result in step S104 into the growth condition data D108 (survey / absorption target field).
  • step S104 When step S104 is executed, or when it is determined in step S102 that there is no rival team whose absorption target flag is on (S102: No), the control unit 11 determines the growth status data D108 (survey / absorption target field). ), It is determined whether or not there is a practice item to which no absorption target is assigned among the six practice items (S106).
  • the control unit 11 determines a rival team to be assigned to the exercise item as a survey target (S108). For example, the control unit 11 refers to the rival team data D105, selects one of the rival teams whose survey target flag is on based on probability information (randomly), and selects the selected rival team as a practice item. As a rival team to be assigned as a survey target. In this case, it is controlled so that the same rival team is not assigned as a survey target to a plurality of practice items. In addition, the control part 11 registers the determination result in step S108 in the cultivation condition data D108 (survey / absorption target field).
  • step S108 When step S108 is executed, or when it is determined in step S106 that there is no practice item to which no absorption target is assigned (S106: No), the control unit 11 displays the main command image G300 on the display unit 15. (S110).
  • FIG. 33 shows an example of processing executed when a practice item to be executed is confirmed in a state where the practice command image G400 is displayed.
  • the control unit 11 of the game terminal 10 an example of a game control device
  • the control unit 11 receives the reception unit 110, the change unit 130, the change control unit 140, and the restriction unit. It functions as 150.
  • the processing shown in FIG. 33 is executed based on the data stored in the data storage unit 100.
  • the control unit 11 of the game terminal 10 monitors whether or not any practice item is confirmed as an execution target (S120). For example, when any of the parts P441 to P446 of the practice command image G400 is temporarily selected and the part is further selected, the control unit 11 determines that the practice item to be executed has been confirmed.
  • control unit 11 When any practice item is determined as an execution target (S120: Yes), the control unit 11 refers to the training status data D108 (practice execution status field) and acquires the level of the exercise item to be executed (S122). ). Further, the control unit 11 refers to the practice effect data D101 and obtains effect information corresponding to the practice item to be executed and the level obtained in step S122 (S124). That is, the control unit 11 specifies the type of experience point and the amount of increase registered in association with the combination of the practice item to be executed and the level acquired in step S122.
  • control unit 11 determines whether or not the condition for generating the special tag training event is satisfied (S126). For example, the control unit 11 sets the practice item as a good practice to a practice item determined as an execution target based on the training status data D108 (teammate character field) and the teammate character data D107 (good practice field). It is determined whether or not the assigned teammate character (event character) is assigned. Moreover, the control part 11 determines whether the evaluation of the said teammate character with respect to a hero character is more than a predetermined reference
  • a teammate character (event character) in which the practice item is set as a good practice is associated with the practice item determined as an execution target, and the evaluation of the teammate character with respect to the main character is a predetermined standard.
  • the control part 11 determines with the generation conditions of a special tag training event being satisfied.
  • the control unit 11 executes a practice process (S128).
  • the control unit 11 accesses the training status data D108 (experience point field), and the type of the type specified in step S124 out of the five types of experience points (muscle strength, agility, technology, change ball, and mental point).
  • the experience point is increased by the increase amount specified in step S124.
  • the control unit 11 accesses the training status data D108 (experience point field), and has five types of experience points (muscle strength, agility, technology, change ball, And mental points) are increased by an amount twice as much as the increase specified in step S124.
  • control unit 11 accesses the training status data D108 (practice execution status field), increases the number of executions of the exercise item to be executed by 1, and when the number of executions reaches a predetermined number, Increase level one level. Further, the control unit 11 accesses the training status data D108 (physical strength parameter field) and decreases the value of the physical strength parameter in order to decrease the physical strength parameter of the main character in accordance with execution of the practice. Further, the control unit 11 accesses the training status data D108 (evaluation field), and updates the evaluation of the teammate character and the like for the main character.
  • step S1208 the control unit 11 determines whether or not a survey target is assigned to the practice item to be executed based on the training status data D108 (survey / absorption target field) (S130).
  • the control unit 11 performs a survey process on the survey target (S132). This investigation process will be described later (see FIG. 34).
  • the control unit 11 has the absorption target in the practice item to be executed based on the training status data D108 (survey / absorption target field). It is determined whether it is assigned (S134). When the absorption target is assigned to the practice item to be executed (S134: Yes), the control unit 11 executes an absorption process from the absorption target (S136). This absorption process will be described later (see FIGS. 35A and 35B).
  • step S132 or S136 When step S132 or S136 is executed, or when it is determined in step S134 that no absorption target is assigned to the practice item to be executed (S134: No), the control unit 11 executes another game process. (S138).
  • the control unit 11 determines whether or not an absorption target is assigned to a practice item other than the exercise item to be executed based on the training status data D108 (survey / absorption target field).
  • the control unit 11 identifies a rival team to which the rival player character assigned as the absorption target belongs.
  • the control unit 11 accesses the rival team data D105 and decreases the predetermined amount (for example, 3 points) from the numerical value registered in the absorbable remaining amount field of the identified rival team.
  • the control unit 11 accesses the rival team data D105 and decreases the predetermined amount (for example, 3 points) from the numerical value registered in the absorbable remaining amount field of the identified rival team.
  • control unit 11 executes a process for generating an event related to the event character or an event set in the scenario. Specifically, the control unit 11 determines (randomly) whether or not to generate an event based on the probability information. Alternatively, the control unit 11 determines whether or not to generate an event based on whether or not the generation condition set for the event is satisfied. Then, when it is determined that an event is to be generated, the control unit 11 generates the event, and executes processing for updating the physical character parameter, the motivation parameter, the experience point, or the trick parameter of the main character based on the result of the event To do.
  • control unit 11 After execution of step S138, the control unit 11 displays the practice result image G500 on the display unit 15 based on the execution results of steps S128, S132, S136, and S138 (S140).
  • FIG. 34 shows an example of the investigation process executed in step S132 of FIG.
  • the control unit 11 of the game terminal 10 is assigned to practice items to be executed based on the training status data D108 (teammate character field) and teammate character data D107 (event character flag).
  • the number (Na) of event characters among the current teammate characters is acquired (S13200).
  • control unit 11 refers to the training status data D108 (survey / absorption target field), and identifies the rival team assigned as the survey target to the practice item to be executed (S13202).
  • the control unit 11 accesses the rival team data D105, updates the survey target flag of the rival team specified in step S13220 to off, and updates the absorption target flag to on (S13204).
  • the research target flag of each rival team is initially set to on and the absorption target flag is initially set to off.
  • control unit 11 selects Na rival player characters from rival player characters belonging to the rival team specified in step S 13202 and whose absorption completion flag is off (S 13206). For example, the control unit 11 selects Na rival player characters in ascending order of rival player character IDs. Or the control part 11 may select Na rival player characters based on probability information (randomly). If the number of rival player characters whose absorption completion flag is off is less than Na among the rival teams identified in step S 13202, the control unit 11 selects those rival player characters less than Na.
  • the control unit 11 determines the absorption target type of the rival player character selected in step S13206 (S13208). For example, the control unit 11 uses the absorption target corresponding to the absorption type of the first event character assigned to the practice item to be executed as the absorption target type of the first rival player character selected in step S13206. Determine the type. That is, the control unit 11 uses the absorption target corresponding to the absorption type of the i-th event character assigned to the practice item to be executed as the absorption target type of the i-th rival player character selected in step S13206. Determine the type. For example, when the absorption type of the event character is “muscle strength”, the control unit 11 determines the absorption target type of the rival player character as “muscle strength”. The control unit 11 accesses the rival player character data D106 (absorption target type field) of the rival team specified in step S13220, and registers the determination result in step S13208.
  • the control unit 11 accesses the rival player character data D106 (absorption target type field) of the rival team specified
  • control unit 11 accesses the rival player character data D106 of the rival team specified in step S13220, and updates the absorption target flag of the rival player character selected in step S13206 to ON (S13210).
  • the absorption target flag of each rival player character is initially set to off.
  • control unit 11 determines the total absorbable amount from the rival player character selected in step S13206 (S13212). For example, the control unit 11 refers to the absorbable total amount data D102, acquires the absorbable total amount corresponding to the number (Na) acquired in step S13200, and uses the acquired absorbable total amount as the rival selected in step S13206. It is determined as the total amount absorbable from the player character. In this case, the control unit 11 accesses the rival team data D105 and registers the total absorbable amount determined in step S13212 in the absorbable remaining amount field of the rival team specified in step S13220. After execution of step S13212, the control unit 11 ends this process and executes step S138 of FIG.
  • FIGS. 35A and 35B show an example of the absorption process executed in step S136 of FIG.
  • the control unit 11 of the game terminal 10 refers to the training status data D108 (team mate character field), and the number (Nb) of team mate characters assigned to the practice item to be executed. Is acquired (S13600).
  • control unit 11 refers to the training status data D108 (survey / absorption target field), and identifies the rival team and rival player character assigned as the absorption target to the practice item to be executed (S13602).
  • control unit 11 After execution of step S13602, the control unit 11 refers to the rival player character data D106 (absorption target type), and identifies the absorption target type of the rival player character identified in step S13602 (S13604).
  • control unit 11 determines the amount of absorption from each rival player character specified in step S13602 (S13606). For example, the control unit 11 refers to the absorption amount data D103, acquires the absorption amount corresponding to the number (Nb) acquired in step S13600, and uses the acquired absorption amount for each rival player character specified in step S13602. It is determined as the amount of absorption from
  • the control unit 11 determines whether or not the amount of absorption determined in step S13606 is greater than the remaining absorbable amount (S13608). For example, the control unit 11 refers to the rival team data D105, and acquires the numerical value registered in the rival team remaining capacity field specified in step S13602. Then, the control unit 11 determines whether or not the absorption amount is larger than the absorbable remaining amount by comparing the absorbable remaining amount acquired in this way and the absorbed amount determined in step S13606. To do.
  • control unit 11 changes the amount of absorption (S13610). For example, the control unit 11 changes the absorption amount from each rival player character specified in step S13602 to the absorption amount calculated by the above equation (1).
  • step S13610 When step S13610 is executed, or when it is not determined in step S13608 that the amount of absorption is greater than the remaining amount that can be absorbed (S13608: No), the control unit 11 increases the experience points of the main character (S13612). .
  • the control unit 11 accesses the growth status data D108 (experience point field), and increases the type of experience point corresponding to the absorption target type specified in step S13604 by the absorption amount determined in step S13606 or S13610. .
  • the control unit 11 increases the strength point by the amount of absorption determined in step S13606 or S13610, and increases the agility point by the amount of absorption determined in step S13606 or S13610.
  • the control unit 11 decreases the remaining amount that can be absorbed (S13614). For example, the control unit 11 refers to the rival team data D105 and decreases the total amount of experience points increased in step S13612 from the numerical value registered in the rival team remaining capacity field identified in step S13602. . If the value obtained by reducing the total amount from the remaining amount that can be absorbed becomes less than zero, the control unit 11 registers zero in the remaining amount field that can be absorbed by the rival team specified in step S13602.
  • step S13614 the control unit 11 determines whether or not the absorbable remaining amount after the reduction in step S13614 is zero (S13616). When the absorbable remaining amount after the decrease is not zero (S13616: No), the control unit 11 ends this process and executes step S138 of FIG.
  • the control unit 11 determines whether or not the condition for generating the special tag training event is satisfied ( S13620). This determination is similar to step S126 in FIG.
  • the control unit 11 uses the rival player character (that is, identified in step S13602) based on the training status data D108 (survey / absorption target field) (ie, The number (Nc) of rival player characters assigned to the practice items to be executed as absorption targets is acquired (S13622).
  • the control unit 11 determines the number of tips (Nd) and tips to be acquired by the main character (S13624). For example, the control unit 11 refers to the knack data D104, acquires the knack number and knack level corresponding to the number (Nc) obtained in step S13622, and causes the hero character to obtain the obtained knack number and knack level. Determine the number of tips (Nd) and the level of tips.
  • the control unit 11 selects Nd special abilities (S13626). For example, the control unit 11 refers to the rival player character data D106 (special ability parameter field) and based on probability information (randomly) from the special abilities acquired by the rival player character specified in step S13602. Select Nd special abilities. In this case, control may be performed so that the special ability already acquired by the main character is not selected. Further, when the number of special abilities acquired by the rival player character is less than Nd, the control unit 11 selects the special ability from the special abilities that the rival player character has not acquired. Individual special abilities may be selected.
  • Nd special abilities S13626. For example, the control unit 11 refers to the rival player character data D106 (special ability parameter field) and based on probability information (randomly) from the special abilities acquired by the rival player character specified in step S13602. Select Nd special abilities. In this case, control may be performed so that the special ability already acquired by the main character is not selected. Further, when the number of special abilities acquired by the rival player character is less than Nd, the control
  • step S13626 the control unit 11 updates the trick parameters of the main character (S13628). For example, the control unit 11 accesses the training status data D108 (knack parameter field), and updates the trick level of Nd special abilities selected in step S13626 to the trick level determined in step S13624.
  • the control unit 11 accesses the training status data D108 (knack parameter field), and updates the trick level of Nd special abilities selected in step S13626 to the trick level determined in step S13624.
  • step S13628 When step S13628 is executed, or when it is determined in step S13620 that the special tag training event occurrence condition is not satisfied (S13620: No), the control unit 11 accesses the rival player character data D106, and the step The absorption target flag of the rival player character specified in S13602 is updated to OFF, and the absorption completion flag is updated to ON (S13630).
  • control unit 11 accesses the rival team data D105 and updates the rival team absorption target flag specified in step S13602 to OFF (S13632).
  • control unit 11 refers to the rival player character data D106, and determines whether or not the absorption completion flags of all the rival player characters of the rival team specified in step S13602 are on (S13634).
  • step S13634: No If it is not determined that the absorption completion flag of all the rival player characters of the rival team specified in step S13602 is on (S13634: No), the control unit 11 accesses the rival team data D105 and the rival. The team investigation target flag is updated to ON (S13636). On the other hand, when it is determined that the absorption completion flags of all the rival player characters of the rival team specified in step S13602 are on (S13634: Yes), the control unit 11 accesses the rival team data D105, and the rival team concerned The absorption completion flag is updated to ON (S13638). After execution of step S13636 or S13638, the control unit 11 ends this process and executes step S138 of FIG.
  • FIG. 36 shows an example of processing executed when the part P357 is selected while the main command image G300 is displayed.
  • the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing illustrated in FIG. 36 according to a program, so that the control unit 11 functions as the reward granting unit 160.
  • the process shown in FIG. 36 is executed based on data stored in the data storage unit 100.
  • the control unit 11 refers to the rival team data D105 to determine whether there is a rival team whose absorption completion flag is on. Determine (S150).
  • the control unit 11 displays the absorption completion team image G600 on the display unit 15 (S152). For example, the control unit 11 displays the absorption completion team image G600 including the part P611 corresponding to the rival team whose absorption completion flag is on on the display unit 15.
  • the control unit 11 monitors whether or not the part P613 has been selected.
  • the control unit 11 refers to the rival team data D105 (complete reward field), specifies the content of the complete reward, and generates an effect corresponding to the complete reward (S154). .
  • the control unit 11 accesses the rival team data D105 (use flag field) and updates the use flag to ON. Note that the use flag is initially set to OFF at the start of the breeding part.
  • an absorption function is provided in which the hero character is presented so as to acquire (absorb) tips for acquiring experience points and special abilities from rival player characters of the rival team.
  • the experience points and knack parameters of the main character are changed based on the absorption target associated with the practice item determined as the execution target.
  • the absorption function when the number of absorption targets assigned to practice items is large, the amount of increase in experience points is set larger than when the number is small (see FIG. 11), and the increase in the number of tips is It is set small (see FIG. 18). In this way, it is possible to provide an interest in selecting the exercise item to be executed in consideration of the number of absorption targets assigned to the exercise item. As a result, it is possible to improve the fun of the game by accepting selection from a plurality of practice items and changing the parameter data of the main character based on the selected practice item.
  • a rival player character is selected from rival teams assigned as survey targets to practice items selected for execution in a certain turn, and in the turn after that turn, the selected rival player is selected.
  • the character is associated with the practice item as an absorption target.
  • the number of rival player characters corresponding to the number of event characters assigned to the practice item selected for execution in a certain turn is selected as the absorption target, and in the turn after that turn, it is selected.
  • the rival player character is associated with the practice item as an absorption target.
  • the hero character is given a kind of experience point according to the absorption target type of the absorption target assigned to the practice item determined as the execution target. By doing so, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the absorption target type of the absorption target assigned to the exercise item.
  • the hero character's experience points are increased in exchange for reducing the remaining absorbable amount of the absorption target assigned to the exercise item selected as the execution target.
  • the main character will be given tips for acquiring special abilities when the remaining amount of the absorption target assigned to the exercise item selected for execution becomes zero. Is done.
  • the satisfied state it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration that the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target becomes zero.
  • the special character of the absorption target assigned to the practice item determined as the execution target is given to the main character. In this way, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the special ability of the absorption target assigned to the exercise item.
  • a complete reward is given to the user when all the rival player characters belonging to one rival team are in an absorption completed state (see FIG. 25). By doing so, it is possible to give the user the motivation to make all the rival player characters belonging to one rival team complete the absorption state. In addition, it is possible to provide the user with an interest of selecting practice items to be executed in consideration of all rival player characters belonging to one rival team being in an absorption completed state.
  • the amount of absorption may be larger than usual.
  • the “specific event character” may be, for example, an event character suitable for a scenario executed in the training part, or may be an event character specially designated for a limited time.
  • an absorption target type that absorbs the physical strength parameter may be provided as one of the absorption target types of the rival player character.
  • an absorption type may be provided in which an absorption target type that absorbs physical strength parameters is set as a rival player character.
  • the special ability tips are absorbed (acquired) from the rival player character, but conditions other than the special tag training event generation condition may be used.
  • the remaining absorbable amount of the rival player character assigned as an absorption target to the practice item to be executed becomes zero, the skill of the special ability is absorbed (acquired) from the rival player character unconditionally. May be.
  • all or part of the processing shown in FIGS. 32, 33, 34, 35A, 35B, and 36 may be executed by the server 30 (an example of a game control device).
  • data necessary for executing processing in the server 30 (game operation data relating to game operations performed on the game terminal 10) may be transmitted from the game terminal 10 to the server 30.
  • data necessary for displaying various images on the display unit 15 (data indicating the image itself or data for generating an image) may be transmitted from the server 30 to the game terminal 10.
  • the present invention can also be applied to a game for training other game characters.
  • the present invention can also be applied to a game other than a game for nurturing game characters.
  • the present invention can be applied to various games in which parameter data of a game object is changed based on an option selected by a user from among a plurality of options.
  • a game system (1) is a game system (1) that executes a game in which parameter data of a first game object (eg, a hero character) is changed.
  • An association unit (120) for associating one or a plurality of second game objects (for example, rival player characters of the absorption target) with at least one of the items, and a reception unit (110) for receiving a selection from the plurality of options ),
  • First changing means (131) for changing first parameter data (for example, experience point data of the main character) of the first game object based on an option selected from the plurality of options, Based on the selected option, the second performance of the first game object.
  • the first parameter data and the second parameter data And change control means (140, FIGS. 11 and 18) for increasing the degree of change in one and decreasing the degree of change in the other.
  • a game control device (10 or 30) is a game control device (10 or 30) that executes a game that changes parameter data of a first game object.
  • An association unit (120) for associating one or a plurality of second game objects with at least one of the above, a reception unit (110) for accepting selection of an option from the plurality of options, and a selection from the plurality of options
  • First changing means (131) for changing the first parameter data of the first game object based on the selected option; and changing the second parameter data of the first game object based on the selected option.
  • Second changing means (132) for causing the second game object to be associated with the option Change control means (140, FIGS. 11 and 18) for increasing the degree of change of one of the first parameter data and the second parameter data and decreasing the degree of change of the other based on the number of .
  • a program according to an aspect of the present invention functions as a game control device (10 or 30) according to any one of the game system (1) or 13) according to any one of 1) to 12). It is a program to make it.
  • An information storage medium is a computer-readable information storage medium storing the program according to 14).
  • a game control method is a game control method relating to a game in which parameter data of a first game object is changed, wherein at least one of a plurality of options includes one or more second game objects.
  • S104 accepting a selection from among the plurality of options (S120), and first parameter data of the first game object based on an option selected from the plurality of options.
  • Changing S13612
  • the first parameter data and the second parameter Increasing the extent of one of the change in the data, reducing the extent of the other change (S13121, S13624, FIG. 11 and 18) and a.
  • the degree of change of one of the first parameter data and the second parameter data is increased based on the number of second game objects associated with the option.
  • it is possible to improve the interest of the game by accepting a selection from a plurality of options and changing the parameter data of the game object (first game object) based on the selected option.
  • the change control means (140) when the number of the second game objects associated with the option is large, the change control means (140) has a small number of the second game objects associated with the option. Compared to the case, the degree of change in one of the first parameter data and the second parameter data may be increased and the degree of change in the other may be reduced.
  • the first parameter data and the second parameter data are compared with those when the number of second game objects associated with the option is small. Since the degree of change in one of the parameter data increases and the degree of change in the other decreases, when selecting an option, the number of second game objects associated with the option, the first parameter data, It is necessary to consider whether the degree of change in the two-parameter data is large or small. Therefore, according to the present invention, an option is selected in consideration of the number of second game objects associated with the option and whether the degree of change in the first parameter data or the second parameter data is increased or decreased. It is possible to provide the user with an interest to do.
  • the first changing means (131) is exchanged for changing parameter data (for example, absorbable remaining amount data) of the second game object associated with the selected option.
  • the first parameter data may be changed.
  • the second changing means (132) changes the second parameter data when the parameter data of the second game object associated with the selected option changes to a first predetermined state (for example, zero). It may be changed.
  • the first parameter data changes and is associated with the selected option in exchange for changing the parameter data of the second game object associated with the selected option. Since the second parameter data changes when the parameter data of the second game object changes to the first predetermined state, the parameter data of the second game object associated with the option is considered when selecting the option. There is a need to. Therefore, according to the present invention, it is possible to provide the user with an interest of selecting an option in consideration of the parameter data of the second game object associated with the option.
  • the plurality of options may include options associated with one or more third game objects (for example, event characters).
  • the second changing means (132) associates the third game object associated with the selected option with the selected option when the third game object satisfies a predetermined condition (for example, a condition for generating a special tag training event).
  • the second parameter data may be changed when the parameter data of the given second game object changes to the first predetermined state.
  • the third game object associated with the selected option satisfies the predetermined condition
  • the parameter data of the second game object associated with the selected option is the first predetermined Since the second parameter data changes when changing to a state, when selecting an option, the third game object associated with the selected option is selected in a state satisfying a predetermined condition. It is necessary to consider so that the parameter data of the second game object associated with the selected option changes to the first predetermined state. Therefore, according to the present invention, the parameter data of the second game object associated with the selected option is the first when the third game object associated with the selected option satisfies the predetermined condition. It is possible to provide the user with an interest in selecting an option in consideration of changing to a predetermined state.
  • the game system (1) includes parameter data (for example, a hero character) of the third game object associated with an option selected at each of a plurality of selection opportunities (for example, a plurality of turns). (Evaluation data for) may be included.
  • the predetermined condition may include a condition as to whether or not the third game object whose parameter data is in a second predetermined state (for example, a maximum value) is associated with the selected option.
  • the third game object whose parameter is in the second predetermined state is associated with the selected option
  • the parameter data of the second game object associated with the selected option Since the second parameter data changes when the value changes to the first predetermined state, the third game object whose parameter data is in the second predetermined state is associated with the selected option when the option is selected. In this state, it is necessary to consider that the parameter data of the second game object associated with the selected option changes to the first predetermined state. Therefore, according to the present invention, the parameter data of the second game object associated with the selected option in a state where the third game object whose parameter data is in the second predetermined state is associated with the selected option. It is possible to provide the user with an interest in selecting an option in consideration of the change to the first predetermined state.
  • it further includes reward granting means (160) for granting a reward (for example, complete reward) to the user based on the second game object in which the parameter data is in the first predetermined state. You may make it.
  • reward granting means 160 for granting a reward (for example, complete reward) to the user based on the second game object in which the parameter data is in the first predetermined state. You may make it.
  • the parameter data of the second game object is set to the first predetermined state.
  • the user can be motivated to do so, and the user can be provided with an interest in selecting an option in consideration of the parameter data of the second game object being in a predetermined state.
  • each of the second game objects may be associated with at least one of a plurality of group identification information (a plurality of rival teams).
  • the reward granting means (160) is associated with one group identification information among the plurality of group identification information among the plurality of second game objects in which the parameter data is in the first predetermined state. The reward may be given to the user when all of the second game objects or more than the second number of the second game objects are included.
  • the parameter data of all the second game objects associated with one group identification information or more than the reference number of second game objects are in the first predetermined state. Since the reward is given to the user, all the second game objects associated with the one group identification information or the parameter data of the second game object equal to or more than the reference number are in a first predetermined state.
  • the user can select an option in consideration of the parameter data of all the second game objects associated with one group identification information or the second game object of a reference number or more being in a predetermined state. The interest of selecting can be provided to the user.
  • it may further include a limiting means (150) for limiting associating the second game object whose parameter data is in the first predetermined state with the option.
  • the second changing means changes the second parameter data when the parameter data of the second game object associated with the selected option changes to the first predetermined state, the parameter data is in the first predetermined state.
  • the subsequent second game object will not be useful for changing the second parameter data.
  • the second game object after the parameter data is in the first predetermined state is associated with the option. Therefore, when selecting an option, there is no need to consider the second game object that is no longer useful for changing the second parameter data.
  • a plurality of first parameters may be set in the first game object.
  • the first parameter data may be data related to the plurality of first parameters.
  • the first changing means (131) sets at least one of the plurality of first parameters as a change target based on the second game object associated with the selected option, and the change target The first parameter set as may be changed.
  • At least one of the plurality of first parameters is set as the change target based on the second game object associated with the selected option, and is set as the change target. Since the first parameter changes, when selecting an option, it is necessary to consider that a desired first parameter of the plurality of first parameters is to be changed. For this reason, according to the present invention, it is possible to provide the user with an interest in selecting an option in consideration so that a desired first parameter of the plurality of first parameters is a change target.
  • a plurality of second parameters may be set for the first game object.
  • the second parameter data may be data related to the plurality of second parameters.
  • the second changing means (132) sets at least one of the plurality of second parameters as a change target based on the second game object associated with the selected option, and the change target The second parameter set as may be changed.
  • At least one of the plurality of second parameters is set as a change target based on the second game object associated with the selected option, and is set as the change target. Since the second parameter changes, when selecting an option, it is necessary to consider that a desired second parameter of the plurality of second parameters is to be changed. For this reason, according to the present invention, it is possible to provide the user with an interest in selecting an option in consideration so that a desired second parameter of the plurality of second parameters is to be changed.
  • the accepting unit (110) may accept selection of an option from the plurality of options at each of a plurality of selection opportunities.
  • the associating means (120) when the second game object is not associated with the option selected at the first selection opportunity, selecting means for selecting one or a plurality of second game objects based on the option. (121), and associating the second game object selected by the selection means (121) with at least one of the plurality of options in the second selection opportunity after the first selection opportunity,
  • the first changing means (131) changes the first parameter data based on the option selected at the second selection opportunity, and the second changing means (132) is selected at the second selection opportunity.
  • the second parameter data may be changed based on the selected option.
  • the second game object when the second game object is not associated with the option selected at the first selection opportunity, one or more second game objects are selected based on the option, Since the selected second game object is associated with at least one of the plurality of options in one or more second selection opportunities after the first selection opportunity, the user selects in the first selection opportunity. Depending on the option, it becomes possible to participate in the selection of the second game object associated with the option in the second selection opportunity after the first selection opportunity.
  • the plurality of options may include options associated with one or more third game objects (for example, event characters).
  • the selection means (121) has a number corresponding to the number of the third game objects associated with the option. The second game object may be selected.
  • the number of second game objects corresponding to the number of third game objects associated with the option selected at the first selection opportunity is selected, and the selected second game object is selected.

Abstract

An associating unit (120) associates one or a plurality of second game objects with at least one of a plurality of options. A first changing unit (131) changes first parameter data of a first game object on the basis of a selected option. A second changing unit changes second parameter data of the first game object on the basis of the selected option. A change control unit (140) increases the extent of the change in either one of the first parameter data and the second parameter data, and reduces the extent of change in the other, on the basis of the number of second game objects associated with the options.

Description

ゲームシステム、ゲーム制御装置、及びプログラムGAME SYSTEM, GAME CONTROL DEVICE, AND PROGRAM
 本発明はゲームシステム、ゲーム制御装置、及びプログラムに関する。 The present invention relates to a game system, a game control device, and a program.
 複数の選択肢のうちからユーザによって選択された選択肢に基づいて、ゲームオブジェクトのパラメータデータを変化させるゲームが知られている。例えば、このようなゲームの一例としては、ゲームキャラクタに行わせる行動に関する複数の選択肢のうちからユーザによって選択された選択肢に基づいて、ゲームキャラクタのパラメータデータを変化させるようなゲームが知られている。 A game that changes parameter data of a game object based on an option selected by a user from among a plurality of options is known. For example, as an example of such a game, a game in which parameter data of a game character is changed based on an option selected by the user from among a plurality of options related to actions to be performed by the game character is known. .
特開2017-006279号公報JP 2017-006279 A
 従来、上記のようなゲームでは、ゲームを継続すると、ユーザにとって単調な選択肢の選択の繰り返しとなり、ユーザが興趣の点で物足りなさを感じてしまうおそれがあった。 Conventionally, in the game as described above, if the game is continued, the user has to repeatedly select a monotonous option, and the user may feel unsatisfactory in terms of interest.
 本発明は上記課題に鑑みてなされたものであって、その目的は、複数の選択肢のうちから選択を受け付け、選択された選択肢に基づいて、ゲームオブジェクトのパラメータデータを変化させるようなゲームの興趣を向上させることが可能なゲームシステム、ゲーム制御装置、及びプログラムを提供することにある。 The present invention has been made in view of the above problems, and an object of the present invention is to entertain a game that accepts a selection from a plurality of options and changes the parameter data of the game object based on the selected options. It is an object to provide a game system, a game control device, and a program that can improve the performance.
 上記課題を解決するために、本発明の一態様に係るゲームシステムは、第1ゲームオブジェクトのパラメータデータを変化させるゲームを実行するゲームシステムにおいて、複数の選択肢のうちの少なくとも一つに、1又は複数の第2ゲームオブジェクトを関連付ける関連付け手段と、前記複数の選択肢のうちから選択を受け付ける受付手段と、前記複数の選択肢のうちから選択された選択肢に基づいて、前記第1ゲームオブジェクトの第1パラメータデータを変化させる第1変化手段と、前記選択された選択肢に基づいて、前記第1ゲームオブジェクトの第2パラメータデータを変化させる第2変化手段と、前記選択肢に関連付けられる前記第2ゲームオブジェクトの数に基づいて、前記第1パラメータデータと前記第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる変化制御手段とを含む。 In order to solve the above problem, a game system according to an aspect of the present invention is a game system that executes a game in which parameter data of a first game object is changed, and at least one of a plurality of options is 1 or An association means for associating a plurality of second game objects; a receiving means for accepting a selection from the plurality of options; and a first parameter of the first game object based on an option selected from the plurality of options. First changing means for changing data, second changing means for changing second parameter data of the first game object based on the selected option, and the number of the second game objects associated with the option Based on the first parameter data and the second parameter data. Increasing the degree of one of a change in the, and a change control means for reducing the extent of the other changes.
 本発明の一態様に係るゲーム制御装置は、第1ゲームオブジェクトのパラメータデータを変化させるゲームを実行するゲーム制御装置において、複数の選択肢のうちの少なくとも一つに、1又は複数の第2ゲームオブジェクトを関連付ける関連付け手段と、前記複数の選択肢のうちから選択肢の選択を受け付ける受付手段と、前記複数の選択肢のうちから選択された選択肢に基づいて、前記第1ゲームオブジェクトの第1パラメータデータを変化させる第1変化手段と、前記選択された選択肢に基づいて、前記第1ゲームオブジェクトの第2パラメータデータを変化させる第2変化手段と、前記選択肢に関連付けられる前記第2ゲームオブジェクトの数に基づいて、前記第1パラメータデータと前記第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる変化制御手段とを含む。 A game control device according to an aspect of the present invention is a game control device that executes a game that changes parameter data of a first game object. At least one of a plurality of options includes one or more second game objects. The first parameter data of the first game object is changed based on the selection means selected from among the plurality of options Based on the first changing means, the second changing means for changing the second parameter data of the first game object based on the selected option, and the number of the second game objects associated with the option, One change of the first parameter data and the second parameter data Degree increases, and a change control means for reducing the extent of the other changes.
本発明の実施形態に係るゲームシステムの全体構成を示す図である。It is a figure showing the whole game system composition concerning an embodiment of the present invention. 詳細画像の一例を示す図である。It is a figure which shows an example of a detailed image. 設定画像の一例を示す図である。It is a figure which shows an example of a setting image. メインコマンド画像の一例を示す図である。It is a figure which shows an example of a main command image. 練習コマンド画像の一例を示す図である。It is a figure which shows an example of a practice command image. 練習効果データの一例を示す図である。It is a figure which shows an example of practice effect data. 各練習項目へのチームキャラクタ及び調査ターゲット又は吸収ターゲットの割り当ての一例を示す。An example of assignment of team characters and survey targets or absorption targets to each practice item is shown. 練習結果画像の一例を示す図である。It is a figure which shows an example of a practice result image. 各練習項目へのチームキャラクタ及び調査ターゲット又は吸収ターゲットの割り当ての他の一例を示す。Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. 練習コマンド画像の他の一例を示す図である。It is a figure which shows another example of the practice command image. 吸収可能総量データの一例を示す図である。It is a figure which shows an example of the total amount data which can be absorbed. 吸収量データの一例を示す図である。It is a figure which shows an example of absorption amount data. 練習結果画像の他の一例を示す図である。It is a figure which shows another example of a practice result image. 各練習項目へのチームキャラクタ及び調査ターゲット又は吸収ターゲットの割り当ての他の一例を示す。Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. 各練習項目へのチームキャラクタ及び調査ターゲット又は吸収ターゲットの割り当ての他の一例を示す。Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. 各練習項目へのチームキャラクタ及び調査ターゲット又は吸収ターゲットの割り当ての他の一例を示す。Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. 練習コマンド画像の他の一例を示す図である。It is a figure which shows another example of the practice command image. コツデータの一例を示す図である。It is a figure which shows an example of knack data. 練習結果画像の他の一例を示す図である。It is a figure which shows another example of a practice result image. 各練習項目へのチームキャラクタ及び調査ターゲット又は吸収ターゲットの割り当ての他の一例を示す。Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. 練習コマンド画像の他の一例を示す図である。It is a figure which shows another example of the practice command image. 各練習項目へのチームキャラクタ及び調査ターゲット又は吸収ターゲットの割り当ての他の一例を示す。Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. 各練習項目へのチームキャラクタ及び調査ターゲット又は吸収ターゲットの割り当ての他の一例を示す。Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. 各練習項目へのチームキャラクタ及び調査ターゲット又は吸収ターゲットの割り当ての他の一例を示す。Another example of assignment of team characters and survey targets or absorption targets to each practice item is shown. 吸収完了チーム画像の一例を示す図である。It is a figure which shows an example of an absorption completion team image. 能力向上画像の一例を示す図である。It is a figure which shows an example of a capability improvement image. 能力向上画像の一例を示す図である。It is a figure which shows an example of a capability improvement image. 本発明の実施形態に係るゲームシステムの機能ブロック図である。It is a functional block diagram of the game system which concerns on embodiment of this invention. ライバルチームデータの一例を示す図である。It is a figure which shows an example of rival team data. ライバル選手キャラクタデータの一例を示す図である。It is a figure which shows an example of rival player character data. チームメイトキャラクタデータの一例を示す図である。It is a figure which shows an example of teammate character data. 育成状況データの一例を示す図である。It is a figure which shows an example of the training condition data. ゲームシステムで実行される処理の一例を示す図である。It is a figure which shows an example of the process performed with a game system. ゲームシステムで実行される処理の他の一例を示す図である。It is a figure which shows another example of the process performed with a game system. 調査処理の一例を示す図である。It is a figure which shows an example of an investigation process. 吸収処理の一例を示す図である。It is a figure which shows an example of an absorption process. 吸収処理の一例を示す図である。It is a figure which shows an example of an absorption process. ゲームシステムで実行される処理の他の一例を示す図である。It is a figure which shows another example of the process performed with a game system.
 以下、本発明の実施形態の例を図面に基づいて説明する。 Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
 [1.ゲームシステムの構成]図1は、本発明の実施形態に係るゲームシステムの構成を示す。図1に示すように、本実施形態に係るゲームシステム1はゲーム端末10とサーバ30とを含む。ゲーム端末10はサーバ30とネットワークNを介して相互にデータ通信を行うことが可能である。 [1. Configuration of Game System] FIG. 1 shows a configuration of a game system according to an embodiment of the present invention. As shown in FIG. 1, the game system 1 according to the present embodiment includes a game terminal 10 and a server 30. The game terminals 10 can perform data communication with each other via the server 30 and the network N.
 ゲーム端末10は、ユーザがゲームをプレイするために使用するコンピュータである。例えば、ゲーム端末10は、携帯電話機(スマートフォンを含む)、携帯情報端末(タブレット型コンピュータを含む)、デスクトップ型コンピュータ、ラップトップ型コンピュータ、家庭用ゲーム機(据置型ゲーム機)、携帯用ゲーム機、又は遊戯施設等に設置される業務用ゲーム機である。 The game terminal 10 is a computer used by a user to play a game. For example, the game terminal 10 includes a mobile phone (including a smartphone), a portable information terminal (including a tablet computer), a desktop computer, a laptop computer, a home game machine (stationary game machine), and a portable game machine. Or an arcade game machine installed in a play facility or the like.
 図1に示すように、ゲーム端末10は制御部11、記憶部12、通信部13、操作部14、表示部15、及び音声出力部16を含む。制御部11は少なくとも1つのマイクロプロセッサ(CPU)を含み、記憶部12に記憶されたプログラムに従って処理を実行する。記憶部12は主記憶部(例えばRAM)及び補助記憶部(例えば、不揮発性の半導体メモリ、ハードディスクドライブ、又はソリッドステートドライブ)を含み、プログラムやデータを記憶する。通信部13は、ネットワークNを介して他の装置とデータ通信するためのものである。 As shown in FIG. 1, the game terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, a display unit 15, and an audio output unit 16. The control unit 11 includes at least one microprocessor (CPU), and executes processing according to a program stored in the storage unit 12. The storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory, a hard disk drive, or a solid state drive), and stores programs and data. The communication unit 13 is for data communication with other devices via the network N.
 操作部14は、ユーザが各種操作を行うためのものである。表示部15は各種画像を表示するためのものであり、例えば液晶ディスプレイ又は有機ELディスプレイ等である。図1では操作部14と表示部15とが別個に表されているが、操作部14と表示部15とはタッチパネルとして一体的に構成されてもよい。操作部14と表示部15とをタッチパネルとして一体的に構成することは必須ではなく、操作部14は、例えばボタン(キー)、レバー(スティック)、タッチパッド(トラックパッド)、又はマウス等のように、表示部15と別個に設けられてもよい。また、操作部14は、ユーザが音声又はジェスチャによって操作を行うためのものであってもよい。音声出力部16は音声データを出力するためのものであり、例えばスピーカ又はヘッドホン等である。操作部14、表示部15、及び音声出力部16はゲーム端末10自体に設けられてもよいし、ゲーム端末10に接続された外部装置として設けられてもよい。 The operation unit 14 is for the user to perform various operations. The display unit 15 is for displaying various images, and is, for example, a liquid crystal display or an organic EL display. Although the operation unit 14 and the display unit 15 are separately illustrated in FIG. 1, the operation unit 14 and the display unit 15 may be integrally configured as a touch panel. It is not essential to integrally configure the operation unit 14 and the display unit 15 as a touch panel. For example, the operation unit 14 may be a button (key), a lever (stick), a touch pad (trackpad), a mouse, or the like. The display unit 15 may be provided separately. Further, the operation unit 14 may be for the user to perform an operation by voice or gesture. The audio output unit 16 is for outputting audio data, and is, for example, a speaker or headphones. The operation unit 14, the display unit 15, and the audio output unit 16 may be provided in the game terminal 10 itself or may be provided as an external device connected to the game terminal 10.
 サーバ30は例えばサーバコンピュータである。図1に示すように、サーバ30は制御部31、記憶部32、及び通信部33を含む。制御部31、記憶部32、及び通信部33はゲーム端末10の制御部11、記憶部12、及び通信部13と同様である。サーバ30はデータベース34にアクセスできる。データベース34はサーバ30内に構築されていてもよいし、サーバ30とは別のサーバコンピュータ内に構築されていてもよい。 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. Server 30 can access database 34. The database 34 may be built in the server 30, or may be built in a server computer different from the server 30.
 プログラムやデータはネットワークNを介して遠隔地からゲーム端末10又はサーバ30に供給されて、記憶部12又は記憶部32に記憶される。なお、情報記憶媒体(例えば光ディスク又はメモリカード等)に記憶されたプログラムやデータを読み取るための構成要素(例えば光ディスクドライブ又はメモリーカードスロット等)がゲーム端末10又はサーバ30に備えられてもよい。そして、プログラムやデータが情報記憶媒体を介してゲーム端末10又はサーバ30に供給されてもよい。 The program and data are supplied to the game terminal 10 or the server 30 from a remote location via the network N and stored in the storage unit 12 or the storage unit 32. Note that the game terminal 10 or the server 30 may include a component (for example, an optical disk drive or a memory card slot) for reading a program or data stored in an information storage medium (for example, an optical disk or a memory card). And a program and data may be supplied to the game terminal 10 or the server 30 via an information storage medium.
 なお以下では、ゲーム端末10がタッチパネルを備えたスマートフォン又はタブレット型コンピュータである場合を想定する。 In the following, it is assumed that the game terminal 10 is a smartphone or tablet computer equipped with a touch panel.
 [2.ゲームの概要]ゲームシステム1では、ゲーム端末10でプログラムが実行されることによってゲームが実行される。ゲームはゲーム端末10単体で実行されてもよいし、ゲーム端末10とサーバ30との間でデータ通信が行われることによって実行されてもよい。 [2. Outline of Game] In the game system 1, a game is executed by executing a program on the game terminal 10. The game may be executed by the game terminal 10 alone, or may be executed by performing data communication between the game terminal 10 and the server 30.
 ゲームシステム1では各種ゲームを実行することが可能である。例えば、スポーツゲーム(野球、サッカー、テニス、アメリカンフットボール、バスケットボール、バレーボール等を題材としたゲーム)、アドベンチャーゲーム、シミュレーションゲーム、ロールプレイングゲーム、又は育成ゲームのように、ゲーム形式・ジャンルを問わず様々なゲームを実行することが可能である。 The game system 1 can execute various games. For example, various games and genres such as sports games (games based on baseball, soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or training games It is possible to execute a simple game.
 以下では、ゲームシステム1で実行されるゲームの一例として、複数の選択肢のうちからユーザによって選択された選択肢に基づいて、ゲームオブジェクトのパラメータデータを変化させるゲームについて説明する。具体的には、野球選手であるゲームキャラクタに行わせる行動に関する複数の選択肢のうちからユーザによって選択された選択肢に基づいて、ゲームキャラクタのパラメータデータを変化させるゲームパートを有する野球ゲームについて説明する。 Hereinafter, as an example of a game executed in the game system 1, a game in which parameter data of a game object is changed based on an option selected by a user from among a plurality of options will be described. Specifically, a baseball game having a game part that changes parameter data of a game character based on an option selected by the user from among a plurality of options related to actions to be performed by a game character that is a baseball player will be described.
 ここで説明する野球ゲームは育成パートと対戦パートとを備える。育成パートは、ユーザがゲームキャラクタを育成して、自分だけのオリジナルのゲームキャラクタを作成するゲームパートである。一方、対戦パートは、ユーザが育成パートで作成したオリジナルキャラクタを使用して編成されるチームを使用して対戦相手チームと対戦を行うゲームパートである。 The baseball game described here has a training part and a fighting part. The training part is a game part in which a user trains a game character and creates an original game character for himself. On the other hand, the battle part is a game part in which a user battles with the opponent team using a team that is organized using the original character created by the training part.
 以下、育成パートについて詳しく説明する。育成パートでは、ユーザはシナリオを進めながらゲームキャラクタ(以下「主人公キャラクタ」と呼ぶ。)に練習等を行わせることによって主人公キャラクタを育成して、自分だけのオリジナルキャラクタを作成する。例えば、育成パートでは、主人公キャラクタが高校の野球部に所属して、チームメイトと練習を積みながら、野球の大会に出場し、高校3年生の秋にプロ野球選手としてスカウトされることを目指すというシナリオが実行される。 Hereafter, the training part will be explained in detail. In the training part, the user trains the game character (hereinafter referred to as “the main character”) while practicing the scenario, trains the main character, and creates his own original character. For example, in the training part, the hero character belongs to a high school baseball club, participates in a baseball tournament while practicing with teammates, and aims to be scouted as a professional baseball player in the fall of the third year of high school The scenario is executed.
 [2-1]育成パートの流れについて説明する前に、育成パートによって作成されるオリジナルキャラクタの一例について説明しておく。 [2-1] Before explaining the flow of the training part, an example of an original character created by the training part will be described.
 図2は、オリジナルキャラクタ(主人公キャラクタ)の詳細情報を示す詳細画像の一例を示す。図2に示すように、詳細画像G100はパーツP110,P120を含む。なお、「パーツ」は画像を構成する要素であり、例えば、テキスト、画像、又は領域等である。パーツP110はオリジナルキャラクタの画像を示し、パーツP120はオリジナルキャラクタの名前(X)、ポジション(一塁手)、打撃フォーム(オープンスタンス5)、及び利き腕(右投右打)を示す。 FIG. 2 shows an example of a detailed image showing detailed information of the original character (hero character). As shown in FIG. 2, the detailed image G100 includes parts P110 and P120. Note that “parts” are elements constituting an image, such as text, an image, or a region. Part P110 shows an image of the original character, and part P120 shows the name (X), position (first base), batting form (open stance 5), and dominant arm (right throwing right strike) of the original character.
 また、詳細画像G100はパーツP130を含む。パーツP130は、オリジナルキャラクタの基本能力パラメータを示す。図2では、弾道、ミート、パワー、走力、肩力、守備力、捕球パラメータが示されており、各基本能力パラメータごとに数値及びアルファベットが示されている。数値は基本能力パラメータの値を示し、アルファベット(例えば、S,A,B,C,D,E,F,G)は基本能力の高さのレベル(段階)を示す。「S」は基本能力が非常に高いことを示し、「G」は基本能力が非常に低いことを示す。 Further, the detailed image G100 includes a part P130. Part P130 indicates the basic ability parameter of the original character. In FIG. 2, the trajectory, meat, power, running force, shoulder strength, defense strength, and ball catching parameters are shown, and numerical values and alphabets are shown for each basic ability parameter. The numerical value indicates the value of the basic ability parameter, and the alphabet (for example, S, A, B, C, D, E, F, G) indicates the level (stage) of the basic ability. “S” indicates that the basic ability is very high, and “G” indicates that the basic ability is very low.
 弾道パラメータは、オリジナルキャラクタの打球がどの程度高く上がるのかを示す。弾道パラメータの値が高いほど、打球が高く上がることを示す。ミートパラメータは、オリジナルキャラクタのミート力(投手が投げたボールにバットを当てる能力)を示す。ミートパラメータの値が高いほど、ミート力が高いことを示す。パワーパラメータは、オリジナルキャラクタのパワー(投手が投げたボールをバットで打つことによって遠くに飛ばす能力)を示す。パワーパラメータの値が高いほど、オリジナルキャラクタがバットで打ったボールが遠くに飛びやすいことを示す。 The ballistic parameter indicates how high the original character hits the ball. The higher the value of the ballistic parameter, the higher the hit ball. The meet parameter indicates the meet power of the original character (ability to hit the bat against the ball thrown by the pitcher). The higher the meet parameter value, the higher the meet force. The power parameter indicates the power of the original character (the ability to fly away by hitting the ball thrown by the pitcher with a bat). The higher the power parameter value, the easier the ball hit by the original character with the bat flies away.
 走力パラメータは、オリジナルキャラクタの足の速さを示す。走力パラメータの値が高いほど、足が速いことを示す。肩力パラメータは、オリジナルキャラクタの送球の速さを示す。肩力パラメータの値が高いほど、送球が速いことを示す。守備力パラメータは、オリジナルキャラクタの守備の巧さを示す。守備力パラメータの値が高いほど、守備が巧いことを示す。捕球パラメータは、オリジナルキャラクタの捕球の巧さを示す。捕球パラメータの値が高いほど、捕球が巧い(エラーし難くなる)ことを示す。 The running parameter indicates the speed of the original character's feet. The higher the value of the running force parameter, the faster the foot. The shoulder strength parameter indicates the speed at which the original character is thrown. The higher the shoulder force parameter value, the faster the pitching. The defensive power parameter indicates the defensive skill of the original character. The higher the defensive power parameter value, the better the defense. The catching parameter indicates the skill of catching the original character. The higher the value of the catching parameter, the better the catching (it is harder to error).
 さらに、詳細画像G100はパーツP140を含む。パーツP140は、オリジナルキャラクタが修得した特殊能力を示す。図2では、特殊能力として、「チャンス○」、「対左投手○」、「盗塁○」、「怪我しにくさ◎」が示されている。「◎」及び「○」は特殊能力の高さの程度を示しており、「◎」は「○」よりも特殊能力の高さの程度が高いことを示す。 Furthermore, the detailed image G100 includes a part P140. Part P140 shows the special ability acquired by the original character. In FIG. 2, “chance ○”, “left pitcher ○”, “stealing ○”, and “injury difficulty ◎” are shown as special abilities. “◎” and “◯” indicate the level of special ability, and “◎” indicates that the level of special ability is higher than “○”.
 「チャンス○」は、チャンスに強いという特殊能力である。オリジナルキャラクタが「チャンス○」を修得していると、チャンスの際にオリジナルキャラクタの基本能力が上昇する。「対左投手○」は、左投手に強いという特殊能力である。オリジナルキャラクタが「対左投手○」を修得していると、対戦相手の投手が左投手である際にオリジナルキャラクタの基本能力が高くなる。「盗塁○」は、盗塁に成功し易くなるという特殊能力である。オリジナルキャラクタが「盗塁○」を修得していると、オリジナルキャラクタが盗塁に成功し易くなる。「怪我しにくさ◎」は、怪我をし難くなるという特殊能力である。オリジナルキャラクタが「怪我しにくさ◎」を修得していると、オリジナルキャラクタが怪我をし難くなる。 “Chance ○” is a special ability that is strong in chance. If the original character has acquired “Chance ○”, the basic ability of the original character increases during the chance. “To the left pitcher ○” is a special ability that is strong against the left pitcher. If the original character has acquired “left pitcher ○”, the basic ability of the original character increases when the opponent's pitcher is the left pitcher. “Stolen ○” is a special ability that makes it easy to succeed in stealing. If the original character has acquired “Stolen ○”, the original character is likely to succeed in stealing. “Injury difficulty ◎” is a special ability that makes it difficult to get hurt. If the original character has acquired “Difficult to hurt ◎”, the original character will not be easily injured.
 図2では、オリジナルキャラクタが野手である場合を示しているため、野手に関する基本能力や特殊能力が表示されている。オリジナルキャラクタが投手である場合には、投手に関する基本能力や特殊能力が表示される。 Since FIG. 2 shows the case where the original character is a fielder, basic abilities and special abilities relating to the fielder are displayed. When the original character is a pitcher, basic abilities and special abilities related to the pitcher are displayed.
 [2-2]ユーザは育成パートをプレイして主人公キャラクタを育成することによって、上記のようなオリジナルキャラクタを作成する。育成パート(シナリオ)を開始するにあたって、ユーザはイベントデッキ(イベント発生用のゲームキャラクタグループ)を設定する。 [2-2] The user creates the original character as described above by playing the breeding part and raising the main character. In starting the training part (scenario), the user sets an event deck (game character group for event generation).
 ここで、「イベントデッキ」について説明しておく。シナリオ中では、主人公キャラクタの能力の向上に有利又は不利なイベント等の各種イベントが発生する。この点、本実施形態では、シナリオ中に発生するイベントが固定的ではなく、イベントデッキに組み込まれた1又は複数のゲームキャラクタに応じて、シナリオで発生するイベントが変化する。すなわち、シナリオ中では、イベントデッキに組み込まれたゲームキャラクタが主人公キャラクタのチームメイト等として登場し、当該ゲームキャラクタに関連するイベントが発生する。このため、ユーザは、イベントデッキに組み込むゲームキャラクタを選択することによって、シナリオ中で発生し得るイベントを選択できる。なお、以下では、イベントデッキに組み込むことが可能なゲームキャラクタ(言い換えれば、イベント発生用のゲームキャラクタ)のことを「イベントキャラクタ」と呼ぶ。 Here, I will explain the “event deck”. In the scenario, various events such as events that are advantageous or unfavorable for improving the ability of the main character occur. In this regard, in the present embodiment, the event that occurs in the scenario is not fixed, and the event that occurs in the scenario changes according to one or more game characters incorporated in the event deck. That is, in the scenario, a game character incorporated in the event deck appears as a teammate of the main character, and an event related to the game character occurs. For this reason, the user can select an event that can occur in the scenario by selecting a game character to be incorporated into the event deck. Hereinafter, a game character that can be incorporated into an event deck (in other words, a game character for generating an event) is referred to as an “event character”.
 図3は、ユーザがイベントデッキを設定するための設定画像の一例を示す。図3に示すように、設定画像G200はパーツP210,P220を含む。パーツP210は、イベントデッキの名称を示す。また、パーツP220には、イベントデッキの名称を変更するための画像を表示するための処理が関連付けられている。ユーザがパーツP220を選択すると(すなわち、パーツP220に対してタップ操作(短い時間だけタッチする操作)を行うと)、イベントデッキの名称を変更するための画像が表示部15に表示され、ユーザはイベントデッキの名称を変更することができる。 FIG. 3 shows an example of a setting image for the user to set an event deck. As shown in FIG. 3, the setting image G200 includes parts P210 and P220. Part P210 indicates the name of the event deck. Further, the part P220 is associated with a process for displaying an image for changing the name of the event deck. When the user selects part P220 (that is, when a tap operation (touching operation for a short time) is performed on part P220), an image for changing the name of the event deck is displayed on display unit 15. You can change the name of the event deck.
 また、設定画像G200はイベントデッキ領域A230を含む。イベントデッキ領域A230には、イベントデッキのメンバとなるイベントキャラクタを設定するための6つの設定枠P231-1,P231-2,P231-3,P231-4,P231-5,P232が設けられている。 Also, the setting image G200 includes an event deck area A230. The event deck area A230 is provided with six setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 for setting event characters that are members of the event deck. .
 本実施形態では、ユーザがこの野球ゲームを初めてプレイする際に複数のイベントキャラクタがユーザに付与される。また、ユーザは、抽選によってイベントキャラクタを入手したり、ゲームにおける報酬としてイベントキャラクタを入手したり、他のユーザからイベントキャラクタを入手したりすることができる。この点、本実施形態では、ユーザは、ユーザ自身の所有しているイベントキャラクタのうちから任意に、最大5人のイベントキャラクタをイベントデッキに組み込むことができる。設定枠P231-1~P231-5は、ユーザ自身の所有しているイベントキャラクタをイベントデッキのメンバとして設定するための枠である。 In this embodiment, when the user plays this baseball game for the first time, a plurality of event characters are given to the user. In addition, the user can obtain an event character by lottery, obtain an event character as a reward in the game, or obtain an event character from another user. In this regard, in the present embodiment, the user can arbitrarily incorporate up to five event characters from the event characters owned by the user into the event deck. Setting frames P231-1 to P231-5 are frames for setting event characters owned by the user as members of the event deck.
 また本実施形態では、他のユーザの所有しているイベントキャラクタを1人だけ助っ人としてイベントデッキに組み込むことができる。設定枠P232は、他のユーザの所有しているイベントキャラクタをイベントデッキのメンバとして設定するための枠である。 Also, in this embodiment, an event character owned by another user can be incorporated into the event deck as an assistant. The setting frame P232 is a frame for setting event characters owned by other users as members of the event deck.
 ユーザが設定枠P231-1,P231-2,P231-3,P231-4,P231-5,P232のいずれかに対してタップ操作を行うと、当該設定枠に設定するイベントキャラクタを選択したり、その設定枠に設定されたイベントキャラクタを他のイベントキャラクタに変更したりするための画像が表示部15に表示される。設定枠P231-1,P231-2,P231-3,P231-4,P231-5,P232には、当該設定枠に設定されたイベントキャラクタの画像とともに、当該イベントキャラクタのレアリティ、レベルや、吸収タイプが表示される。例えば、パーツP231-1には、レアリティ、レベル、及び吸収タイプとして、それぞれ、「R」、「Lv.8」、「筋力」が表示されている。 When the user performs a tap operation on any of the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232, an event character set in the setting frame is selected, An image for changing the event character set in the setting frame to another event character is displayed on the display unit 15. The setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 include the event character image set in the setting frame, the rarity, level, and absorption type of the event character. Is displayed. For example, in the part P231-1, “R”, “Lv.8”, and “muscle strength” are displayed as the rarity, the level, and the absorption type, respectively.
 「レアリティ」は、例えばイベントキャラクタの入手し難さを示す。イベントキャラクタのレアリティが高いほど、そのイベントキャラクタを入手し難いことを示す。例えば、PSR(パワフルスーパーレア),SR(スーパーレア),PR(パワフルレア),R(レア),PN(パワフルノーマル),N(ノーマル)の複数段階のレアリティのいずれかが各イベントキャラクタに関連付けられる。これらを高いものから順に並べると、PSR,SR,PR,R,PN,Nとなる。 “Rareness” indicates, for example, difficulty in obtaining an event character. The higher the event character's rarity, the more difficult it is to obtain the event character. For example, one of a plurality of rarities of PSR (Powerful Super Rare), SR (Super Rare), PR (Powerful Rare), R (Rare), PN (Powerful Normal), and N (Normal) is associated with each event character. When these are arranged in order from the highest, they become PSR, SR, PR, R, PN, N.
 「レベル」は、イベントキャラクタのレベルを示す。イベントキャラクタのレベルが高いほど、イベントキャラクタによって発生されるイベントの効果が強力になる。「吸収タイプ」については後述する。 “Level” indicates the level of the event character. The higher the level of the event character, the stronger the effect of the event generated by the event character. The “absorption type” will be described later.
 また、設定画像G200はパーツP240を含む。パーツP240は、ユーザの要望に合わせてイベントデッキを自動的に設定するための処理が関連付けられている。ユーザがパーツP240を選択すると、適切なイベントキャラクタがコンピュータによって選択され、イベントデッキに組み込まれる。 Also, the setting image G200 includes a part P240. The part P240 is associated with a process for automatically setting an event deck according to a user's request. When the user selects part P240, an appropriate event character is selected by the computer and incorporated into the event deck.
 さらに、設定画像G200はパーツP250を含む。パーツP250は、イベントデッキに組み込まれたイベントキャラクタの得意練習を示す。本実施形態では、「打撃」、「筋力」、「走塁」、「肩力」、「守備」、「メンタル」、「球速」、「コントロール」、「スタミナ」、「変化球」の10種類の練習のうちのいずれかが各イベントキャラクタの得意練習として設定される。なお、「筋力」、「走塁」、「肩力」、「守備」は野手に関する練習項目であり、「球速」、「コントロール」、「スタミナ」、「変化球」は投手に関する練習項目であり、「メンタル」は野手及び投手の両方に関する練習項目である。 Furthermore, the setting image G200 includes a part P250. Part P250 shows a good practice of the event character incorporated in the event deck. In this embodiment, there are 10 types of “blow”, “muscle strength”, “strike”, “shoulder strength”, “defense”, “mental”, “ball speed”, “control”, “stamina”, and “change ball”. One of these exercises is set as a good practice for each event character. “Strength”, “Running”, “Shoulder” and “Defensive” are practice items related to fielders, and “Ball speed”, “Control”, “Stamina” and “Change ball” are practice items related to pitchers. “Mental” is a practice item for both fielders and pitchers.
 図3では、10種類の練習のうち、ばつ印が関連付けられていない「打撃」、「筋力」、「走塁」、及び「肩力」が、イベントデッキに組み込まれたイベントキャラクタの得意練習として設定されていることを示している。また図3では、「筋力」及び「肩力」のそれぞれに関連付けて数値(2)が表示されている。これは、イベントデッキに組み込まれたイベントキャラクタのうちに、「筋力」が得意練習として設定されたイベントキャラクタが2人含まれており、「肩力」が得意練習として設定されたイベントキャラクタが2人含まれていることを示している。 In FIG. 3, among the 10 types of exercises, “Strike”, “Strength”, “Strike” and “Shoulder”, which are not associated with a cross mark, are the best practices for event characters incorporated in the event deck. Indicates that it is set. In FIG. 3, a numerical value (2) is displayed in association with each of “muscle strength” and “shoulder strength”. This includes two event characters with “muscular strength” set as good practice among the event characters incorporated in the event deck, and two event characters with “shoulder strength” set as good practice. Indicates that the person is included.
 [2-3]イベントデッキの設定後、シナリオが開始される。先述したように、例えば、主人公キャラクタが高校の野球部に所属して、チームメイトと練習を積みながらレギュラーを勝ち取り、試合(地方予選大会及び全国大会)に出場して、プロ野球選手になることを目指すというシナリオが開始される。 [2-3] After setting the event deck, the scenario starts. As mentioned earlier, for example, the hero character belongs to a high school baseball club, wins a regular while practicing with teammates, participates in matches (local qualifying tournaments and national tournaments), and becomes a professional baseball player The scenario of aiming for is started.
 シナリオには、イベントデッキに組み込まれたイベントキャラクタが登場する。例えば、イベントデッキに組み込まれたイベントキャラクタは、主人公キャラクタのチームメイト(選手又はマネージャー等)として登場する。 The event character that is built into the event deck appears in the scenario. For example, an event character incorporated in the event deck appears as a teammate (player or manager) of the main character.
 またシナリオには、所定のゲームキャラクタ(例えば、監督1人、スカウト1人、チームメイト7人)があらかじめ登場人物として設定されている。これらのゲームキャラクタはイベントデッキに組み込まれていなくてもゲームに登場する。このため、イベントデッキに組み込まれたイベントキャラクタは、登場人物として追加されるゲームキャラクタということができる。 In the scenario, predetermined game characters (for example, one director, one scout, and seven teammates) are set as characters in advance. These game characters appear in the game even if they are not incorporated into the event deck. For this reason, the event character incorporated in the event deck can be said to be a game character added as a character.
 本実施形態では、ユーザが主人公キャラクタに行わせる行動(練習、休養、又は遊び等)を繰り返し選択することによってシナリオが進行していく。具体的には、シナリオは複数のターンから構成される。例えば、1つのターンはゲーム内の1週間に対応する。1つのターンが終了するごとにゲーム内の仮想的な時間が1週間進行することによって、シナリオが進行する。なお、1つのターンがゲーム内の1日等に対応するようにしてもよい。 In this embodiment, the scenario proceeds by repeatedly selecting an action (practice, rest, play, etc.) that the user performs on the main character. Specifically, the scenario consists of multiple turns. For example, one turn corresponds to one week in the game. Each time a turn is completed, the scenario progresses by the virtual time in the game progressing for one week. One turn may correspond to one day in the game.
 各ターンにおいて、ユーザは、主人公キャラクタの行動に関する複数の選択肢のうちからいずれか1つを、主人公キャラクタに行わせる行動として選択する。 In each turn, the user selects one of a plurality of options related to the action of the hero character as an action to be performed by the hero character.
 [2-3-1]図4は、主人公キャラクタに行わせる行動を選択するためのメインコマンド画像の一例を示す。図4に示すように、メインコマンド画像G300はパーツP310,P320,P330を含む。パーツP310はゲーム内における時点を示す。 [2-3-1] FIG. 4 shows an example of a main command image for selecting an action to be performed by the main character. As shown in FIG. 4, the main command image G300 includes parts P310, P320, and P330. Part P310 indicates a time point in the game.
 パーツP320は主人公キャラクタのやる気パラメータを示す。やる気パラメータは主人公キャラクタのやる気(調子)を示すパラメータである。本実施形態では、主人公キャラクタのやる気が「絶好調」、「好調」、「普通」、「不調」、「絶不調」の5段階で表される。図4では、「絶好調」等のテキストをパーツP320として表示しているが、やる気の高低を示す画像(顔画像等)をパーツP320として表示してもよい。 Part P320 shows the motivation parameter of the main character. The motivation parameter is a parameter indicating the motivation (tone) of the main character. In the present embodiment, the hero character's motivation is expressed in five levels: “good”, “good”, “normal”, “bad”, and “bad”. In FIG. 4, text such as “excellent” is displayed as the part P320, but an image (face image or the like) indicating the level of motivation may be displayed as the part P320.
 パーツP330は、主人公キャラクタの体力パラメータを示すゲージ画像である。例えば、主人公キャラクタが練習を行うと、体力パラメータの値が減少し、主人公キャラクタが練習を休むと、体力パラメータの値が増加(回復)する。なお、体力パラメータの値が低くなると、主人公キャラクタが練習中に怪我をする確率が高くなる。 Part P330 is a gauge image showing the physical strength parameters of the main character. For example, when the hero character practices, the value of the physical strength parameter decreases, and when the hero character rests from practice, the value of the physical strength parameter increases (recovers). When the value of the physical strength parameter is lowered, the probability that the main character is injured during practice increases.
 また、メインコマンド画像G300はパーツP340を含む。パーツP340は、主人公キャラクタの名前(X)、ポジション(一塁手)、利き腕(右)、基本能力パラメータ(弾道、ミート、パワー、走力、肩力、及び守備力パラメータ)を示す。 The main command image G300 includes a part P340. The part P340 indicates the name (X), position (first base), dominant arm (right), and basic ability parameters (ballistic, meat, power, running power, shoulder power, and defensive power parameters) of the main character.
 さらに、メインコマンド画像G300はコマンド領域A350を含む。コマンド領域A350はパーツP351,P352,P353,P354,P355,P356,P357を含む。なお、ここではパーツP351~P356に関して説明し、パーツP357に関しては後述する。 Furthermore, the main command image G300 includes a command area A350. Command area A350 includes parts P351, P352, P353, P354, P355, P356, and P357. Here, the parts P351 to P356 will be described, and the part P357 will be described later.
 パーツP351には、主人公キャラクタに練習を実行させるための処理が関連付けられており、ユーザはパーツP351を選択することによって、主人公キャラクタに練習を実行させることができる。詳細については後述する(図5等参照)。 The part P351 is associated with processing for causing the hero character to practice, and the user can cause the hero character to practice by selecting the part P351. Details will be described later (see FIG. 5 and the like).
 パーツP352には、主人公キャラクタを休ませる処理が関連付けられており、ユーザはパーツP352を選択することによって、主人公キャラクタを休ませることができる。主人公キャラクタを休ませると、主人公キャラクタの体力パラメータが増加(回復)する。 The part P352 is associated with a process for resting the hero character, and the user can rest the hero character by selecting the part P352. When the hero character is rested, the physical strength parameter of the hero character increases (recovers).
 パーツP353には、主人公キャラクタを通院させる処理が関連付けられており、ユーザはパーツP353を選択することによって、主人公キャラクタを通院させることができる。例えば、主人公キャラクタが病気になったり、怪我をしたりした場合、主人公キャラクタを通院させることによって、病気や怪我を治すことができる。なお、1回の通院では主人公キャラクタの病気や怪我が治らない場合もある。このような場合、主人公キャラクタの病気や怪我を治すために、主人公キャラクタを複数回通院させる必要がある。 The part P353 is associated with the process of visiting the hero character, and the user can visit the hero character by selecting the part P353. For example, when the hero character gets sick or injured, the hero character can be cured to cure the illness or injury. Note that there may be cases where the hero character's illness or injury cannot be cured in one hospital visit. In such a case, in order to cure the hero character's illness or injury, it is necessary to visit the hero character multiple times.
 パーツP354には、主人公キャラクタを遊ばせる処理が関連付けられており、ユーザはパーツP354を選択することによって、主人公キャラクタを遊ばせることができる。主人公キャラクタを遊ばせると、主人公キャラクタのやる気パラメータが上がる。 The part P354 is associated with a process for playing the hero character, and the user can play the hero character by selecting the part P354. Playing the hero character increases the motivation parameter of the hero character.
 パーツP355には、主人公キャラクタにデートを行わせる処理が関連付けられており、ユーザはパーツP355を選択することによって、主人公キャラクタにデートを行わせることができる。デートの結果によって、主人公キャラクタのやる気パラメータが上がったり、下がったりする場合がある。 The part P355 is associated with a process for causing the hero character to perform a date, and the user can cause the hero character to perform a date by selecting the part P355. Depending on the result of the date, the motivation parameter of the hero character may increase or decrease.
 パーツP356には、主人公キャラクタの能力を向上させるための処理が関連付けられており、ユーザはパーツP356を選択することによって、主人公キャラクタの能力を向上させることができる。詳細については後述する(図26A,26B参照)。 The part P356 is associated with processing for improving the ability of the main character, and the user can improve the ability of the main character by selecting the part P356. Details will be described later (see FIGS. 26A and 26B).
 [2-3-2]図5は、主人公キャラクタに練習を行わせるための練習コマンド画像の一例を示す。図5に示す練習コマンド画像G400は、メインコマンド画像G300のパーツP351が選択された場合に表示部15に表示される。 [2-3-2] FIG. 5 shows an example of a practice command image for causing the main character to practice. The practice command image G400 shown in FIG. 5 is displayed on the display unit 15 when the part P351 of the main command image G300 is selected.
 図5に示すように、練習コマンド画像G400はパーツP410,P420,P430を含む。パーツP410,P420,P430はメインコマンド画像G300のパーツP310,P320,P330と同様である。 As shown in FIG. 5, the practice command image G400 includes parts P410, P420, and P430. Parts P410, P420, and P430 are the same as parts P310, P320, and P330 of the main command image G300.
 また、練習コマンド画像G400はコマンド領域A440を含む。コマンド領域A440は、複数の練習項目にそれぞれ対応するパーツP441,P442,P443,P444,P445,P446を含む。本実施形態では各練習項目にレベルが設定されており、パーツP441~P446の各々には、関連付けられた練習項目の名称及びレベルが表示されている。練習項目のレベルは、当該練習を実行した回数が所定回数に達した場合に上がる。 Also, the practice command image G400 includes a command area A440. The command area A440 includes parts P441, P442, P443, P444, P445, and P446 respectively corresponding to a plurality of practice items. In this embodiment, a level is set for each practice item, and the name and level of the associated practice item are displayed on each of the parts P441 to P446. The level of the practice item increases when the number of times that the practice has been performed reaches a predetermined number.
 パーツP441には、主人公キャラクタに打撃練習を実行させる処理が関連付けられている。パーツP442には、主人公キャラクタに筋力練習を実行させる処理が関連付けられている。パーツP443には、主人公キャラクタに走塁練習を実行させる処理が関連付けられている。パーツP444には、主人公キャラクタに肩力練習を実行させる処理が関連付けられている。パーツP445には、主人公キャラクタに守備練習を実行させる処理が関連付けられている。パーツP446には、主人公キャラクタにメンタル練習を実行させる処理が関連付けられている。なお、図5では、主人公キャラクタが野手である場合を示しているため、野手に関する練習項目を実行させる処理が関連付けられたパーツP441~P446が表示されているが、主人公キャラクタが投手である場合には、投手に関する練習項目を実行させる処理が関連付けられたパーツが表示される。 The part P441 is associated with a process for causing the hero character to perform a batting practice. The part P442 is associated with a process for causing the main character to execute strength training. The part P443 is associated with a process for causing the hero character to perform a running practice. The part P444 is associated with processing for causing the main character to execute shoulder strength practice. The part P445 is associated with processing for causing the hero character to perform defensive practice. The part P446 is associated with processing for causing the main character to execute mental practice. FIG. 5 shows the case where the main character is a fielder, so parts P441 to P446 associated with processing for executing practice items related to the fielder are displayed. However, when the main character is a pitcher, Displays a part associated with a process for executing a practice item related to a pitcher.
 例えば、主人公キャラクタに走塁練習を実行させたい場合、まず、ユーザは走塁練習に対応するパーツP443を選択する。この場合、パーツP443が仮選択された状態となる。この状態では、パーツP443が他のパーツP441,P442,P444~P446と区別表示され、パーツP443が仮選択されていることが示される。図5では、パーツP443の画面縦方向の位置が他のパーツP441,P442,P444~P446と異なっており、かつ、カーソルに相当するパーツP447がパーツP443に関連付けられている。またこの状態では、練習中に怪我をする確率を示すパーツP448がパーツP443に関連付けて表示される。この確率は主人公キャラクタの体力パラメータの値に基づいて決定される。主人公キャラクタの体力パラメータの値が小さいほど、練習中に怪我をする確率が高くなる。 For example, when the hero character wants to execute scribble practice, first, the user selects a part P443 corresponding to the scold practice. In this case, the part P443 is temporarily selected. In this state, the part P443 is distinguished from the other parts P441, P442, P444 to P446, and it is shown that the part P443 is temporarily selected. In FIG. 5, the position of the part P443 in the vertical direction of the screen is different from the other parts P441, P442, P444 to P446, and the part P447 corresponding to the cursor is associated with the part P443. In this state, a part P448 indicating the probability of injury during practice is displayed in association with the part P443. This probability is determined based on the value of the physical strength parameter of the main character. The smaller the value of the hero character's physical strength parameter, the higher the probability of injury during practice.
 また、練習コマンド画像G400はパーツP450を含む。パーツP450は、主人公キャラクタの経験点(即ち、主人公キャラクタが現在保有している経験点)を示す。本実施形態では、筋力、敏捷、技術、変化球、及び精神ポイントの5種類の経験点が設定されている。図5は、主人公キャラクタの筋力、敏捷、技術、変化球、及び精神ポイントがそれぞれ0ポイントである場合を示している。 Also, the practice command image G400 includes a part P450. Part P450 indicates the experience point of the hero character (that is, the experience point that the hero character currently has). In the present embodiment, five types of experience points are set, such as muscle strength, agility, technology, a changing ball, and a mental point. FIG. 5 shows a case where the hero character's muscle strength, agility, technology, change ball, and mental point are each 0 points.
 また、図5に示す例では、筋力及び敏捷ポイントにそれぞれ関連付けて「+2」及び「+8」が表示されている。これは、仮選択されている練習項目(走塁練習)が実行された場合に、主人公キャラクタの筋力ポイントが2ポイント増加し、敏捷ポイントが8ポイント増加することを示している。 In the example shown in FIG. 5, “+2” and “+8” are displayed in association with the muscular strength and the agility point, respectively. This indicates that when the temporarily selected practice item (running practice) is executed, the main character's strength point increases by 2 points and the agility point increases by 8 points.
 本実施形態では、練習項目ごとに、当該練習が実行されることによって増加する経験点の種類やその増加量が定められている。図6は練習効果データD101の一例を示す。練習効果データD101は練習項目ごとの効果情報を示す。すなわち、練習効果データD101は、練習項目ごとに、各練習が行われることによって増加する経験点の種類やその増加量を示す。 In this embodiment, for each practice item, the types of experience points that increase when the practice is executed and the amount of increase are determined. FIG. 6 shows an example of the practice effect data D101. The practice effect data D101 indicates effect information for each practice item. That is, the practice effect data D101 indicates, for each practice item, the types of experience points that increase with each practice and the amount of increase.
 図6に示すように、練習効果データD101は「練習ID」、「名称」、及び「効果」フィールドを含む。「練習ID」フィールドは各練習項目を一意に特定するための識別情報を示す。「名称」フィールドは練習項目の名称を示す。 As shown in FIG. 6, the practice effect data D101 includes “practice ID”, “name”, and “effect” fields. The “practice ID” field indicates identification information for uniquely identifying each practice item. The “name” field indicates the name of the practice item.
 「効果」フィールドは効果情報を示す。図6に示すように、「効果」フィールドは、サブフィールドとして、「Lv.1」、「Lv.2」、「Lv.3」、「Lv.4」、及び「Lv.5」フィールドを含む。「Lv.1」フィールドは、レベル1の練習が行われた場合に発生する効果の内容を示す。すなわち、「Lv.1」フィールドは、レベル1の練習が行われた場合に、筋力、敏捷、技術、変化球、精神ポイントのうちのどの経験点がどれだけ増加するかを示す。例えば、「筋力+2」は筋力ポイントが2ポイント増加されることを示す。「Lv.2」、「Lv.3」、「Lv.4」、及び「Lv.5」フィールドも「Lv.1」フィールドと同様である。 “Effect” field indicates effect information. As shown in FIG. 6, the “effect” field includes “Lv.1”, “Lv.2”, “Lv.3”, “Lv.4”, and “Lv.5” fields as subfields. . The “Lv. 1” field indicates the content of the effect that occurs when level 1 practice is performed. In other words, the “Lv.1” field indicates how much experience points of muscle strength, agility, skill, change ball, and mental points increase when level 1 practice is performed. For example, “muscle strength + 2” indicates that the strength point is increased by two points. The “Lv.2”, “Lv.3”, “Lv.4”, and “Lv.5” fields are the same as the “Lv.1” field.
 図6に示すように、走塁練習が行われた場合には筋力及び敏捷ポイントが増加する。また例えば、打撃練習が行われた場合には、筋力、技術、及び精神ポイントが増加する。図6に示すように、練習項目のレベルが高いほど、当該練習が行われた場合の経験点の増加量が多くなる。 As shown in Fig. 6, muscle strength and agility points increase when running exercise is performed. In addition, for example, when striking practice is performed, muscle strength, skill, and mental points increase. As shown in FIG. 6, the higher the level of the practice item, the greater the amount of increase in experience points when the practice is performed.
 また、練習コマンド画像G400はチームメイト領域A460を含む。チームメイト領域A460は、仮選択されている練習(走塁練習)に割り当てられたチームメイトキャラクタ等の情報を示す。 Also, the practice command image G400 includes a teammate area A460. The teammate area A460 shows information such as teammate characters assigned to the temporarily selected practice (running practice).
 本実施形態では、各練習項目に、チームメイトキャラクタ、監督キャラクタ、又はスカウトキャラクタ等が割り当てられ、主人公キャラクタ以外のゲームキャラクタもいずれかの練習を行ったり、見守ったりするように演出される。この点、チームメイト領域A460には、仮選択されている練習項目に割り当てられたチームメイトキャラクタ等が表示される。各練習項目に割り当てられるチームメイトキャラクタ等はターンごとに変化する。 In this embodiment, a teammate character, a director character, a scout character, or the like is assigned to each practice item, and a game character other than the protagonist character is directed to practice or observe any of the practice characters. In this regard, in the teammate area A460, teammate characters assigned to the temporarily selected practice items are displayed. Team mate characters assigned to each practice item change from turn to turn.
 なお、以下では、主人公キャラクタのチームメイトとして、13人のチームメイトキャラクタT1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13が存在している場合を想定する。また、このうち、チームメイトキャラクタT1~T6は、イベントデッキに組み込まれたイベントキャラクタ(すなわち、設定枠P231-1,P231-2,P231-3,P231-4,P231-5,P232に設定されたイベントキャラクタ)であることとする。 In the following, there are 13 teammate characters T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, and T13 as teammates of the main character. Suppose. Of these, the teammate characters T1 to T6 are set to the event characters (that is, setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 incorporated in the event deck. Event character).
 図5では走塁練習が仮選択されているため、走塁練習に割り当てられたチームメイトキャラクタ等がチームメイト領域A460に表示される。このため、図5では、走塁練習に割り当てられた3名のチームメイトキャラクタT1,T2,T10にそれぞれ対応するパーツP461-1,P461-2,P461-3がチームメイト領域A460に表示されている。 In FIG. 5, since skating exercise is temporarily selected, teammate characters assigned to the skating exercise are displayed in the teammate area A460. Therefore, in FIG. 5, the parts P461-1, P461-2, and P461-3 corresponding to the three teammate characters T1, T2, and T10 assigned to the practice are displayed in the teammate area A460. Yes.
 パーツP461-1はチームメイトキャラクタT1の画像及び名前(T1)を示す。また、パーツP461-1は、ゲージ画像に相当するパーツP462-1を含む。パーツP462-1は、主人公キャラクタに対するチームメイトキャラクタT1の評価を示す。パーツP462-1内のゲージ(図5に示す例では斜線部分)が長いほど、主人公キャラクタに対するチームメイトキャラクタT1の評価が高いことを示す。さらに、パーツP461-1はパーツP463-1,P464-1を含む。パーツP463-1はチームメイトキャラクタT1の得意練習(走塁練習)を示し、パーツP464-1はチームメイトキャラクタT1の吸収タイプ(筋力)を示す。吸収タイプに関しては後述する。 Part P461-1 shows the image and name (T1) of teammate character T1. The part P461-1 includes a part P462-1 corresponding to the gauge image. Part P462-1 shows the evaluation of the teammate character T1 with respect to the main character. The longer the gauge (in the example shown in FIG. 5, the shaded portion) in the part P462-1, the higher the evaluation of the teammate character T1 with respect to the main character. Further, the part P461-1 includes parts P463-1 and P464-1. Part P463-1 shows the best practice (running practice) of the teammate character T1, and part P464-1 shows the absorption type (muscle strength) of the teammate character T1. The absorption type will be described later.
 パーツP461-2,P461-3もパーツP461-1と同様である。パーツP461-2,P461-3に含まれるパーツP462-2,P462-3もパーツP462-1と同様であり、パーツP461-2に含まれるP463-2,P464-2もパーツP463-1,P464-1と同様である。なお、得意練習や吸収タイプは、チームメイトキャラクタがイベントデッキに組み込まれたイベントキャラクタである場合にのみ表示される。パーツP461-3は、イベントキャラクタ以外のチームメイトキャラクタT10に対応しているため、パーツP461-3はパーツP463-1,P464-1に対応するパーツを含んでいない。 Parts P461-2 and P461-3 are the same as parts P461-1. Parts P462-2 and P462-3 included in parts P461-2 and P461-3 are the same as parts P462-1, and P463-2 and P464-2 included in parts P461-2 are also parts P463-1 and P464. Same as -1. The good practice and absorption type are displayed only when the teammate character is an event character incorporated in the event deck. Since the part P461-3 corresponds to the teammate character T10 other than the event character, the part P461-3 does not include parts corresponding to the parts P463-1 and P464-1.
 主人公キャラクタが練習を実行すると、主人公キャラクタに対するチームメイトキャラクタ、監督キャラクタ、及びスカウトキャラクタに評価が少し上昇する(図8のP541-3参照)。この点、主人公キャラクタが実行した練習に割り当てられたチームメイトキャラクタ、監督キャラクタ、又はスカウトキャラクタに関しては、主人公キャラクタに対する評価が通常よりも大きく上昇する(図8のP541-2参照)。 When the main character performs practice, the evaluation of the main character, teammate character, manager character, and scout character slightly increases (see P541-3 in FIG. 8). In this regard, with respect to the teammate character, manager character, or scout character assigned to the practice performed by the main character, the evaluation of the main character is significantly higher than usual (see P541-2 in FIG. 8).
 なお、図5では、パーツP463-1に示されるチームメイトキャラクタT1の得意練習(走塁練習)と、仮選択されている練習(走塁練習)とが一致している。すなわち、走塁練習が得意練習として設定されたチームメイトキャラクタT1(イベントキャラクタ)が走塁練習に割り当てられている。このような状態で主人公キャラクタが走塁練習を行った場合、主人公キャラクタに対するチームメイトキャラクタT1の評価が所定の基準よりも高ければ(例えば、評価が最大値になっていれば)、特殊なイベント(以下「スペシャルタッグトレーニングイベント」と記載する。)が発生する。スペシャルタッグトレーニングイベントが発生した場合には、通常の場合に比べて、経験点の増加量が多くなる。 In FIG. 5, the good practice (running practice) of the teammate character T1 shown in the part P463-1 matches the practice (skating practice) temporarily selected. In other words, the teammate character T1 (event character) set as the practice for good practice is assigned to the practice. When the hero character performs scolding practice in such a state, if the evaluation of the teammate character T1 with respect to the hero character is higher than a predetermined standard (for example, if the evaluation is the maximum value), a special event (Hereinafter referred to as “special tag training event”). When a special tag training event occurs, the amount of experience points increases compared to the normal case.
 図5では、チームメイトキャラクタT1が自らの得意練習と同じ練習項目に割り当てられているが、チームメイトキャラクタは自らの得意練習と同じ練習項目に割り当てられるとは限らず、自らの得意練習と異なる練習項目に割り当てられる場合もある。先述の通り、チームメイトキャラクタをどの練習項目に割り当てるのかはターンごとに確率情報に基づいて(ランダムに)決定される。 In FIG. 5, the teammate character T1 is assigned to the same practice item as his / her best practice, but the teammate character is not necessarily assigned to the same practice item as his / her best practice and is different from his / her best practice. Sometimes assigned to a practice item. As described above, to which practice item a teammate character is assigned is determined (randomly) based on probability information for each turn.
 さらに、練習コマンド画像G400はパーツP470を含む。本実施形態では、ライバルチームを調査することによって、調査したライバルチームの選手キャラクタ(ライバル選手キャラクタ)が吸収ターゲットとして設定され、吸収ターゲットとして設定されたライバル選手キャラクタから経験点又は特殊能力を修得するためのコツを吸収(取得)できるようになっている。パーツP470はこのような吸収機能に関連するパーツである。 Furthermore, the practice command image G400 includes a part P470. In this embodiment, by investigating the rival team, the player character (rival player character) of the investigated rival team is set as the absorption target, and the experience points or special abilities are acquired from the rival player character set as the absorption target. It is designed to absorb (acquire) tips. Part P470 is a part related to such an absorption function.
 なお、以下では、下記のような7つのライバルチームRA,RB,RC,RD,RE,RF,RGが存在しており、下記のような4人のライバル選手キャラクタが各ライバルチームに所属している場合を想定する。ただし、ライバルチームの数や、ライバルチームに所属するライバル選手キャラクタの数は下記の例に限られない。ライバルチームに所属するライバル選手キャラクタの数はライバルチームごとに異なっていてもよい。
・ライバルチームRA(ライバル選手キャラクタRA1,RA2,RA3,RA4)
・ライバルチームRB(ライバル選手キャラクタRB1,RB2,RB3,RB4)
・ライバルチームRC(ライバル選手キャラクタRC1,RC2,RC3,RC4)
・ライバルチームRD(ライバル選手キャラクタRD1,RD2,RD3,RD4)
・ライバルチームRE(ライバル選手キャラクタRE1,RE2,RE3,RE4)
・ライバルチームRF(ライバル選手キャラクタRF1,RF2,RF3,RF4)
・ライバルチームRG(ライバル選手キャラクタRG1,RG2,RG3,RG4)
In the following, there are seven rival teams RA, RB, RC, RD, RE, RF, and RG as shown below, and the following four rival player characters belong to each rival team. Assuming that However, the number of rival teams and the number of rival player characters belonging to the rival team are not limited to the following examples. The number of rival player characters belonging to the rival team may be different for each rival team.
・ Rival Team RA (Rival Player Characters RA1, RA2, RA3, RA4)
・ Rival Team RB (Rival Player Characters RB1, RB2, RB3, RB4)
・ Rival Team RC (Rival Player Characters RC1, RC2, RC3, RC4)
・ Rival Team RD (Rival Player Characters RD1, RD2, RD3, RD4)
・ Rival Team RE (Rival Player Characters RE1, RE2, RE3, RE4)
・ Rival Team RF (Rival Player Characters RF1, RF2, RF3, RF4)
・ Rival Team RG (Rival Player Characters RG1, RG2, RG3, RG4)
 各ターンでは、ライバルチームが調査ターゲット又は吸収ターゲットとして各練習項目に割り当てられる。各練習項目に割り当てられるライバルチームは確率情報に基づいて(ランダムに)決定される。 In each turn, a rival team is assigned to each practice item as a survey target or absorption target. The rival team assigned to each practice item is determined (randomly) based on the probability information.
 図7は、各練習項目へのチームメイトキャラクタ及びライバルチームの割り当ての一例を示している。なお図7では、ライバルチームが調査ターゲットとして各練習項目に割り当てられており、吸収ターゲットはいずれの練習項目にも割り当てられていない。後述するように、本実施形態では、調査ターゲットであるライバルチームに対する調査を実行することによって当該ライバルチームが吸収ターゲットとして設定されるため、育成パート開始時のターン等では、調査ターゲットのみがすべての練習項目に割り当てられ、吸収ターゲットがいずれの練習項目にも割り当てられていない状態になる。 FIG. 7 shows an example of assignment of teammate characters and rival teams to each practice item. In FIG. 7, the rival team is assigned to each practice item as a survey target, and the absorption target is not assigned to any practice item. As will be described later, in this embodiment, since the rival team is set as an absorption target by performing a survey on the rival team that is the survey target, only the survey target is included in the turn at the start of the training part. It is assigned to the exercise item, and the absorption target is not assigned to any exercise item.
 各練習項目に割り当てられるライバルチームは各ターンごとに決定され、各ターンごとに、各練習項目に割り当てられるライバルチームは変化する。なお、本実施形態では、一つのターンにおいて、一つの練習項目に対して複数のライバルチームが割り当てられることがないようになっている。また、本実施形態では、一つのターンにおいて、一つのライバルチームが複数の練習項目に割り当てられることもないようになっている。 The rival team assigned to each practice item is determined for each turn, and the rival team assigned to each practice item changes for each turn. In this embodiment, a plurality of rival teams are not assigned to one practice item in one turn. Further, in this embodiment, one rival team is not assigned to a plurality of practice items in one turn.
 パーツP470は、仮選択されている練習に割り当てられた調査ターゲットの情報を示す。図5では、走塁練習が仮選択されており、走塁練習には調査ターゲットとしてライバルチームRAが割り当てられているため、パーツP470はライバルチームRAの情報を示している。 Part P470 indicates information on the survey target assigned to the temporarily selected practice. In FIG. 5, scout practice is provisionally selected, and rival team RA is assigned to the scout practice as an investigation target, so part P470 shows information on rival team RA.
 具体的には、パーツP470はライバルチームRAの名称を示している。また、パーツP470は、ライバルチームRAに所属する4人のライバル選手キャラクタRA1,RA2,RA3,RA4にそれぞれ対応するパーツP471-1,P471-2,P471-3,P471-4を含んでいる。 Specifically, part P470 shows the name of rival team RA. The part P470 includes parts P471-1, P471-2, P471-3, and P471-4 corresponding to the four rival player characters RA1, RA2, RA3, and RA4 belonging to the rival team RA, respectively.
 パーツP471-1はライバル選手キャラクタRA1の画像及び名前を示している。また、パーツP471-1には、ライバル選手キャラクタRA1の詳細情報(例えばライバル選手キャラクタRA1が修得している特殊能力等)を表示部15に表示させる処理が関連付けられている。このため、パーツP471-1がユーザによって選択された場合には、ライバル選手キャラクタRA1の詳細情報を示す画像が表示部15に表示される。パーツP471-2,P471-3,P471-4もパーツP471-1と同様である。 Part P471-1 shows the image and name of rival player character RA1. Further, the part P471-1 is associated with a process for displaying detailed information of the rival player character RA 1 (for example, special abilities acquired by the rival player character RA 1) on the display unit 15. Therefore, when the part P471-1 is selected by the user, an image showing detailed information of the rival player character RA1 is displayed on the display unit 15. Parts P471-2, P471-3, and P471-4 are the same as parts P471-1.
 いずれかの練習項目が仮選択された状態でユーザがさらに当該練習項目を選択すると、実行対象(主人公キャラクタに実行させる練習項目)として当該練習項目が確定される。例えば、走塁練習が仮選択された状態(即ち、パーツP447が走塁練習に対応するパーツP443を指し示している状態)でユーザがさらにパーツP443を選択すると、実行対象として走塁練習が確定される。 When the user further selects the practice item in a state where any practice item is temporarily selected, the practice item is determined as an execution target (a practice item to be executed by the main character). For example, when the user further selects a part P443 in a state where the practice is temporarily selected (that is, the part P447 points to the part P443 corresponding to the practice), the practice is determined as an execution target. The
 いずれかの練習項目が実行対象として確定された場合、主人公キャラクタが当該練習項目の練習を実行する。この場合、実行された練習項目に基づいて、主人公キャラクタの経験点が増加する(図6参照)。例えば、レベル1の走塁練習が実行された場合には、主人公キャラクタの筋力ポイントが2ポイント増加し、敏捷ポイントが8ポイント増加する。 If any practice item is confirmed as an execution target, the main character will practice the practice item. In this case, the experience point of the hero character increases based on the practice item executed (see FIG. 6). For example, when level 1 scouting practice is executed, the hero character's strength points increase by 2 points and the agility points increase by 8 points.
 また、いずれかのライバルチームが調査ターゲットとして割り当てられた練習項目が実行対象として確定された場合には、当該ライバルチームの調査が実行される。この調査は、実行対象の練習項目に割り当てられたチームメイトキャラクタのうちのイベントキャラクタによって実行される。ライバルチームの調査が実行された場合には、当該ライバルチームに所属するライバル選手キャラクタのうちから、調査を実行したイベントキャラクタの数に応じた数のライバル選手キャラクタが吸収ターゲットとして捕らえられる(設定される)。後述するように、ライバル選手キャラクタが吸収ターゲットとして設定されると、以降のターンにおいて、当該ライバル選手キャラクタから経験点や特殊能力修得のためのコツを吸収(取得)することが可能な状態になる。 In addition, when a practice item assigned as an investigation target by any rival team is confirmed as an execution target, the investigation of the rival team is executed. This investigation is executed by an event character among the teammate characters assigned to the practice item to be executed. When a rival team survey is performed, rival player characters corresponding to the number of event characters that have been surveyed are captured as absorption targets among the rival player characters belonging to the rival team. ) As will be described later, when a rival player character is set as an absorption target, it becomes possible to absorb (acquire) tips for acquiring experience points and special abilities from the rival player character in subsequent turns. .
 図5,7では、ライバルチームRAが調査ターゲットとして走塁練習に割り当てられている。また、走塁練習に割り当てられたチームメイトキャラクタT1,T2,T10のうちに、イベントキャラクタである2人のチームメイトキャラクタT1,T2が含まれている。このため、走塁練習が実行対象として確定された場合には、ライバルチームRAの調査が2人のチームメイトキャラクタT1,T2によって実行される。 In Figs. 5 and 7, rival team RA is assigned to practice as a survey target. In addition, two teammate characters T1 and T2 which are event characters are included in the teammate characters T1, T2 and T10 assigned to the scolding practice. For this reason, when the running practice is determined as an execution target, the rival team RA is investigated by the two teammate characters T1 and T2.
 この場合、例えば、調査を実行した第1人目のチームメイトキャラクタT1によって、ライバルチームRAのうちの第1人目のライバル選手キャラクタRA1が吸収ターゲットとして捕らえられ、調査を実行した第2人目のチームメイトキャラクタT2によって、ライバルチームRAのうちの第2人目のライバル選手キャラクタRA2が吸収ターゲットとして捕らえられる。 In this case, for example, the first mate player character RA1 of the rival team RA is captured as an absorption target by the first team mate character T1 who has performed the survey, and the second team mate who has performed the survey. The character T2 captures the second rival player character RA2 of the rival team RA as an absorption target.
 またこの場合、チームメイトキャラクタT1の吸収タイプに基づいて、ライバル選手キャラクタRA1の吸収ターゲットタイプが設定される。同様に、チームメイトキャラクタT2の吸収タイプに基づいて、ライバル選手キャラクタRA2の吸収ターゲットタイプが設定される。例えば、チームメイトキャラクタT1の吸収タイプは「筋力」であるため(パーツP464-1)、ライバル選手キャラクタRA1の吸収ターゲットタイプが「筋力」に設定される。また、チームメイトキャラクタT2の吸収タイプは「敏捷」であるため(パーツP464-2)、ライバル選手キャラクタRA2の吸収ターゲットタイプが「敏捷」に設定される。 In this case, the absorption target type of the rival player character RA1 is set based on the absorption type of the teammate character T1. Similarly, the absorption target type of the rival player character RA2 is set based on the absorption type of the teammate character T2. For example, since the absorption type of the teammate character T1 is “muscle strength” (part P464-1), the absorption target type of the rival player character RA1 is set to “muscle strength”. Further, since the absorption type of the team mate character T2 is “agility” (part P464-2), the absorption target type of the rival player character RA2 is set to “agility”.
 後述するように、主人公キャラクタは、吸収ターゲットのライバル選手キャラクタから、当該ライバル選手キャラクタの吸収ターゲットタイプに応じた種類の経験点を吸収(取得)するようになっている。例えば、ライバル選手キャラクタRA1の吸収ターゲットタイプが「筋力」に設定され、ライバル選手キャラクタRA2の吸収ターゲットタイプが「敏捷」に設定されている場合には、主人公キャラクタはライバル選手キャラクタRA1から筋力ポイントを吸収し、ライバル選手キャラクタRA2から敏捷ポイントを吸収する。このため、「吸収ターゲットタイプ」とは、吸収ターゲットのライバル選手キャラクタからどの種類の経験点を吸収(取得)することが可能であるのかを示す。また、チームメイトキャラクタの「吸収タイプ」とは、当該チームメイトキャラクタが捕らえたライバル選手キャラクタの吸収ターゲットタイプがいずれに設定されるのかを示す。「吸収ターゲットタイプ」や「吸収タイプ」としては、5種類の経験点(筋力、敏捷、技術、変化球、及び精神ポイント)にそれぞれ対応する「筋力」、「敏捷」、「技術」、「変化球」、及び「精神」のいずれかが設定される。 As will be described later, the hero character absorbs (acquires) the types of experience points corresponding to the absorption target type of the rival player character from the absorption target rival player character. For example, when the absorption target type of the rival player character RA1 is set to “muscle strength” and the absorption target type of the rival player character RA2 is set to “agility”, the hero character receives a strength point from the rival player character RA1. Absorb and absorb agility points from rival player character RA2. For this reason, the “absorption target type” indicates what kind of experience points can be absorbed (acquired) from the rival player character of the absorption target. The “absorption type” of the teammate character indicates which of the absorption target types of the rival player character captured by the teammate character is set. "Absorption target type" and "Absorption type" are "muscle strength", "agility", "technology", "change" corresponding to each of five types of experience points (muscle strength, agility, technology, change ball and mental point) Either “sphere” or “spirit” is set.
 以上のように、本実施形態では、実行対象の練習項目の選択操作が、ライバルチームを調査ターゲットとして選択したり、当該ライバルチームのうちから吸収ターゲットとして捕らえるライバル選手キャラクタの数や吸収ターゲットタイプを指定したりする操作にも相当しているため、ユーザはチームメイト領域A460やパーツP470を見ながら、練習項目の効果だけでなく、練習項目に割り当てられたイベントキャラクタの数及び吸収タイプや、練習項目に調査ターゲットとして割り当てられたライバルチームも勘案して、実行対象の練習項目の選択操作を行う必要がある。 As described above, in the present embodiment, the selection of the practice item to be executed is performed by selecting the rival team as an investigation target, the number of rival player characters to be captured as an absorption target from the rival team, and the absorption target type. Since this corresponds to the operation to specify, the user can see not only the effect of the practice item but also the number of event characters assigned to the practice item, the absorption type, and the practice while looking at the teammate area A460 and the part P470. It is necessary to select the practice item to be executed in consideration of the rival team assigned to the item as the survey target.
 なお、以上に説明した実施形態では、ライバルチームのうちから所定の順序(例えばIDの昇順)に従ってライバル選手キャラクタが吸収ターゲットとして捕らえられるようになっていたが、吸収ターゲットとして捕らえられるライバル選手キャラクタがライバルチームのうちから確率情報に基づいて(ランダムに)決定されてもよい。また、調査ターゲットのライバルチームに対する調査は、イベントキャラクタ以外のチームキャラクタによって実行されてもよい。すなわち、調査ターゲットのライバルチームのうちから、実行対象として確定された練習項目に割り当てられたチームメイトキャラクタ(イベントキャラクタ以外も含む)の数に対応する数のライバル選手キャラクタが吸収ターゲットとして捕らえられてもよい。 In the embodiment described above, the rival player character is captured as the absorption target in accordance with a predetermined order (for example, ascending order of ID) from the rival team. However, the rival player character captured as the absorption target is It may be determined (randomly) based on probability information from the rival teams. Further, the survey for the rival team of the survey target may be executed by a team character other than the event character. That is, rival player characters of the number corresponding to the number of teammate characters (including those other than event characters) assigned to practice items determined as execution targets are captured as absorption targets from the rival teams of the survey target. Also good.
 [2-3-3]いずれかの練習項目が実行対象として確定された場合(すなわち、主人公キャラクタが練習を実行した場合)、主人公キャラクタの練習結果を示す練習結果画像が表示部15に表示される。図8は練習結果画像の一例を示す。図8に示すように、練習結果画像G500はパーツP510,P520,P530を含む。パーツP510,P520,P530はメインコマンド画像G300のパーツP310,P320,P330と同様である。ただし、練習が実行されたことによって主人公キャラクタの体力パラメータが減少した結果として、パーツP530内のゲージは図4,5に比べて短くなっている。 [2-3-3] When any practice item is determined as an execution target (that is, when the main character performs practice), a practice result image showing the practice result of the main character is displayed on the display unit 15. The FIG. 8 shows an example of a practice result image. As shown in FIG. 8, the practice result image G500 includes parts P510, P520, and P530. Parts P510, P520, and P530 are the same as parts P310, P320, and P330 of the main command image G300. However, the gauge in the part P530 is shorter than that in FIGS.
 図8に示すように、練習結果画像G500は、主人公キャラクタの練習結果を示すパーツP540を含む。パーツP540は、主人公キャラクタが練習を実行したことによる各種パラメータの変化内容を示すテキストを含む。 As shown in FIG. 8, the practice result image G500 includes a part P540 showing the practice result of the main character. Part P540 includes text indicating changes in various parameters due to the execution of practice by the main character.
 図8は、主人公キャラクタがレベル1の走塁練習を実行した場合を示している。図8では、(a)主人公キャラクタが走塁練習を実行したことによって、筋力ポイントが2ポイント増加し、敏捷ポイントが8ポイント増加し、体力パラメータが25ポイント減少したことを示すパーツP541-1と、(b)走塁練習に割り当てられていたチームメイトキャラクタT1,T2,T10の主人公キャラクタに対する評価が7ポイント増加したことを示すパーツP541-2と、(c)他のチームメイトキャラクタ、監督キャラクタ、及びスカウトキャラクタの主人公キャラクタに対する評価が1ポイント増加したことを示すパーツP541-3と、(d)ライバルチームRAのライバル選手キャラクタRA1,RA2を吸収ターゲットとして捕らえたことを示すパーツP541-4とがパーツP540内に含まれている。 FIG. 8 shows a case where the hero character performs level 1 practice. In FIG. 8, (a) Part P541-1 indicating that the hero character has increased muscular strength points by 2 points, increased agility points by 8 points, and decreased stamina parameters by 25 points as a result of performing skating exercises. (B) Part P541-2 indicating that the evaluation of the main character of the teammate characters T1, T2, and T10 assigned to the practice is increased by 7 points, and (c) other teammate characters and manager characters. And part P541-3 indicating that the evaluation of the main character of the scout character has increased by 1 point, and (d) part P541-4 indicating that rival player characters RA1 and RA2 of rival team RA have been captured as absorption targets Is included in the part P540.
 [2-3-4]練習結果画像G500が表示された後、次のターンになり、再び、メインコマンド画像G300が表示部15に表示される。また、この場合、パーツP351(練習)が選択されると、再び、練習コマンド画像G400が表示部15に表示される。 [2-3-4] After the practice result image G500 is displayed, the next turn is displayed, and the main command image G300 is displayed on the display unit 15 again. In this case, when the part P351 (practice) is selected, the practice command image G400 is displayed on the display unit 15 again.
 図9は、上記次のターンにおける各練習項目へのチームメイトキャラクタ及びライバルチームの割り当ての一例を示す。図10は、このターンにおける練習コマンド画像G400の一例を示す。 FIG. 9 shows an example of assignment of teammate characters and rival teams to each practice item in the next turn. FIG. 10 shows an example of the practice command image G400 in this turn.
 図9では、ライバルチームRAのライバル選手キャラクタRA1,RA2が吸収ターゲットとして筋力練習に割り当てられている。本実施形態では、同一のライバルチームに所属するライバル選手キャラクタは同一の練習項目に割り当てられるようになっている。 In FIG. 9, rival player characters RA1 and RA2 of the rival team RA are assigned to muscle exercise as absorption targets. In this embodiment, rival player characters belonging to the same rival team are assigned to the same practice item.
 なお、図9において、ライバル選手キャラクタRA1,RA2の下に表示された括弧内の数値は、吸収ターゲットとして設定されたライバル選手キャラクタRA1,RA2からの吸収可能残量を示している。 In FIG. 9, the numerical values in parentheses displayed below the rival player characters RA1 and RA2 indicate the remaining absorbable amounts from the rival player characters RA1 and RA2 set as the absorption target.
 本実施形態では、吸収ターゲットとして設定されたライバル選手キャラクタから吸収可能な経験点の総量(以下「吸収可能総量」と呼ぶ。)が設定される。吸収可能総量は、吸収ターゲットとして設定されたライバル選手キャラクタの数(以下「吸収ターゲット数」と呼ぶ。)に基づいて設定される。 In this embodiment, the total amount of experience points that can be absorbed from the rival player character set as the absorption target (hereinafter referred to as “absorbable total amount”) is set. The total absorbable amount is set based on the number of rival player characters set as absorption targets (hereinafter referred to as “absorption target number”).
 図11は、吸収ターゲット数と吸収可能総量との対応関係を示す吸収可能総量データD102の一例を示す。図11に示すように、吸収ターゲット数が多くなるほど、吸収可能総量が多くなるようになっている。図11では、吸収ターゲット数が「1」である場合の吸収可能総量が「30ポイント」に設定されており、吸収ターゲット数が「2」である場合の吸収可能総量が「90ポイント」に設定されている。すなわち、図11では、吸収ターゲット数が2倍になると、吸収可能総量は3倍になるように設定されている。要するに、吸収ターゲット数がn倍になると、吸収可能総量はm倍(n<m)になるように設定されている。 FIG. 11 shows an example of the absorbable total amount data D102 indicating the correspondence between the number of absorption targets and the absorbable total amount. As shown in FIG. 11, as the number of absorption targets increases, the total absorbable amount increases. In FIG. 11, the total absorbable amount when the number of absorption targets is “1” is set to “30 points”, and the total absorbable amount when the number of absorption targets is “2” is set to “90 points”. Has been. That is, in FIG. 11, when the number of absorption targets is doubled, the total absorbable amount is set to be tripled. In short, when the number of absorption targets becomes n times, the total absorbable amount is set to m times (n <m).
 本実施形態では、吸収ターゲットのライバル選手キャラクタから、最大で、吸収可能総量に相当する量の経験点を吸収(取得)することができる。「吸収可能残量」は、吸収ターゲットのライバル選手キャラクタから吸収可能な経験点の残量を示す。ライバル選手キャラクタが吸収ターゲットとして設定された直後のターンでは、吸収可能残量が吸収可能総量と等しくなる。ライバル選手キャラクタRA1,RA2が吸収ターゲットとして設定された場合には吸収可能総量が90ポイントに設定されるため(図11参照)、図9では吸収可能残量が90ポイント(吸収可能総量)になっている。 In the present embodiment, it is possible to absorb (acquire) the maximum amount of experience points corresponding to the total absorbable amount from the rival player character of the absorption target. The “absorbable remaining amount” indicates the remaining amount of experience points that can be absorbed from the rival player character of the absorption target. In the turn immediately after the rival player character is set as the absorption target, the remaining absorbable amount becomes equal to the total absorbable amount. When the rival player characters RA1 and RA2 are set as the absorption target, the total absorbable amount is set to 90 points (see FIG. 11), and therefore, the absorbable remaining amount is 90 points (absorbable total amount) in FIG. ing.
 なお、図9に示すターンでは、吸収ターゲットとして設定されているのがライバルチームRAのライバル選手キャラクタRA1,RA2のみであるため、筋力練習以外の各練習項目には吸収ターゲットが割り当てられず、調査ターゲットが割り当てられる。図9では、ライバルチームRBが調査ターゲットとして打撃練習に割り当てられ、ライバルチームRCが調査ターゲットとして走塁練習に割り当てられ、ライバルチームRDが調査ターゲットとして肩力練習に割り当てられ、ライバルチームREが調査ターゲットとして守備練習に割り当てられ、ライバルチームRFが調査ターゲットとしてメンタル練習に割り当てられている。先述の通り、調査ターゲットとして練習項目に割り当てられるライバルチームはターンごとに確率情報に基づいて(ランダムに)決定される。 In addition, in the turn shown in FIG. 9, only the rival player characters RA1 and RA2 of the rival team RA are set as the absorption target. Therefore, the absorption target is not assigned to each practice item other than the muscular strength practice. A target is assigned. In FIG. 9, the rival team RB is assigned to the batting practice as the investigation target, the rival team RC is assigned to the running practice as the investigation target, the rival team RD is assigned to the shoulder practice as the investigation target, and the rival team RE investigates. The target is assigned to defensive practice, and the rival team RF is assigned as the research target to mental practice. As described above, rival teams assigned to practice items as survey targets are determined (randomly) based on probability information for each turn.
 図10に示す練習コマンド画像G400では筋力練習が仮選択されている。筋力練習にはチームメイトキャラクタT11,T12が割り当てられているため(図9参照)、図10では、チームメイトキャラクタT11,T12にそれぞれ対応するパーツP461-4,P461-5がチームメイト領域A460に含まれている。パーツP461-4,P461-5は図5のパーツP461-3と同様であり、パーツP461-4,P461-5に含まれるパーツP462-4,P462-5も図5のパーツP462-3と同様である。 In the practice command image G400 shown in FIG. 10, muscular strength practice is provisionally selected. Since teammate characters T11 and T12 are assigned to the muscular strength practice (see FIG. 9), in FIG. 10, parts P461-4 and P461-5 corresponding to the teammate characters T11 and T12 respectively are in the teammate area A460. include. Parts P461-4 and P461-5 are the same as parts P461-3 in FIG. 5, and parts P462-4 and P462-5 included in parts P461-4 and P461-5 are the same as parts P462-3 in FIG. It is.
 また、仮選択されている練習項目に吸収ターゲットが割り当てられている場合には、仮選択されている練習項目に割り当てられている吸収ターゲットの情報を示すパーツP480が表示される。図9,10では、筋力練習にはライバルチームRAのライバル選手キャラクタRA1,RA2が吸収ターゲットとして割り当てられているため、筋力練習が仮選択されている場合には、図10に示すように、ライバルチームRAのライバル選手キャラクタRA1,RA2の情報を示すパーツP480が表示される。 Further, when an absorption target is assigned to the temporarily selected exercise item, a part P480 indicating information on the absorption target assigned to the temporarily selected exercise item is displayed. 9 and 10, rival player characters RA1 and RA2 of the rival team RA are assigned to the muscle strength exercise as absorption targets. Therefore, when strength exercise is temporarily selected, as shown in FIG. A part P480 indicating information on rival player characters RA1 and RA2 of team RA is displayed.
 図10では、パーツP480はライバルチームRAの名称を示している。また、パーツP480は、ライバルチームRAに所属するライバル選手キャラクタRA1~RA4のうちの、吸収ターゲットとして設定された2人のライバル選手キャラクタRA1,RA2にそれぞれ対応するパーツP481-1,P481-2を含んでいる。 In FIG. 10, the part P480 indicates the name of the rival team RA. Parts P480 include parts P481-1 and P481-2 respectively corresponding to two rival player characters RA1 and RA2 set as absorption targets among the rival player characters RA1 to RA4 belonging to the rival team RA. Contains.
 パーツP481-1は、ライバル選手キャラクタRA1の画像及び名前とともに、ライバル選手キャラクタRA1の吸収ターゲットタイプ(筋力)を示している。先述したように、ライバル選手キャラクタRA1の吸収ターゲットタイプは、ライバル選手キャラクタRA1から吸収(取得)される経験点の種類を示しており、ライバル選手キャラクタRA1の吸収ターゲットタイプは、ライバル選手キャラクタRA1を調査した(捕らえた)チームメイトキャラクタの吸収タイプに基づいて決定される。なお、パーツP481-1には、ライバル選手キャラクタRA1の詳細情報(例えばライバル選手キャラクタRA1が修得している特殊能力等)を表示部15に表示させる処理が関連付けられている。このため、パーツP481-1がユーザによって選択された場合には、ライバル選手キャラクタRA1の詳細情報を示す画像が表示部15に表示される。パーツP481-2もパーツP481-1と同様である。 Part P481-1 indicates the absorption target type (muscle strength) of the rival player character RA1 together with the image and name of the rival player character RA1. As described above, the absorption target type of the rival player character RA1 indicates the kind of experience points absorbed (acquired) from the rival player character RA1, and the absorption target type of the rival player character RA1 is the rival player character RA1. It is determined based on the absorption type of the teammate character investigated (captured). The part P481-1 is associated with a process for causing the display unit 15 to display detailed information of the rival player character RA1 (for example, special abilities acquired by the rival player character RA1). For this reason, when the part P481-1 is selected by the user, an image showing detailed information of the rival player character RA1 is displayed on the display unit 15. Part P481-2 is similar to part P481-1.
 さらに、パーツP480は、ゲージ画像に相当するパーツP482を含む。パーツP482は、吸収ターゲットであるライバル選手キャラクタRA1,RA2からの吸収可能残量を示す。パーツP482内のゲージ(図10に示す例では、斜線が付された部分と黒く塗り潰された部分とを足した部分)が長いほど、吸収可能残量が多いことを示す。後述するように、筋力練習が実行された場合には、主人公キャラクタがライバル選手キャラクタRA1,RA2から経験点を吸収(取得)するように演出され、その取得された量だけ、ライバル選手キャラクタRA1,RA2からの吸収可能残量が減少する。この点、パーツP482のうちの、黒色に塗り潰された部分は、筋力練習が実行されることによって吸収可能残量がどれだけ減少するのかを示しており、斜線が付された部分は、筋力練習が実行された後の吸収可能残量を示している。このため、ユーザはパーツP482を参照することによって、仮選択されている練習項目が実行されることによって吸収可能残量がどれだけ減少するのかや、仮選択されている練習項目が実行された後の吸収可能残量を事前に把握できる。 Furthermore, the part P480 includes a part P482 corresponding to the gauge image. Part P482 indicates the remaining absorbable amount from the rival player characters RA1 and RA2 that are the absorption targets. The longer the gauge in the part P482 (in the example illustrated in FIG. 10, the part obtained by adding the hatched part and the blacked-out part) indicates that the remaining amount of absorption is larger. As will be described later, when the muscular strength practice is executed, the hero character is directed to absorb (acquire) experience points from the rival player characters RA1 and RA2, and the rival player character RA1 is obtained by the acquired amount. Absorbable remaining amount from RA2 decreases. In this respect, the part filled in black in part P482 indicates how much the remaining amount of absorption can be reduced by executing strength exercise, and the shaded portion indicates strength exercise Indicates the remaining amount of water that can be absorbed after. For this reason, the user refers to the part P482 to see how much the absorbable remaining amount is reduced by executing the temporarily selected practice item, and after the temporarily selected practice item is executed. It is possible to know in advance how much water can be absorbed.
 図9,10に示すターンで筋力練習が実行対象として確定された場合(すなわち、主人公キャラクタが筋力練習を実行した場合)には、筋力練習に吸収ターゲットとして割り当てられたライバルチームRAのライバル選手キャラクタRA1,RA2から経験点を主人公キャラクタが吸収(取得)するように演出される。具体的には、主人公キャラクタが、ライバル選手キャラクタRA1の吸収ターゲットタイプ(筋力)に応じた種類の経験点(筋力ポイント)をライバル選手キャラクタRA1から取得し、ライバル選手キャラクタRA2の吸収ターゲットタイプ(敏捷)に応じた種類の経験点(敏捷ポイント)をライバル選手キャラクタRA2から取得するように演出される。この場合、吸収量は、筋力練習に割り当てられたチームメイトキャラクタの数に基づいて決定される。 When the strength exercise is determined as an execution target in the turn shown in FIGS. 9 and 10 (that is, when the main character performs the strength exercise), the rival player character of the rival team RA assigned to the strength exercise as an absorption target It is produced so that the main character absorbs (acquires) the experience points from RA1 and RA2. Specifically, the hero character obtains from the rival player character RA1 experience points (muscle strength points) of a kind corresponding to the absorption target type (muscle strength) of the rival player character RA1, and the absorption target type (agility) of the rival player character RA2. ) According to the type of experience point (agility point) is obtained from the rival player character RA2. In this case, the amount of absorption is determined based on the number of teammate characters assigned to the muscular strength practice.
 図12は、チームメイトキャラクタの数(以下「チームメイト数」と呼ぶ。)と吸収量との対応関係を示す吸収量データD103の一例を示す。図12に示すように、チームメイト数が多くなるほど、吸収量が多くなるようになっている。図9,10では、2人のチームメイトキャラクタT11,T12が筋力練習に割り当てられており、かつ、図12では、チームメイト数が「2」である場合の吸収量は「9ポイント」に設定されているため、吸収量が9ポイントに設定される。この場合、主人公キャラクタはライバル選手キャラクタRA1から筋力ポイントを9ポイント取得し、ライバル選手キャラクタRA2から敏捷ポイントを9ポイント取得するように演出される。 FIG. 12 shows an example of the absorption amount data D103 indicating the correspondence between the number of teammate characters (hereinafter referred to as “number of teammates”) and the absorption amount. As shown in FIG. 12, the amount of absorption increases as the number of teammates increases. 9 and 10, two teammate characters T11 and T12 are assigned to strength training, and in FIG. 12, the amount of absorption when the number of teammates is “2” is set to “9 points”. Therefore, the absorption amount is set to 9 points. In this case, the main character is rendered to acquire 9 points of strength points from the rival player character RA1 and to acquire 9 points of agility points from the rival player character RA2.
 通常、レベル1の筋力練習が実行された場合の筋力及び敏捷ポイントの増加量はそれぞれ8ポイント及び0ポイントであるが(図6参照)、先述の通り、主人公キャラクタはライバル選手キャラクタRA1から筋力ポイントを9ポイント取得し、ライバル選手キャラクタRA2から敏捷ポイントを9ポイント取得することになるため、図10では、パーツP450内の筋力及び敏捷ポイントにそれぞれ関連付けて「+8+9」及び「+0+9」が表示されている。なお、この場合、ライバル選手キャラクタRA1,RA2からの吸収可能残量は18ポイント減少することになるため、パーツP482のうちの、黒色に塗り潰された部分の長さは18ポイントに対応している。 Normally, the amount of increase in strength and agility points when a level 1 strength exercise is executed is 8 points and 0 points, respectively (see FIG. 6), but as described above, the main character is a strength point from the rival player character RA1. 9 points and 9 points of agility points are acquired from the rival player character RA2. In FIG. 10, “+ 8 + 9” and “+ 0 + 9” are displayed in association with the strength and agility points in the part P450, respectively. Yes. In this case, the absorbable remaining amount from the rival player characters RA1 and RA2 is reduced by 18 points. Therefore, the length of the blacked out part of the part P482 corresponds to 18 points. .
 図13は、図9,10に示すターンで筋力練習が実行対象として確定された場合(すなわち、主人公キャラクタが筋力練習を実行した場合)に表示部15に表示される練習結果画像G500の一例を示す。 FIG. 13 shows an example of a practice result image G500 displayed on the display unit 15 when the strength exercise is determined as an execution target in the turns shown in FIGS. 9 and 10 (that is, when the main character performs the strength exercise). Show.
 図13に示すように、この場合の練習結果画像G500のパーツP540内には、(a)主人公キャラクタが筋力練習を実行し、かつ、主人公キャラクタがライバル選手キャラクタRA1,RA2から経験点(筋力ポイント、敏捷ポイント)を取得したことによって、筋力ポイントが17ポイント増加し、敏捷ポイントが9ポイント増加し、精神ポイントが2ポイント増加し、体力パラメータが25ポイント減少したことを示すパーツP542-1と、(b)筋力練習に割り当てられていたチームメイトキャラクタT11,T12の主人公キャラクタに対する評価が7ポイント増加したことを示すパーツP542-2と、(c)他のチームメイトキャラクタ、監督キャラクタ、及びスカウトキャラクタの主人公キャラクタに対する評価が1ポイント増加したことを示すパーツP542-3と、(d)ライバルチームRAのライバル選手キャラクタRA1,RA2からの吸収可能残量が18ポイント減少したことを示すパーツP542-4とが含まれている。 As shown in FIG. 13, in the part P540 of the practice result image G500 in this case, (a) the hero character performs strength exercises, and the hero character receives experience points (muscle strength points) from the rival player characters RA1 and RA2. , Agility points), muscle points increased by 17 points, agility points increased by 9 points, mental points increased by 2 points, and health parameter decreased by 25 points, part P542-1. (B) Part P542-2 indicating that the evaluation of the main character of the team mate characters T11, T12 assigned to the muscular strength practice has increased by 7 points, and (c) other team mate characters, manager characters, and scout characters 1 for the main character And parts P542-3 indicating that the increase Into, are included and part P542-4 indicating that it can absorb the remaining 18-point drop from the rival player character RA1, RA2 of (d) rival team RA.
 [2-3-5]図14は、図13に示した練習結果画像G500が表示された直後のターンにおける各練習項目へのチームメイトキャラクタ及びライバルチームの割り当ての一例を示す。 [2-3-5] FIG. 14 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the practice result image G500 shown in FIG. 13 is displayed.
 このターンにおいても、吸収ターゲットとして設定されたライバルチームRAのライバル選手キャラクタRA1,RA2がいずれかの練習項目に割り当てられる。図14では、ライバルチームRAのライバル選手キャラクタRA1,RA2が打撃練習に吸収ターゲットとして割り当てられている。このように、吸収ターゲットとして割り当てる先の練習項目もターンごとに確率情報に基づいて(ランダムに)変化する。 Also in this turn, the rival player characters RA1 and RA2 of the rival team RA set as the absorption target are assigned to any practice item. In FIG. 14, the rival player characters RA1 and RA2 of the rival team RA are assigned as absorption targets for the batting practice. In this way, the previous practice item assigned as an absorption target also changes (randomly) based on the probability information for each turn.
 このターンにおいても、吸収ターゲットとして設定されているのはライバルチームRAのライバル選手キャラクタRA1,RA2のみであるため、打撃練習以外の各練習項目には吸収ターゲットが割り当てられず、調査ターゲットが割り当てられる。図14では、ライバルチームRCが調査ターゲットとして筋力練習に割り当てられ、ライバルチームRDが調査ターゲットとして走塁練習に割り当てられ、ライバルチームREが調査ターゲットとして肩力練習に割り当てられ、ライバルチームRGが調査ターゲットとして守備練習に割り当てられ、ライバルチームRBが調査ターゲットとしてメンタル練習に割り当てられている。 Also in this turn, since only the rival player characters RA1 and RA2 of the rival team RA are set as the absorption target, an absorption target is not assigned to each practice item other than the batting practice, and an investigation target is assigned. . In FIG. 14, the rival team RC is assigned to the strength exercise as the survey target, the rival team RD is assigned to the running exercise as the survey target, the rival team RE is assigned to the shoulder exercise as the survey target, and the rival team RG investigates. The target is assigned to the defensive practice, and the rival team RB is assigned to the mental practice as the investigation target.
 図14に示すターンでは、メンタル練習に調査ターゲットとしてライバルチームRBが割り当てられており、かつ、メンタル練習に割り当てられたチームメイトキャラクタT3,T4,T6,T13のうちの3人のチームメイトキャラクタT3,T4,T6がイベントキャラクタであるため、例えば、実行対象としてメンタル練習が選択された場合、チームメイトキャラクタT3,T4,T6によってライバルチームRBの調査が実行される。 In the turn shown in FIG. 14, the rival team RB is assigned as the investigation target for the mental practice, and three teammate characters T3 among the teammate characters T3, T4, T6, and T13 assigned for the mental practice. , T4, and T6 are event characters, for example, when mental practice is selected as the execution target, the teammate characters T3, T4, and T6 investigate the rival team RB.
 この場合、例えば、調査を実行した第1人目のチームメイトキャラクタT3によって、ライバルチームRBのうちの第1人目のライバル選手キャラクタRB1が吸収ターゲットとして捕らえられ(設定され)、調査を実行した第2人目のチームメイトキャラクタT4によって、ライバルチームRBのうちの第2人目のライバル選手キャラクタRB2が吸収ターゲットとして捕らえられ(設定され)、調査を実行した第3人目のチームメイトキャラクタT6によって、ライバルチームRBのうちの第3人目のライバル選手キャラクタRB3が吸収ターゲットとして捕らえられる(設定される)。なお、チームメイトキャラクタT3,T4,T6によって捕らえられるライバル選手キャラクタは、ライバルチームRBのうちから確率情報に基づいて(ランダムに)決定されてもよい。 In this case, for example, the first teammate character T3 who has performed the survey captures (sets) the first rival player character RB1 of the rival team RB as an absorption target, and performs the second survey. The second rival player character RB2 of the rival team RB is captured (set) by the third teammate character T6 and the rival team RB is executed by the third teammate character T6 who has conducted the survey. The third rival player character RB3 is captured (set) as an absorption target. The rival player character captured by the teammate characters T3, T4, and T6 may be determined (randomly) based on the probability information from the rival team RB.
 またこの場合、チームメイトキャラクタT3の吸収タイプは「技術」であるため(図3のP231-3参照)、ライバル選手キャラクタRB1の吸収ターゲットタイプが「技術」に設定される。同様に、チームメイトキャラクタT4の吸収タイプは「精神」であるため(図3のP231-4参照)、ライバル選手キャラクタRB2の吸収ターゲットタイプが「精神」に設定される。さらに、チームメイトキャラクタT6の吸収タイプは「技術」であるため(図3のP232参照)、ライバル選手キャラクタRB3の吸収ターゲットタイプが「技術」に設定される。またこの場合、吸収ターゲット数が「3」であるため、ライバル選手キャラクタRB1~RB3からの吸収可能総量は180ポイントに設定される(図11参照)。 In this case, since the absorption type of the teammate character T3 is “technology” (see P231-3 in FIG. 3), the absorption target type of the rival player character RB1 is set to “technology”. Similarly, since the absorption type of the teammate character T4 is “spirit” (see P231-4 in FIG. 3), the absorption target type of the rival player character RB2 is set to “spirit”. Furthermore, since the absorption type of the teammate character T6 is “technology” (see P232 in FIG. 3), the absorption target type of the rival player character RB3 is set to “technology”. In this case, since the number of absorption targets is “3”, the total absorbable amount from the rival player characters RB1 to RB3 is set to 180 points (see FIG. 11).
 図15は、図14に示すターンで実行対象としてメンタル練習が選択された場合の直後のターンにおける各練習項目へのチームメイトキャラクタ及びライバルチームの割り当ての一例を示す。 FIG. 15 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the mental practice is selected as the execution target in the turn shown in FIG.
 まず、図15に示すターンでは、吸収ターゲットとして設定されたライバルチームRAのライバル選手キャラクタRA1,RA2がいずれかの練習項目に割り当てられる。図15では、ライバル選手キャラクタRA1,RA2が吸収ターゲットとしてメンタル練習に割り当てられている。 First, in the turn shown in FIG. 15, the rival player characters RA1 and RA2 of the rival team RA set as the absorption target are assigned to any practice item. In FIG. 15, rival player characters RA1 and RA2 are assigned to the mental practice as absorption targets.
 なお、図14に示したターンにおいて実行対象としてメンタル練習が選択された場合には、ライバルチームRAのライバル選手キャラクタRA1,RA2からの経験点の吸収は実行されないが、本実施形態では、このような場合でも、ライバル選手キャラクタRA1,RA2からの吸収可能残量が所定量減少するようになっている。例えば、ライバル選手キャラクタRA1,RA2からの吸収可能残量が3ポイント減少するようになっている。このため、図15では、ライバル選手キャラクタRA1,RA2からの吸収可能残量が69ポイント(=72-3ポイント)になっている。 Note that when mental exercise is selected as an execution target in the turn shown in FIG. 14, the absorption of experience points from the rival player characters RA1 and RA2 of the rival team RA is not executed, but in the present embodiment, this is the case. Even in such a case, the absorbable remaining amount from the rival player characters RA1 and RA2 is reduced by a predetermined amount. For example, the remaining absorbable amount from the rival player characters RA1 and RA2 is reduced by 3 points. Therefore, in FIG. 15, the absorbable remaining amount from the rival player characters RA1 and RA2 is 69 points (= 72-3 points).
 また、図15に示すターンでは、ライバルチームRBのライバル選手キャラクタRB1~RB3も吸収ターゲットとして設定されているため、ライバル選手キャラクタRB1~RB3も吸収ターゲットとしていずれかの練習項目に割り当てられる。本実施形態では、異なるライバルチームのライバル選手キャラクタが同一の練習項目に割り当てられないようになっている。図15では、ライバル選手キャラクタRB1~RB3が吸収ターゲットとして守備練習に割り当てられている。 Further, in the turn shown in FIG. 15, since the rival player characters RB1 to RB3 of the rival team RB are also set as absorption targets, the rival player characters RB1 to RB3 are also assigned to any practice item as an absorption target. In this embodiment, rival player characters of different rival teams are not assigned to the same practice item. In FIG. 15, rival player characters RB1 to RB3 are assigned to the defensive practice as absorption targets.
 なお、メンタル練習及び守備練習以外の各練習項目には吸収ターゲットが割り当てられず、調査ターゲットが割り当てられる。図15では、ライバルチームRGが調査ターゲットとして打撃練習に割り当てられ、ライバルチームRCが調査ターゲットとして筋力練習に割り当てられ、ライバルチームRFが調査ターゲットとして走塁練習に割り当てられ、ライバルチームRDが調査ターゲットとして肩力練習に割り当てられている。 In addition, an absorption target is not assigned to each practice item other than mental practice and defensive practice, and a survey target is assigned. In FIG. 15, rival team RG is assigned as a research target for batting practice, rival team RC is assigned as a research target for strength practice, rival team RF is assigned as a research target for running practice, and rival team RD is the research target. As assigned to shoulder strength practice.
 [2-3-6]図16は、図15に示したターンよりも後のターンにおける各練習項目へのチームメイトキャラクタ及びライバルチームの割り当ての一例を示す。 [2-3-6] FIG. 16 shows an example of assignment of teammate characters and rival teams to each practice item in the turn after the turn shown in FIG.
 図16に示すターンでは、ライバルチームRAのライバル選手キャラクタRA1,RA2が吸収ターゲットとして走塁練習に割り当てられており、ライバル選手キャラクタRA1,RA2からの吸収可能残量が3ポイントになっている。また、チームメイトキャラクタT1,T3,T13が走塁練習に割り当てられている。 In the turn shown in FIG. 16, the rival player characters RA1 and RA2 of the rival team RA are assigned to the running practice as an absorption target, and the remaining absorbable amount from the rival player characters RA1 and RA2 is 3 points. In addition, teammate characters T1, T3, and T13 are assigned to practice running.
 図17は、このターンでの練習コマンド画像G400の一例を示す。図17では走塁練習が仮選択されている。走塁練習にはチームメイトキャラクタT1,T3,T13が割り当てられているため、チームメイト領域A460には、チームメイトキャラクタT1,T3,T13にそれぞれ対応するパーツP461-1,P461-6,P461-7が含まれている。パーツP461-1は図3のパーツP461-1と同じものである。パーツP461-6はパーツP461-1と同様であり、パーツP461-6に含まれるパーツP462-6,P463-6,P464-6はパーツP462-1,P463-1,P464-1と同様である。パーツP461-7は図5のパーツP461-3と同様であり、パーツP461-7に含まれるパーツP462-7も図5のパーツP462-3と同様である。 FIG. 17 shows an example of the practice command image G400 for this turn. In FIG. 17, the practice of scolding is provisionally selected. Since teammate characters T1, T3, and T13 are assigned to the scouting practice, parts P461-1, P461-6, and P461 corresponding to the teammate characters T1, T3, and T13, respectively, are assigned to the teammate area A460. 7 is included. Part P461-1 is the same as part P461-1 in FIG. The part P461-6 is the same as the part P461-1, and the parts P462-6, P463-6, and P464-6 included in the part P461-6 are the same as the parts P462-1, P463-1, and P464-1. . The part P461-7 is the same as the part P461-3 in FIG. 5, and the part P462-7 included in the part P461-7 is the same as the part P462-3 in FIG.
 図17では、仮選択されている練習項目(走塁練習)と、当該練習項目に割り当てられているチームメイトキャラクタT1の得意練習(走塁練習)とが一致している。さらに、パーツP462-1内のゲージが最大まで伸びており、主人公キャラクタに対するチームメイトキャラクタT1の評価が最大値になっている。先述したように、このような状態で走塁練習が実行対象として確定されると、スペシャルタッグトレーニングイベントが発生する。通常、レベル1の走塁練習が実行された場合には、筋力ポイントが2ポイント増加し、敏捷ポイントが8ポイント増加するが(図6参照)、スペシャルタッグトレーニングイベントが発生した場合には、通常の経験点の2倍の経験点が主人公キャラクタに付与される。すなわち、筋力ポイントが4ポイント増加し、敏捷ポイントが16ポイント増加する。このため、図17では、パーツP450内の筋力及び敏捷ポイントにそれぞれ関連付けて「+4」及び「+16」が表示されている。 In FIG. 17, the temporarily selected practice item (running practice) matches the best practice (running practice) of the teammate character T1 assigned to the practice item. Further, the gauge in the part P462-1 is extended to the maximum, and the evaluation of the teammate character T1 with respect to the main character is the maximum value. As described above, when the practice is determined as an execution target in such a state, a special tag training event occurs. Normally, when level 1 scouting exercises are performed, strength points increase by 2 points and agility points increase by 8 points (see Figure 6), but when a special tag training event occurs, An experience point that is twice the experience point is given to the main character. That is, the strength point is increased by 4 points, and the agility point is increased by 16 points. Therefore, in FIG. 17, “+4” and “+16” are displayed in association with the muscular strength and the agility point in the part P450, respectively.
 また図16,17では、パーツP482に示すライバル選手キャラクタRA1,RA2からの吸収可能残量が3ポイントになっており、残り少なくなっている。走塁練習には3人のチームメイトキャラクタT1,T3,T13が割り当てられているため、通常、走塁練習が実行対象として確定された場合のライバル選手キャラクタRA1,RA2の各々からの吸収量は15ポイントになる(図12参照)。このため、通常の場合であれば、主人公キャラクタはライバル選手キャラクタRA1から筋力ポイントを15ポイント取得し、ライバル選手キャラクタRA2から敏捷ポイントを15ポイント取得することになる。しかしながら、図16に示す状態のように吸収可能残量が吸収量よりも少ない場合には、吸収量zが下記式(1)によって決定される。なお、下記式(1)において、「x」は吸収可能残量を示し、「y」は元々の吸収量を示す。
z=x+((y-x)*2) ・・・ (1)
In FIGS. 16 and 17, the remaining absorbable amount from the rival player characters RA1 and RA2 shown in the part P482 is 3 points, and the remaining amount is small. Since three teammate characters T1, T3, and T13 are assigned to the practice, the amount of absorption from each of the rival player characters RA1 and RA2 when the practice is determined as an execution target is usually 15 points (see FIG. 12). For this reason, in a normal case, the hero character obtains 15 points of strength from the rival player character RA1 and 15 points of agility points from the rival player character RA2. However, when the absorbable remaining amount is smaller than the absorption amount as in the state shown in FIG. 16, the absorption amount z is determined by the following equation (1). In the following formula (1), “x” indicates the remaining amount that can be absorbed, and “y” indicates the original amount of absorption.
z = x + ((y−x) * 2) (1)
 上記式(1)では、吸収可能残量を超える分が2倍になるようにして吸収量が決定されている。図16,17では、吸収可能残量(x)が3ポイントであり、元々の吸収量(y)が15ポイントであるため、吸収量(z)が27ポイントに決定される。このため、図16,17に示すターンで走塁練習が実行対象として確定されると、主人公キャラクタはライバル選手キャラクタRA1から筋力ポイントを27ポイント吸収(取得)し、ライバル選手キャラクタRA2から敏捷ポイントを27ポイント吸収(取得)することになる。このため、図17では、パーツP450内の筋力及び敏捷ポイントにそれぞれ関連付けて「+27」が表示されている。なお、本実施形態では、吸収可能残量が吸収量よりも少ない場合に、上記式(1)によって、吸収可能残量を超える分が2倍になるようにして吸収量を決定するようになっているが、上記式(1)以外によって吸収量を決定するようにしてもよい。 In the above formula (1), the amount of absorption is determined so that the amount exceeding the absorbable remaining amount is doubled. 16 and 17, the absorbable remaining amount (x) is 3 points and the original absorbed amount (y) is 15 points, so the absorbed amount (z) is determined to be 27 points. For this reason, when the running practice is determined as an execution target in the turns shown in FIGS. 16 and 17, the main character absorbs (acquires) 27 points of strength points from the rival player character RA1 and obtains agility points from the rival player character RA2. 27 points will be absorbed (acquired). Therefore, in FIG. 17, “+27” is displayed in association with the muscular strength and the agility point in the part P450. In the present embodiment, when the absorbable remaining amount is smaller than the absorbed amount, the amount of absorption exceeding the absorbable remaining amount is determined by the above formula (1) so that the absorbed amount is doubled. However, the absorption amount may be determined by other than the above formula (1).
 図16,17に示すターンで走塁練習が実行対象として確定された場合、ライバル選手キャラクタRA1,RA2からの吸収可能残量が零になる。ライバル選手キャラクタRA1,RA2からの吸収可能残量が零になった場合、ライバル選手キャラクタRA1,RA2からの吸収が完了したことになり、ライバルチームRAのライバル選手キャラクタRA1,RA2が吸収ターゲットから除外される。したがって、この時点で、ライバルチームRAに所属しているライバル選手キャラクタRA1~RA4のうちで吸収ターゲットとして設定可能な状態にあるライバル選手キャラクタはライバル選手キャラクタRA3,RA4の2人となる。なお、本実施形態では、吸収が完了したライバル選手キャラクタ(すなわち、吸収ターゲットとして設定可能なライバル選手キャラクタから除外されたライバル選手キャラクタ)に基づいて報酬をユーザに付与するようになっている。この点については後述する(図25参照)。 When the running practice is determined as an execution target in the turns shown in FIGS. 16 and 17, the remaining absorbable amount from the rival player characters RA1 and RA2 becomes zero. When the absorbable remaining amount from the rival player characters RA1 and RA2 becomes zero, the absorption from the rival player characters RA1 and RA2 is completed, and the rival player characters RA1 and RA2 of the rival team RA are excluded from the absorption target. Is done. Therefore, at this time, among the rival player characters RA1 to RA4 belonging to the rival team RA, there are two rival player characters RA3 and RA4 that can be set as absorption targets. In this embodiment, the reward is given to the user based on the rival player character that has been absorbed (that is, the rival player character excluded from the rival player character that can be set as the absorption target). This will be described later (see FIG. 25).
 本実施形態では、スペシャルタッグトレーニングイベントが発生したターンにおいて、吸収ターゲットとして設定されているライバル選手キャラクタからの吸収が完了した場合に限って、主人公キャラクタが特殊能力を修得するためのコツを当該ライバル選手キャラクタから吸収(取得)できるようになっている。後述するように、本実施形態では、所定の量の経験点を消費することによって、主人公キャラクタに特殊能力を修得させることができる(図26B参照)。この点、主人公キャラクタが特殊能力を修得するためのコツをつかんでいると、主人公キャラクタに特殊能力を修得させるために必要な経験点の量が軽減されるようになっている。 In this embodiment, only when the absorption from the rival player character set as the absorption target is completed in the turn in which the special tag training event occurs, the trick for the hero character to acquire the special ability is related to the rival. It can be absorbed (acquired) from the player character. As will be described later, in this embodiment, the main character can acquire special abilities by consuming a predetermined amount of experience points (see FIG. 26B). In this regard, if the hero character has a knack for acquiring special abilities, the amount of experience points necessary for the hero character to acquire special abilities is reduced.
 本実施形態では、吸収ターゲットとして設定されているライバル選手キャラクタから取得可能なコツ数やコツレベルが、吸収ターゲットとして設定されているライバル選手キャラクタの数(吸収ターゲット数)に基づいて決定されるようになっている。 In the present embodiment, the number of tips and knack levels that can be acquired from the rival player character set as the absorption target is determined based on the number of rival player characters (number of absorption targets) set as the absorption target. It has become.
 図18は、吸収ターゲット数と、取得可能なコツ数及びコツレベルとの対応関係を示すコツデータD104の一例を示す。コツレベルは、主人公キャラクタがつかんだコツの程度を示す。コツレベルが高いほど、主人公キャラクタがつかんだコツの程度が大きいことを示す。コツレベルが高いほど、主人公キャラクタに特殊能力を修得させるために必要な経験点が軽減される。 FIG. 18 shows an example of knack data D104 indicating the correspondence between the number of absorption targets, the number of knacks that can be acquired, and the knack level. The knack level indicates the knack of the hero character. The higher the knack level, the greater the knack of the hero character. The higher the knack level, the less experience points are required to make the main character acquire special abilities.
 図18では、吸収ターゲット数が「1」又は「2」である場合に取得可能なコツ数が「2」に設定されており、吸収ターゲット数が「3」又は「4」である場合に取得可能なコツ数が「1」に設定されている。すなわち、吸収ターゲット数が多いほど、取得可能なコツ数が少なくなるようになっている。 In FIG. 18, when the number of absorption targets is “1” or “2”, the number of tips that can be acquired is set to “2” and acquired when the number of absorption targets is “3” or “4”. The number of possible tips is set to “1”. That is, as the number of absorption targets increases, the number of tips that can be acquired decreases.
 また図18では、吸収ターゲット数が「1」又は「2」である場合に取得可能なコツレベルが「1」に設定されており、吸収ターゲット数が「3」又は「4」である場合に取得可能なコツレベルが「2」に設定されている。すなわち、吸収ターゲット数が多いほど、取得可能なコツレベルが高くなるようになっている。 In FIG. 18, when the number of absorption targets is “1” or “2”, the obtainable knack level is set to “1”, and when the number of absorption targets is “3” or “4”. The obtainable trick level is set to “2”. That is, the higher the number of absorption targets, the higher the level of tips that can be acquired.
 図16,17に示すターンでは、ライバル選手キャラクタRA1,RA2が吸収ターゲットとして走塁練習に割り当てられており、吸収ターゲット数が「2」であるため、主人公キャラクタはコツレベル1の2つのコツをライバル選手キャラクタRA1,RA2から取得することになる。この場合、ライバル選手キャラクタRA1,RA2の各々が修得している特殊能力のうちから2つの特殊能力が確率情報に基づいて(ランダムに)選択される。そして、選択された2つの特殊能力の各々を修得するためのコツレベル1のコツが主人公キャラクタに付与される。なお、この場合、ライバル選手キャラクタRA1,RA2の各々が修得している特殊能力のうちに、主人公キャラクタがすでに修得している特殊能力が含まれている場合には、当該特殊能力が選択候補から除外される。また、ライバル選手キャラクタRA1,RA2の各々が修得している特殊能力が2つ未満である場合には、ライバル選手キャラクタRA1,RA2が修得していない特殊能力が選択候補に加えられる。 In the turns shown in FIGS. 16 and 17, the rival player characters RA1 and RA2 are assigned as absorption targets for running practice and the number of absorption targets is “2”. It is acquired from rival player characters RA1 and RA2. In this case, two special abilities are selected (randomly) based on the probability information from the special abilities acquired by the rival player characters RA1 and RA2. Then, a trick of level 1 for acquiring each of the two selected special abilities is given to the main character. In this case, if the special ability already acquired by the main character is included in the special abilities acquired by the rival player characters RA1 and RA2, the special ability is selected from the selection candidates. Excluded. Further, when each of the rival player characters RA1 and RA2 has less than two special abilities acquired, the special abilities that the rival player characters RA1 and RA2 have not acquired are added to the selection candidates.
 図19は、図16,17に示したターンで走塁練習が実行対象として確定された場合に表示部15に表示される練習結果画像G500の一例を示す。 FIG. 19 shows an example of a practice result image G500 that is displayed on the display unit 15 when the running practice is determined as an execution target in the turns shown in FIGS.
 図19に示すように、この場合の練習結果画像G500のパーツP540内には、(a)スペシャルタッグトレーニングイベントが発生したことを示すパーツP543-1と、(b)主人公キャラクタが走塁練習を実行し、かつ、主人公キャラクタがライバル選手キャラクタRA1,RA2から経験点(筋力ポイント、敏捷ポイント)を取得したことによって、筋力ポイントが31ポイント増加し、敏捷ポイントが43ポイント増加し、体力パラメータが25ポイント減少したことを示すパーツP543-2と、(c)ライバル選手キャラクタRA1,RA2からのコツ取得によって、主人公キャラクタが「チャンス○」及び「盗塁○」のコツ(コツレベル1)を取得したことを示すパーツP543-3と、(d)走塁練習に割り当てられていたチームメイトキャラクタT3,T13の主人公キャラクタに対する評価が7ポイント増加したことを示すパーツP543-4と、(e)他のチームメイトキャラクタ、監督キャラクタ、及びスカウトキャラクタの主人公キャラクタに対する評価が1ポイント増加したことを示すパーツP543-5と、(f)ライバルチームRAのライバル選手キャラクタRA1,RA2からの吸収が完了したことを示すパーツP543-6とが含まれている。 As shown in FIG. 19, in part P540 of the practice result image G500 in this case, (a) part P543-1 indicating that a special tag training event has occurred, and (b) the main character performs skating practice. Executed and the hero character gained experience points (muscle strength points, agility points) from the rival player characters RA1 and RA2, the muscle strength points increased by 31 points, the agility points increased by 43 points, and the physical strength parameter was 25 Part P543-2 indicating that the points have been reduced, and (c) that the main character has acquired a “Chance ○” and “Stolen ○” tips (Know Level 1) by acquiring tips from the rival player characters RA1 and RA2. Assigned to part P543-3 indicating (d) Part P543-4 indicating that the evaluation of the main character of teammate characters T3 and T13 has increased by 7 points, and (e) the evaluation of the main character by other teammate characters, director characters and scout characters has increased by 1 point And (f) part P543-6 indicating that absorption from rival player characters RA1 and RA2 of rival team RA has been completed.
 [2-3-7]図20は、図16,17に示したターンで走塁練習が実行対象として確定された場合の直後のターンにおける各練習項目へのチームメイトキャラクタ及びライバルチームの割り当ての一例を示す。 [2-3-7] FIG. 20 shows the assignment of teammate characters and rival teams to each practice item in the turn immediately after the running practice is determined as the execution target in the turns shown in FIGS. An example is shown.
 一つ前のターン(図16,17に示したターン)で、ライバルチームRAのライバル選手キャラクタRA1,RA2からの吸収が完了されたことにより、図20に示すターンでは、ライバルチームRAのライバル選手キャラクタRA1,RA2が吸収ターゲットから除外されているため、ライバル選手キャラクタRA1,RA2は吸収ターゲットとして練習項目に割り当てられない。この時点では、ライバルチームRBのライバル選手キャラクタRB1~RB3のみが吸収ターゲットとして設定されており、ライバルチームRBのライバル選手キャラクタRB1~RB3が吸収ターゲットとしていずれかの練習項目に割り当てられる。図20では、ライバルチームRBのライバル選手キャラクタRB1~RB3が打撃練習に吸収ターゲットとして割り当てられている。 In the previous turn (turns shown in FIGS. 16 and 17), the absorption from the rival player characters RA1 and RA2 of the rival team RA is completed, so that in the turn shown in FIG. Since the characters RA1 and RA2 are excluded from the absorption targets, the rival player characters RA1 and RA2 are not assigned to the practice items as absorption targets. At this time, only the rival player characters RB1 to RB3 of the rival team RB are set as the absorption target, and the rival player characters RB1 to RB3 of the rival team RB are assigned to any practice item as the absorption target. In FIG. 20, rival player characters RB1 to RB3 of the rival team RB are assigned as absorption targets for the batting practice.
 またこの場合、打撃練習以外の各練習項目には吸収ターゲットが割り当てられず、調査ターゲットが割り当てられる。一つ前のターン(図16,17に示したターン)でライバルチームRAのライバル選手キャラクタRA1,RA2からの吸収可能残量が零になり、ライバルチームRAのライバル選手キャラクタRA1,RA2が吸収ターゲットから除外されたことに伴って、図20では、ライバルチームRAが調査ターゲットとしてメンタル練習に割り当てられている。その他、ライバルチームRCが調査ターゲットとして筋力練習に割り当てられ、ライバルチームRGが調査ターゲットとして走塁練習に割り当てられ、ライバルチームREが調査ターゲットとして肩力練習に割り当てられ、ライバルチームRFが調査ターゲットとして守備練習に割り当てられている。 In this case, an absorption target is not assigned to each practice item other than the batting practice, and a survey target is assigned. In the previous turn (turns shown in FIGS. 16 and 17), the remaining absorbable amount from the rival player characters RA1 and RA2 of the rival team RA becomes zero, and the rival player characters RA1 and RA2 of the rival team RA absorb the targets. In FIG. 20, the rival team RA is assigned to the mental practice as an investigation target. In addition, rival team RC is assigned as a research target for strength exercise, rival team RG is assigned as a research target for running exercise, rival team RE is assigned as a research target for shoulder exercise, and rival team RF is used as a research target. Assigned to defensive practice.
 図21は、図20に示すターンでの練習コマンド画像G400の一例を示す。図21ではメンタル練習が仮選択されている。メンタル練習にはチームメイトキャラクタT1,T6,T7が割り当てられているため、チームメイト領域A460には、チームメイトキャラクタT1,T6,T7にそれぞれ対応するパーツP461-1,P461-8,P461-9が含まれている。パーツP461-1は図3のパーツP461-1と同じものである。パーツP461-8はパーツP461-1と同様であり、パーツP461-8に含まれるパーツP462-8,P463-8,P464-8はパーツP462-1,P463-1,P464-1と同様である。パーツP461-9は図5のパーツP461-3と同様であり、パーツP461-9に含まれるパーツP462-9も図5のパーツP462-3と同様である。 FIG. 21 shows an example of the practice command image G400 at the turn shown in FIG. In FIG. 21, mental practice is provisionally selected. Since teammate characters T1, T6, and T7 are assigned to the mental practice, parts P461-1, P461-8, and P461-9 respectively corresponding to the teammate characters T1, T6, and T7 are assigned to the teammate area A460. It is included. Part P461-1 is the same as part P461-1 in FIG. The part P461-8 is the same as the part P461-1, and the parts P462-8, P463-8, and P464-8 included in the part P461-8 are the same as the parts P462-1, P463-1, and P464-1. . The part P461-9 is the same as the part P461-3 in FIG. 5, and the part P462-9 included in the part P461-9 is the same as the part P462-3 in FIG.
 メンタル練習には調査ターゲットとしてライバルチームRAが割り当てられているため、メンタル練習が仮選択されている状態では、図21に示すように、ライバルチームRAの情報を示すパーツP470が表示される。図21に示すパーツP470は、図5に示すパーツP470と同様に、ライバルチームRAのライバル選手キャラクタRA1~RA4にそれぞれ対応するパーツP471-1~P471-4を含む。しかしながら、図21に示すターンでは、ライバル選手キャラクタRA1,RA2が吸収完了状態になっており、ライバル選手キャラクタRA1,RA2を吸収ターゲットとして捕らえる(設定する)ことができない状態になっている。このため、パーツP471-1,P471-2が当該事実を示す態様で表示される。図21では、ばつ印がパーツP471-1,P471-2に付されていることによって、ライバル選手キャラクタRA1,RA2を吸収ターゲットとして捕らえる(設定する)ことができないことをユーザが把握できるようになっている。 Since the rival team RA is assigned to the mental practice as the survey target, a part P470 indicating information on the rival team RA is displayed as shown in FIG. 21 when the mental practice is temporarily selected. The part P470 shown in FIG. 21 includes parts P471-1 to P471-4 respectively corresponding to the rival player characters RA1 to RA4 of the rival team RA, similarly to the part P470 shown in FIG. However, in the turn shown in FIG. 21, the rival player characters RA1 and RA2 are in the absorption completed state, and the rival player characters RA1 and RA2 cannot be captured (set) as the absorption target. For this reason, the parts P471-1, P471-2 are displayed in a manner indicating the fact. In FIG. 21, since the cross marks are attached to the parts P471-1, P471-2, the user can grasp that the rival player characters RA1, RA2 cannot be captured (set) as the absorption target. ing.
 図20,21に示すターンでメンタル練習が実行対象として確定された場合、メンタル練習に割り当てられたチームメイトキャラクタT1,T6,T7のうちの、イベントキャラクタであるチームメイトキャラクタT1,T6によってライバルチームRAの調査が実行される。この場合、ライバルチームRAのうちの、吸収完了状態でないチームメイトキャラクタT3,T4のうちから、第1人目のライバル選手キャラクタRA3がチームメイトキャラクタT1によって吸収ターゲットとして捕らえられ(設定され)、第2人目のライバル選手キャラクタRA4がチームメイトキャラクタT6によって吸収ターゲットとして捕らえられる(設定される)。またこの場合、チームメイトキャラクタT1の吸収タイプが「筋力」であるため(図21のP464-1参照)、ライバル選手キャラクタRA3の吸収ターゲットタイプは「筋力」に設定される。同様に、チームメイトキャラクタT6の吸収タイプが「技術」であるため(図21のP464-8参照)、ライバル選手キャラクタRA4の吸収ターゲットタイプは「技術」に設定される。さらにこの場合、吸収ターゲット数が「2」であるため、ライバル選手キャラクタRA3,RA4からの吸収可能総量が90ポイントに設定される(図11参照)。 When the mental practice is determined as an execution target in the turn shown in FIGS. 20 and 21, the rival team is selected by the teammate characters T1, T6, which are event characters, of the teammate characters T1, T6, T7 assigned to the mental practice. RA investigation is performed. In this case, of the rival team RA, the first rival player character RA3 is captured (set) by the teammate character T1 from the teammate characters T3 and T4 that are not in the absorption completed state, and the second The rival player character RA4 is captured (set) by the teammate character T6 as an absorption target. In this case, since the absorption type of the teammate character T1 is “muscle strength” (see P464-1 in FIG. 21), the absorption target type of the rival player character RA3 is set to “muscle strength”. Similarly, since the absorption type of the teammate character T6 is “technology” (see P464-8 in FIG. 21), the absorption target type of the rival player character RA4 is set to “technology”. Further, in this case, since the number of absorption targets is “2”, the total absorbable amount from the rival player characters RA3 and RA4 is set to 90 points (see FIG. 11).
 なお、この場合、ライバルチームRBのライバル選手キャラクタRB1~RB3からの経験点の吸収は実行されないが、先述したように、このような場合でも、ライバル選手キャラクタRB1~RB3からの吸収可能残量が所定量(3ポイント)減少する。 In this case, absorption of experience points from the rival player characters RB1 to RB3 of the rival team RB is not executed. However, as described above, even in such a case, there is a remaining amount of absorption from the rival player characters RB1 to RB3. Decrease the specified amount (3 points).
 図22は、図20,21に示すターンでメンタル練習が実行対象として確定された場合の直後のターンにおける各練習項目へのチームメイトキャラクタ及びライバルチームの割り当ての一例を示す。 FIG. 22 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the mental practice is determined as an execution target in the turns shown in FIGS.
 図22に示すターンでは、ライバルチームRAのライバル選手キャラクタRA3,RA4と、ライバルチームRBのライバル選手キャラクタRB1~RB3とがそれぞれ吸収ターゲットとして設定されている。この場合、まず、ライバル選手キャラクタRA3,RA4がいずれかの練習項目に割り当てられる。さらに、ライバル選手キャラクタRB1~RB3もいずれかの練習項目に割り当てられる。図22では、ライバル選手キャラクタRA3,RA4が吸収ターゲットとして打撃練習に割り当てられており、ライバル選手キャラクタRA3,RA4からの吸収可能残量が90ポイント(総合可能総量)に設定されている。また、ライバル選手キャラクタRB1~RB3が吸収ターゲットとして肩力練習に割り当てられており、ライバル選手キャラクタRB1~RB3からの吸収可能残量が一つ前のターン(図20,21に示すターン)に比べて3ポイント減少して138ポイントになっている。なお、他の練習項目には吸収ターゲットが割り当てられず、調査ターゲットが割り当てられる。図22では、ライバルチームRCが調査ターゲットとして筋力練習に割り当てられ、ライバルチームRDが調査ターゲットとして走塁練習に割り当てられ、ライバルチームRGが調査ターゲットとして守備練習に割り当てられ、ライバルチームRFが調査ターゲットとしてメンタル練習に割り当てられている。 In the turn shown in FIG. 22, rival player characters RA3 and RA4 of rival team RA and rival player characters RB1 to RB3 of rival team RB are set as absorption targets. In this case, first, rival player characters RA3 and RA4 are assigned to any practice item. Further, the rival player characters RB1 to RB3 are also assigned to any practice item. In FIG. 22, the rival player characters RA3 and RA4 are assigned to the hitting practice as the absorption target, and the remaining absorbable amount from the rival player characters RA3 and RA4 is set to 90 points (total possible total amount). Also, rival player characters RB1 to RB3 are assigned to the shoulder power practice as absorption targets, and the remaining absorbable amount from the rival player characters RB1 to RB3 is compared to the previous turn (the turn shown in FIGS. 20 and 21). It decreased by 3 points to 138 points. In addition, an absorption target is not assigned to other practice items, but a survey target is assigned. In FIG. 22, the rival team RC is assigned to the strength exercise as the survey target, the rival team RD is assigned to the running practice as the survey target, the rival team RG is assigned to the defensive practice as the survey target, and the rival team RF is the survey target. As assigned to mental practice.
 [2-3-8]図23は、図22に示したターンよりも後のターンにおける各練習項目へのチームメイトキャラクタ及びライバルチームの割り当ての一例を示す。 [2-3-8] FIG. 23 shows an example of assignment of teammate characters and rival teams to each practice item in the turn after the turn shown in FIG.
 図23に示すターンでは、ライバルチームRAのライバル選手キャラクタRA3,RA4が吸収ターゲットとしてメンタル練習に割り当てられており、ライバル選手キャラクタRA3,RA4からの吸収可能残量が12ポイントになっており、残り少なくなっている。また、チームメイトキャラクタT6,T7,T9がメンタル練習に割り当てられている。 In the turn shown in FIG. 23, rival player characters RA3 and RA4 of rival team RA are assigned to the mental practice as absorption targets, and the remaining absorbable amount from rival player characters RA3 and RA4 is 12 points, the remaining less It has become. Team mate characters T6, T7, and T9 are assigned to mental practice.
 メンタル練習には3人のチームメイトキャラクタT6,T7,T9が割り当てられているため、通常、この状態でメンタル練習が実行対象として確定された場合には、ライバル選手キャラクタRA3,RA4の各々からの吸収量は15ポイントになる(図12参照)。このため、通常の場合であれば、主人公キャラクタはライバル選手キャラクタRA3から筋力ポイントを15ポイント吸収(取得)し、ライバル選手キャラクタRA4から技術ポイントを15ポイント吸収(取得)することになる。しかしながら、先述の通り、吸収可能残量が吸収量よりも少ない場合には、上記式(1)によって、吸収量が18ポイントに決定される。このため、主人公キャラクタはライバル選手キャラクタRA3から筋力ポイントを18ポイント吸収(取得)し、ライバル選手キャラクタRA4から技術ポイントを18ポイント吸収(取得)することになる。 Since three teammate characters T6, T7, and T9 are assigned to the mental practice, normally, when the mental practice is determined as an execution target in this state, each of the rival player characters RA3 and RA4 The amount of absorption is 15 points (see FIG. 12). For this reason, in a normal case, the hero character absorbs (acquires) 15 points of strength points from the rival player character RA3 and absorbs (acquires) 15 points of technology points from the rival player character RA4. However, as described above, when the absorbable remaining amount is smaller than the absorption amount, the absorption amount is determined to be 18 points by the above equation (1). Therefore, the hero character absorbs (acquires) 18 points of strength from the rival player character RA3 and absorbs (acquires) 18 points of technology from the rival player character RA4.
 また、この場合、ライバル選手キャラクタRA3,RA4からの吸収可能残量が零になるため、ライバル選手キャラクタRA3,RA4が吸収完了状態になり、ライバルチームRAのライバル選手キャラクタRA3,RA4が吸収ターゲットから除外される。なお、図16,17に示したターンでライバル選手キャラクタRA1,RA2が吸収完了状態になって吸収ターゲットからすでに除外されているため、この時点で、ライバルチームRAのすべてのライバル選手キャラクタRA1~RA4が吸収完了状態になり、吸収ターゲットから除外されたことになる。 Further, in this case, since the remaining absorbable amount from the rival player characters RA3 and RA4 becomes zero, the rival player characters RA3 and RA4 are in the absorption completed state, and the rival player characters RA3 and RA4 of the rival team RA are removed from the absorption target. Excluded. 16 and 17, since the rival player characters RA1 and RA2 have already been absorbed and are already excluded from the absorption target, all the rival player characters RA1 to RA4 of the rival team RA at this time. Is now in an absorption complete state and is excluded from the absorption target.
 また、この場合、ライバルチームRBのライバル選手キャラクタRB1~RB3からの経験点の吸収は実行されないが、先述したように、このような場合でも、ライバル選手キャラクタRB1~RB3からの吸収可能残量が所定量(3ポイント)減少する。 Further, in this case, absorption of experience points from the rival player characters RB1 to RB3 of the rival team RB is not executed. However, as described above, even in such a case, the remaining absorbable amount from the rival player characters RB1 to RB3 remains. Decrease the specified amount (3 points).
 図24は、図23に示したターンでメンタル練習が実行対象として確定された場合の直後のターンにおける各練習項目へのチームメイトキャラクタ及びライバルチームの割り当ての一例を示す。 FIG. 24 shows an example of assignment of teammate characters and rival teams to each practice item in the turn immediately after the mental practice is determined as an execution target in the turn shown in FIG.
 一つ前のターン(図23に示したターン)で、ライバルチームRAのライバル選手キャラクタRA3,RA4からの吸収が完了したことによって、図24に示すターンでは、ライバルチームRAのライバル選手キャラクタRA3,RA4が吸収ターゲットから除外されているため、ライバルチームRAのライバル選手キャラクタRA3,RA4は吸収ターゲットとして割り当てられない。図24に示すターンでは、ライバルチームRBのライバル選手キャラクタRB1~RB3のみが吸収ターゲットとして設定されているため、ライバル選手キャラクタRB1~RB3が吸収ターゲットとしていずれかの練習項目に割り当てられる。図24では、ライバル選手キャラクタRB1~RB3が打撃練習に吸収ターゲットとして割り当てられている。 In the previous turn (the turn shown in FIG. 23), the absorption from the rival player characters RA3 and RA4 of the rival team RA is completed, so that in the turn shown in FIG. 24, the rival player character RA3 of the rival team RA. Since RA4 is excluded from the absorption target, the rival player characters RA3 and RA4 of the rival team RA are not assigned as the absorption target. In the turn shown in FIG. 24, since only the rival player characters RB1 to RB3 of the rival team RB are set as the absorption target, the rival player characters RB1 to RB3 are assigned to any practice item as the absorption target. In FIG. 24, rival player characters RB1 to RB3 are assigned as absorption targets for the batting practice.
 また、図24に示すターンでは、他の練習項目に調査ターゲットが割り当てられる。なお、図23に示したターンでライバル選手キャラクタRA3,RA4からの吸収が完了し、ライバルチームRAのライバル選手キャラクタRA1~RA4がすべて吸収完了状態になったため、以降のターンでは、ライバルチームRAは調査ターゲットとして割り当てられない。このため、図24に示すターンでは、ライバルチームRAはいずれの練習項目にも調査ターゲットとして割り当てられない。図24では、ライバルチームRCが調査ターゲットとして筋力練習に割り当てられ、ライバルチームRGが調査ターゲットとして走塁練習に割り当てられ、ライバルチームREが調査ターゲットとして肩力練習に割り当てられ、ライバルチームRFが調査ターゲットとして守備練習に割り当てられ、ライバルチームRDが調査ターゲットとしてメンタル練習に割り当てられている。 Also, in the turn shown in FIG. 24, survey targets are assigned to other practice items. In addition, since the absorption from the rival player characters RA3 and RA4 is completed in the turn shown in FIG. 23 and all of the rival player characters RA1 to RA4 of the rival team RA are in the absorption completed state, the rival team RA will be Not assigned as a survey target. Therefore, in the turn shown in FIG. 24, the rival team RA is not assigned as an investigation target to any practice item. In FIG. 24, the rival team RC is assigned to the muscular practice as the investigation target, the rival team RG is assigned to the running practice as the investigation target, the rival team RE is assigned to the shoulder practice as the investigation target, and the rival team RF is investigated. The target is assigned to the defensive practice, and the rival team RD is assigned to the mental practice as the investigation target.
 [2-3-9]ここで、図4に示したメインコマンド画像G300のパーツP357について説明する。 [2-3-9] Here, the part P357 of the main command image G300 shown in FIG. 4 will be described.
 パーツP357には、すべてのライバル選手キャラクタが吸収完了状態になったライバルチーム(以下「吸収完了チーム」と呼ぶ。)を表示するための処理が関連付けられており、ユーザはパーツP357を選択することによって、吸収完了チームを確認することができる。 The part P357 is associated with a process for displaying a rival team in which all rival player characters have completed absorption (hereinafter referred to as “absorption completion team”), and the user selects the part P357. Can confirm the absorption completion team.
 図25は、パーツP357が選択された場合に表示部15に表示される吸収完了チーム画像の一例を示す。図25は、ライバルチームRAが吸収完了チームになった場合(すなわち、ライバルチームRAに所属するすべてのライバル選手キャラクタRA1~RA4が吸収完了状態になった場合)を示している。このため、図25では、ライバルチームRAに対応するパーツP610が表示されている。 FIG. 25 shows an example of the absorption completion team image displayed on the display unit 15 when the part P357 is selected. FIG. 25 shows a case where the rival team RA has become an absorption completed team (that is, all the rival player characters RA1 to RA4 belonging to the rival team RA have completed absorption). For this reason, in FIG. 25, the part P610 corresponding to the rival team RA is displayed.
 パーツP610は、ライバルチームRAに所属し、かつ、吸収完了状態になったライバル選手キャラクタRA1~RA4にそれぞれ対応するパーツP611-1,P611-2,P611-3,P611-4を含む。またパーツP610は、コンプリート報酬を示すパーツP612と、コンプリート報酬を使用するためのパーツP613とを含む。コンプリート報酬は、ライバルチームが吸収完了チームになった場合(すなわち、ライバルチームに所属するすべてのライバル選手キャラクタが吸収完了状態になった場合)に使用することが可能になる報酬である。図25では、主人公キャラクタの体力ポイントを50ポイント増加(回復)することが、ライバルチームRAのコンプリート報酬として設定されている。この場合、ユーザはパーツP613を選択することによって、主人公キャラクタの体力ポイントを50ポイント増加(回復)させることができる。 The part P610 includes parts P611-1, P611-2, P611-3, and P611-4 that belong to the rival team RA and respectively correspond to the rival player characters RA1 to RA4 in the absorption completed state. Part P610 includes a part P612 indicating a complete reward and a part P613 for using the complete reward. The complete reward is a reward that can be used when a rival team becomes an absorption completed team (that is, when all rival player characters belonging to the rival team are in an absorption completed state). In FIG. 25, increasing the physical strength point of the hero character by 50 points (recovery) is set as a complete reward for the rival team RA. In this case, the user can increase (recover) the physical strength point of the main character by 50 points by selecting the part P613.
 なお、コンプリート報酬はライバルチームごとに異なっていてもよい。例えば、コンプリート報酬はライバルチームごとに予め定められていてもよいし、複数種類の報酬のうちからライバルチームごとに確率情報に基づいて(ランダムに)決定されてもよい。 The complete reward may be different for each rival team. For example, the complete reward may be determined in advance for each rival team, or may be determined (randomly) based on the probability information for each rival team among a plurality of types of rewards.
 また、コンプリート報酬は、主人公キャラクタの体力ポイントを増加(回復)することに限られない。例えば、主人公キャラクタの経験点を増加すること、主人公キャラクタに特殊能力修得のコツを付与すること、主人公キャラクタに特殊能力を修得させること、主人公キャラクタのやる気パラメータを上昇させること、又は、練習効果を一定期間にわたって高めること(一定期間にわたって練習項目に応じた経験点の増加量を通常よりも多くすること)等をコンプリート報酬としてもよい。または、イベントキャラクタ、又は、育成パート又は対戦パートで使用可能なゲームアイテムをコンプリート報酬としてもよい。 Also, the complete reward is not limited to increasing (recovering) the hero character's health points. For example, increase the experience point of the hero character, give the hero character tips for acquiring special abilities, make the hero character acquire special abilities, increase the motivation parameter of the hero character, or practice effect Increasing over a certain period (increasing the amount of increase in experience points according to practice items over a certain period of time than usual) or the like may be used as a complete reward. Or it is good also considering a game item which can be used in an event character or a breeding part or a battle part as a complete reward.
 また、図25では、すべてのライバル選手キャラクタが吸収完了状態になったライバルチームのみを表示しているが、すべてのライバル選手キャラクタが吸収完了状態になっていないライバルチームも表示するようにしてもよい。ただし、この場合、すべてのライバル選手キャラクタが吸収完了状態になったライバルチームを、すべてのライバル選手キャラクタが吸収完了状態になっていないライバルチームと区別して表示することによって、ユーザが、すべてのライバル選手キャラクタが吸収完了状態になったライバルチームを把握できるようにするとよい。 Further, in FIG. 25, only the rival teams in which all the rival player characters are in the absorption completed state are displayed, but it is also possible to display the rival teams in which all the rival player characters are not in the absorption completed state. Good. However, in this case, the rival team in which all rival player characters are in the absorption completed state is displayed separately from the rival team in which all rival player characters are not in the absorption completed state, so that the user can It is preferable that the player character can grasp the rival team in the absorption completed state.
 [2-3-10]ユーザは上記のようにして付与された主人公キャラクタの経験点を使用(消費)することによって、主人公キャラクタの能力を向上させることができる。 [2-3-10] The user can improve the ability of the hero character by using (consuming) the experience points of the hero character assigned as described above.
 図26A,26Bは、主人公キャラクタの能力を向上させるための能力向上画像の一例を示す。図26A,26Bに示す能力向上画像G700は、メインコマンド画像G300のパーツP356が選択された場合に表示部15に表示される。 FIGS. 26A and 26B show an example of an ability improvement image for improving the ability of the main character. The ability improvement image G700 shown in FIGS. 26A and 26B is displayed on the display unit 15 when the part P356 of the main command image G300 is selected.
 図26A,26Bに示すように、能力向上画像G700は第1領域A710を含み、第1領域A710は投手能力タブP711と野手能力タブP712とを含む。投手能力タブP711には、投手能力に関連する基本能力パラメータの変更内容が表示され、野手能力タブP712には、野手能力に関連する基本能力パラメータの変更内容が表示される。図26A,26Bに示すように、野手能力タブP712には、野手能力に関連する基本能力パラメータである弾道、ミート、パワー、走力、肩力、守備力、及び捕球パラメータの各々について、変更前の値と変更後の値とが表示される。 26A and 26B, the performance improvement image G700 includes a first area A710, and the first area A710 includes a pitcher ability tab P711 and a fielder ability tab P712. In the pitcher ability tab P711, the changed content of the basic ability parameter related to the pitcher ability is displayed, and in the fielder ability tab P712, the changed content of the basic ability parameter related to the fielder ability is displayed. As shown in FIGS. 26A and 26B, in the fielder ability tab P712, the basic ability parameters related to the fielder ability are changed for each of the trajectory, the meat, the power, the running force, the shoulder force, the defensive force, and the catching parameter. The previous value and the changed value are displayed.
 また、能力向上画像G700は第2領域A720を含み、第2領域A720は基本能力タブP721と特殊能力タブP722とを含む。図26Aに示すように、基本能力タブP721には、主人公キャラクタが現在保有している経験点(筋力、敏捷、技術、変化球、及び精神ポイント)が表示される。図26Aは、主人公キャラクタが現在保有している筋力、敏捷、技術、変化球、及び精神ポイントがそれぞれ77ポイント、94ポイント、39ポイント、15ポイント、70ポイントである状態を示している。 Also, the ability improvement image G700 includes a second area A720, and the second area A720 includes a basic ability tab P721 and a special ability tab P722. As shown in FIG. 26A, the basic ability tab P721 displays the experience points (muscle strength, agility, technology, change ball, and spirit point) that the main character currently has. FIG. 26A shows a state in which the main character currently has muscular strength, agility, technology, a changing ball, and mental points of 77 points, 94 points, 39 points, 15 points, and 70 points, respectively.
 基本能力タブP721では、主人公キャラクタが現在保有している経験点の一部又は全部と引き替えにして、主人公キャラクタの基本能力パラメータ(弾道、ミート、パワー、走力、肩力、守備力、及び捕球パラメータ)の値を上昇させることができる。 In the basic ability tab P721, the basic character of the main character (ballistic, meat, power, running power, shoulder strength, defensive power, and catching power) is obtained in exchange for some or all of the experience points currently possessed by the main character. The value of the sphere parameter can be increased.
 基本能力タブP721では、各基本能力パラメータに関連付けて、当該基本能力パラメータの値を現在値から1ポイント上昇させるために必要な能力値が表示される。図26Aに示す基本能力タブP721では、例えば、弾道パラメータの値を現在値から1ポイント上昇させるために、筋力、技術、及び精神ポイントがそれぞれ30ポイント必要であることが示されている。 In the basic ability tab P721, the ability value necessary to increase the value of the basic ability parameter by 1 point from the current value is displayed in association with each basic ability parameter. In the basic ability tab P721 shown in FIG. 26A, for example, it is indicated that 30 points of muscle strength, skill, and mental point are required to raise the value of the ballistic parameter by 1 point from the current value.
 さらに、基本能力タブP721では、各基本能力パラメータに関連付けて、パーツP723-1,P723-2,P723-3,P723-4,P723-5,P723-6,P723-7が表示されている。 Furthermore, in the basic ability tab P721, parts P723-1, P723-2, P723-3, P723-4, P723-5, P723-6, and P723-7 are displayed in association with each basic ability parameter.
 例えば、パーツP723-1は、弾道パラメータに関連付けられており、パーツP723-1には、所定の経験点と引き替えに弾道パラメータを1ポイント上昇させるための処理が関連付けられている。ユーザはパーツP723-1を選択することによって、筋力ポイント:30ポイント、技術ポイント:30ポイント、及び精神ポイント:30ポイントと引き替えにして、弾道パラメータを現在値から1ポイント上昇させることができる。この場合、弾道パラメータが1ポイント上昇し、その旨が第1領域A710に表示されるとともに、必要な経験点が第2領域A720の「現在の経験点」から減算される。 For example, the part P723-1 is associated with the ballistic parameter, and the part P723-1 is associated with a process for increasing the ballistic parameter by one point in exchange for a predetermined experience point. By selecting part P723-1, the user can increase the ballistic parameter by one point from the current value in exchange for the strength point: 30 points, the technical point: 30 points, and the mental point: 30 points. In this case, the ballistic parameter is increased by 1 point, and that effect is displayed in the first area A710, and the necessary experience points are subtracted from the “current experience points” in the second area A720.
 パーツP723-1と同様、他のパーツP723-2~P723-7は、それぞれ、ミート、パワー、走力、肩力、守備力、及び捕球パラメータに関連付けられており、パーツP723-2~P723-7には、所定の経験点と引き換えにこれらのパラメータを1ポイント上昇させるための処理が関連付けられている。 Similar to part P723-1, the other parts P723-2 to P723-7 are associated with meat, power, running power, shoulder power, defense power, and catching parameters, respectively, and parts P723-2 to P723 -7 is associated with a process for raising these parameters by one point in exchange for a predetermined experience point.
 図26Aに示す状態でユーザが特殊能力タブP722を選択すると、図26Bに示す状態に切り替わる。図26Bに示すように、特殊能力タブP722にも主人公キャラクタが現在保有している経験点(筋力、敏捷、技術、変化球、及び精神ポイント)が表示される。 When the user selects the special ability tab P722 in the state shown in FIG. 26A, the state is switched to the state shown in FIG. 26B. As shown in FIG. 26B, the special ability tab P722 also displays the experience points (muscle strength, agility, technology, change ball, and mental point) that the main character currently holds.
 特殊能力タブP722では、主人公キャラクタが現在保有している経験点の一部又は全部と引き替えにして、主人公キャラクタに特殊能力を修得させることができる。図26Bでは、主人公キャラクタが修得可能な特殊能力として、「チャンス○」、「対左投手○」、「盗塁○」、「走塁○」、「送球○」、「怪我しにくさ◎」、「アベレージヒッター」が表示されている。「チャンス○」は、チャンスに強いという特殊能力である。「対左投手○」は、左投手に強いという特殊能力である。「盗塁○」は、盗塁がうまくなるという特殊能力である。「送球○」は、送球がそれにくくなるという特殊能力である。「怪我しにくさ◎」は、めったに怪我しなくなるという特殊能力である。「アベレージヒッター」は、ヒット性の打球が出やすくなるという特殊能力である。 In the special ability tab P722, the hero character can acquire special abilities in exchange for some or all of the experience points currently held by the hero character. In FIG. 26B, special abilities that the main character can acquire are “chance ○”, “left pitcher ○”, “stolen ○”, “running ○”, “throwing ○”, “injury difficulty”, “Average Hitter” is displayed. “Chance ○” is a special ability that is strong in chance. “To the left pitcher ○” is a special ability that is strong against the left pitcher. “Stolen ○” is a special ability to improve theft. “Throwing ○” is a special ability that makes it difficult to throw. “Injury difficulty” is a special ability that rarely causes injury. “Average Hitter” is a special ability that makes it easier to hit hits.
 特殊能力タブP722では、各特殊能力に関連付けて、主人公キャラクタに当該特殊能力を修得させるために必要な経験点が表示される。図26Bに示す特殊能力タブP722では、例えば、主人公キャラクタに「チャンス○」を修得させるために、敏捷、技術、及び精神ポイントがそれぞれ15ポイント、30ポイント、105ポイント必要であることが示されている。また例えば、主人公キャラクタに「送球○」を修得させるために、筋力、敏捷、及び技術ポイントがそれぞれ48ポイント必要であることが示されている。なお、主人公キャラクタが修得済みの特殊能力に関しては、修得済みである旨が表示される。 In the special ability tab P722, in relation to each special ability, experience points necessary for the hero character to acquire the special ability are displayed. In the special ability tab P722 shown in FIG. 26B, for example, it is shown that 15 points, 30 points, and 105 points are required for agility, technology, and mental points, respectively, in order to make the main character acquire “chance ○”. Yes. Further, for example, it is indicated that 48 points of muscular strength, agility, and technical points are required for the main character to acquire “ball throwing ○”. In addition, regarding the special ability that the hero character has acquired, it is displayed that it has been acquired.
 さらに、特殊能力タブP722では、各特殊能力に関連付けて、パーツP724-1,P724-2,P724-3,P724-4,P724-5,P724-6が表示されている。 Furthermore, in the special ability tab P722, parts P724-1, P724-2, P724-3, P724-4, P724-5, and P724-6 are displayed in association with each special ability.
 例えば、パーツP724-1は、「チャンス○」に関連付けられており、パーツP724-1には、所定の経験点と引き替えに主人公キャラクタに「チャンス○」を修得させるための処理が関連付けられている。ユーザはパーツP724-1を選択することによって、敏捷ポイント:15ポイント、技術ポイント:30ポイント、及び精神ポイント:105ポイントと引き替えにして、主人公キャラクタに「チャンス○」を修得させることができる。 For example, the part P724-1 is associated with “chance ○”, and the part P724-1 is associated with processing for causing the main character to acquire “chance ○” in exchange for a predetermined experience point. . By selecting part P724-1, the user can acquire “chance ○” for the main character in exchange for agility points: 15 points, technical points: 30 points, and mental points: 105 points.
 パーツP724-1と同様、他のパーツP724-2~P724-6は、それぞれ、「対左投手○」、「盗塁○」、「走塁○」、「送球○」、「アベレージヒッター」に関連付けられており、パーツP724-2~P724-6には、所定の経験点と引き換えに主人公キャラクタにこれらの特殊能力を修得させるための処理が関連付けられている。主人公キャラクタは既に「怪我しにくさ◎」の特殊能力を習得済みであるため、「怪我しにくさ◎」についてはパーツが関連付けられていない。 Like parts P724-1, the other parts P724-2 to P724-6 are associated with “left pitcher ○”, “stealing ○”, “running 塁 ○”, “ball throwing ○”, and “average hitter”, respectively. The parts P724-2 to P724-6 are associated with processing for causing the main character to acquire these special abilities in exchange for predetermined experience points. Since the hero character has already acquired the special ability “Injury Difficulty ◎”, no parts are associated with “Injury Difficulty ◎”.
 なお、図26Bに示す例では、「チャンス○」や「盗塁○」に関連付けて「Lv.1」と表示されている。ここで、「Lv.1」は「チャンス○」や「盗塁○」のコツレベルを示している。先述したように、主人公キャラクタが特殊能力を修得するためのコツをつかんでいる場合には、主人公キャラクタに特殊能力を修得させるために必要な経験点が軽減される。また、コツレベルが高いほど、主人公キャラクタに特殊能力を修得するために必要な経験点が軽減される。 In the example shown in FIG. 26B, “Lv.1” is displayed in association with “Chance ○” and “Stolen ○”. Here, “Lv.1” indicates a knack level of “Chance ○” or “Stealing ○”. As described above, when the hero character has a knack for acquiring special abilities, the experience points necessary for the hero character to acquire special abilities are reduced. Also, the higher the knack level, the less the experience points necessary to acquire special abilities for the main character.
 育成パート開始当初、各特殊能力のコツレベルは零に設定される(すなわち、各特殊能力のコツをつかんでいない状態に設定される)。例えば、育成パートでは、実行対象として選択された練習項目に基づいて、イベントキャラクタが主人公キャラクタに特殊能力のコツを教えるイベントが発生する場合があり、このようなイベントが発生した場合に特殊能力のコツレベルが上昇する。また先述したように、育成パートでは、主人公キャラクタが吸収ターゲットのライバル選手キャラクタから特殊能力のコツを取得することによって、特殊能力のコツレベルが上昇する。 ◎ At the beginning of the training part, the knack level of each special ability is set to zero (that is, the knack of each special ability is not grasped). For example, in an upbringing part, an event may occur where the event character teaches the main character the tricks of the special ability based on the practice item selected as the execution target. The trick level rises. Further, as described above, in the training part, the hero character obtains a trick for the special ability from the rival player character as the absorption target, thereby increasing the trick level for the special ability.
 以上のように、育成パートでは、ユーザの選択した選択肢(練習項目等)に基づいて経験点が主人公キャラクタに付与され、ユーザは経験点を使用して主人公キャラクタの能力を向上できる(例えば、主人公キャラクタの基本能力を上昇させたり、主人公キャラクタに特殊能力を修得させたりすることができる)。シナリオが最後まで進行すると、主人公キャラクタの育成が完了し、例えば図2に示したような主人公キャラクタが完成する。育成が完了した主人公キャラクタはオリジナルキャラクタとして登録される。育成パートの終了後、再度、最初から育成パートを開始することによって、別のオリジナルキャラクタを育成できる。 As described above, in the training part, experience points are given to the main character based on the options (practice items, etc.) selected by the user, and the user can improve the ability of the main character using the experience points (for example, the main character) The basic ability of the character can be raised, or the main character can acquire special abilities). When the scenario progresses to the end, the development of the main character is completed, and for example, the main character as shown in FIG. 2 is completed. The hero character that has been trained is registered as an original character. After the breeding part is completed, another original character can be trained by starting the breeding part from the beginning again.
 [2-4]以上に説明した野球ゲーム(育成パート)は、主人公キャラクタがライバルチームのライバル選手キャラクタから経験点や特殊能力修得のためのコツを取得(吸収)する吸収機能を備えている。この吸収機能では、実行対象として確定された練習項目に割り当てられた吸収ターゲットに基づいて、主人公キャラクタの経験点やコツパラメータが変更される。特に、吸収機能では、練習項目に割り当てられる吸収ターゲットの数が多い場合には、当該数が少ない場合に比べて、経験点の増加量が大きく設定され(図11参照)、コツの増加数が小さく設定される(図18参照)。このため、実行対象の練習項目を選択する際には、練習項目に割り当てられた吸収ターゲットの数を考慮する必要がある。このようにすることによって、練習項目に割り当てられた吸収ターゲットの数を考慮して実行対象の練習項目を選択するという興趣を提供できる。その結果、複数の練習項目のうちから選択を受け付け、選択された練習項目に基づいて、主人公キャラクタのパラメータデータを変化させるようなゲームの興趣を向上できる。 [2-4] The baseball game (nurturing part) described above has an absorption function in which the main character acquires (absorbs) tips for acquiring experience points and special abilities from rival player characters of the rival team. In this absorption function, the experience points and knack parameters of the main character are changed based on the absorption target assigned to the practice item determined as the execution target. In particular, in the absorption function, when the number of absorption targets assigned to practice items is large, the amount of increase in experience points is set larger than when the number is small (see FIG. 11), and the increase in the number of tips is It is set small (see FIG. 18). For this reason, when selecting a practice item to be executed, it is necessary to consider the number of absorption targets assigned to the practice item. In this way, it is possible to provide an interest in selecting the exercise item to be executed in consideration of the number of absorption targets assigned to the exercise item. As a result, it is possible to improve the fun of the game by accepting selection from a plurality of practice items and changing the parameter data of the main character based on the selected practice item.
 また、吸収機能では、あるターンで実行対象として選択された練習項目に調査ターゲットとして割り当てられたライバルチームのうちからライバル選手キャラクタが選出され、当該ターンよりも後のターンでは、選出されたライバル選手キャラクタが吸収ターゲットとして練習項目に関連付けられる。このようにすることによって、ユーザはあるターンで実行対象として選択する練習項目によって、当該ターンよりも後のターンで練習項目に吸収ターゲットとして割り当てられるライバル選手キャラクタの選出に関与できる。 Also, in the absorption function, a rival player character is selected from rival teams assigned as survey targets to practice items selected for execution in a certain turn, and in the turn after that turn, the selected rival player is selected. The character is associated with the practice item as an absorption target. By doing in this way, the user can participate in selection of the rival player character assigned as an absorption target to the practice item in the turn after the turn by the practice item selected as the execution target in a certain turn.
 また、吸収機能では、あるターンで実行対象として選択された練習項目に割り当てられたイベントキャラクタの数に対応する数のライバル選手キャラクタが吸収ターゲットとして選出され、当該ターンよりも後のターンでは、選出されたライバル選手キャラクタが吸収ターゲットとして練習項目に関連付けられる。このようにすることによって、ユーザはあるターンで実行対象として選択する練習項目によって、当該ターンよりも後のターンで練習項目に吸収ターゲットとして割り当てられるライバル選手キャラクタを数を選択できる。 Also, in the absorption function, the number of rival player characters corresponding to the number of event characters assigned to the practice item selected for execution in a certain turn is selected as the absorption target, and in the turn after that turn, it is selected. The rival player character is associated with the practice item as an absorption target. By doing in this way, the user can select the number of rival player characters assigned as an absorption target to the practice item in the turn after the turn by the practice item selected as the execution target in a certain turn.
 また、吸収機能では、実行対象として確定された練習項目に割り当てられた吸収ターゲットの吸収ターゲットタイプに応じた種類の経験点が主人公キャラクタに付与される。このため、実行対象の練習項目を選択する際には、練習項目に割り当てられた吸収ターゲットの吸収ターゲットタイプを考慮する必要がある。このようにすることによって、練習項目に割り当てられた吸収ターゲットの吸収ターゲットタイプを考慮して実行対象の練習項目を選択するという興趣をユーザに提供できる。 Also, in the absorption function, the hero character is given a kind of experience point according to the absorption target type of the absorption target assigned to the practice item determined as the execution target. For this reason, when selecting the exercise item to be executed, it is necessary to consider the absorption target type of the absorption target assigned to the exercise item. By doing so, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the absorption target type of the absorption target assigned to the exercise item.
 また、吸収機能では、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量を減少させることと引き替えにして、主人公キャラクタの経験点が増加される。また、スペシャルタッグトレーニングイベントが発生した状態で、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量が零になる場合に、主人公キャラクタに特殊能力修得のためのコツが付与される。このため、実行対象の練習項目を選択する際には、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量を考慮する必要がある。また、スペシャルタッグトレーニングイベントの発生条件が満足された状態で、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量が零になるように考慮する必要がある。このようにすることによって、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量を考慮して実行対象の練習項目を選択するという興趣や、スペシャルタッグトレーニングイベントの発生条件が満足された状態で、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量が零になるように考慮して実行対象の練習項目を選択するという興趣をユーザに提供できる。 Also, in the absorption function, the hero character's experience points are increased in exchange for reducing the remaining absorbable amount of the absorption target assigned to the exercise item selected as the execution target. In addition, when a special tag training event has occurred, the main character will be given tips for acquiring special abilities when the remaining amount of the absorption target assigned to the exercise item selected for execution becomes zero. Is done. For this reason, when selecting the exercise item to be executed, it is necessary to consider the remaining absorbable amount of the absorption target assigned to the exercise item selected as the execution target. In addition, it is necessary to consider that the absorbable remaining amount of the absorption target assigned to the practice item selected as the execution target becomes zero in a state where the generation condition of the special tag training event is satisfied. By doing this, there is an interest in selecting the exercise item to be executed in consideration of the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution item, and the occurrence conditions of the special tag training event. In the satisfied state, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration that the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target becomes zero.
 また、吸収機能では、実行対象として確定された練習項目に割り当てられた吸収ターゲットの有する特殊能力のコツが主人公キャラクタに付与される。このため、実行対象の練習項目を選択する際には、練習項目に割り当てられた吸収ターゲットの有する特殊能力を考慮する必要がある。このようにすることによって、練習項目に割り当てられた吸収ターゲットの有する特殊能力を考慮して実行対象の練習項目を選択するという興趣をユーザに提供できる。 Also, in the absorption function, the special character of the absorption target assigned to the practice item determined as the execution target is given to the main character. For this reason, when selecting a practice item to be executed, it is necessary to consider the special ability of the absorption target assigned to the practice item. In this way, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the special ability of the absorption target assigned to the exercise item.
 また、吸収機能では、一つのライバルチームに所属するすべてのライバル選手キャラクタが吸収完了状態になった場合にコンプリート報酬がユーザに付与される(図25参照)。このようにすることによって、一つのライバルチームに所属するすべてのライバル選手キャラクタを吸収完了状態にするという動機付けをユーザに与えることができる。また、一つのライバルチームに所属するすべてのライバル選手キャラクタが吸収完了状態になるように考慮して実行対象の練習項目を選択するという興趣をユーザに提供できる。 Also, in the absorption function, a complete reward is given to the user when all the rival player characters belonging to one rival team are in an absorption completed state (see FIG. 25). By doing so, it is possible to give the user the motivation to make all the rival player characters belonging to one rival team complete the absorption state. In addition, it is possible to provide the user with an interest of selecting practice items to be executed in consideration of all rival player characters belonging to one rival team being in an absorption completed state.
 [3.機能ブロック]図27は、ゲームシステム1で実現される機能ブロックのうち、育成パートにおける吸収機能に関連する機能ブロックを示す機能ブロック図である。 [3. Functional Block] FIG. 27 is a functional block diagram showing functional blocks related to the absorption function in the breeding part among the functional blocks realized by the game system 1.
 図27に示すように、ゲームシステム1は、データ記憶部100と、受付部110と、関連付け部120と、変化部130と、変化制御部140と、制限部150と、報酬付与部160とを含む。データ記憶部100は記憶部12、記憶部32、及びデータベース34の少なくとも一つによって実現される。また、データ記憶部100以外の機能ブロックは、制御部11及び制御部31の少なくとも一つによって実現される。すなわち、データ記憶部100以外の機能ブロックのすべてを制御部11によって実現してもよいし、これらのすべてを制御部31によって実現してもよいし、これらの一部を制御部11によって実現し、残りを制御部31によって実現してもよい。 As shown in FIG. 27, the game system 1 includes a data storage unit 100, a reception unit 110, an association unit 120, a change unit 130, a change control unit 140, a restriction unit 150, and a reward granting unit 160. Including. The data storage unit 100 is realized by at least one of the storage unit 12, the storage unit 32, and the database 34. 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 of the functional blocks other than the data storage unit 100 may be realized by the control unit 11, all of these may be realized by the control unit 31, or some of them may be realized by the control unit 11. The rest may be realized by the control unit 31.
 [3-1]ゲームシステム1では、第1ゲームオブジェクトのパラメータデータを変化させるゲームが実行される。 [3-1] In the game system 1, a game for changing the parameter data of the first game object is executed.
 「ゲームオブジェクト」とは、ゲーム画面に表示され得るものである。例えば、ゲームキャラクタ、ゲームカード、又はゲームアイテム等が「ゲームオブジェクト」の一例に相当する。個々の「ゲームオブジェクト」には複数のパラメータが設定される。 “A game object” can be displayed on a game screen. For example, a game character, a game card, a game item, or the like corresponds to an example of “game object”. A plurality of parameters are set for each “game object”.
 「パラメータデータ」とは、ゲームオブジェクトのパラメータに関するデータである。「ゲームオブジェクトのパラメータ」とは、ゲームオブジェクトに設定されたパラメータである。言い換えれば、ゲームオブジェクトに関連付けられたパラメータである。 “Parameter data” is data relating to game object parameters. The “game object parameter” is a parameter set in the game object. In other words, it is a parameter associated with the game object.
 例えば、下記のようなパラメータが「ゲームオブジェクトのパラメータ」の一例に相当する。
(1)ゲームオブジェクトの性能を向上するために消費されるパラメータ(ポイント)
(2)ゲームオブジェクトによる特殊性能の修得しやすさを示すパラメータ
(3)ゲームオブジェクトの性能を示す性能パラメータ
(4)ゲームオブジェクトの状態を示す状態パラメータ
(5)ゲームオブジェクトとユーザ(又はユーザオブジェクト)との関係(親密度等)を示す関係パラメータ
(6)ゲームオブジェクトと他のゲームオブジェクトとの関係(親密度等)を示す関係パラメータ
For example, the following parameters correspond to an example of “game object parameters”.
(1) Parameters (points) consumed to improve the performance of game objects
(2) Parameter indicating ease of acquisition of special performance by game object (3) Performance parameter indicating performance of game object (4) State parameter indicating state of game object (5) Game object and user (or user object) (6) A relationship parameter indicating the relationship (intimacy, etc.) between the game object and other game objects
 また例えば、下記のようなパラメータが「性能パラメータ」の一例に相当する。
(3A)ゲームオブジェクトの性能の高さを示すパラメータ
(3B)ゲームオブジェクトが修得した特殊性能を示すパラメータ(ゲームオブジェクトが特殊性能を修得しているか否かを示すパラメータや、ゲームオブジェクトが修得した特殊性能のレベルを示すパラメータ等)
For example, the following parameters correspond to an example of “performance parameters”.
(3A) A parameter indicating the high performance of the game object (3B) A parameter indicating the special performance acquired by the game object (a parameter indicating whether or not the game object has acquired the special performance, and a special performance acquired by the game object) Parameter indicating the level of performance)
 また例えば、下記のようなパラメータが「状態パラメータ」の一例に相当する。
(4A)ゲームオブジェクトの身体状態(体力又は疲れ等)を示す身体状態パラメータ
(4B)ゲームオブジェクトの精神状態(やる気等)を示す精神状態パラメータ
Further, for example, the following parameters correspond to an example of “state parameters”.
(4A) Physical state parameter indicating the physical state (physical strength or fatigue, etc.) of the game object (4B) Mental state parameter indicating the mental state (motivation, etc.) of the game object
 「ゲームオブジェクトのパラメータデータを変化させる」とは、ゲームオブジェクトのパラメータの値を変化させることである。すなわち、「ゲームオブジェクトのパラメータデータを変化させる」とは、ゲームオブジェクトのパラメータの値を増加又は減少させることである。 “To change the parameter data of the game object” is to change the parameter value of the game object. That is, “changing the parameter data of the game object” means increasing or decreasing the parameter value of the game object.
 なお、パラメータが関連付けられていない(設定されていない)ゲームオブジェクトにパラメータを関連付ける(設定する)ことも「ゲームオブジェクトのパラメータデータを変化させる」ことに相当する。すなわち、ゲームオブジェクトにパラメータが関連付けられていない(設定されていない)状態から、ゲームオブジェクトにパラメータが関連付けられた(設定された)状態へと変化させることも「ゲームオブジェクトのパラメータデータを変化させる」ことに相当する。 It should be noted that associating (setting) a parameter to a game object that is not associated (not set) with a parameter is equivalent to “changing the parameter data of the game object”. That is, changing from a state in which no parameter is associated with the game object (not set) to a state in which the parameter is associated with the game object (set) is also “changes the parameter data of the game object”. It corresponds to that.
 「第1ゲームオブジェクト」とは、ユーザがパラメータデータを変化させる対象となるゲームオブジェクトである。すなわち、第1ゲームオブジェクトのパラメータデータを変化させることがゲームの目的となる。ユーザによる育成の対象となるゲームキャラクタ、又は、ユーザによる強化の対象となるゲームカード又はゲームアイテムが「第1ゲームオブジェクト」の一例に相当する。 The “first game object” is a game object for which the user changes parameter data. That is, the purpose of the game is to change the parameter data of the first game object. A game character to be trained by the user, or a game card or game item to be strengthened by the user corresponds to an example of “first game object”.
 先述の野球ゲームの場合、主人公キャラクタが「第1ゲームオブジェクト」の一例に相当し、経験点やコツパラメータのデータが「第1ゲームオブジェクトのパラメータデータ」の一例に相当する。 In the above-described baseball game, the main character corresponds to an example of “first game object”, and experience point and trick parameter data corresponds to an example of “parameter data of a first game object”.
 [3-2]データ記憶部100はゲームを実行するために必要なデータを記憶する。ここでは、データ記憶部100に記憶されるデータの例として、先述の野球ゲームの育成パートを実行するために必要なデータについて説明する。 [3-2] The data storage unit 100 stores data necessary for executing the game. Here, as an example of data stored in the data storage unit 100, data necessary for executing the above-mentioned baseball game training part will be described.
 例えば、データ記憶部100は、ゲームシステム1でゲームをプレイするユーザのリストを示すデータ、各ユーザが所有しているイベントキャラクタのリストを示すデータや、各ユーザが所有しているオリジナルキャラクタ(各ユーザによって作成されたオリジナルキャラクタ)のリストを示すデータを記憶する。これらのデータに加えて、図27に示すように、データ記憶部100は、練習効果データD101と、吸収可能総量データD102と、吸収量データD103と、コツデータD104と、ライバルチームデータD105と、ライバル選手キャラクタデータD106と、チームメイトキャラクタデータD107と、育成状況データD108とを記憶する。このうち、練習効果データD101、吸収可能総量データD102、吸収量データD103、及びコツデータD104に関しては既に説明済みであるため(図6,11,12,18参照)、ここでは説明を省略する。 For example, the data storage unit 100 includes data indicating a list of users who play the game in the game system 1, data indicating a list of event characters owned by each user, and original characters (each Data indicating a list of original characters created by the user is stored. In addition to these data, as shown in FIG. 27, the data storage unit 100 includes practice effect data D101, absorbable total amount data D102, absorption amount data D103, trick data D104, rival team data D105, Rival player character data D106, teammate character data D107, and training status data D108 are stored. Among these, the practice effect data D101, the total absorbable amount data D102, the absorbed amount data D103, and the knack data D104 have already been described (see FIGS. 6, 11, 12, and 18), and thus description thereof is omitted here.
 [3-2-1]図28はライバルチームデータD105の一例を示す。ライバルチームデータD105は、野球ゲームで用意されている複数のライバルチームのリストを示す。図28に示すように、ライバルチームデータD105は「ライバルチームID」、「名称」、「調査ターゲットフラグ」、「吸収ターゲットフラグ」、「吸収可能残量」、「吸収完了フラグ」、「コンプリート報酬」、及び「使用フラグ」フィールドを含む。 [3-2-1] FIG. 28 shows an example of rival team data D105. The rival team data D105 indicates a list of a plurality of rival teams prepared for the baseball game. As shown in FIG. 28, the rival team data D105 includes “rival team ID”, “name”, “survey target flag”, “absorption target flag”, “absorbable remaining amount”, “absorption completion flag”, “complete reward”. ”And“ Usage Flag ”fields.
 「ライバルチームID」フィールドは、ライバルチームを一意に識別する識別情報を示す。「名称」フィールドは、ライバルチームの名称を示す。「調査ターゲットフラグ」及び「吸収ターゲットフラグ」フィールドは、ライバルチームの調査ターゲットフラグ及び吸収ターゲットフラグを示す。 The “rival team ID” field indicates identification information for uniquely identifying the rival team. The “name” field indicates the name of the rival team. The “survey target flag” and “absorption target flag” fields indicate the rival team's survey target flag and absorption target flag.
 調査ターゲットフラグは、ライバルチームが調査ターゲットとして設定されているか否かを示す。調査ターゲットフラグは、ライバルチームを調査ターゲットとして練習項目に割り当てることが可能な場合にオン(1)に設定され、ライバルチームを調査ターゲットとして練習項目に割り当てることが可能でない場合にオフ(0)に設定される。 The survey target flag indicates whether the rival team is set as the survey target. The survey target flag is set to on (1) when the rival team can be assigned to the practice item as the survey target, and is turned off (0) when the rival team cannot be assigned to the practice item as the survey target. Is set.
 吸収ターゲットフラグは、ライバルチームに所属するライバル選手キャラクタのうちの少なくとも一つが吸収ターゲットとして設定されているか否かを示す。吸収ターゲットフラグは、ライバルチームに所属するライバル選手キャラクタのうちの少なくとも一つが吸収ターゲットとして設定されている場合にオン(1)に設定され、ライバルチームに所属するライバル選手キャラクタのいずれもが吸収ターゲットとして設定されていない場合にオフ(0)に設定される。 The absorption target flag indicates whether or not at least one of the rival player characters belonging to the rival team is set as an absorption target. The absorption target flag is set to ON (1) when at least one of the rival player characters belonging to the rival team is set as the absorption target, and any of the rival player characters belonging to the rival team is the absorption target. Is set to off (0).
 「吸収可能残量」フィールドは、ライバルチームに所属するライバル選手キャラクタのうちの少なくとも一つが吸収ターゲットとして設定されている場合に、当該少なくとも一つのライバル選手キャラクタから吸収可能な経験点の残量(吸収可能残量)を示す。 In the “absorbable remaining amount” field, when at least one of the rival player characters belonging to the rival team is set as an absorption target, the remaining amount of experience points that can be absorbed from the at least one rival player character ( Absorbable remaining amount).
 「吸収完了フラグ」フィールドは、ライバルチームの吸収完了フラグを示す。この吸収完了フラグは、ライバルチームに所属するすべてのライバル選手キャラクタからの吸収を完了したか否かを示す。この吸収完了フラグは、ライバルチームに所属するすべての選手キャラクタからの吸収を完了していない場合にオフ(0)に設定され、ライバルチームのすべての選手キャラクタからの吸収を完了した場合にオン(1)に設定される。 The “absorption completion flag” field indicates the absorption completion flag of the rival team. This absorption completion flag indicates whether or not absorption from all rival player characters belonging to the rival team has been completed. This absorption completion flag is set to off (0) when absorption from all player characters belonging to the rival team is not completed, and is turned on when absorption from all player characters of the rival team is completed ( 1).
 「コンプリート報酬」フィールドは、ライバルチームに対して設定されたコンプリート報酬を示す。「使用フラグ」フィールドは、コンプリート報酬の使用フラグを示す。使用フラグは、コンプリート報酬が使用済みであるか否かを示す。使用フラグは、コンプリート報酬を使用済みである場合にオン(1)に設定され、コンプリート報酬を使用済みでない場合にオフ(0)に設定される。 The “Complete Reward” field indicates the complete reward set for the rival team. The “use flag” field indicates the use flag of the complete reward. The use flag indicates whether or not the complete reward has been used. The use flag is set to on (1) when the complete reward has been used, and is set to off (0) when the complete reward has not been used.
 [3-2-2]図29はライバル選手キャラクタデータD106の一例を示す。ライバル選手キャラクタデータD106は、ライバルチームに所属するライバル選手キャラクタのリストを示す。ライバル選手キャラクタデータD106はライバルチームごとに(ライバルチームIDに関連付けて)記憶される。 [3-2-2] FIG. 29 shows an example of rival player character data D106. The rival player character data D106 indicates a list of rival player characters belonging to the rival team. The rival player character data D106 is stored for each rival team (in association with the rival team ID).
 図29に示すように、ライバル選手キャラクタデータD106は「ライバル選手キャラクタID」、「名前」、「基本能力パラメータ」、「特殊能力パラメータ」、「吸収ターゲットフラグ」、「吸収ターゲットタイプ」、及び「吸収完了フラグ」フィールドを含む。「ライバル選手キャラクタID」フィールドは、ライバル選手キャラクタを一意に識別する識別情報を示す。「名前」フィールドは、ライバル選手キャラクタの名前を示す。 As shown in FIG. 29, the rival player character data D106 includes “rival player character ID”, “name”, “basic ability parameter”, “special ability parameter”, “absorption target flag”, “absorption target type”, and “ Includes Absorption Complete Flag field. The “rival player character ID” field indicates identification information for uniquely identifying the rival player character. The “name” field indicates the name of the rival player character.
 「基本能力パラメータ」フィールドは、ライバル選手キャラクタの基本能力パラメータ(弾道、ミート、パワー、走力、肩力、守備力、及び捕球パラメータ等)を示す。「特殊能力パラメータ」フィールドは、ライバル選手キャラクタの特殊能力パラメータを示す。特殊能力パラメータは、ライバル選手キャラクタが各特殊能力を修得しているか否かを示す。例えば、育成パートでライバルチームとの試合イベントが実行される際にライバル選手キャラクタの基本能力パラメータや特殊能力パラメータが参照される。また、育成パートの吸収機能では、主人公キャラクタが吸収ターゲットのライバル選手キャラクタが修得している特殊能力のうちから選出された特殊能力のコツを吸収(取得)できるようになっており、特殊能力を選出する場合にライバル選手キャラクタの特殊能力パラメータが参照される。 The “basic ability parameter” field indicates the basic ability parameters (such as ballistics, meat, power, running ability, shoulder ability, defense ability, and catching parameters) of the rival player character. The “special ability parameter” field indicates a special ability parameter of the rival player character. The special ability parameter indicates whether or not the rival player character has acquired each special ability. For example, when a game event with a rival team is executed in the training part, the basic ability parameters and special ability parameters of the rival player character are referred to. Also, in the absorbing function of the training part, the hero character can absorb (acquire) the tips of special abilities selected from the special abilities acquired by the rival player character of the absorption target. When selecting, the special ability parameter of the rival player character is referred to.
 「吸収ターゲットフラグ」、「吸収ターゲットタイプ」、及び「吸収完了フラグ」フィールドは、それぞれ、ライバル選手キャラクタの吸収ターゲットフラグ、吸収ターゲットタイプ、及び吸収完了フラグを示す。吸収ターゲットフラグは、ライバル選手キャラクタが吸収ターゲットとして設定されているか否かを示す。吸収ターゲットフラグは、ライバル選手キャラクタが吸収ターゲットとして設定されている場合にオン(1)に設定され、ライバル選手キャラクタが吸収ターゲットとして設定されていない場合にオフ(0)に設定される。吸収ターゲットタイプは、ライバル選手キャラクタからどの経験点が吸収されるのかを示す。吸収完了フラグは、ライバル選手キャラクタからの吸収を完了したか否かを示す。吸収完了フラグは、ライバル選手キャラクタからの吸収を完了していない場合にオフ(0)に設定され、ライバル選手キャラクタからの吸収を完了した場合にオン(1)に設定される。 The “absorption target flag”, “absorption target type”, and “absorption completion flag” fields indicate the absorption target flag, the absorption target type, and the absorption completion flag of the rival player character, respectively. The absorption target flag indicates whether or not the rival player character is set as an absorption target. The absorption target flag is set to on (1) when the rival player character is set as the absorption target, and is set to off (0) when the rival player character is not set as the absorption target. The absorption target type indicates which experience points are absorbed from the rival player character. The absorption completion flag indicates whether or not the absorption from the rival player character has been completed. The absorption completion flag is set to off (0) when the absorption from the rival player character is not completed, and is set to on (1) when the absorption from the rival player character is completed.
 [3-2-3]図30はチームメイトキャラクタデータD107の一例を示す。チームメイトキャラクタデータD107は、主人公キャラクタのチームメイトキャラクタのリストを示す。図30に示すように、チームメイトキャラクタデータD107は「チームメイトキャラクタID」、「名前」、「ポジション」、「基本能力パラメータ」、「特殊能力パラメータ」、「イベントキャラクタフラグ」、「レアリティ」、「吸収タイプ」、「得意練習」、「レベル」、及び「イベント」フィールド等を含む。 [3-2-3] FIG. 30 shows an example of teammate character data D107. The teammate character data D107 indicates a list of teammate characters of the main character. As shown in FIG. 30, the teammate character data D107 includes “teammate character ID”, “name”, “position”, “basic ability parameter”, “special ability parameter”, “event character flag”, “rareness”, Includes "absorption type", "good practice", "level", and "event" fields.
 「チームメイトキャラクタID」フィールドは、チームメイトキャラクタを一意に識別する識別情報を示す。「名前」及び「ポジション」フィールドは、チームメイトキャラクタの名前及びポジションを示す。 The “teammate character ID” field indicates identification information for uniquely identifying a teammate character. The “name” and “position” fields indicate the name and position of the teammate character.
 「基本能力パラメータ」フィールドは、チームメイトキャラクタの基本能力パラメータ(弾道、ミート、パワー、走力、肩力、守備力、及び捕球パラメータ等)を示す。「特殊能力パラメータ」フィールドは、チームメイトキャラクタの特殊能力パラメータを示す。特殊能力パラメータはチームメイトキャラクタが各特殊能力を修得しているか否かを示すパラメータである。例えば、育成パートで試合イベントが発生した場合には、主人公キャラクタとともにチームメイトキャラクタが試合に参加する。このような試合イベントが実行される際にチームメイトキャラクタの基本能力パラメータや特殊能力パラメータが参照される。 The “basic ability parameter” field indicates the basic ability parameters (ballistic, meat, power, running ability, shoulder ability, defensive ability, catching parameter, etc.) of the teammate character. The “special ability parameter” field indicates a special ability parameter of the teammate character. The special ability parameter is a parameter indicating whether or not the teammate character has acquired each special ability. For example, when a game event occurs in the training part, a teammate character participates in the game together with the main character. When such a match event is executed, the basic ability parameters and special ability parameters of the teammate character are referred to.
 「イベントキャラクタフラグ」フィールドは、チームメイトキャラクタのイベントキャラクタフラグを示す。先述したように、イベントデッキに組み込まれたイベントキャラクタがチームメイトキャラクタとしてシナリオに登場する。イベントキャラクタフラグは、チームメイトキャラクタがイベントデッキに組み込まれたイベントキャラクタであるか否かを示す。イベントキャラクタフラグは、チームメイトキャラクタがイベントキャラクタである場合にオン(1)に設定され、チームメイトキャラクタがイベントキャラクタでない場合にオフ(0)に設定される。 The “event character flag” field indicates the event character flag of the teammate character. As described above, the event character incorporated in the event deck appears in the scenario as a teammate character. The event character flag indicates whether or not the teammate character is an event character incorporated in the event deck. The event character flag is set to on (1) when the teammate character is an event character, and is set to off (0) when the teammate character is not an event character.
 「レアリティ」、「吸収タイプ」、「得意練習」、及び「レベル」フィールドは、チームメイトキャラクタ(イベントキャラクタ)のレアリティ、吸収タイプ、得意練習、及びレベルをそれぞれ示す。「イベント」フィールドは、チームメイトキャラクタに関連付けられているイベントに関するイベント情報を示す。言い換えれば、「イベント」フィールドは、チームメイトキャラクタによってゲーム中で発生され得るイベントに関するイベント情報を示す。なお、「レアリティ」、「吸収タイプ」、「得意練習」、「レベル」、及び「イベント」フィールドには、チームメイトキャラクタがイベントキャラクタである場合にのみ各種情報が登録される。 “Rareness”, “absorption type”, “good practice”, and “level” fields indicate the rarity, absorption type, good practice, and level of the teammate character (event character), respectively. The “event” field indicates event information related to an event associated with the teammate character. In other words, the “event” field indicates event information related to an event that can be generated in the game by the teammate character. Various information is registered in the “rareness”, “absorption type”, “good practice”, “level”, and “event” fields only when the teammate character is an event character.
 [3-2-4]図31は育成状況データD108の一例を示す。育成状況データD108は、育成中の主人公キャラクタの育成状況を示す。図31に示すように、育成状況データD108は下記のフィールドを含む。 [3-2-4] FIG. 31 shows an example of the training status data D108. The training status data D108 indicates the training status of the main character being trained. As shown in FIG. 31, the breeding status data D108 includes the following fields.
 「名前」フィールドは主人公キャラクタの名前を示す。「ポジション」フィールドは、主人公キャラクタが得意な野球のポジションを示す。「フォーム」及び「利き腕」フィールドは主人公キャラクタのフォーム(打撃フォーム又は投球フォーム)及び利き腕を示す。「やる気パラメータ」及び「体力パラメータ」フィールドは、現時点における主人公キャラクタのやる気パラメータ及び体力パラメータを示す。「評価」フィールドは、主人公キャラクタに対する他のゲームキャラクタ(チームメイトキャラクタ、監督キャラクタ、又はスカウトキャラクタ)の現時点での評価を示す。 “Name” field indicates the name of the main character. The “position” field indicates a baseball position that the main character is good at. The “form” and “dominant arm” fields indicate the form (striking form or throwing form) and dominant arm of the main character. The “motivation parameter” and “physical strength parameter” fields indicate the motivation parameter and physical strength parameter of the main character at the current time. The “evaluation” field indicates the current evaluation of another game character (team mate character, manager character, or scout character) with respect to the main character.
 「経験点」フィールドは、現時点で主人公キャラクタが有している経験点(筋力、敏捷、技術、変化球、及び精神ポイント)を示す。なお、「経験点」フィールドには、現時点で主人公キャラクタが有している経験点(すなわち、現時点で残っている経験点)とともに、現時点までに主人公キャラクタが獲得した経験点の累計が格納されていてもよい。 The “experience point” field indicates the experience points (muscle strength, agility, technology, change ball, and mental point) that the main character currently has. The “experience points” field stores the experience points that the hero character currently has (that is, the experience points remaining at the present time) and the cumulative number of experience points that the hero character has acquired so far. May be.
 「基本能力パラメータ」フィールドは、現時点における主人公キャラクタの基本能力パラメータ(弾道、ミート、パワー、走力、肩力、守備力、及び捕球パラメータ)を示す。 The “basic ability parameter” field indicates the basic ability parameters (ballistic, meat, power, running ability, shoulder ability, defense ability, and catching parameter) of the main character at the present time.
 「特殊能力パラメータ」フィールドは、現時点における主人公キャラクタの特殊能力パラメータを示す。特殊能力パラメータは、主人公キャラクタが各特殊能力を修得したか否かを示すパラメータである。例えば、「特殊能力パラメータ」フィールド内の「チャンス○」フィールドには、主人公キャラクタが特殊能力「チャンス○」を修得済みでない場合に「0」が登録され、主人公キャラクタが特殊能力「チャンス○」を修得済みである場合に「1」が登録される。 The “special ability parameter” field indicates the special ability parameter of the main character at the present time. The special ability parameter is a parameter indicating whether or not the hero character has acquired each special ability. For example, in the “chance ○” field in the “special ability parameter” field, “0” is registered when the hero character has not acquired the special ability “chance ○”, and the hero character has the special ability “chance ○”. If it has been learned, “1” is registered.
 「コツパラメータ」フィールドは、主人公キャラクタのコツパラメータを示す。コツパラメータは、現時点での主人公キャラクタの各特殊能力のコツレベルを示す。 “Knack parameter” field indicates the trick parameter of the main character. The trick parameter indicates the trick level of each special ability of the main character at the present time.
 「練習実行状況」フィールドは、現時点までの練習の実行状況(実行履歴)を示す。「練習実行状況」フィールドには、各練習項目について、現時点でのレベルと、練習が実行された累計回数と、現在のターンで練習項目に割り当てられているチームメイトキャラクタ(及び監督キャラクタやスカウトキャラクタ)と、現在のターンで練習項目に調査ターゲット又は吸収ターゲットとして割り当てられているライバルチーム(ライバル選手キャラクタ)とが登録される。また、「進行状況」フィールドは、現在の進行状況を示す。例えば、「進行状況」フィールドは残りのターン数や現在のゲーム内時間等を示す。 The “practice execution status” field indicates the execution status (execution history) of practice up to the present time. In the “Practice Execution Status” field, for each practice item, the current level, the total number of times the practice has been performed, and the teammate character (and supervisor or scout character assigned to the practice item in the current turn) ) And rival teams (rival player characters) assigned to the practice items as survey targets or absorption targets in the current turn. The “progress status” field indicates the current progress status. For example, the “progress status” field indicates the number of remaining turns, the current in-game time, and the like.
 [3-3]受付部110は、複数の選択肢のうちから選択を受け付ける。受付部110は、複数の選択機会の各々において、複数の選択肢のうちから選択肢の選択を受け付ける。 [3-3] The accepting unit 110 accepts a selection from a plurality of options. The accepting unit 110 accepts selection of an option from among a plurality of options at each of a plurality of selection opportunities.
 「選択肢」とは、ゲームをプレイするユーザによって選択される対象である。言い換えれば、「選択肢」とは、ゲーム中においてユーザによる選択の対象となるものである。「複数の選択肢」とは、ユーザによって選択され得る選択肢の候補である。 “Option” is a target selected by the user who plays the game. In other words, “option” is a target of selection by the user during the game. The “plurality of options” are candidate options that can be selected by the user.
 「複数の選択肢のうちから選択を受け付ける」とは、複数の選択肢のうちからいずれかを選択するための選択操作を受け付けることである。または、「複数の選択肢のうちから選択を受け付ける」とは、複数の選択肢のうちのいずれかが選択されたことを示す選択データを受け取ることであってもよい。複数の選択肢のうちからいずれか一つを選択することのみを許容してもよいし、複数の選択肢のうちから複数の選択肢を選択することを許容してもよい。 “Receiving a selection from a plurality of options” means receiving a selection operation for selecting one of a plurality of options. Alternatively, “accepting a selection from a plurality of options” may mean receiving selection data indicating that any one of the plurality of options has been selected. Only one of a plurality of options may be selected, or a plurality of options may be selected from a plurality of options.
 「選択機会」とは、複数の選択肢のうちから選択肢の選択を受け付ける機会である。例えば、ターンごとに、複数の選択肢のうちから選択肢の選択を受け付けるようなゲームであれば、各ターンが「選択機会」に相当する。 “A selection opportunity” is an opportunity to accept selection of options from a plurality of options. For example, each turn corresponds to a “selection opportunity” in the case of a game that accepts selection of options from a plurality of options for each turn.
 先述の野球ゲームの場合、複数の練習項目が「複数の選択肢」の一例に相当する。受付部110は、複数の練習項目のうちから選択を受け付ける。 In the above-mentioned baseball game, a plurality of practice items correspond to an example of “multiple options”. The reception unit 110 receives a selection from a plurality of practice items.
 [3-4]関連付け部120は、複数の選択肢のうちの少なくとも一つに、1又は複数の第2ゲームオブジェクトを関連付ける。 [3-4] The associating unit 120 associates one or more second game objects with at least one of the plurality of options.
 「第2ゲームオブジェクト」とは、選択肢に関連付けられ、第1ゲームオブジェクトのパラメータデータを変化させるために用いられるゲームオブジェクトである。例えば、「第1ゲームオブジェクト」は複数のグループ識別情報のうちの一のグループ識別情報に関連付けられたゲームオブジェクトであり、「第2ゲームオブジェクト」は、第1ゲームオブジェクトに関連付けられたグループ識別情報とは異なるグループ識別情報に関連付けられたゲームオブジェクトである。「複数の選択肢」には、第2ゲームオブジェクトが関連付けられた選択肢と、第2ゲームオブジェクトが関連付けられていない選択肢との両方が含まれ得る。「複数の選択肢」には、第2ゲームオブジェクトが関連付けられた選択肢のみが含まれてもよい。 The “second game object” is a game object that is associated with an option and used to change parameter data of the first game object. For example, “first game object” is a game object associated with one group identification information among a plurality of group identification information, and “second game object” is group identification information associated with the first game object. Is a game object associated with different group identification information. The “plurality of options” can include both options associated with the second game object and options not associated with the second game object. The “plurality of options” may include only options associated with the second game object.
 例えば、関連付け部120は選出部121を含む。選出部121は、第1選択機会で選択された選択肢に第2ゲームオブジェクトが関連付けられていない場合に、当該選択肢に基づいて、1又は複数の第2ゲームオブジェクトを選出する。 For example, the association unit 120 includes a selection unit 121. When the second game object is not associated with the option selected at the first selection opportunity, the selection unit 121 selects one or a plurality of second game objects based on the option.
 例えば、複数の選択肢は、1又は複数の第3ゲームオブジェクトが関連付けられた選択肢を含んでおり、選出部121は、第1選択機会で選択された選択肢に第2ゲームオブジェクトが関連付けられていない場合に、当該選択肢に関連付けられた第3ゲームオブジェクトに基づいて、1又は複数の第2ゲームオブジェクトを選出するようにしてもよい。具体的には、選出部121は、第1選択機会で選択された選択肢に第2ゲームオブジェクトが関連付けられていない場合に、当該選択された選択肢に関連付けられた第3ゲームオブジェクトの数に対応する数の第2ゲームオブジェクトを選出するようにしてもよい。 For example, the plurality of options includes options associated with one or more third game objects, and the selection unit 121 does not associate the second game object with the options selected in the first selection opportunity. Alternatively, one or more second game objects may be selected based on the third game object associated with the option. Specifically, the selection unit 121 corresponds to the number of third game objects associated with the selected option when the second game object is not associated with the option selected at the first selection opportunity. A number of second game objects may be selected.
 「第3ゲームオブジェクト」とは、第1ゲームオブジェクトや第2ゲームオブジェクトとは異なるゲームオブジェクトである。 The “third game object” is a game object different from the first game object and the second game object.
 なお、選出部121は、選択された選択肢に関連付けられた数値情報に基づいて、1又は複数の第2ゲームオブジェクトを選出するようにしてもよい。具体的には、選出部121は、選択された選択肢に関連付けられた数値情報に対応する数の第2ゲームオブジェクトを選出するようにしてもよい。 Note that the selection unit 121 may select one or a plurality of second game objects based on numerical information associated with the selected option. Specifically, the selection unit 121 may select the number of second game objects corresponding to the numerical information associated with the selected option.
 関連付け部120は、第1選択機会よりも後の第2選択機会における複数の選択肢のうちの少なくとも一つに、選出部121によって選出された第2ゲームオブジェクトを関連付ける。 The associating unit 120 associates the second game object selected by the selecting unit 121 with at least one of the plurality of options in the second selection opportunity after the first selection opportunity.
 先述の野球ゲームの場合、吸収ターゲットのライバル選手キャラクタが「第2ゲームオブジェクト」の一例に相当する。チームメイトキャラクタのうちのイベントキャラクタが「第3ゲームオブジェクト」の一例に相当する。選出部121は、実行対象として選択された練習項目に調査ターゲットとして割り当てられたライバルチームのライバル選手キャラクタのうちから、イベントキャラクタの数に対応する数のライバル選手キャラクタを選出する。その後のターンにおいて、関連付け部120は、選出されたライバル選手キャラクタを吸収ターゲットとして練習項目に関連付ける。 In the above-described baseball game, the rival player character of the absorption target corresponds to an example of “second game object”. An event character among teammate characters corresponds to an example of a “third game object”. The selection unit 121 selects rival player characters corresponding to the number of event characters from the rival player characters of the rival team assigned as the survey target to the practice item selected as the execution target. In the subsequent turn, the associating unit 120 associates the selected rival player character with the practice item as an absorption target.
 [3-5]変化部130は第1変化部131と第2変化部132と第3変化部133とを含む。 [3-5] The changing unit 130 includes a first changing unit 131, a second changing unit 132, and a third changing unit 133.
 [3-5-1]第1変化部131は、複数の選択肢のうちから選択された選択肢に基づいて、第1ゲームオブジェクトの第1パラメータデータを変化させる。第2変化部132は、選択された選択肢に基づいて、第1ゲームオブジェクトの第2パラメータデータを変化させる。 [3-5-1] The first changing unit 131 changes the first parameter data of the first game object based on an option selected from a plurality of options. The second changing unit 132 changes the second parameter data of the first game object based on the selected option.
 例えば、先述したように、選出部121は、第1選択機会で選択された選択肢に関連付けられた第3ゲームオブジェクトに基づいて、1又は複数の第2ゲームオブジェクトを選出し、関連付け部120は、第1選択機会よりも後の第2選択機会における複数の選択肢のうちの少なくとも一つに、選出部121によって選出された第2ゲームオブジェクトを関連付ける。そして、第1変化部131は、第2選択機会で選択された選択肢に基づいて、第1パラメータデータを変化させる。また、第2変化部132は、第2選択機会で選択された選択肢に基づいて、第2パラメータデータを変化させる。 For example, as described above, the selection unit 121 selects one or a plurality of second game objects based on the third game object associated with the option selected at the first selection opportunity, and the association unit 120 The second game object selected by the selection unit 121 is associated with at least one of the plurality of options in the second selection opportunity after the first selection opportunity. Then, the first changing unit 131 changes the first parameter data based on the option selected at the second selection opportunity. Further, the second changing unit 132 changes the second parameter data based on the option selected at the second selection opportunity.
 「第1パラメータデータ」は、第1パラメータに関するデータである。「第2パラメータデータ」は、第2パラメータに関するデータである。「第1パラメータ」と「第2パラメータ」とは、第1ゲームオブジェクトに設定された複数のパラメータのうちの、互いに異なるパラメータである。 “First parameter data” is data relating to the first parameter. “Second parameter data” is data relating to the second parameter. The “first parameter” and the “second parameter” are different parameters from among a plurality of parameters set for the first game object.
 例えば、「第1パラメータ」は、第1ゲームオブジェクトの性能を向上するために消費されるパラメータ(ポイント)であり、「第2パラメータ」は、第1ゲームオブジェクトによる特殊性能の修得しやすさを示すパラメータである。 For example, the “first parameter” is a parameter (points) consumed to improve the performance of the first game object, and the “second parameter” indicates the ease of acquiring the special performance by the first game object. It is a parameter to show.
 また例えば、「第2パラメータ」は、「第1パラメータ」に比べて、ゲームにおいて変化されにくいパラメータである。すなわち、「第2パラメータ」は、「第1パラメータ」に比べて、ゲームにおいて変化される確率が小さい、又は、ゲームにおいて変化される機会が少ないパラメータである。 Also, for example, the “second parameter” is a parameter that is less likely to be changed in the game than the “first parameter”. In other words, the “second parameter” is a parameter that has a lower probability of being changed in the game or less chance of being changed in the game than the “first parameter”.
 「選択された選択肢に基づいて、第1ゲームオブジェクトの第1パラメータデータを変化させる」とは、例えば、第1ゲームオブジェクトに複数の第1パラメータが設定されており、第1パラメータデータが複数の第1パラメータに関するデータである場合に、選択された選択肢に基づいて、複数の第1パラメータのうちの少なくとも一つを変化対象として設定し、変化対象として設定された第1パラメータを変化させることである。 “Change the first parameter data of the first game object based on the selected option” means that, for example, a plurality of first parameters are set in the first game object, and the first parameter data includes a plurality of first parameter data. When the data is related to the first parameter, based on the selected option, at least one of the plurality of first parameters is set as a change target, and the first parameter set as the change target is changed. is there.
 具体的には、「選択された選択肢に基づいて、第1ゲームオブジェクトの第1パラメータデータを変化させる」とは、複数の第1パラメータのうちから変化対象を選択するための変化対象情報が関連付けられた複数の選択肢のうちから選択された選択肢に関連付けられた変化対象情報に基づいて、複数の第1パラメータのうちの少なくとも一つを変化対象として設定し、変化対象として設定された第1パラメータを変化させることである。 Specifically, “change the first parameter data of the first game object based on the selected option” is associated with change target information for selecting a change target from among a plurality of first parameters. Based on change target information associated with an option selected from a plurality of selected options, at least one of the plurality of first parameters is set as a change target, and the first parameter set as the change target Is to change.
 また例えば、「選択された選択肢に基づいて、第1ゲームオブジェクトの第1パラメータデータを変化させる」とは、選択された選択肢に関連付けられた第2ゲームオブジェクトに基づいて、第1ゲームオブジェクトの第1パラメータデータを変化させることであってもよい。 Also, for example, “change the first parameter data of the first game object based on the selected option” means that the first game object's first parameter is changed based on the second game object associated with the selected option. One parameter data may be changed.
 すなわち、「選択された選択肢に基づいて、第1ゲームオブジェクトの第1パラメータデータを変化させる」とは、第1ゲームオブジェクトに複数の第1パラメータが設定されており、第1パラメータデータが複数の第1パラメータに関するデータである場合に、選択された選択肢に関連付けられた第2ゲームオブジェクトに基づいて、複数の第1パラメータのうちの少なくとも一つを変化対象として設定し、変化対象として設定された第1パラメータを変化させることであってもよい。 That is, “change the first parameter data of the first game object based on the selected option” means that a plurality of first parameters are set in the first game object, and the first parameter data includes a plurality of first parameter data. When the data is related to the first parameter, based on the second game object associated with the selected option, at least one of the plurality of first parameters is set as the change target, and is set as the change target. The first parameter may be changed.
 具体的には、「選択された選択肢に基づいて、第1ゲームオブジェクトの第1パラメータデータを変化させる」とは、選択された選択肢に関連付けられた第2ゲームオブジェクトの属性(種類又は能力等)に基づいて、複数の第1パラメータのうちの少なくとも一つを変化対象として設定し、変化対象として設定された第1パラメータを変化させることである。すなわち、属性と変化対象として設定すべき第1パラメータとの対応関係情報と、選択された選択肢に関連付けられた第2ゲームオブジェクトの属性とに基づいて、複数の第1パラメータのうちの少なくとも一つを変化対象として設定し、変化対象として設定された第1パラメータを変化させることである。なお、対応関係情報では、第2ゲームオブジェクトの種類に関連する第1パラメータが変化対象として設定されるように設定される。または、対応関係情報では、第2ゲームオブジェクトの有する能力に関連する第1パラメータが変化対象として設定されるように設定される。 Specifically, “change the first parameter data of the first game object based on the selected option” means the attribute (type or ability, etc.) of the second game object associated with the selected option. Based on the above, at least one of the plurality of first parameters is set as a change target, and the first parameter set as the change target is changed. That is, at least one of the plurality of first parameters based on the correspondence information between the attribute and the first parameter to be set as the change target and the attribute of the second game object associated with the selected option. Is set as a change target, and the first parameter set as the change target is changed. In the correspondence information, the first parameter related to the type of the second game object is set as the change target. Alternatively, the correspondence relationship information is set so that the first parameter related to the ability of the second game object is set as the change target.
 「選択された選択肢に基づいて、第1ゲームオブジェクトの第2パラメータデータを変化させる」も、「選択された選択肢に基づいて、第1ゲームオブジェクトの第1パラメータデータを変化させる」と同様である。例えば、第1ゲームオブジェクトに複数の第2パラメータが設定されており、第2パラメータデータが複数の第2パラメータに関するデータである場合に、第2変化部132は、選択された選択肢に関連付けられた第2ゲームオブジェクトに基づいて、複数の第2パラメータのうちの少なくとも1つを変化対象として設定し、当該変化対象として設定された第2パラメータを変化させる。 “Change the second parameter data of the first game object based on the selected option” is also the same as “Change the first parameter data of the first game object based on the selected option”. . For example, when a plurality of second parameters are set for the first game object and the second parameter data is data related to the plurality of second parameters, the second changing unit 132 is associated with the selected option. Based on the second game object, at least one of the plurality of second parameters is set as a change target, and the second parameter set as the change target is changed.
 [3-5-2]例えば、第1変化部131は、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを変化させることと引き替えにして、第1パラメータデータを変化させる。 [3-5-2] For example, the first changing unit 131 changes the first parameter data in exchange for changing the parameter data of the second game object associated with the selected option.
 「第2ゲームオブジェクトのパラメータデータ」とは、第2ゲームオブジェクトのパラメータに関するデータである。ここでの「第2ゲームオブジェクトのパラメータ」は、第1パラメータデータを変化させることと引き替えにして変化されるパラメータである。言い換えれば、第1パラメータデータを変化させるために消費されるパラメータである。 “The parameter data of the second game object” is data relating to the parameters of the second game object. Here, the “parameter of the second game object” is a parameter that is changed in exchange for changing the first parameter data. In other words, it is a parameter consumed to change the first parameter data.
 「選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを変化させることと引き替えにして、第1パラメータデータを変化させる」とは、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを変化させた後で、第1パラメータデータを変化させることである。または、第1パラメータデータを変化させた後で、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを変化させることであってもよい。あるいは、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを変化させるとともに、第1パラメータデータを変化させることであってもよい。要するに、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを変化させることと、第1パラメータデータを変化させることとは異なる時点に実行されてもよいし、同時に実行されてもよい。 “Change the first parameter data in exchange for changing the parameter data of the second game object associated with the selected option” means the parameter of the second game object associated with the selected option. The first parameter data is changed after the data is changed. Alternatively, after changing the first parameter data, the parameter data of the second game object associated with the selected option may be changed. Alternatively, the parameter data of the second game object associated with the selected option may be changed and the first parameter data may be changed. In short, changing the parameter data of the second game object associated with the selected option and changing the first parameter data may be executed at different times or may be executed simultaneously.
 例えば、第2ゲームオブジェクトのパラメータデータの変化の程度は、第1パラメータデータの変化の程度に対応する程度に設定される。すなわち、第2ゲームオブジェクトのパラメータデータの変化量は、第1パラメータデータの変化量に対応する量に設定される。 For example, the degree of change of the parameter data of the second game object is set to a degree corresponding to the degree of change of the first parameter data. That is, the change amount of the parameter data of the second game object is set to an amount corresponding to the change amount of the first parameter data.
 [3-5-3]また例えば、第2変化部132は、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化する場合に、第2パラメータデータを変化させる。 [3-5-3] For example, the second changing unit 132 changes the second parameter data when the parameter data of the second game object associated with the selected option changes to the first predetermined state. Let
 「第1所定状態」とは、例えば、第2ゲームオブジェクトのパラメータの値が第1所定値である状態である。第2ゲームオブジェクトのパラメータの値が第1所定値以下の状態であってもよいし、第2ゲームオブジェクトのパラメータの値が第1所定値以上の状態であってもよい。 The “first predetermined state” is, for example, a state where the parameter value of the second game object is the first predetermined value. The parameter value of the second game object may be in a state equal to or less than a first predetermined value, or the parameter value of the second game object may be in a state equal to or greater than the first predetermined value.
 例えば、第2ゲームオブジェクトのパラメータを減少させることと引き替えにして第1パラメータデータを変化させるような態様では、「第1所定状態」とは、第2ゲームオブジェクトのパラメータの値が第1所定値(又は第1所定値以下)まで下降した状態である。 For example, in an aspect in which the first parameter data is changed in exchange for decreasing the parameter of the second game object, the “first predetermined state” means that the parameter value of the second game object is the first predetermined value. It is in a state of being lowered to (or below the first predetermined value).
 一方、第2ゲームオブジェクトのパラメータを増加させることと引き替えにして第1パラメータデータを変化させるような態様では、「第1所定状態」とは、第2ゲームオブジェクトのパラメータの値が第1所定値(又は第1所定値以上)まで上昇した状態である。 On the other hand, in a mode in which the first parameter data is changed in exchange for increasing the parameter of the second game object, the “first predetermined state” means that the parameter value of the second game object is the first predetermined value. It is in a state where it has risen to (or the first predetermined value or more).
 「選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化する場合」とは、第1変化部131が選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを変化させることと引き替えにして第1パラメータデータを変化させることによって、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化する場合である。 “When the parameter data of the second game object associated with the selected option changes to the first predetermined state” means that the parameter of the second game object associated with the option selected by the first changing unit 131 is used. This is a case where the parameter data of the second game object associated with the selected option changes to the first predetermined state by changing the first parameter data in exchange for changing the data.
 「選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化する場合に、第2パラメータデータを変化させる」とは、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化するとともに、第2パラメータデータを変化させることである。または、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化した後で、第2パラメータデータを変化させることであってもよい。あるいは、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化することが確定した時点で、第2パラメータデータを変化させることであってもよい。 “When the parameter data of the second game object associated with the selected option changes to the first predetermined state, the second parameter data is changed” means the second game associated with the selected option. The parameter data of the object is changed to the first predetermined state and the second parameter data is changed. Alternatively, the second parameter data may be changed after the parameter data of the second game object associated with the selected option has changed to the first predetermined state. Alternatively, the second parameter data may be changed when it is determined that the parameter data of the second game object associated with the selected option changes to the first predetermined state.
 [3-5-4]また例えば、複数の選択肢は、1又は複数の第3ゲームオブジェクトが関連付けられた選択肢を含んでおり、第3変化部133は、複数の選択機会の各々で選択された選択肢に関連付けられた第3ゲームオブジェクトのパラメータデータを変化させる。そして、第2変化部132は、選択された選択肢に関連付けられた第3ゲームオブジェクトが所定条件を満足し、かつ、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化する場合に、第2パラメータデータを変化させる。 [3-5-4] Also, for example, the plurality of options include options associated with one or more third game objects, and the third changing unit 133 is selected at each of the plurality of selection opportunities. The parameter data of the third game object associated with the option is changed. Then, the second changing unit 132 determines that the third game object associated with the selected option satisfies a predetermined condition, and the parameter data of the second game object associated with the selected option is in the first predetermined state. The second parameter data is changed when the value changes.
 「第3ゲームオブジェクト」とは、第1ゲームオブジェクトや第2ゲームオブジェクトとは異なるゲームオブジェクトである。複数の選択肢には、第3ゲームオブジェクトが関連付けられた選択肢と、第3ゲームオブジェクトが関連付けられていない選択肢との両方が含まれ得る。「複数の選択肢」には、第3ゲームオブジェクトが関連付けられた選択肢のみが含まれてもよい。 The “third game object” is a game object different from the first game object and the second game object. The plurality of options may include both options associated with the third game object and options not associated with the third game object. The “plurality of options” may include only options associated with the third game object.
 「所定条件」とは、選択された選択肢に関連付けられた第3ゲームオブジェクトに関する条件である。言い換えれば、「所定条件」とは、選択された選択肢に特定の第3ゲームオブジェクトが関連付けられているか否かの条件である。例えば、パラメータデータが所定状態である第3ゲームオブジェクトが「特定の第3ゲームオブジェクト」の一例に相当する。 The “predetermined condition” is a condition related to the third game object associated with the selected option. In other words, the “predetermined condition” is a condition as to whether or not a specific third game object is associated with the selected option. For example, a third game object whose parameter data is in a predetermined state corresponds to an example of “a specific third game object”.
 例えば、「所定条件」は、選択された選択肢にパラメータデータが第2所定状態である第3ゲームオブジェクトが関連付けられているか否かの条件を含む。 For example, the “predetermined condition” includes a condition as to whether or not a third game object whose parameter data is in the second predetermined state is associated with the selected option.
 「第2所定状態」とは、例えば、第3ゲームオブジェクトのパラメータの値が第2所定値である状態である。第3ゲームオブジェクトのパラメータの値が第2所定値以下の状態であってもよいし、第3ゲームオブジェクトのパラメータの値が第2所定値以上の状態であってもよい。 “The second predetermined state” is, for example, a state in which the parameter value of the third game object is the second predetermined value. The parameter value of the third game object may be in a state equal to or smaller than the second predetermined value, or the parameter value of the third game object may be in a state equal to or greater than the second predetermined value.
 例えば、選択された選択肢に関連付けられた第3ゲームオブジェクトのパラメータが増加するような態様では、「第2所定状態」とは、第3ゲームオブジェクトのパラメータの値が第2所定値(又は第2所定値以上)まで上昇した状態である。 For example, in a mode in which the parameter of the third game object associated with the selected option increases, the “second predetermined state” means that the parameter value of the third game object is the second predetermined value (or the second value). It is in a state of rising to a predetermined value or more.
 一方、選択された選択肢に関連付けられた第3ゲームオブジェクトのパラメータが減少するような態様では、「第2所定状態」とは、第3ゲームオブジェクトのパラメータの値が第2所定値(又は第2所定値以下)まで下降した状態である。 On the other hand, in a mode in which the parameter of the third game object associated with the selected option decreases, the “second predetermined state” means that the parameter value of the third game object is the second predetermined value (or the second value). It is in a state of being lowered to a predetermined value or less.
 [3-5-5]先述の野球ゲームの場合、主人公キャラクタの経験点が「第1パラメータ」の一例に相当し、複数種類の経験点(筋力、敏捷、技術、変化球、及び精神ポイント)が「複数の第1パラメータ」の一例に相当し、主人公キャラクタの経験点のデータが「第1パラメータデータ」の一例に相当する。また、練習項目に吸収ターゲットとして割り当てられたライバル選手キャラクタの吸収可能残量が「選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータ」の一例に相当する。 [3-5-5] In the above-mentioned baseball game, the experience point of the main character corresponds to an example of “first parameter”, and a plurality of types of experience points (muscle strength, agility, technology, changing ball, and mental point) Corresponds to an example of “a plurality of first parameters”, and data of experience points of the main character corresponds to an example of “first parameter data”. Further, the absorbable remaining amount of the rival player character assigned as the absorption target to the practice item corresponds to an example of “parameter data of the second game object associated with the option”.
 第1変化部131は、実行対象として確定された練習項目に吸収ターゲットとして割り当てられたライバル選手キャラクタに基づいて、主人公キャラクタの経験点を増加させる。すなわち、第1変化部131は、実行対象として確定された練習項目に吸収ターゲットとして割り当てられたライバル選手キャラクタの吸収ターゲットタイプや吸収可能残量に基づいて、主人公キャラクタの経験点を増加させる。例えば、第1変化部131は、実行対象として確定された練習項目に吸収ターゲットとして関連付けられたライバル選手キャラクタの吸収ターゲットタイプに応じた種類の経験点を変化対象として設定し、当該変化対象として設定された経験点を増加させる。例えば、実行対象として確定された練習項目に吸収ターゲットとして割り当てられたライバル選手キャラクタの吸収ターゲットタイプが「筋力」である場合に、第1変化部131は、筋力ポイントを変化対象として設定し、主人公キャラクタの筋力ポイントを増加させる。なお、第1変化部131は、主人公キャラクタの経験点を増加させた分だけ、実行対象として確定された練習項目に吸収ターゲットとして割り当てられたライバル選手キャラクタの吸収可能残量を減少させる。 1st change part 131 increases the experience point of a hero character based on the rival player character assigned as an absorption target to the practice item decided as an execution object. That is, the 1st change part 131 increases the experience point of a hero character based on the absorption target type of the rival player character allocated to the practice item decided as execution object as an absorption target, and the amount of remaining absorption. For example, the first changing unit 131 sets, as the change target, an experience point of a type corresponding to the absorption target type of the rival player character associated with the practice item determined as the execution target as the absorption target. Increase your experience points. For example, when the absorption target type of the rival player character assigned as the absorption target to the practice item determined as the execution target is “muscle strength”, the first changing unit 131 sets the strength point as the change target, and the main character Increase the character's strength points. Note that the first changing unit 131 decreases the absorbable remaining amount of the rival player character assigned as the absorption target to the practice item determined as the execution target by the amount that the experience point of the hero character is increased.
 また先述の野球ゲームの場合、主人公キャラクタのコツパラメータが「第2パラメータ」の一例に相当し、複数種類の特殊能力のコツパラメータが「複数の第2パラメータ」の一例に相当し、主人公キャラクタのコツパラメータのデータが「第2パラメータデータ」の一例に相当する。また、イベントキャラクタ(チームメイトキャラクタ)が「第3ゲームオブジェクト」の一例に相当する。また、主人公キャラクタに対するイベントキャラクタの評価を示すデータが「第3ゲームオブジェクトのパラメータデータ」の一例に相当する。さらに、スペシャルタッグトレーニングイベントの発生条件(すなわち、イベントキャラクタの得意練習と、実行対象として確定された練習項目とが一致しており、かつ、主人公キャラクタに対する当該イベントキャラクタの評価が所定の基準以上であるとの条件)が「所定条件」の一例に相当する。 In the case of the above-mentioned baseball game, the trick parameter of the hero character corresponds to an example of “second parameter”, and the trick parameter of a plurality of types of special abilities corresponds to an example of “plural second parameter”. The data of the trick parameter corresponds to an example of “second parameter data”. Further, the event character (team mate character) corresponds to an example of “third game object”. Further, data indicating the evaluation of the event character with respect to the main character corresponds to an example of “parameter data of the third game object”. Furthermore, the occurrence conditions of the special tag training event (that is, the good practice of the event character matches the practice item determined as the execution target, and the evaluation of the event character with respect to the main character exceeds a predetermined standard) The condition “there is a certain condition” corresponds to an example of the “predetermined condition”.
 第3変化部133は、実行対象として確定された練習項目に関連付けられたチームメイトキャラクタ(イベントキャラクタ)の主人公キャラクタに対する評価を増加させる。 The third change unit 133 increases the evaluation of the main character of the teammate character (event character) associated with the practice item determined as the execution target.
 第2変化部132は、複数の練習項目のうちから実行対象として確定された練習項目に割り当てられたチームメイトキャラクタ(イベントキャラクタ)によってスペシャルタッグトレーニングイベントが発生したターンにおいて、実行対象として確定された練習項目に吸収ターゲットとして割り当てられたライバル選手キャラクタの吸収可能残量が零になった場合に、当該ライバル選手キャラクタの特殊能力パラメータに基づいて、主人公キャラクタのコツパラメータを変化させる。すなわち、第2変化部132は、ライバル選手キャラクタの修得している特殊能力に基づいて、複数の特殊能力のコツパラメータのうちの少なくとも1つを変化対象として設定し、当該変化対象として設定された特殊能力のコツパラメータを変化させる。具体的には、第2変化部132は、ライバル選手キャラクタの修得している特殊能力のうちから選出された特殊能力のコツパラメータを変化対象として設定し、当該特殊能力のコツレベルを上昇させる。 The second change unit 132 is determined as an execution target in a turn in which a special tag training event is generated by a teammate character (event character) assigned to an exercise item determined as an execution target from among a plurality of practice items. When the resorbable remaining amount of the rival player character assigned as the absorption target to the practice item becomes zero, the trick character parameter of the main character is changed based on the special ability parameter of the rival player character. That is, the second changing unit 132 sets at least one of a plurality of special ability tips parameters as a change target based on the special ability acquired by the rival player character, and is set as the change target. Change the special ability trick parameters. Specifically, the second changing unit 132 sets the special ability trick parameter selected from the special ability acquired by the rival player character as a change target, and increases the trick level of the special ability.
 [3-6]変化制御部140は、選択肢に関連付けられる第2ゲームオブジェクトの数に基づいて、第1パラメータデータと第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる。 [3-6] The change control unit 140 increases the degree of change of one of the first parameter data and the second parameter data based on the number of second game objects associated with the option, and the degree of change of the other Decrease.
 例えば、変化制御部140は、選択肢に関連付けられる第2ゲームオブジェクトの数が多い場合には、選択肢に関連付けられる第2ゲームオブジェクトの数が少ない場合に比べて、第1パラメータデータと第2パラメータデータとの一方の変化の程度を大きくし、他方の変化の程度を小さくする。 For example, when the number of second game objects associated with the options is large, the change control unit 140 compares the first parameter data and the second parameter data as compared with the case where the number of second game objects associated with the options is small. The degree of change in one is increased, and the degree of change in the other is reduced.
 「パラメータデータの変化の程度」とは、例えば、パラメータデータの変化量と言い換えることができる。すなわち、パラメータの値を増加又は減少させるようにしてパラメータデータを変化させる場合であれば、パラメータの増加量又は減少量が「パラメータデータの変化の程度」の一例に相当する。 “The degree of change in parameter data” can be rephrased as, for example, the amount of change in parameter data. That is, in the case where the parameter data is changed so as to increase or decrease the parameter value, the increase or decrease amount of the parameter corresponds to an example of “degree of change of parameter data”.
 また、パラメータが関連付けられていないゲームオブジェクトにパラメータを関連付けるようにしてパラメータデータを変化させる場合であれば、ゲームオブジェクトにパラメータを関連付けるパラメータの状態が「パラメータデータの変化の程度」の一例に相当する。すなわち、ゲームオブジェクトにパラメータを関連付けるパラメータの値の大きさが「パラメータデータの変化の程度」の一例に相当する。 Further, in the case of changing parameter data by associating a parameter with a game object that is not associated with a parameter, the state of the parameter that associates the parameter with the game object corresponds to an example of “degree of change in parameter data”. . That is, the magnitude of the parameter value that associates the parameter with the game object corresponds to an example of “degree of change in parameter data”.
 「第1パラメータデータと第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる」とは、第1パラメータデータの変化の程度を増加させ、第2パラメータデータの変化の程度を減少させること、又は、第2パラメータデータの変化の程度を増加させ、第1パラメータデータの変化の程度を減少させることである。 “Increasing the degree of change of one of the first parameter data and the second parameter data and decreasing the degree of change of the other” means that the degree of change of the first parameter data is increased, It is to reduce the degree of change or to increase the degree of change of the second parameter data and to reduce the degree of change of the first parameter data.
 「選択肢に関連付けられる第2ゲームオブジェクトの数に基づいて、第1パラメータデータと第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる」とは、例えば、選択肢に関連付けられる第2ゲームオブジェクトの数が多い場合には、選択肢に関連付けられる第2ゲームオブジェクトの数が少ない場合に比べて、第1パラメータデータと第2パラメータデータとの一方の変化の程度を大きくし、他方の変化の程度を小さくすることである。すなわち、「選択肢に関連付けられる第2ゲームオブジェクトの数に基づいて、第1パラメータデータと第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる」とは、選択肢に関連付けられる第2ゲームオブジェクトの数が多いほど、第1パラメータデータと第2パラメータデータとの一方の変化の程度を大きくし、他方の変化の程度を小さくすることであってもよい。言い換えれば、選択肢に関連付けられる第2ゲームオブジェクトの数が少ない場合には、選択肢に関連付けられる第2ゲームオブジェクトの数が多い場合に比べて、第1パラメータデータと第2パラメータデータとの一方の変化の程度を小さくし、他方の変化の程度を大きくすることであってもよい。 “Based on the number of second game objects associated with an option, the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is decreased” When the number of second game objects associated with is large, the degree of change in one of the first parameter data and the second parameter data is larger than when the number of second game objects associated with the option is small. The other is to reduce the degree of change. That is, “based on the number of second game objects associated with the option, the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is decreased” As the number of second game objects associated with the number increases, the degree of change in one of the first parameter data and the second parameter data may be increased and the degree of change in the other may be reduced. In other words, when the number of second game objects associated with an option is small, one change between the first parameter data and the second parameter data is greater than when the number of second game objects associated with an option is large. It is also possible to make the degree of change smaller and increase the degree of change of the other.
 または、「選択肢に関連付けられる第2ゲームオブジェクトの数に基づいて、第1パラメータデータと第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる」とは、選択肢に関連付けられる第2ゲームオブジェクトの数が少ないほど、第1パラメータデータと第2パラメータデータとの一方の変化の程度を小さくし、他方の変化の程度を大きくすることであってもよい。 Alternatively, “based on the number of second game objects associated with the option, the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is reduced” The smaller the number of second game objects associated with is, the smaller the degree of change in one of the first parameter data and the second parameter data, and the larger the degree of change in the other.
 あるいは、「選択肢に関連付けられる第2ゲームオブジェクトの数に基づいて、第1パラメータデータと第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる」とは、例えば、選択肢に関連付けられる第2ゲームオブジェクトの数が第1基準数よりも多い場合には、第1パラメータデータと第2パラメータデータとの一方の変化の程度を通常よりも大きくし、選択肢に関連付けられる第2ゲームオブジェクトの数が第2基準数よりも少ない場合には、第1パラメータデータと第2パラメータデータとの他方の変化の程度を通常よりも小さくすることであってもよい。なお、「第1基準数」と「第2基準数」とは同じであってもよいし、異なってもよい。「第1基準数」と「第2基準数」とが異なる場合、「第2基準数」は「第1基準数」よりも少ない数となる。 Alternatively, “based on the number of second game objects associated with the option, the degree of change in one of the first parameter data and the second parameter data is increased and the degree of change in the other is decreased” If the number of second game objects associated with the option is greater than the first reference number, the degree of change of one of the first parameter data and the second parameter data is set larger than usual and the option is associated with the option. When the number of second game objects is smaller than the second reference number, the degree of change of the other of the first parameter data and the second parameter data may be made smaller than usual. The “first reference number” and the “second reference number” may be the same or different. When the “first reference number” is different from the “second reference number”, the “second reference number” is smaller than the “first reference number”.
 先述の野球ゲームの場合、変化制御部140は、練習項目に吸収ターゲットとして割り当てられるライバル選手キャラクタの数が多いほど、吸収可能総量が多くなるようにして、吸収可能総量を設定する(図11参照)。つまり、変化制御部140は、練習項目に吸収ターゲットとして割り当てられるライバル選手キャラクタの数が多いほど、経験点の変化の程度を増加させる。 In the case of the baseball game described above, the change control unit 140 sets the total absorbable amount such that the greater the number of rival player characters assigned to the practice items as the absorption target, the greater the total absorbable amount (see FIG. 11). ). That is, the change control unit 140 increases the degree of change in experience points as the number of rival player characters assigned to the practice items as absorption targets increases.
 一方、変化制御部140は、練習項目に吸収ターゲットとして割り当てられるライバル選手キャラクタの数が多いほど、ライバル選手キャラクタから取得されるコツの数が少なくなるようにして、ライバル選手キャラクタから取得されるコツの数を設定する(図18参照)。つまり、変化制御部140は、練習項目に吸収ターゲットとして割り当てられるライバル選手キャラクタの数が多いほど、コツパラメータの変化の程度を減少させる。 On the other hand, the change control unit 140 increases the number of rival player characters assigned to the practice items as absorption targets, so that the number of tips acquired from the rival player character decreases, and the tips acquired from the rival player character. Is set (see FIG. 18). That is, the change control unit 140 reduces the degree of change in the knack parameter as the number of rival player characters assigned to the practice items as absorption targets increases.
 [3-7]制限部150は、パラメータデータが第1所定状態になった第2ゲームオブジェクトを選択肢に関連付けることを制限する。 [3-7] The restricting unit 150 restricts associating the second game object whose parameter data is in the first predetermined state with the option.
 「パラメータデータが第1所定状態になった第2ゲームオブジェクトを選択肢に関連付けることを制限する」とは、パラメータデータが第1所定状態になった第2ゲームオブジェクトを選択肢に関連付けないようにすることである。言い換えれば、パラメータデータが第1所定状態になった第2ゲームオブジェクトを選択肢に関連付けることを禁止することである。 “Restrict the association of the second game object whose parameter data is in the first predetermined state with the option” means that the second game object whose parameter data is in the first predetermined state is not associated with the option. It is. In other words, it is prohibited to associate the second game object whose parameter data is in the first predetermined state with the option.
 すなわち、「パラメータデータが第1所定状態になった第2ゲームオブジェクトを選択肢に関連付けることを制限する」とは、選択肢に関連付けられていた第2ゲームオブジェクトのパラメータデータが第1所定状態になった場合に、当該第2ゲームオブジェクトと選択肢との関連付けを解除することである。 That is, “restricting that the second game object whose parameter data is in the first predetermined state is associated with the option” means that the parameter data of the second game object associated with the option is in the first predetermined state. In this case, the association between the second game object and the option is canceled.
 先述の野球ゲームの場合、吸収可能残量が零になったライバル選手キャラクタが「パラメータデータが第1所定状態になった第2ゲームオブジェクト」の一例に相当する。制限部150は、吸収可能残量が零になったライバル選手キャラクタを吸収ターゲットとして練習項目に関連付けることを制限する。 In the above-described baseball game, the rival player character whose remaining absorbable amount is zero corresponds to an example of “a second game object whose parameter data is in a first predetermined state”. The restricting unit 150 restricts associating the rival player character whose remaining absorbable remaining amount is zero with the practice item as an absorption target.
 [3-8]報酬付与部160は、パラメータデータが第1所定状態になった第2ゲームオブジェクトに基づいて、報酬をユーザに付与する。 [3-8] The reward giving unit 160 gives a reward to the user based on the second game object whose parameter data is in the first predetermined state.
 「報酬」とは、例えば、値が大きい方がユーザにとって有利となるパラメータを増加させることである。なお、「ユーザにとって有利となる」とは、「ユーザにとってゲームの目的を達成しやすくなる」と言い換えることができる。また例えば、「報酬」とは、値が小さい方がユーザにとって有利となるパラメータを減少させることである。また例えば、「報酬」とは、ゲームオブジェクト(ゲームキャラクタ、ゲームアイテム、又はゲームカード等)であってもよい。その他、「報酬」とは、ゲーム内通貨、ゲームポイント、又は称号等であってもよい。 “Reward” means, for example, increasing a parameter that is advantageous for the user when the value is large. Note that “advantageous to the user” can be rephrased as “it is easier for the user to achieve the goal of the game”. In addition, for example, “reward” is to reduce a parameter that is advantageous to the user when the value is small. Further, for example, the “reward” may be a game object (game character, game item, game card, or the like). In addition, the “reward” may be in-game currency, game points, titles, or the like.
 「報酬をユーザに付与する」とは、データ記憶部100に記憶されるデータを更新することによって、報酬がユーザに付与された状態にすることである。なお、「報酬をユーザに付与する」とは、報酬をユーザの識別情報に関連付けることであるということもできる。「ユーザの識別情報」とは、ユーザを一意に識別するための情報である。言い換えれば、ユーザを特定するための情報である。例えば、ユーザID、ユーザの名前、ユーザアカウント、又は電子メールアドレスが「ユーザの識別情報」の一例に相当する。 “To give a reward to the user” is to update the data stored in the data storage unit 100 so that the reward is given to the user. Note that “granting a reward to a user” may be associating the reward with the identification information of the user. “User identification information” is information for uniquely identifying a user. In other words, it is information for identifying a user. For example, a user ID, a user name, a user account, or an e-mail address corresponds to an example of “user identification information”.
 例えば、「報酬をユーザに付与する」とは、パラメータデータを変化させることである。すなわち、「報酬をユーザに付与する」とは、ユーザに関するパラメータ(言い換えれば、ユーザの識別情報に関連付けられたパラメータ)を増加又は減少させることである。「報酬をユーザに付与する」とは、ユーザのゲームオブジェクトに関するパラメータ(言い換えれば、ユーザの識別情報に関連付けられたゲームオブジェクトのパラメータ)を増加又は減少させることであってもよい。 For example, “giving a user a reward” means changing parameter data. That is, “giving a user a reward” is to increase or decrease a parameter related to the user (in other words, a parameter associated with the identification information of the user). “Granting a reward to the user” may be to increase or decrease a parameter related to the user's game object (in other words, a parameter of the game object associated with the user's identification information).
 また例えば、「報酬をユーザに付与する」とは、ユーザにゲームオブジェクトを付与することである。すなわち、「報酬をユーザに付与する」とは、ユーザが保有していない新たなゲームオブジェクトをユーザに付与することや、ユーザがすでに保有しているゲームオブジェクトをさらにユーザに付与することによって、ユーザが保有している当該ゲームオブジェクトの数を増加することである。言い換えれば、「報酬をユーザに付与する」とは、新たなゲームオブジェクトをユーザの識別情報と関連付けることや、ユーザの識別情報とゲームオブジェクトが関連付けられた状態でさらに当該ゲームオブジェクトをユーザの識別情報と関連付けることによって、ユーザの識別情報と関連付けられたゲームオブジェクトの数を増加することである。 Also, for example, “giving a user a reward” means giving a game object to a user. In other words, “granting a reward to a user” means that a user is given a new game object that the user does not have, or a game object that the user already has is given to the user. Is to increase the number of game objects held by. In other words, “giving a user a reward” refers to associating a new game object with user identification information, or further associating the game object with user identification information in a state where the user identification information and game object are associated with each other. To increase the number of game objects associated with the user's identification information.
 また例えば、「報酬をユーザに付与する」とは、ユーザにゲーム内通貨又はゲームポイントを付与することである。すなわち、「報酬をユーザに付与する」とは、ユーザの保有するゲーム内通貨又はゲームポイントを増加することである。言い換えれば、「報酬をユーザに付与する」とは、ユーザの識別情報とゲーム内通貨又はゲームポイントが関連付けられた状態でさらにゲーム内通貨又はゲームポイントを関連付けることによって、ユーザの識別情報と関連付けられたゲーム内通貨又はゲームポイントを増加することである。 Also, for example, “granting a reward to a user” is to give in-game currency or game points to the user. That is, “giving a user a reward” means increasing the in-game currency or game points held by the user. In other words, “granting a reward to the user” is associated with the user identification information by further associating the in-game currency or game point with the in-game currency or game point associated with the user identification information. Increasing in-game currency or game points.
 また例えば、「報酬をユーザに付与する」とは、ユーザに称号を付与することである。言い換えれば、「報酬をユーザに付与する」とは、称号をユーザの識別情報を関連付けることである。 Also, for example, “giving a user a reward” is to give a title to the user. In other words, “giving a user a reward” is associating a title with identification information of the user.
 「パラメータデータが第1所定状態になった第2ゲームオブジェクトに基づいて、報酬をユーザに付与する」とは、パラメータデータが第1所定状態になった第2ゲームオブジェクトが所定条件を満足する場合に(パラメータデータが第1所定状態になった第2ゲームオブジェクトが所定条件を満足したことをトリガとして)、報酬をユーザに付与することである。 “The reward is given to the user based on the second game object whose parameter data is in the first predetermined state” means that the second game object whose parameter data is in the first predetermined state satisfies a predetermined condition And (provided that the second game object whose parameter data is in the first predetermined state satisfies a predetermined condition as a trigger) is to give a reward to the user.
 ここで、「所定条件」とは、パラメータデータが第1所定状態になった複数の第2ゲームオブジェクトのうちに、一のグループ識別情報と関連付けられた第2ゲームオブジェクトのうちのすべての又は基準数以上の第2ゲームオブジェクトが含まれた状態になったか否かの条件である。 Here, the “predetermined condition” refers to all or reference of the second game objects associated with one group identification information among the plurality of second game objects whose parameter data is in the first predetermined state. This is a condition as to whether or not a number of second game objects are included.
 または、「所定条件」とは、パラメータデータが第1所定状態になった第2ゲームオブジェクトの数が所定数以上になったか否かの条件であってもよいし、パラメータデータが第1所定状態になった第2ゲームオブジェクトが特定の第2ゲームオブジェクトであるか否かの条件であってもよい。 Alternatively, the “predetermined condition” may be a condition as to whether or not the number of second game objects in which the parameter data is in the first predetermined state has reached a predetermined number or more, and the parameter data is in the first predetermined state It may be a condition as to whether or not the second game object is a specific second game object.
 「パラメータデータが第1所定状態になった第2ゲームオブジェクトに基づいて、報酬をユーザに付与する」とは、パラメータデータが第1所定状態になった第2ゲームオブジェクトに基づいて報酬を決定し、決定された報酬をユーザに付与することであってもよい。 “Give reward to the user based on the second game object whose parameter data is in the first predetermined state” means that the reward is determined based on the second game object whose parameter data is in the first predetermined state. The determined reward may be given to the user.
 この場合、パラメータデータが第1所定状態になった第2ゲームオブジェクトの数が多いほど、報酬の価値を高くするようにしてもよい。または、パラメータデータが第1所定状態になった第2ゲームオブジェクトのレベル、能力、又は希少度が高いほど、報酬の価値を高くするようにしてもよい。 In this case, the value of the reward may be increased as the number of second game objects in which the parameter data is in the first predetermined state is larger. Alternatively, the value of the reward may be increased as the level, ability, or rarity of the second game object in which the parameter data is in the first predetermined state is higher.
 「報酬の価値を高くする」とは、より多くの報酬を付与すること、より希少性の高い報酬を付与すること、又は、より有用性(性能等)の高い報酬を付与すること等である。 “To increase the value of reward” means to give more rewards, to give rewards with higher rarity, or to give rewards with higher utility (performance, etc.) .
 例えば、第2ゲームオブジェクトの各々は、複数のグループ識別情報のうちの少なくとも一つと関連付けられており、報酬付与部160は、パラメータデータが第1所定状態になった複数の第2ゲームオブジェクトのうちに、複数のグループ識別情報のうちの一のグループ識別情報と関連付けられた第2ゲームオブジェクトのうちのすべての又は基準数以上の第2ゲームオブジェクトが含まれる状態になった場合に、報酬をユーザに付与する。 For example, each of the second game objects is associated with at least one of the plurality of group identification information, and the reward granting unit 160 includes the plurality of second game objects whose parameter data is in the first predetermined state. In a state in which all of the second game objects associated with one group identification information among the plurality of group identification information or a second game object equal to or greater than the reference number are included. To grant.
 「グループ識別情報」とは、グループを識別する情報である。例えば、グループID又はグループ名等が「グループ識別情報」の一例に相当する。「グループ」は、1又は複数のゲームオブジェクトが所属するグループである。「グループ」は、チーム、パーティ、又はギルド等と言い換えることができる。 “Group identification information” is information for identifying a group. For example, the group ID or the group name corresponds to an example of “group identification information”. “Group” is a group to which one or more game objects belong. A “group” can be restated as a team, party, guild or the like.
 「ゲームオブジェクトが複数のグループ識別情報のうちの少なくとも一つと関連付けられる」とは、ゲームオブジェクトが複数のグループのうちの少なくとも一つに所属していることである。 “The game object is associated with at least one of the plurality of group identification information” means that the game object belongs to at least one of the plurality of groups.
 「基準数」とは、固定された数値であってもよいし、一のグループ識別情報と関連付けられた第2ゲームオブジェクトの総数に応じて決定される数値(例えば、一のグループ識別情報と関連付けられた第2ゲームオブジェクトの総数に対して所定割合を乗じることによって得られる数値)であってもよい。 The “reference number” may be a fixed numerical value, or a numerical value determined according to the total number of second game objects associated with one group identification information (for example, associated with one group identification information). Or a numerical value obtained by multiplying the total number of second game objects obtained by a predetermined ratio).
 先述の野球ゲームの場合、コンプリート報酬が「報酬」の一例に相当する。一つのライバルチームに所属するすべてのライバル選手キャラクタが吸収完了状態になった場合に、報酬付与部160はコンプリート報酬をユーザに付与する。なお、一つのライバルチームに所属するライバル選手キャラクタのうちの基準数以上のライバル選手キャラクタが吸収完了状態になった場合に、報酬付与部160はコンプリート報酬をユーザに付与するようにしてもよい。 In the case of the above-mentioned baseball game, the complete reward corresponds to an example of “reward”. When all the rival player characters belonging to one rival team are in an absorption completed state, the reward granting unit 160 gives a complete reward to the user. In addition, when the rival player character more than the reference number among the rival player characters which belong to one rival team will be in an absorption completion state, you may make it the reward provision part 160 give a complete reward to a user.
 [4.処理]次に、ゲームシステム1で実行される処理について説明する。 [4. Processing] Next, processing executed in the game system 1 will be described.
 [4-1]図32は、各ターンの開始時に実行される処理の一例を示す。例えば、ゲーム端末10(ゲーム制御装置の一例)の制御部11が図32に示す処理をプログラムに従って実行することによって、制御部11が関連付け部120として機能する。図32に示す処理はデータ記憶部100に記憶されるデータに基づいて実行される。 [4-1] FIG. 32 shows an example of processing executed at the start of each turn. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing illustrated in FIG. 32 according to a program, so that the control unit 11 functions as the association unit 120. The process shown in FIG. 32 is executed based on the data stored in the data storage unit 100.
 図32に示すように、まず、ゲーム端末10の制御部11は、各練習項目に割り当てるチームメイトキャラクタを決定する(S100)。例えば、制御部11は、チームメイトキャラクタデータD107に登録された各チームメイトキャラクタについて、6つの練習項目(打撃、筋力、走塁、肩力、守備、メンタル練習)のうちのいずれかを確率情報に基づいて(ランダムに)選出し、選出された練習項目を、当該チームメイトキャラクタを割り当てる先として決定する。なお、制御部11は、監督キャラクタやスカウトキャラクタに関しても、6つの練習項目のうちのいずれかを確率情報に基づいて(ランダムに)選出し、選出された練習項目を、当該監督キャラクタ又はスカウトキャラクタを割り当てる先として決定する。また、制御部11は、ステップS100における決定結果を育成状況データD108(チームメイトキャラクタフィールド)に登録する。 32, first, the control unit 11 of the game terminal 10 determines a teammate character to be assigned to each practice item (S100). For example, for each team mate character registered in the team mate character data D107, the control unit 11 uses any one of six practice items (batting, strength, running strength, shoulder strength, defense, mental practice) as probability information. The selected practice item is determined as a destination to which the teammate character is assigned. The control unit 11 also selects one of the six practice items based on the probability information (randomly) for the supervisor character and the scout character, and selects the selected practice item as the supervisor character or the scout character. Is assigned as the destination. Moreover, the control part 11 registers the determination result in step S100 in the training status data D108 (teammate character field).
 また、制御部11はライバルチームデータD105を参照し、吸収ターゲットフラグがオンであるライバルチームが存在するか否かを判定する(S102)。 Further, the control unit 11 refers to the rival team data D105 and determines whether or not there is a rival team whose absorption target flag is on (S102).
 吸収ターゲットフラグがオンであるライバルチームが存在する場合(S102:Yes)、制御部11は、当該ライバルチームのライバル選手キャラクタを吸収ターゲットとして割り当てる先の練習項目を決定する(S104)。例えば、制御部11は、6つの練習項目のうちのいずれかを確率情報に基づいて(ランダムに)選出し、選出された練習項目を割り当て先として決定する。吸収ターゲットフラグがオンであるライバルチームが複数存在する場合、制御部11は、それら複数のライバルチームの各々ごとに、当該ライバルチームのライバル選手キャラクタを吸収ターゲットとして割り当てる先の練習項目を決定する。この場合、2以上のライバルチームのライバル選手キャラクタが同一の練習項目に吸収ターゲットとして割り当てられることがないように制御される。なお、制御部11は、ステップS104における決定結果を育成状況データD108(調査/吸収ターゲットフィールド)に登録する。 When there is a rival team whose absorption target flag is on (S102: Yes), the control unit 11 determines a practice item to which the rival player character of the rival team is assigned as an absorption target (S104). For example, the control unit 11 selects any one of six practice items based on the probability information (randomly), and determines the selected practice item as an assignment destination. When there are a plurality of rival teams whose absorption target flag is ON, the control unit 11 determines, for each of the plurality of rival teams, a practice item to which a rival player character of the rival team is assigned as an absorption target. In this case, control is performed so that rival player characters of two or more rival teams are not assigned as absorption targets to the same practice item. In addition, the control part 11 registers the determination result in step S104 into the growth condition data D108 (survey / absorption target field).
 ステップS104が実行された場合、又は、ステップS102において吸収ターゲットフラグがオンであるライバルチームが存在しないと判定された場合(S102:No)、制御部11は育成状況データD108(調査/吸収ターゲットフィールド)を参照し、6つの練習項目のうちに、吸収ターゲットが割り当てられていない練習項目が存在するか否かを判定する(S106)。 When step S104 is executed, or when it is determined in step S102 that there is no rival team whose absorption target flag is on (S102: No), the control unit 11 determines the growth status data D108 (survey / absorption target field). ), It is determined whether or not there is a practice item to which no absorption target is assigned among the six practice items (S106).
 吸収ターゲットが割り当てられていない練習項目が存在する場合(S106:Yes)、制御部11は、当該練習項目に調査ターゲットとして割り当てるライバルチームを決定する(S108)。例えば、制御部11はライバルチームデータD105を参照し、調査ターゲットフラグがオンであるライバルチームのうちのいずれかを確率情報に基づいて(ランダムに)選出し、選出されたライバルチームを、練習項目に調査ターゲットとして割り当てるライバルチームとして決定する。この場合、同一のライバルチームが複数の練習項目に調査ターゲットとして割り当てられることがないように制御される。なお、制御部11は、ステップS108における決定結果を育成状況データD108(調査/吸収ターゲットフィールド)に登録する。 When there is an exercise item to which no absorption target is assigned (S106: Yes), the control unit 11 determines a rival team to be assigned to the exercise item as a survey target (S108). For example, the control unit 11 refers to the rival team data D105, selects one of the rival teams whose survey target flag is on based on probability information (randomly), and selects the selected rival team as a practice item. As a rival team to be assigned as a survey target. In this case, it is controlled so that the same rival team is not assigned as a survey target to a plurality of practice items. In addition, the control part 11 registers the determination result in step S108 in the cultivation condition data D108 (survey / absorption target field).
 ステップS108が実行された場合、又は、ステップS106において吸収ターゲットが割り当てられていない練習項目が存在しないと判定された場合(S106:No)、制御部11はメインコマンド画像G300を表示部15に表示する(S110)。 When step S108 is executed, or when it is determined in step S106 that there is no practice item to which no absorption target is assigned (S106: No), the control unit 11 displays the main command image G300 on the display unit 15. (S110).
 [4-2]図33は、練習コマンド画像G400が表示されている状態で実行対象の練習項目が確定された場合に実行される処理の一例を示す。例えば、ゲーム端末10(ゲーム制御装置の一例)の制御部11が図33に示す処理をプログラムに従って実行することによって、制御部11が受付部110、変化部130、変化制御部140、及び制限部150として機能する。図33に示す処理はデータ記憶部100に記憶されるデータに基づいて実行される。 [4-2] FIG. 33 shows an example of processing executed when a practice item to be executed is confirmed in a state where the practice command image G400 is displayed. For example, when the control unit 11 of the game terminal 10 (an example of a game control device) executes the process shown in FIG. 33 according to the program, the control unit 11 receives the reception unit 110, the change unit 130, the change control unit 140, and the restriction unit. It functions as 150. The processing shown in FIG. 33 is executed based on the data stored in the data storage unit 100.
 練習コマンド画像G400が表示されている場合、図33に示すように、ゲーム端末10の制御部11はいずれかの練習項目が実行対象として確定されたか否かを監視する(S120)。例えば、練習コマンド画像G400のパーツP441~P446のいずれかが仮選択された状態でさらに当該パーツが選択された場合に、制御部11は、実行対象の練習項目が確定されたと判定する。 When the practice command image G400 is displayed, as shown in FIG. 33, the control unit 11 of the game terminal 10 monitors whether or not any practice item is confirmed as an execution target (S120). For example, when any of the parts P441 to P446 of the practice command image G400 is temporarily selected and the part is further selected, the control unit 11 determines that the practice item to be executed has been confirmed.
 いずれかの練習項目が実行対象として確定された場合(S120:Yes)、制御部11は育成状況データD108(練習実行状況フィールド)を参照して、実行対象の練習項目のレベルを取得する(S122)。また、制御部11は練習効果データD101を参照して、実行対象の練習項目と、ステップS122で取得されたレベルとに対応する効果情報を取得する(S124)。すなわち、制御部11は、実行対象の練習項目とステップS122で取得されたレベルとの組み合わせに対応付けて登録されている、経験点の種類と増加量とを特定する。 When any practice item is determined as an execution target (S120: Yes), the control unit 11 refers to the training status data D108 (practice execution status field) and acquires the level of the exercise item to be executed (S122). ). Further, the control unit 11 refers to the practice effect data D101 and obtains effect information corresponding to the practice item to be executed and the level obtained in step S122 (S124). That is, the control unit 11 specifies the type of experience point and the amount of increase registered in association with the combination of the practice item to be executed and the level acquired in step S122.
 また制御部11は、スペシャルタッグトレーニングイベントの発生条件が満足されているか否かを判定する(S126)。例えば、制御部11は育成状況データD108(チームメイトキャラクタフィールド)とチームメイトキャラクタデータD107(得意練習フィールド)とに基づいて、実行対象として確定された練習項目に、当該練習項目が得意練習として設定されたチームメイトキャラクタ(イベントキャラクタ)が割り当てられているか否かを判定する。また、制御部11は育成状況データD108(評価フィールド)に基づいて、主人公キャラクタに対する当該チームメイトキャラクタの評価が所定の基準以上であるか否かを判定する。そして、実行対象として確定された練習項目に、当該練習項目が得意練習として設定されたチームメイトキャラクタ(イベントキャラクタ)が関連付けられており、かつ、主人公キャラクタに対する当該チームメイトキャラクタの評価が所定の基準以上である場合に、制御部11はスペシャルタッグトレーニングイベントの発生条件が満足されていると判定する。 Further, the control unit 11 determines whether or not the condition for generating the special tag training event is satisfied (S126). For example, the control unit 11 sets the practice item as a good practice to a practice item determined as an execution target based on the training status data D108 (teammate character field) and the teammate character data D107 (good practice field). It is determined whether or not the assigned teammate character (event character) is assigned. Moreover, the control part 11 determines whether the evaluation of the said teammate character with respect to a hero character is more than a predetermined reference | standard based on the training condition data D108 (evaluation field). A teammate character (event character) in which the practice item is set as a good practice is associated with the practice item determined as an execution target, and the evaluation of the teammate character with respect to the main character is a predetermined standard. When it is above, the control part 11 determines with the generation conditions of a special tag training event being satisfied.
 ステップS126の実行後、制御部11は練習処理を実行する(S128)。例えば、制御部11は育成状況データD108(経験点フィールド)にアクセスし、5種類の経験点(筋力、敏捷、技術、変化球、及び精神ポイント)のうちの、ステップS124で特定された種類の経験点を、ステップS124で特定された増加量だけ増加させる。なお、スペシャルタッグトレーニングイベントの発生条件が満足されている場合には、制御部11は育成状況データD108(経験点フィールド)にアクセスし、5種類の経験点(筋力、敏捷、技術、変化球、及び精神ポイント)のうちの、ステップS124で特定された種類の経験点を、ステップS124で特定された増加量の2倍の量だけ増加させる。 After the execution of step S126, the control unit 11 executes a practice process (S128). For example, the control unit 11 accesses the training status data D108 (experience point field), and the type of the type specified in step S124 out of the five types of experience points (muscle strength, agility, technology, change ball, and mental point). The experience point is increased by the increase amount specified in step S124. In addition, when the generation conditions of the special tag training event are satisfied, the control unit 11 accesses the training status data D108 (experience point field), and has five types of experience points (muscle strength, agility, technology, change ball, And mental points) are increased by an amount twice as much as the increase specified in step S124.
 以上に加えて、制御部11は育成状況データD108(練習実行状況フィールド)にアクセスし、実行対象の練習項目の実行回数を1増加させ、当該実行回数が所定回数に達したら、当該練習項目のレベルを1段階上げる。また、制御部11は、練習の実行に応じて主人公キャラクタの体力パラメータを減少させるべく、育成状況データD108(体力パラメータフィールド)にアクセスし、体力パラメータの値を減少させる。さらに、制御部11は育成状況データD108(評価フィールド)にアクセスし、主人公キャラクタに対するチームメイトキャラクタ等の評価を更新する。 In addition to the above, the control unit 11 accesses the training status data D108 (practice execution status field), increases the number of executions of the exercise item to be executed by 1, and when the number of executions reaches a predetermined number, Increase level one level. Further, the control unit 11 accesses the training status data D108 (physical strength parameter field) and decreases the value of the physical strength parameter in order to decrease the physical strength parameter of the main character in accordance with execution of the practice. Further, the control unit 11 accesses the training status data D108 (evaluation field), and updates the evaluation of the teammate character and the like for the main character.
 ステップS128の実行後、制御部11は育成状況データD108(調査/吸収ターゲットフィールド)に基づいて、実行対象の練習項目に調査ターゲットが割り当てられているか否かを判定する(S130)。実行対象の練習項目に調査ターゲットが割り当てられている場合(S130:Yes)、制御部11は、当該調査ターゲットに対する調査処理を実行する(S132)。この調査処理については後述する(図34参照)。 After the execution of step S128, the control unit 11 determines whether or not a survey target is assigned to the practice item to be executed based on the training status data D108 (survey / absorption target field) (S130). When a survey target is assigned to the practice item to be executed (S130: Yes), the control unit 11 performs a survey process on the survey target (S132). This investigation process will be described later (see FIG. 34).
 一方、実行対象の練習項目に調査ターゲットが割り当てられていない場合(S130:No)、制御部11は育成状況データD108(調査/吸収ターゲットフィールド)に基づいて、実行対象の練習項目に吸収ターゲットが割り当てられているか否かを判定する(S134)。実行対象の練習項目に吸収ターゲットが割り当てられている場合(S134:Yes)、制御部11は、当該吸収ターゲットからの吸収処理を実行する(S136)。この吸収処理については後述する(図35A,35B参照)。 On the other hand, when the survey target is not assigned to the practice item to be executed (S130: No), the control unit 11 has the absorption target in the practice item to be executed based on the training status data D108 (survey / absorption target field). It is determined whether it is assigned (S134). When the absorption target is assigned to the practice item to be executed (S134: Yes), the control unit 11 executes an absorption process from the absorption target (S136). This absorption process will be described later (see FIGS. 35A and 35B).
 ステップS132又はS136が実行された場合、又は、ステップS134において実行対象の練習項目に吸収ターゲットが割り当てられていないと判定された場合(S134:No)、制御部11は他のゲーム処理を実行する(S138)。 When step S132 or S136 is executed, or when it is determined in step S134 that no absorption target is assigned to the practice item to be executed (S134: No), the control unit 11 executes another game process. (S138).
 例えば、制御部11は育成状況データD108(調査/吸収ターゲットフィールド)に基づいて、実行対象の練習項目以外の練習項目に吸収ターゲットが割り当てられているか否かを判定する。実行対象の練習項目以外の練習項目に吸収ターゲットが割り当てられている場合、制御部11は、当該吸収ターゲットとして割り当てられているライバル選手キャラクタの所属するライバルチームを特定する。そして、制御部11はライバルチームデータD105にアクセスし、特定されたライバルチームの吸収可能残量フィールドに登録されている数値から所定量(例えば3ポイント)減少させる。なお、吸収可能残量フィールドに登録されている数値が零になった場合には、後述の図35BのステップS13630~S13638と同様の処理が実行される。 For example, the control unit 11 determines whether or not an absorption target is assigned to a practice item other than the exercise item to be executed based on the training status data D108 (survey / absorption target field). When an absorption target is assigned to a practice item other than the practice item to be executed, the control unit 11 identifies a rival team to which the rival player character assigned as the absorption target belongs. Then, the control unit 11 accesses the rival team data D105 and decreases the predetermined amount (for example, 3 points) from the numerical value registered in the absorbable remaining amount field of the identified rival team. When the numerical value registered in the absorbable remaining amount field becomes zero, processing similar to steps S13630 to S13638 in FIG. 35B described later is executed.
 また例えば、制御部11は、イベントキャラクタに関連するイベント、又は、シナリオに設定されたイベントを発生させる処理を実行する。具体的には、制御部11は、イベントを発生する否かを確率情報に基づいて(ランダムに)決定する。または、制御部11は、イベントに対して設定された発生条件が満足されたか否かに基づいて、イベントを発生する否かを決定する。そして、イベントを発生させると決定された場合に制御部11は当該イベントを発生させ、イベントの結果に基づいて、主人公キャラクタの体力パラメータ、やる気パラメータ、経験点、又はコツパラメータを更新する処理を実行する。 Further, for example, the control unit 11 executes a process for generating an event related to the event character or an event set in the scenario. Specifically, the control unit 11 determines (randomly) whether or not to generate an event based on the probability information. Alternatively, the control unit 11 determines whether or not to generate an event based on whether or not the generation condition set for the event is satisfied. Then, when it is determined that an event is to be generated, the control unit 11 generates the event, and executes processing for updating the physical character parameter, the motivation parameter, the experience point, or the trick parameter of the main character based on the result of the event To do.
 ステップS138の実行後、制御部11はステップS128,S132,S136,S138の実行結果に基づいて、練習結果画像G500を表示部15に表示する(S140)。 After execution of step S138, the control unit 11 displays the practice result image G500 on the display unit 15 based on the execution results of steps S128, S132, S136, and S138 (S140).
 [4-3]図34は、図33のステップS132で実行される調査処理の一例を示す。図34に示すように、まず、ゲーム端末10の制御部11は育成状況データD108(チームメイトキャラクタフィールド)やチームメイトキャラクタデータD107(イベントキャラクタフラグ)に基づいて、実行対象の練習項目に割り当てられているチームメイトキャラクタのうちのイベントキャラクタの数(Na)を取得する(S13200)。 [4-3] FIG. 34 shows an example of the investigation process executed in step S132 of FIG. As shown in FIG. 34, first, the control unit 11 of the game terminal 10 is assigned to practice items to be executed based on the training status data D108 (teammate character field) and teammate character data D107 (event character flag). The number (Na) of event characters among the current teammate characters is acquired (S13200).
 また、制御部11は育成状況データD108(調査/吸収ターゲットフィールド)を参照して、実行対象の練習項目に調査ターゲットとして割り当てられているライバルチームを特定する(S13202)。 Further, the control unit 11 refers to the training status data D108 (survey / absorption target field), and identifies the rival team assigned as the survey target to the practice item to be executed (S13202).
 ステップS13202の実行後、制御部11はライバルチームデータD105にアクセスし、ステップS13202で特定されたライバルチームの調査ターゲットフラグをオフに更新し、吸収ターゲットフラグをオンに更新する(S13204)。なお、育成パート(シナリオ)開始時に、各ライバルチームの調査ターゲットフラグはオンに初期設定され、吸収ターゲットフラグをオフに初期設定されている。 After execution of step S13202, the control unit 11 accesses the rival team data D105, updates the survey target flag of the rival team specified in step S13220 to off, and updates the absorption target flag to on (S13204). At the start of the training part (scenario), the research target flag of each rival team is initially set to on and the absorption target flag is initially set to off.
 また、制御部11は、ステップS13202で特定されたライバルチームに所属し、かつ、吸収完了フラグがオフであるライバル選手キャラクタのうちからNa人のライバル選手キャラクタを選出する(S13206)。例えば、制御部11は、ライバル選手キャラクタIDの昇順でNa人のライバル選手キャラクタを選出する。または、制御部11は、確率情報に基づいて(ランダムに)Na人のライバル選手キャラクタを選出してもよい。なお、ステップS13202で特定されたライバルチームのうちの、吸収完了フラグがオフであるライバル選手キャラクタの数がNa未満である場合、制御部11はそれらのNa人未満のライバル選手キャラクタを選出する。 Also, the control unit 11 selects Na rival player characters from rival player characters belonging to the rival team specified in step S 13202 and whose absorption completion flag is off (S 13206). For example, the control unit 11 selects Na rival player characters in ascending order of rival player character IDs. Or the control part 11 may select Na rival player characters based on probability information (randomly). If the number of rival player characters whose absorption completion flag is off is less than Na among the rival teams identified in step S 13202, the control unit 11 selects those rival player characters less than Na.
 ステップS13206の実行後、制御部11は、ステップS13206で選出されたライバル選手キャラクタの吸収ターゲットタイプを決定する(S13208)。例えば、制御部11は、ステップS13206で選出された第1人目のライバル選手キャラクタの吸収ターゲットタイプとして、実行対象の練習項目に割り当てられている第1人目のイベントキャラクタの吸収タイプに対応する吸収ターゲットタイプを決定する。すなわち、制御部11は、ステップS13206で選出された第i人目のライバル選手キャラクタの吸収ターゲットタイプとして、実行対象の練習項目に割り当てられている第i人目のイベントキャラクタの吸収タイプに対応する吸収ターゲットタイプを決定する。例えば、イベントキャラクタの吸収タイプが「筋力」である場合、制御部11はライバル選手キャラクタの吸収ターゲットタイプを「筋力」に決定する。なお、制御部11はステップS13202で特定されたライバルチームのライバル選手キャラクタデータD106(吸収ターゲットタイプフィールド)にアクセスし、ステップS13208での決定結果を登録する After execution of step S13206, the control unit 11 determines the absorption target type of the rival player character selected in step S13206 (S13208). For example, the control unit 11 uses the absorption target corresponding to the absorption type of the first event character assigned to the practice item to be executed as the absorption target type of the first rival player character selected in step S13206. Determine the type. That is, the control unit 11 uses the absorption target corresponding to the absorption type of the i-th event character assigned to the practice item to be executed as the absorption target type of the i-th rival player character selected in step S13206. Determine the type. For example, when the absorption type of the event character is “muscle strength”, the control unit 11 determines the absorption target type of the rival player character as “muscle strength”. The control unit 11 accesses the rival player character data D106 (absorption target type field) of the rival team specified in step S13220, and registers the determination result in step S13208.
 また、制御部11はステップS13202で特定されたライバルチームのライバル選手キャラクタデータD106にアクセスし、ステップS13206で選出されたライバル選手キャラクタの吸収ターゲットフラグをオンに更新する(S13210)。なお、育成パート(シナリオ)開始時に、各ライバル選手キャラクタの吸収ターゲットフラグはオフに初期設定されている。 Further, the control unit 11 accesses the rival player character data D106 of the rival team specified in step S13220, and updates the absorption target flag of the rival player character selected in step S13206 to ON (S13210). At the start of the training part (scenario), the absorption target flag of each rival player character is initially set to off.
 また、制御部11は、ステップS13206で選出されたライバル選手キャラクタからの吸収可能総量を決定する(S13212)。例えば、制御部11は吸収可能総量データD102を参照し、ステップS13200で取得された数(Na)に対応する吸収可能総量を取得し、取得された吸収可能総量を、ステップS13206で選出されたライバル選手キャラクタからの吸収可能総量として決定する。この場合、制御部11はライバルチームデータD105にアクセスし、ステップS13212で決定された吸収可能総量を、ステップS13202で特定されたライバルチームの吸収可能残量フィールドに登録する。ステップS13212の実行後、制御部11は本処理を終了し、図33のステップS138を実行する。 Further, the control unit 11 determines the total absorbable amount from the rival player character selected in step S13206 (S13212). For example, the control unit 11 refers to the absorbable total amount data D102, acquires the absorbable total amount corresponding to the number (Na) acquired in step S13200, and uses the acquired absorbable total amount as the rival selected in step S13206. It is determined as the total amount absorbable from the player character. In this case, the control unit 11 accesses the rival team data D105 and registers the total absorbable amount determined in step S13212 in the absorbable remaining amount field of the rival team specified in step S13220. After execution of step S13212, the control unit 11 ends this process and executes step S138 of FIG.
 [4-4]図35A,35Bは、図33のステップS136で実行される吸収処理の一例を示す。図35Aに示すように、まず、ゲーム端末10の制御部11は育成状況データD108(チームメイトキャラクタフィールド)を参照して、実行対象の練習項目に割り当てられているチームメイトキャラクタの数(Nb)を取得する(S13600)。 [4-4] FIGS. 35A and 35B show an example of the absorption process executed in step S136 of FIG. As shown in FIG. 35A, first, the control unit 11 of the game terminal 10 refers to the training status data D108 (team mate character field), and the number (Nb) of team mate characters assigned to the practice item to be executed. Is acquired (S13600).
 また、制御部11は育成状況データD108(調査/吸収ターゲットフィールド)を参照し、実行対象の練習項目に吸収ターゲットとして割り当てられているライバルチーム及びライバル選手キャラクタを特定する(S13602)。 Also, the control unit 11 refers to the training status data D108 (survey / absorption target field), and identifies the rival team and rival player character assigned as the absorption target to the practice item to be executed (S13602).
 ステップS13602の実行後、制御部11はライバル選手キャラクタデータD106(吸収ターゲットタイプ)を参照し、ステップS13602で特定されたライバル選手キャラクタの吸収ターゲットタイプを特定する(S13604)。 After execution of step S13602, the control unit 11 refers to the rival player character data D106 (absorption target type), and identifies the absorption target type of the rival player character identified in step S13602 (S13604).
 また、制御部11は、ステップS13602で特定された各ライバル選手キャラクタからの吸収量を決定する(S13606)。例えば、制御部11は吸収量データD103を参照し、ステップS13600で取得された数(Nb)に対応する吸収量を取得し、取得された吸収量を、ステップS13602で特定された各ライバル選手キャラクタからの吸収量として決定する。 Further, the control unit 11 determines the amount of absorption from each rival player character specified in step S13602 (S13606). For example, the control unit 11 refers to the absorption amount data D103, acquires the absorption amount corresponding to the number (Nb) acquired in step S13600, and uses the acquired absorption amount for each rival player character specified in step S13602. It is determined as the amount of absorption from
 ステップS13606の実行後、制御部11は、ステップS13606で決定された吸収量が吸収可能残量よりも多いか否かを判定する(S13608)。例えば、制御部11はライバルチームデータD105を参照し、ステップS13602で特定されたライバルチームの吸収可能残量フィールドに登録されている数値を取得する。そして、制御部11は、このようにして取得された吸収可能残量と、ステップS13606で決定された吸収量とを比較することによって、吸収量が吸収可能残量よりも多いか否かを判定する。 After execution of step S13606, the control unit 11 determines whether or not the amount of absorption determined in step S13606 is greater than the remaining absorbable amount (S13608). For example, the control unit 11 refers to the rival team data D105, and acquires the numerical value registered in the rival team remaining capacity field specified in step S13602. Then, the control unit 11 determines whether or not the absorption amount is larger than the absorbable remaining amount by comparing the absorbable remaining amount acquired in this way and the absorbed amount determined in step S13606. To do.
 ステップS13606で決定された吸収量が吸収可能残量よりも多い場合(S13608:Yes)、制御部11は吸収量を変更する(S13610)。例えば、制御部11は、ステップS13602で特定された各ライバル選手キャラクタからの吸収量を、上記式(1)によって算出される吸収量に変更する。 When the amount of absorption determined in step S13606 is greater than the remaining amount that can be absorbed (S13608: Yes), the control unit 11 changes the amount of absorption (S13610). For example, the control unit 11 changes the absorption amount from each rival player character specified in step S13602 to the absorption amount calculated by the above equation (1).
 ステップS13610が実行された場合、又は、ステップS13608において吸収量が吸収可能残量よりも多いと判定されなかった場合(S13608:No)、制御部11は主人公キャラクタの経験点を増加させる(S13612)。例えば、制御部11は育成状況データD108(経験点フィールド)にアクセスし、ステップS13604で特定された吸収ターゲットタイプに応じた種類の経験点を、ステップS13606又はS13610で決定された吸収量だけ増加させる。 When step S13610 is executed, or when it is not determined in step S13608 that the amount of absorption is greater than the remaining amount that can be absorbed (S13608: No), the control unit 11 increases the experience points of the main character (S13612). . For example, the control unit 11 accesses the growth status data D108 (experience point field), and increases the type of experience point corresponding to the absorption target type specified in step S13604 by the absorption amount determined in step S13606 or S13610. .
 例えば、吸収ターゲットタイプが「筋力」であるライバル選手キャラクタと、吸収ターゲットタイプが「敏捷」であるライバル選手キャラクタとが吸収ターゲットとして実行対象の練習項目に割り当てられている場合であれば、制御部11は、筋力ポイントを、ステップS13606又はS13610で決定された吸収量だけ増加させるとともに、敏捷ポイントを、ステップS13606又はS13610で決定された吸収量だけ増加させる。 For example, if a rival player character whose absorption target type is “muscle strength” and a rival player character whose absorption target type is “agility” are assigned to the practice items to be executed as absorption targets, the control unit 11 increases the strength point by the amount of absorption determined in step S13606 or S13610, and increases the agility point by the amount of absorption determined in step S13606 or S13610.
 ステップS13612の実行後、制御部11は吸収可能残量を減少させる(S13614)。例えば、制御部11はライバルチームデータD105を参照し、ステップS13602で特定されたライバルチームの吸収可能残量フィールドに登録されている数値から、ステップS13612で増加された経験点の合計量を減少させる。なお、吸収可能残量から上記合計量を減少した値が零未満になる場合には、制御部11は、ステップS13602で特定されたライバルチームの吸収可能残量フィールドに零を登録する。 After execution of step S13612, the control unit 11 decreases the remaining amount that can be absorbed (S13614). For example, the control unit 11 refers to the rival team data D105 and decreases the total amount of experience points increased in step S13612 from the numerical value registered in the rival team remaining capacity field identified in step S13602. . If the value obtained by reducing the total amount from the remaining amount that can be absorbed becomes less than zero, the control unit 11 registers zero in the remaining amount field that can be absorbed by the rival team specified in step S13602.
 ステップS13614の実行後、制御部11は、ステップS13614による減少後の吸収可能残量が零であるか否かを判定する(S13616)。減少後の吸収可能残量が零でない場合(S13616:No)、制御部11は本処理を終了し、図33のステップS138を実行する。 After execution of step S13614, the control unit 11 determines whether or not the absorbable remaining amount after the reduction in step S13614 is zero (S13616). When the absorbable remaining amount after the decrease is not zero (S13616: No), the control unit 11 ends this process and executes step S138 of FIG.
 一方、減少後の吸収可能残量が零である場合(S13616:Yes)、図35Bに示すように、制御部11は、スペシャルタッグトレーニングイベントの発生条件が満足されているか否かを判定する(S13620)。この判定は図33のステップS126と同様である。 On the other hand, when the absorbable remaining amount after the decrease is zero (S13616: Yes), as shown in FIG. 35B, the control unit 11 determines whether or not the condition for generating the special tag training event is satisfied ( S13620). This determination is similar to step S126 in FIG.
 スペシャルタッグトレーニングイベントの発生条件が満足されている場合(S13620:Yes)、制御部11は育成状況データD108(調査/吸収ターゲットフィールド)に基づいて、ステップS13602で特定されたライバル選手キャラクタ(すなわち、実行対象の練習項目に吸収ターゲットとして割り当てられているライバル選手キャラクタ)の数(Nc)を取得する(S13622)。 If the occurrence condition of the special tag training event is satisfied (S13620: Yes), the control unit 11 uses the rival player character (that is, identified in step S13602) based on the training status data D108 (survey / absorption target field) (ie, The number (Nc) of rival player characters assigned to the practice items to be executed as absorption targets is acquired (S13622).
 ステップS13622の実行後、制御部11は、主人公キャラクタに取得させるコツ数(Nd)及びコツレベルを決定する(S13624)。例えば、制御部11はコツデータD104を参照し、ステップS13622で取得された数(Nc)に対応するコツ数及びコツレベルを取得し、取得されたコツ数及びコツレベルを、主人公キャラクタに取得させるコツ数(Nd)及びコツレベルとして決定する。 After the execution of step S13622, the control unit 11 determines the number of tips (Nd) and tips to be acquired by the main character (S13624). For example, the control unit 11 refers to the knack data D104, acquires the knack number and knack level corresponding to the number (Nc) obtained in step S13622, and causes the hero character to obtain the obtained knack number and knack level. Determine the number of tips (Nd) and the level of tips.
 ステップS13624の実行後、制御部11はNd個の特殊能力を選出する(S13626)。例えば、制御部11はライバル選手キャラクタデータD106(特殊能力パラメータフィールド)を参照し、ステップS13602で特定されたライバル選手キャラクタの修得している特殊能力のうちから、確率情報に基づいて(ランダムに)、Nd個の特殊能力を選出する。なお、この場合、主人公キャラクタの修得済みの特殊能力が選出されないように制御してもよい。また、ライバル選手キャラクタの修得している特殊能力の数がNd個未満である場合、制御部11は、ライバル選手キャラクタの修得していない特殊能力のうちからも特殊能力を選出することによって、Nd個の特殊能力を選出するようにしてもよい。 After execution of step S13624, the control unit 11 selects Nd special abilities (S13626). For example, the control unit 11 refers to the rival player character data D106 (special ability parameter field) and based on probability information (randomly) from the special abilities acquired by the rival player character specified in step S13602. Select Nd special abilities. In this case, control may be performed so that the special ability already acquired by the main character is not selected. Further, when the number of special abilities acquired by the rival player character is less than Nd, the control unit 11 selects the special ability from the special abilities that the rival player character has not acquired. Individual special abilities may be selected.
 ステップS13626の実行後、制御部11は主人公キャラクタのコツパラメータを更新する(S13628)。例えば、制御部11は育成状況データD108(コツパラメータフィールド)にアクセスし、ステップS13626で選出されたNd個の特殊能力のコツレベルを、ステップS13624で決定されたコツレベルに更新する。 After the execution of step S13626, the control unit 11 updates the trick parameters of the main character (S13628). For example, the control unit 11 accesses the training status data D108 (knack parameter field), and updates the trick level of Nd special abilities selected in step S13626 to the trick level determined in step S13624.
 ステップS13628が実行された場合、又は、ステップS13620においてスペシャルタッグトレーニングイベントの発生条件が満足されていないと判定された場合(S13620:No)、制御部11はライバル選手キャラクタデータD106にアクセスし、ステップS13602で特定されたライバル選手キャラクタの吸収ターゲットフラグをオフに更新し、吸収完了フラグをオンに更新する(S13630)。 When step S13628 is executed, or when it is determined in step S13620 that the special tag training event occurrence condition is not satisfied (S13620: No), the control unit 11 accesses the rival player character data D106, and the step The absorption target flag of the rival player character specified in S13602 is updated to OFF, and the absorption completion flag is updated to ON (S13630).
 また、制御部11はライバルチームデータD105にアクセスし、ステップS13602で特定されたライバルチームの吸収ターゲットフラグをオフに更新する(S13632)。 Also, the control unit 11 accesses the rival team data D105 and updates the rival team absorption target flag specified in step S13602 to OFF (S13632).
 さらに、制御部11はライバル選手キャラクタデータD106を参照し、ステップS13602で特定されたライバルチームのすべてのライバル選手キャラクタの吸収完了フラグがオンであるか否かを判定する(S13634)。 Further, the control unit 11 refers to the rival player character data D106, and determines whether or not the absorption completion flags of all the rival player characters of the rival team specified in step S13602 are on (S13634).
 そして、ステップS13602で特定されたライバルチームのすべてのライバル選手キャラクタの吸収完了フラグがオンであると判定されなかった場合(S13634:No)、制御部11はライバルチームデータD105にアクセスし、当該ライバルチームの調査ターゲットフラグをオンに更新する(S13636)。一方、ステップS13602で特定されたライバルチームのすべてのライバル選手キャラクタの吸収完了フラグがオンであると判定された場合(S13634:Yes)、制御部11はライバルチームデータD105にアクセスし、当該ライバルチームの吸収完了フラグをオンに更新する(S13638)。ステップS13636又はS13638の実行後、制御部11は本処理を終了し、図33のステップS138を実行する。 If it is not determined that the absorption completion flag of all the rival player characters of the rival team specified in step S13602 is on (S13634: No), the control unit 11 accesses the rival team data D105 and the rival. The team investigation target flag is updated to ON (S13636). On the other hand, when it is determined that the absorption completion flags of all the rival player characters of the rival team specified in step S13602 are on (S13634: Yes), the control unit 11 accesses the rival team data D105, and the rival team concerned The absorption completion flag is updated to ON (S13638). After execution of step S13636 or S13638, the control unit 11 ends this process and executes step S138 of FIG.
 [4-5]図36は、メインコマンド画像G300が表示されている状態でパーツP357が選択された場合に実行される処理の一例を示す。例えば、ゲーム端末10(ゲーム制御装置の一例)の制御部11が図36に示す処理をプログラムに従って実行することによって、制御部11が報酬付与部160として機能する。図36に示す処理はデータ記憶部100に記憶されるデータに基づいて実行される。 [4-5] FIG. 36 shows an example of processing executed when the part P357 is selected while the main command image G300 is displayed. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the processing illustrated in FIG. 36 according to a program, so that the control unit 11 functions as the reward granting unit 160. The process shown in FIG. 36 is executed based on data stored in the data storage unit 100.
 メインコマンド画像G300のパーツP357が選択された場合、図36に示すように、まず、制御部11はライバルチームデータD105を参照し、吸収完了フラグがオンであるライバルチームが存在するか否かを判定する(S150)。 When the part P357 of the main command image G300 is selected, as shown in FIG. 36, first, the control unit 11 refers to the rival team data D105 to determine whether there is a rival team whose absorption completion flag is on. Determine (S150).
 ステップS150の実行後、制御部11は吸収完了チーム画像G600を表示部15に表示する(S152)。例えば、制御部11は、吸収完了フラグがオンであるライバルチームに対応するパーツP611を含む吸収完了チーム画像G600を表示部15に表示する。 After execution of step S150, the control unit 11 displays the absorption completion team image G600 on the display unit 15 (S152). For example, the control unit 11 displays the absorption completion team image G600 including the part P611 corresponding to the rival team whose absorption completion flag is on on the display unit 15.
 吸収完了チーム画像G600が表示部15に表示されている間、制御部11はパーツP613が選択されたか否かを監視する。そして、パーツP613が選択された場合に、制御部11はライバルチームデータD105(コンプリート報酬フィールド)を参照して、コンプリート報酬の内容を特定し、当該コンプリート報酬に応じた効果を発生させる(S154)。この場合、制御部11はライバルチームデータD105(使用フラグフィールド)にアクセスし、使用フラグをオンに更新する。なお、育成パートの開始時に使用フラグはオフに初期設定されている。 While the absorption completion team image G600 is displayed on the display unit 15, the control unit 11 monitors whether or not the part P613 has been selected. When the part P613 is selected, the control unit 11 refers to the rival team data D105 (complete reward field), specifies the content of the complete reward, and generates an effect corresponding to the complete reward (S154). . In this case, the control unit 11 accesses the rival team data D105 (use flag field) and updates the use flag to ON. Note that the use flag is initially set to OFF at the start of the breeding part.
 [5.まとめ]以上に説明したゲームシステム1では、主人公キャラクタがライバルチームのライバル選手キャラクタから経験点や特殊能力修得のためのコツを取得(吸収)するように演出される吸収機能が提供される。この吸収機能では、実行対象として確定された練習項目に関連付けられる吸収ターゲットに基づいて、主人公キャラクタの経験点やコツパラメータが変更される。特に、吸収機能では、練習項目に割り当てられる吸収ターゲットの数が多い場合には、当該数が少ない場合に比べて、経験点の増加量が大きく設定され(図11参照)、コツの増加数が小さく設定される(図18参照)。このようにすることによって、練習項目に割り当てられた吸収ターゲットの数を考慮して実行対象の練習項目を選択するという興趣を提供できる。その結果、複数の練習項目のうちから選択を受け付け、選択された練習項目に基づいて、主人公キャラクタのパラメータデータを変化させるようなゲームの興趣を向上できる。 [5. Summary] In the game system 1 described above, an absorption function is provided in which the hero character is presented so as to acquire (absorb) tips for acquiring experience points and special abilities from rival player characters of the rival team. In this absorption function, the experience points and knack parameters of the main character are changed based on the absorption target associated with the practice item determined as the execution target. In particular, in the absorption function, when the number of absorption targets assigned to practice items is large, the amount of increase in experience points is set larger than when the number is small (see FIG. 11), and the increase in the number of tips is It is set small (see FIG. 18). In this way, it is possible to provide an interest in selecting the exercise item to be executed in consideration of the number of absorption targets assigned to the exercise item. As a result, it is possible to improve the fun of the game by accepting selection from a plurality of practice items and changing the parameter data of the main character based on the selected practice item.
 また、吸収機能では、あるターンで実行対象として選択された練習項目に調査ターゲットとして割り当てられたライバルチームのうちからライバル選手キャラクタが選出され、当該ターンよりも後のターンでは、選出されたライバル選手キャラクタが吸収ターゲットとして練習項目に関連付けられる。このようにすることによって、ユーザはあるターンで実行対象として選択する練習項目によって、当該ターンよりも後のターンで練習項目に吸収ターゲットとして割り当てられるライバル選手キャラクタの選出に関与できる。 Also, in the absorption function, a rival player character is selected from rival teams assigned as survey targets to practice items selected for execution in a certain turn, and in the turn after that turn, the selected rival player is selected. The character is associated with the practice item as an absorption target. By doing in this way, the user can participate in selection of the rival player character assigned as an absorption target to the practice item in the turn after the turn by the practice item selected as the execution target in a certain turn.
 また、吸収機能では、あるターンで実行対象として選択された練習項目に割り当てられたイベントキャラクタの数に対応する数のライバル選手キャラクタが吸収ターゲットとして選出され、当該ターンよりも後のターンでは、選出されたライバル選手キャラクタが吸収ターゲットとして練習項目に関連付けられる。このようにすることによって、ユーザはあるターンで実行対象として選択する練習項目によって、当該ターンよりも後のターンで練習項目に吸収ターゲットとして割り当てられるライバル選手キャラクタを数を選択できる。 Also, in the absorption function, the number of rival player characters corresponding to the number of event characters assigned to the practice item selected for execution in a certain turn is selected as the absorption target, and in the turn after that turn, it is selected. The rival player character is associated with the practice item as an absorption target. By doing in this way, the user can select the number of rival player characters assigned as an absorption target to the practice item in the turn after the turn by the practice item selected as the execution target in a certain turn.
 また、吸収機能では、実行対象として確定された練習項目に割り当てられた吸収ターゲットの吸収ターゲットタイプに応じた種類の経験点が主人公キャラクタに付与される。このようにすることによって、練習項目に割り当てられた吸収ターゲットの吸収ターゲットタイプを考慮して実行対象の練習項目を選択するという興趣をユーザに提供できる。 Also, in the absorption function, the hero character is given a kind of experience point according to the absorption target type of the absorption target assigned to the practice item determined as the execution target. By doing so, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the absorption target type of the absorption target assigned to the exercise item.
 また、吸収機能では、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量を減少させることと引き替えにして、主人公キャラクタの経験点が増加される。また、スペシャルタッグトレーニングイベントが発生した状態で、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量が零になる場合に、主人公キャラクタに特殊能力修得のためのコツが付与される。このようにすることによって、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量を考慮して実行対象の練習項目を選択するという興趣や、スペシャルタッグトレーニングイベントの発生条件が満足された状態で、実行対象として選択された練習項目に割り当てられた吸収ターゲットの吸収可能残量が零になるように考慮して実行対象の練習項目を選択するという興趣をユーザに提供できる。 Also, in the absorption function, the hero character's experience points are increased in exchange for reducing the remaining absorbable amount of the absorption target assigned to the exercise item selected as the execution target. In addition, when a special tag training event has occurred, the main character will be given tips for acquiring special abilities when the remaining amount of the absorption target assigned to the exercise item selected for execution becomes zero. Is done. By doing this, there is an interest in selecting the exercise item to be executed in consideration of the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution item, and the occurrence conditions of the special tag training event. In the satisfied state, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration that the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target becomes zero.
 また、吸収機能では、実行対象として確定された練習項目に割り当てられた吸収ターゲットの有する特殊能力のコツが主人公キャラクタに付与される。このようにすることによって、練習項目に割り当てられた吸収ターゲットの有する特殊能力を考慮して実行対象の練習項目を選択するという興趣をユーザに提供できる。 Also, in the absorption function, the special character of the absorption target assigned to the practice item determined as the execution target is given to the main character. In this way, it is possible to provide the user with an interest in selecting the exercise item to be executed in consideration of the special ability of the absorption target assigned to the exercise item.
 また、吸収機能では、一つのライバルチームに所属するすべてのライバル選手キャラクタが吸収完了状態になった場合にコンプリート報酬がユーザに付与される(図25参照)。このようにすることによって、一つのライバルチームに所属するすべてのライバル選手キャラクタを吸収完了状態にするという動機付けをユーザに与えることができる。また、一つのライバルチームに所属するすべてのライバル選手キャラクタが吸収完了状態になるように考慮して実行対象の練習項目を選択するという興趣をユーザに提供できる。 Also, in the absorption function, a complete reward is given to the user when all the rival player characters belonging to one rival team are in an absorption completed state (see FIG. 25). By doing so, it is possible to give the user the motivation to make all the rival player characters belonging to one rival team complete the absorption state. In addition, it is possible to provide the user with an interest of selecting practice items to be executed in consideration of all rival player characters belonging to one rival team being in an absorption completed state.
 [6.変形例]本発明は以上に説明した実施形態に限定されるものではない。 [6. Modification] The present invention is not limited to the embodiment described above.
 [6-1]例えば、実行対象の練習項目に割り当てられているチームメイトキャラクタのうちに特定のイベントキャラクタが含まれている場合には、吸収量を通常よりも多くしてもよい。「特定のイベントキャラクタ」とは、例えば、育成パートで実行されるシナリオに合ったイベントキャラクタであってもよいし、期間限定で特別に指定されるイベントキャラクタであってもよい。 [6-1] For example, when a specific event character is included in the teammate characters assigned to the practice item to be executed, the amount of absorption may be larger than usual. The “specific event character” may be, for example, an event character suitable for a scenario executed in the training part, or may be an event character specially designated for a limited time.
 [6-2]また例えば、ライバル選手キャラクタの吸収ターゲットタイプの一つとして、体力パラメータを吸収するような吸収ターゲットタイプを設けてもよい。また、イベントキャラクタの吸収タイプの一つとして、体力パラメータを吸収するような吸収ターゲットタイプをライバル選手キャラクタに設定するような吸収タイプを設けてもよい。 [6-2] Also, for example, an absorption target type that absorbs the physical strength parameter may be provided as one of the absorption target types of the rival player character. Further, as one of the event character absorption types, an absorption type may be provided in which an absorption target type that absorbs physical strength parameters is set as a rival player character.
 [6-3]また例えば、以上に説明した実施形態では、スペシャルタッグトレーニングイベントの発生条件が満足された状態で、実行対象の練習項目に吸収ターゲットとして割り当てられたライバル選手キャラクタの吸収可能残量が零になった場合に、ライバル選手キャラクタから特殊能力のコツを吸収(取得)するようになっていたが、スペシャルタッグトレーニングイベントの発生条件以外の条件を用いてもよい。または、実行対象の練習項目に吸収ターゲットとして割り当てられたライバル選手キャラクタの吸収可能残量が零になった場合に、無条件で、ライバル選手キャラクタから特殊能力のコツを吸収(取得)するようにしてもよい。 [6-3] Also, for example, in the above-described embodiment, the remaining absorbable amount of the rival player character assigned as the absorption target to the practice item to be executed in a state where the occurrence conditions of the special tag training event are satisfied. When the value becomes zero, the special ability tips are absorbed (acquired) from the rival player character, but conditions other than the special tag training event generation condition may be used. Alternatively, if the remaining absorbable amount of the rival player character assigned as an absorption target to the practice item to be executed becomes zero, the skill of the special ability is absorbed (acquired) from the rival player character unconditionally. May be.
 [6-4]また例えば、図32,33,34,35A,35B,36に示す処理の全部又は一部がサーバ30(ゲーム制御装置の一例)で実行されてもよい。この場合、サーバ30で処理を実行するために必要なデータ(ゲーム端末10で行われたゲーム操作に関するゲーム操作データ等)がゲーム端末10からサーバ30に送信されるようにすればよい。また、各種画像を表示部15に表示するために必要なデータ(画像自体を示すデータ又は画像を生成するためのデータ等)がサーバ30からゲーム端末10に送信されるようにすればよい。 [6-4] Also, for example, all or part of the processing shown in FIGS. 32, 33, 34, 35A, 35B, and 36 may be executed by the server 30 (an example of a game control device). In this case, data necessary for executing processing in the server 30 (game operation data relating to game operations performed on the game terminal 10) may be transmitted from the game terminal 10 to the server 30. In addition, data necessary for displaying various images on the display unit 15 (data indicating the image itself or data for generating an image) may be transmitted from the server 30 to the game terminal 10.
 [6-5]以上では、本発明を、野球選手のゲームキャラクタを育成するゲームに適用した例について主に説明したが、本発明は、他のゲームキャラクタを育成するゲームにも適用できる。また、本発明は、ゲームキャラクタを育成するゲーム以外のゲームにも適用できる。本発明は、複数の選択肢のうちからユーザによって選択された選択肢に基づいて、ゲームオブジェクトのパラメータデータを変化させるような各種ゲームに適用できる。 [6-5] In the above, the example in which the present invention is applied to a game for training a baseball player's game character has been mainly described, but the present invention can also be applied to a game for training other game characters. The present invention can also be applied to a game other than a game for nurturing game characters. The present invention can be applied to various games in which parameter data of a game object is changed based on an option selected by a user from among a plurality of options.
 [7.付記]以上のような記載から、本発明は例えば以下のように把握される。なお、本発明の理解を容易にするために、適宜図面に記載された符号を括弧書きで記載するが、それにより本発明が図示の態様に限定されるものではない。 [7. Supplementary Note] From the above description, the present invention is grasped as follows, for example. In addition, in order to make an understanding of this invention easy, the code | symbol described in drawing suitably is described in parenthesis, However, This invention is not limited to the aspect of illustration by it.
 1)本発明の一態様に係るゲームシステム(1)は、第1ゲームオブジェクト(例えば主人公キャラクタ)のパラメータデータを変化させるゲームを実行するゲームシステム(1)において、複数の選択肢(例えば複数の練習項目)のうちの少なくとも一つに、1又は複数の第2ゲームオブジェクト(例えば吸収ターゲットのライバル選手キャラクタ)を関連付ける関連付け手段(120)と、前記複数の選択肢のうちから選択を受け付ける受付手段(110)と、前記複数の選択肢のうちから選択された選択肢に基づいて、前記第1ゲームオブジェクトの第1パラメータデータ(例えば主人公キャラクタの経験点データ)を変化させる第1変化手段(131)と、前記選択された選択肢に基づいて、前記第1ゲームオブジェクトの第2パラメータデータ(例えば主人公キャラクタのコツパラメータデータ)を変化させる第2変化手段(132)と、前記選択肢に関連付けられる前記第2ゲームオブジェクトの数に基づいて、前記第1パラメータデータと前記第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる変化制御手段(140,図11,18)とを含む。 1) A game system (1) according to one aspect of the present invention is a game system (1) that executes a game in which parameter data of a first game object (eg, a hero character) is changed. An association unit (120) for associating one or a plurality of second game objects (for example, rival player characters of the absorption target) with at least one of the items, and a reception unit (110) for receiving a selection from the plurality of options ), First changing means (131) for changing first parameter data (for example, experience point data of the main character) of the first game object based on an option selected from the plurality of options, Based on the selected option, the second performance of the first game object. Based on the second changing means (132) for changing meter data (for example, knitting parameter data of the main character) and the number of the second game objects associated with the options, the first parameter data and the second parameter data And change control means (140, FIGS. 11 and 18) for increasing the degree of change in one and decreasing the degree of change in the other.
 13)また、本発明の一態様に係るゲーム制御装置(10又は30)は、第1ゲームオブジェクトのパラメータデータを変化させるゲームを実行するゲーム制御装置(10又は30)において、複数の選択肢のうちの少なくとも一つに、1又は複数の第2ゲームオブジェクトを関連付ける関連付け手段(120)と、前記複数の選択肢のうちから選択肢の選択を受け付ける受付手段(110)と、前記複数の選択肢のうちから選択された選択肢に基づいて、前記第1ゲームオブジェクトの第1パラメータデータを変化させる第1変化手段(131)と、前記選択された選択肢に基づいて、前記第1ゲームオブジェクトの第2パラメータデータを変化させる第2変化手段(132)と、前記選択肢に関連付けられる前記第2ゲームオブジェクトの数に基づいて、前記第1パラメータデータと前記第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる変化制御手段(140,図11,18)とを含む。 13) In addition, a game control device (10 or 30) according to one aspect of the present invention is a game control device (10 or 30) that executes a game that changes parameter data of a first game object. An association unit (120) for associating one or a plurality of second game objects with at least one of the above, a reception unit (110) for accepting selection of an option from the plurality of options, and a selection from the plurality of options First changing means (131) for changing the first parameter data of the first game object based on the selected option; and changing the second parameter data of the first game object based on the selected option. Second changing means (132) for causing the second game object to be associated with the option Change control means (140, FIGS. 11 and 18) for increasing the degree of change of one of the first parameter data and the second parameter data and decreasing the degree of change of the other based on the number of .
 14)また、本発明の一態様に係るプログラムは、1)~12)のいずれかに記載のゲームシステム(1)、又は、13)に記載のゲーム制御装置(10又は30)としてコンピュータを機能させるためのプログラムである。 14) A program according to an aspect of the present invention functions as a game control device (10 or 30) according to any one of the game system (1) or 13) according to any one of 1) to 12). It is a program to make it.
 15)また、本発明の一態様に係る情報記憶媒体は、14)に記載のプログラムを記録したコンピュータで読み取り可能な情報記憶媒体である。 15) An information storage medium according to an aspect of the present invention is a computer-readable information storage medium storing the program according to 14).
 16)本発明の一態様に係るゲーム制御方法は、第1ゲームオブジェクトのパラメータデータを変化させるゲームに関するゲーム制御方法において、複数の選択肢のうちの少なくとも一つに、1又は複数の第2ゲームオブジェクトを関連付けること(S104)と、前記複数の選択肢のうちから選択を受け付けること(S120)と、前記複数の選択肢のうちから選択された選択肢に基づいて、前記第1ゲームオブジェクトの第1パラメータデータを変化させること(S13612)と、前記選択された選択肢に基づいて、前記第1ゲームオブジェクトの第2パラメータデータを変化させること(S13628)と、前記選択肢に関連付けられる前記第2ゲームオブジェクトの数に基づいて、前記第1パラメータデータと前記第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させること(S13121,S13624,図11,18)とを含む。 16) A game control method according to an aspect of the present invention is a game control method relating to a game in which parameter data of a first game object is changed, wherein at least one of a plurality of options includes one or more second game objects. (S104), accepting a selection from among the plurality of options (S120), and first parameter data of the first game object based on an option selected from the plurality of options. Changing (S13612), changing the second parameter data of the first game object based on the selected option (S13628), and based on the number of the second game objects associated with the option The first parameter data and the second parameter Increasing the extent of one of the change in the data, reducing the extent of the other change (S13121, S13624, FIG. 11 and 18) and a.
 上記1)、13)~16)に記載の発明によれば、選択肢に関連付けられる第2ゲームオブジェクトの数に基づいて、第1パラメータデータと第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させるため、選択肢を選択する際には、選択肢に関連付けられた第2ゲームオブジェクトの数や、第1パラメータデータと第2パラメータデータとの変化の程度を考慮する必要がある。このため、本発明によれば、選択肢に関連付けられた第2ゲームオブジェクトの数や、第1パラメータデータと第2パラメータデータとの変化の程度を考慮して選択肢を選択するという興趣を提供できる。その結果、複数の選択肢のうちから選択を受け付け、選択された選択肢に基づいて、ゲームオブジェクト(第1ゲームオブジェクト)のパラメータデータを変化させるようなゲームの興趣を向上できる。 According to the inventions described in 1), 13) to 16) above, the degree of change of one of the first parameter data and the second parameter data is increased based on the number of second game objects associated with the option. In order to reduce the degree of the other change, when selecting an option, it is necessary to consider the number of second game objects associated with the option and the degree of change between the first parameter data and the second parameter data. There is. Therefore, according to the present invention, it is possible to provide an interest of selecting an option in consideration of the number of second game objects associated with the option and the degree of change between the first parameter data and the second parameter data. As a result, it is possible to improve the interest of the game by accepting a selection from a plurality of options and changing the parameter data of the game object (first game object) based on the selected option.
 2)本発明の一態様では、前記変化制御手段(140)は、前記選択肢に関連付けられる前記第2ゲームオブジェクトの数が多い場合には、前記選択肢に関連付けられる前記第2ゲームオブジェクトの数が少ない場合に比べて、前記第1パラメータデータと前記第2パラメータデータとの一方の変化の程度を大きくし、他方の変化の程度を小さくするようにしてもよい。 2) In one aspect of the present invention, when the number of the second game objects associated with the option is large, the change control means (140) has a small number of the second game objects associated with the option. Compared to the case, the degree of change in one of the first parameter data and the second parameter data may be increased and the degree of change in the other may be reduced.
 2)に記載の発明によれば、選択肢に関連付けられる第2ゲームオブジェクトの数が多い場合には、選択肢に関連付けられる第2ゲームオブジェクトの数が少ない場合に比べて、第1パラメータデータと第2パラメータデータとの一方の変化の程度が大きくなり、他方の変化の程度を小さくなるため、選択肢を選択する際には、選択肢に関連付けられた第2ゲームオブジェクトの数や、第1パラメータデータ又は第2パラメータデータの変化の程度が大きくなるのか又は小さくなるのかを考慮する必要がある。このため、本発明によれば、選択肢に関連付けられた第2ゲームオブジェクトの数や、第1パラメータデータ又は第2パラメータデータの変化の程度が大きくなるのか又は小さくなるのかを考慮して選択肢を選択するという興趣をユーザに提供できる。 According to the invention described in 2), when the number of second game objects associated with the option is large, the first parameter data and the second parameter data are compared with those when the number of second game objects associated with the option is small. Since the degree of change in one of the parameter data increases and the degree of change in the other decreases, when selecting an option, the number of second game objects associated with the option, the first parameter data, It is necessary to consider whether the degree of change in the two-parameter data is large or small. Therefore, according to the present invention, an option is selected in consideration of the number of second game objects associated with the option and whether the degree of change in the first parameter data or the second parameter data is increased or decreased. It is possible to provide the user with an interest to do.
 3)本発明の一態様では、前記第1変化手段(131)は、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトのパラメータデータ(例えば吸収可能残量データ)を変化させることと引き替えにして、前記第1パラメータデータを変化させるようにしてもよい。前記第2変化手段(132)は、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトの前記パラメータデータが第1所定状態(例えば零)へと変化する場合に、前記第2パラメータデータを変化させるようにしてもよい。 3) In one aspect of the present invention, the first changing means (131) is exchanged for changing parameter data (for example, absorbable remaining amount data) of the second game object associated with the selected option. Thus, the first parameter data may be changed. The second changing means (132) changes the second parameter data when the parameter data of the second game object associated with the selected option changes to a first predetermined state (for example, zero). It may be changed.
 3)に記載の発明によれば、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを変化させることと引き替えにして、第1パラメータデータが変化し、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化する場合に、第2パラメータデータが変化するため、選択肢を選択する際には、選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを考慮する必要がある。このため、本発明によれば、選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータを考慮して選択肢を選択するという興趣をユーザに提供できる。 According to the invention described in 3), the first parameter data changes and is associated with the selected option in exchange for changing the parameter data of the second game object associated with the selected option. Since the second parameter data changes when the parameter data of the second game object changes to the first predetermined state, the parameter data of the second game object associated with the option is considered when selecting the option. There is a need to. Therefore, according to the present invention, it is possible to provide the user with an interest of selecting an option in consideration of the parameter data of the second game object associated with the option.
 4)本発明の一態様では、前記複数の選択肢は、1又は複数の第3ゲームオブジェクト(例えばイベントキャラクタ)が関連付けられた選択肢を含むようにしてもよい。前記第2変化手段(132)は、前記選択された選択肢に関連付けられた前記第3ゲームオブジェクトが所定条件(例えばスペシャルタッグトレーニングイベントの発生条件)を満足し、かつ、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトの前記パラメータデータが前記第1所定状態へと変化する場合に、前記第2パラメータデータを変化させるようにしてもよい。 4) In one aspect of the present invention, the plurality of options may include options associated with one or more third game objects (for example, event characters). The second changing means (132) associates the third game object associated with the selected option with the selected option when the third game object satisfies a predetermined condition (for example, a condition for generating a special tag training event). The second parameter data may be changed when the parameter data of the given second game object changes to the first predetermined state.
 4)に記載の発明によれば、選択された選択肢に関連付けられた第3ゲームオブジェクトが所定条件を満足し、かつ、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化する場合に、第2パラメータデータが変化するため、選択肢を選択する際には、選択された選択肢に関連付けられた第3ゲームオブジェクトが所定条件を満足している状態で、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化するように考慮する必要がある。このため、本発明によれば、選択された選択肢に関連付けられた第3ゲームオブジェクトが所定条件を満足している状態で、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化するように考慮して選択肢を選択するという興趣をユーザに提供できる。 According to the invention described in 4), the third game object associated with the selected option satisfies the predetermined condition, and the parameter data of the second game object associated with the selected option is the first predetermined Since the second parameter data changes when changing to a state, when selecting an option, the third game object associated with the selected option is selected in a state satisfying a predetermined condition. It is necessary to consider so that the parameter data of the second game object associated with the selected option changes to the first predetermined state. Therefore, according to the present invention, the parameter data of the second game object associated with the selected option is the first when the third game object associated with the selected option satisfies the predetermined condition. It is possible to provide the user with an interest in selecting an option in consideration of changing to a predetermined state.
 5)本発明の一態様では、前記ゲームシステム(1)は、複数の選択機会(例えば複数のターン)の各々で選択された選択肢に関連付けられた前記第3ゲームオブジェクトのパラメータデータ(例えば主人公キャラクタに対する評価データ)を変化させる手段を含むようにしてもよい。前記所定条件は、前記選択された選択肢に前記パラメータデータが第2所定状態(例えば最大値)である前記第3ゲームオブジェクトが関連付けられているか否かの条件を含むようにしてもよい。 5) In one aspect of the present invention, the game system (1) includes parameter data (for example, a hero character) of the third game object associated with an option selected at each of a plurality of selection opportunities (for example, a plurality of turns). (Evaluation data for) may be included. The predetermined condition may include a condition as to whether or not the third game object whose parameter data is in a second predetermined state (for example, a maximum value) is associated with the selected option.
 5)に記載の発明によれば、選択された選択肢にパラメータが第2所定状態である第3ゲームオブジェクトが関連付けられており、かつ、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化する場合に、第2パラメータデータが変化するため、選択肢を選択する際には、選択された選択肢にパラメータデータが第2所定状態である第3ゲームオブジェクトが関連付けられている状態で、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化するように考慮する必要がある。このため、本発明によれば、選択された選択肢にパラメータデータが第2所定状態である第3ゲームオブジェクトが関連付けられている状態で、選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化するように考慮して選択肢を選択するという興趣をユーザに提供できる。 According to the invention described in 5), the third game object whose parameter is in the second predetermined state is associated with the selected option, and the parameter data of the second game object associated with the selected option Since the second parameter data changes when the value changes to the first predetermined state, the third game object whose parameter data is in the second predetermined state is associated with the selected option when the option is selected. In this state, it is necessary to consider that the parameter data of the second game object associated with the selected option changes to the first predetermined state. Therefore, according to the present invention, the parameter data of the second game object associated with the selected option in a state where the third game object whose parameter data is in the second predetermined state is associated with the selected option. It is possible to provide the user with an interest in selecting an option in consideration of the change to the first predetermined state.
 6)本発明の一態様では、前記パラメータデータが前記第1所定状態になった前記第2ゲームオブジェクトに基づいて、報酬(例えばコンプリート報酬)をユーザに付与する報酬付与手段(160)をさらに含むようにしてもよい。 6) In one aspect of the present invention, it further includes reward granting means (160) for granting a reward (for example, complete reward) to the user based on the second game object in which the parameter data is in the first predetermined state. You may make it.
 6)に記載の発明によれば、パラメータデータが第1所定状態になった第2ゲームオブジェクトに基づいて、報酬がユーザに付与されるため、第2ゲームオブジェクトのパラメータデータを第1所定状態にするという動機付けをユーザに与えることができ、第2ゲームオブジェクトのパラメータデータが所定状態になるように考慮して選択肢を選択するという興趣をユーザに提供できる。 According to the invention described in 6), since the reward is given to the user based on the second game object whose parameter data is in the first predetermined state, the parameter data of the second game object is set to the first predetermined state. The user can be motivated to do so, and the user can be provided with an interest in selecting an option in consideration of the parameter data of the second game object being in a predetermined state.
 7)本発明の一態様では、前記第2ゲームオブジェクトの各々は、複数のグループ識別情報(複数のライバルチーム)のうちの少なくとも一つと関連付けられていてもよい。前記報酬付与手段(160)は、前記パラメータデータが前記第1所定状態になった複数の前記第2ゲームオブジェクトのうちに、前記複数のグループ識別情報のうちの一のグループ識別情報と関連付けられた前記第2ゲームオブジェクトのうちのすべての又は基準数以上の前記第2ゲームオブジェクトが含まれる状態になった場合に、前記報酬を前記ユーザに付与するようにしてもよい。 7) In one aspect of the present invention, each of the second game objects may be associated with at least one of a plurality of group identification information (a plurality of rival teams). The reward granting means (160) is associated with one group identification information among the plurality of group identification information among the plurality of second game objects in which the parameter data is in the first predetermined state. The reward may be given to the user when all of the second game objects or more than the second number of the second game objects are included.
 7)に記載の発明によれば、一のグループ識別情報と関連付けられた第2ゲームオブジェクトのうちのすべての又は基準数以上の第2ゲームオブジェクトのパラメータデータが第1所定状態になった場合に、報酬がユーザに付与されるため、一のグループ識別情報と関連付けられた第2ゲームオブジェクトのうちのすべての又は基準数以上の第2ゲームオブジェクトのパラメータデータが第1所定状態にするという動機付けをユーザに与えることができ、一のグループ識別情報と関連付けられた第2ゲームオブジェクトのうちのすべての又は基準数以上の第2ゲームオブジェクトのパラメータデータが所定状態になるように考慮して選択肢を選択するという興趣をユーザに提供できる。 According to the invention described in 7), when the parameter data of all the second game objects associated with one group identification information or more than the reference number of second game objects are in the first predetermined state. Since the reward is given to the user, all the second game objects associated with the one group identification information or the parameter data of the second game object equal to or more than the reference number are in a first predetermined state. The user can select an option in consideration of the parameter data of all the second game objects associated with one group identification information or the second game object of a reference number or more being in a predetermined state. The interest of selecting can be provided to the user.
 8)本発明の一態様では、前記パラメータデータが前記第1所定状態になった前記第2ゲームオブジェクトを前記選択肢に関連付けることを制限する制限手段(150)をさらに含むようにしてもよい。 8) In one aspect of the present invention, it may further include a limiting means (150) for limiting associating the second game object whose parameter data is in the first predetermined state with the option.
 8)に記載の発明によれば、選択肢を選択する際に、第2パラメータデータを変化させることに役立たなくなった第2ゲームオブジェクトを考慮しなくてすむようになる。第2変化手段は選択された選択肢に関連付けられた第2ゲームオブジェクトのパラメータデータが第1所定状態へと変化する場合に第2パラメータデータを変化させるため、パラメータデータが第1所定状態になった後の第2ゲームオブジェクトは、第2パラメータデータを変化させることに役立たないことになるところ、本発明によれば、パラメータデータが第1所定状態になった後の第2ゲームオブジェクトを選択肢に関連付けることが制限されるため、選択肢を選択する際に、第2パラメータデータを変化させることに役立たなくなった第2ゲームオブジェクトを考慮しなくてすむようになる。 According to the invention described in 8), when selecting an option, it is not necessary to consider the second game object that is no longer useful for changing the second parameter data. Since the second changing means changes the second parameter data when the parameter data of the second game object associated with the selected option changes to the first predetermined state, the parameter data is in the first predetermined state. The subsequent second game object will not be useful for changing the second parameter data. According to the present invention, the second game object after the parameter data is in the first predetermined state is associated with the option. Therefore, when selecting an option, there is no need to consider the second game object that is no longer useful for changing the second parameter data.
 9)本発明の一態様では、前記第1ゲームオブジェクトには複数の第1パラメータ(例えば複数の経験点)が設定されていてもよい。前記第1パラメータデータは、前記複数の第1パラメータに関するデータであってもよい。前記第1変化手段(131)は、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトに基づいて、前記複数の第1パラメータのうちの少なくとも1つを変化対象として設定し、当該変化対象として設定された第1パラメータを変化させるようにしてもよい。 9) In one aspect of the present invention, a plurality of first parameters (for example, a plurality of experience points) may be set in the first game object. The first parameter data may be data related to the plurality of first parameters. The first changing means (131) sets at least one of the plurality of first parameters as a change target based on the second game object associated with the selected option, and the change target The first parameter set as may be changed.
 9)に記載の発明によれば、選択された選択肢に関連付けられた第2ゲームオブジェクトに基づいて、複数の第1パラメータのうちの少なくとも1つが変化対象として設定され、当該変化対象として設定された第1パラメータが変化するため、選択肢を選択する際には、複数の第1パラメータのうちの所望の第1パラメータが変化対象となるように考慮する必要がある。このため、本発明によれば、複数の第1パラメータのうちの所望の第1パラメータが変化対象となるように考慮して選択肢を選択するという興趣をユーザに提供できる。 According to the invention described in 9), at least one of the plurality of first parameters is set as the change target based on the second game object associated with the selected option, and is set as the change target. Since the first parameter changes, when selecting an option, it is necessary to consider that a desired first parameter of the plurality of first parameters is to be changed. For this reason, according to the present invention, it is possible to provide the user with an interest in selecting an option in consideration so that a desired first parameter of the plurality of first parameters is a change target.
 10)本発明の一態様では、前記第1ゲームオブジェクトには複数の第2パラメータ(例えば複数の特殊能力のコツレベル)が設定されていてもよい。前記第2パラメータデータは、前記複数の第2パラメータに関するデータであってもよい。前記第2変化手段(132)は、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトに基づいて、前記複数の第2パラメータのうちの少なくとも1つを変化対象として設定し、当該変化対象として設定された第2パラメータを変化させるようにしてもよい。 10) In one aspect of the present invention, a plurality of second parameters (for example, tips of a plurality of special abilities) may be set for the first game object. The second parameter data may be data related to the plurality of second parameters. The second changing means (132) sets at least one of the plurality of second parameters as a change target based on the second game object associated with the selected option, and the change target The second parameter set as may be changed.
 10)に記載の発明によれば、選択された選択肢に関連付けられた第2ゲームオブジェクトに基づいて、複数の第2パラメータのうちの少なくとも1つが変化対象として設定され、当該変化対象として設定された第2パラメータが変化するため、選択肢を選択する際には、複数の第2パラメータのうちの所望の第2パラメータが変化対象となるように考慮する必要がある。このため、本発明によれば、複数の第2パラメータのうちの所望の第2パラメータが変化対象となるように考慮して選択肢を選択するという興趣をユーザに提供できる。 According to the invention described in 10), at least one of the plurality of second parameters is set as a change target based on the second game object associated with the selected option, and is set as the change target. Since the second parameter changes, when selecting an option, it is necessary to consider that a desired second parameter of the plurality of second parameters is to be changed. For this reason, according to the present invention, it is possible to provide the user with an interest in selecting an option in consideration so that a desired second parameter of the plurality of second parameters is to be changed.
 11)本発明の一態様では、前記受付手段(110)は、複数の選択機会の各々において、前記複数の選択肢のうちから選択肢の選択を受け付けるようにしてもよい。前記関連付け手段(120)は、第1選択機会で選択された選択肢に前記第2ゲームオブジェクトが関連付けられていない場合に、当該選択肢に基づいて、1又は複数の第2ゲームオブジェクトを選出する選出手段(121)を含み、前記第1選択機会よりも後の第2選択機会における前記複数の選択肢のうちの少なくとも一つに、前記選出手段(121)によって選出された第2ゲームオブジェクトを関連付け、前記第1変化手段(131)は、前記第2選択機会で選択された選択肢に基づいて、前記第1パラメータデータを変化させ、前記第2変化手段(132)は、前記第2選択機会で選択された選択肢に基づいて、前記第2パラメータデータを変化させるようにしてもよい。 11) In one aspect of the present invention, the accepting unit (110) may accept selection of an option from the plurality of options at each of a plurality of selection opportunities. The associating means (120), when the second game object is not associated with the option selected at the first selection opportunity, selecting means for selecting one or a plurality of second game objects based on the option. (121), and associating the second game object selected by the selection means (121) with at least one of the plurality of options in the second selection opportunity after the first selection opportunity, The first changing means (131) changes the first parameter data based on the option selected at the second selection opportunity, and the second changing means (132) is selected at the second selection opportunity. The second parameter data may be changed based on the selected option.
 11)に記載の発明によれば、第1選択機会で選択された選択肢に第2ゲームオブジェクトが関連付けられていない場合に、当該選択肢に基づいて、1又は複数の第2ゲームオブジェクトが選出され、当該選出された第2ゲームオブジェクトが、第1選択機会よりも後の1又は複数の第2選択機会における複数の選択肢のうちの少なくとも一つに関連付けられるため、ユーザは第1選択機会で選択する選択肢によって、第1選択機会よりも後の第2選択機会で選択肢に関連付けられる第2ゲームオブジェクトの選出に関与できるようになる。 According to the invention described in 11), when the second game object is not associated with the option selected at the first selection opportunity, one or more second game objects are selected based on the option, Since the selected second game object is associated with at least one of the plurality of options in one or more second selection opportunities after the first selection opportunity, the user selects in the first selection opportunity. Depending on the option, it becomes possible to participate in the selection of the second game object associated with the option in the second selection opportunity after the first selection opportunity.
 12)本発明の一態様では、前記複数の選択肢は、1又は複数の第3ゲームオブジェクト(例えばイベントキャラクタ)が関連付けられた選択肢を含むようにしてもよい。前記選出手段(121)は、前記第1選択機会で選択された選択肢に前記第2ゲームオブジェクトが関連付けられていない場合に、当該選択肢に関連付けられた前記第3ゲームオブジェクトの数に対応する数の前記第2ゲームオブジェクトを選出するようにしてもよい。 12) In one aspect of the present invention, the plurality of options may include options associated with one or more third game objects (for example, event characters). When the second game object is not associated with the option selected at the first selection opportunity, the selection means (121) has a number corresponding to the number of the third game objects associated with the option. The second game object may be selected.
 12)に記載の発明によれば、第1選択機会で選択された選択肢に関連付けられた第3ゲームオブジェクトの数に対応する数の第2ゲームオブジェクトが選出され、当該選出された第2ゲームオブジェクトが、第1選択機会よりも後の第2選択機会における複数の選択肢のうちの少なくとも一つに関連付けられるため、ユーザは第1選択機会で選択する選択肢によって、第1選択機会よりも後の第2選択機会で選択肢に関連付けられる第2ゲームオブジェクトの数を選択できる。 According to the invention described in 12), the number of second game objects corresponding to the number of third game objects associated with the option selected at the first selection opportunity is selected, and the selected second game object is selected. Are associated with at least one of the plurality of options in the second selection opportunity after the first selection opportunity, so that the user can select the second selection opportunity after the first selection opportunity according to the option selected in the first selection opportunity. It is possible to select the number of second game objects associated with the choices in two selection opportunities.
 1 ゲームシステム、N ネットワーク、10 ゲーム端末、11 制御部、12 記憶部、13 通信部、14 操作部、15 表示部、16 音声出力部、30 サーバ、31 制御部、32 記憶部、33 通信部、34 データベース、100 データ記憶部、110 受付部、120 関連付け部、121 選出部、130 変化部、131 第1変化部、132 第2変化部、133 第3変化部、140 変化制御部、150 制限部、160 報酬付与部、D101 練習効果データ、D102 吸収可能総量データ、D103 吸収量データ、D104 コツデータ、D105 ライバルチーム、D106 ライバル選手キャラクタデータ、D107 チームメイトキャラクタデータ、D108 育成状況データ、G100 詳細画像、G200 設定画像、A230 イベントデッキ領域、G300 メインコマンド画像、A350 コマンド領域、G400 練習コマンド画像、A440 コマンド領域、A460 チームメイト領域、G500 練習結果画像、G600 吸収完了チーム画像、G700 能力向上画像、A710 第1領域、A720 第2領域、P110,P120,P130,P140,P210,P220,P240,P250,P310,P320,P330,P340,P351,P352,P353,P354,P355,P356,P357,P410,P420,P430,P441,P442,P443,P444,P445,P446,P447,P448,P450,P461-1,P462-1,P463-1,P464-1,P461-2,P462-2,P463-2,P464-2,P461-3,P462-3,P461-4,P462-4,P461-5,P462-5,P461-6,P462-6,P463-6,P464-6,P461-7,P462-7,P461-8,P462-8,P463-8,P464-8,P461-9,P462-9,P470,P471-1,P471-2,P471-3,P471-4,P480,P481-1,P481-2,P482,P510,P520,P530,P540,P541-1,P541-2,P541-3,P541-4,P542-1,P542-2,P542-3,P542-4,P543-1,P543-2,P543-3,P543-4,P543-5,P543-6,P610,P611-1,P611-2,P611-3,P611-4,P612,P613,P723-1,P723-2,P723-3,P723-4,P723-5,P723-6,P723-7,P724-1,P724-2,P724-3,P724-4,P724-5,P724-6 パーツ、P231-1,P231-2,P231-3,P231-4,P231-5,P232 設定枠、P711 投手能力タブ、P712 野手能力タブ、P721 基本能力タブ、P722 特殊能力タブ。

 
1 game system, N network, 10 game terminal, 11 control unit, 12 storage unit, 13 communication unit, 14 operation unit, 15 display unit, 16 audio output unit, 30 server, 31 control unit, 32 storage unit, 33 communication unit , 34 database, 100 data storage unit, 110 reception unit, 120 association unit, 121 selection unit, 130 change unit, 131 first change unit, 132 second change unit, 133 third change unit, 140 change control unit, 150 limit Part, 160 reward granting part, D101 practice effect data, D102 total absorbable amount data, D103 absorption amount data, D104 tips data, D105 rival team, D106 rival player character data, D107 teammate character data, D108 training status data, G100 details Image, G200 setting image, A230 Ibe Todeck area, G300 main command image, A350 command area, G400 practice command image, A440 command area, A460 teammate area, G500 practice result image, G600 absorption completed team image, G700 performance improvement image, A710 first area, A720 second Region, P110, P120, P130, P140, P210, P220, P240, P250, P310, P320, P330, P340, P351, P352, P353, P354, P355, P356, P357, P410, P420, P430, P441, P442 P443, P444, P445, P446, P447, P448, P450, P461-1, P462-1, P463-1, P464-1, P461-2, P462-2, P463-2, P4 4-2, P461-3, P462-3, P461-4, P462-4, P461-5, P462-5, P461-6, P462-6, P463-6, P464-6, P461-7, P462 7, P461-8, P462-8, P463-8, P464-8, P461-8, P462-9, P462-9, P470, P471-1, P471-2, P471-3, P471-4, P480, P481-1 P481-2, P482, P510, P520, P530, P540, P541-1, P541-2, P541-3, P541-4, P542-1, P542-2, P542-3, P542-4, P543-1, P543-2, P543-3, P543-4, P543-5, P543-6, P610, P611-1, P611-2, P611-3, P 11-4, P612, P613, P723-1, P723-2, P723-3, P723-4, P723-5, P723-6, P723-7, P724-1, P724-2, P724-3, P724 4, P724-5, P724-6 parts, P231-1, P231-2, P231-3, P231-4, P231-5, P232 setting frame, P711 pitcher ability tab, P712 fielder ability tab, P721 basic ability tab, P722 Special ability tab.

Claims (14)

  1.  第1ゲームオブジェクトのパラメータデータを変化させるゲームを実行するゲームシステムにおいて、
     複数の選択肢のうちの少なくとも一つに、1又は複数の第2ゲームオブジェクトを関連付ける関連付け手段と、
     前記複数の選択肢のうちから選択を受け付ける受付手段と、
     前記複数の選択肢のうちから選択された選択肢に基づいて、前記第1ゲームオブジェクトの第1パラメータデータを変化させる第1変化手段と、
     前記選択された選択肢に基づいて、前記第1ゲームオブジェクトの第2パラメータデータを変化させる第2変化手段と、
     前記選択肢に関連付けられる前記第2ゲームオブジェクトの数に基づいて、前記第1パラメータデータと前記第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる変化制御手段と、
     を含むゲームシステム。
    In a game system for executing a game for changing parameter data of a first game object,
    Association means for associating one or more second game objects with at least one of the plurality of options;
    Receiving means for receiving a selection from the plurality of options;
    First changing means for changing first parameter data of the first game object based on an option selected from the plurality of options;
    Second changing means for changing second parameter data of the first game object based on the selected option;
    Change control means for increasing the degree of change of one of the first parameter data and the second parameter data and decreasing the degree of change of the other based on the number of the second game objects associated with the option; ,
    Including game system.
  2.  請求項1に記載のゲームシステムにおいて、
     前記変化制御手段は、前記選択肢に関連付けられる前記第2ゲームオブジェクトの数が多い場合には、前記選択肢に関連付けられる前記第2ゲームオブジェクトの数が少ない場合に比べて、前記第1パラメータデータと前記第2パラメータデータとの一方の変化の程度を大きくし、他方の変化の程度を小さくする、
     ゲームシステム。
    The game system according to claim 1,
    When the number of the second game objects associated with the options is large, the change control means is configured to compare the first parameter data and the parameters with the first parameter data and the number of the second game objects associated with the options. Increase the degree of one change with the second parameter data and decrease the degree of the other change,
    Game system.
  3.  請求項1又は2に記載のゲームシステムにおいて、
     前記第1変化手段は、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトのパラメータデータを変化させることと引き替えにして、前記第1パラメータデータを変化させ、
     前記第2変化手段は、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトの前記パラメータデータが第1所定状態へと変化する場合に、前記第2パラメータデータを変化させる、
     ゲームシステム。
    The game system according to claim 1 or 2,
    The first changing means changes the first parameter data in exchange for changing the parameter data of the second game object associated with the selected option,
    The second changing means changes the second parameter data when the parameter data of the second game object associated with the selected option changes to a first predetermined state.
    Game system.
  4.  請求項3に記載のゲームシステムにおいて、
     前記複数の選択肢は、1又は複数の第3ゲームオブジェクトが関連付けられた選択肢を含み、
     前記第2変化手段は、前記選択された選択肢に関連付けられた前記第3ゲームオブジェクトが所定条件を満足し、かつ、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトの前記パラメータデータが前記第1所定状態へと変化する場合に、前記第2パラメータデータを変化させる、
     ゲームシステム。
    The game system according to claim 3,
    The plurality of options includes options associated with one or more third game objects,
    The second changing means is configured such that the third game object associated with the selected option satisfies a predetermined condition, and the parameter data of the second game object associated with the selected option is Changing the second parameter data when changing to the first predetermined state;
    Game system.
  5.  請求項4に記載のゲームシステムにおいて、
     前記ゲームシステムは、複数の選択機会の各々で選択された選択肢に関連付けられた前記第3ゲームオブジェクトのパラメータデータを変化させる手段を含み、
     前記所定条件は、前記選択された選択肢に前記パラメータデータが第2所定状態である前記第3ゲームオブジェクトが関連付けられているか否かの条件を含む、
     ゲームシステム。
    The game system according to claim 4,
    The game system includes means for changing parameter data of the third game object associated with an option selected at each of a plurality of selection opportunities,
    The predetermined condition includes a condition as to whether or not the third game object whose parameter data is in a second predetermined state is associated with the selected option.
    Game system.
  6.  請求項3乃至5のいずれか1項に記載のゲームシステムにおいて、
     前記パラメータデータが前記第1所定状態になった前記第2ゲームオブジェクトに基づいて、報酬をユーザに付与する報酬付与手段をさらに含む、
     ゲームシステム。
    The game system according to any one of claims 3 to 5,
    A reward granting unit for granting a reward to the user based on the second game object in which the parameter data is in the first predetermined state;
    Game system.
  7.  請求項6に記載のゲームシステムにおいて、
     前記第2ゲームオブジェクトの各々は、複数のグループ識別情報のうちの少なくとも一つと関連付けられており、
     前記報酬付与手段は、前記パラメータデータが前記第1所定状態になった複数の前記第2ゲームオブジェクトのうちに、前記複数のグループ識別情報のうちの一のグループ識別情報と関連付けられた前記第2ゲームオブジェクトのうちのすべての又は基準数以上の前記第2ゲームオブジェクトが含まれる状態になった場合に、前記報酬を前記ユーザに付与する、
     ゲームシステム。
    The game system according to claim 6,
    Each of the second game objects is associated with at least one of a plurality of group identification information,
    The reward granting means includes the second game object associated with one group identification information among the plurality of group identification information among the plurality of second game objects in which the parameter data is in the first predetermined state. When the game object is in a state where all or more than the reference number of the second game objects are included, the reward is given to the user.
    Game system.
  8.  請求項3乃至7のいずれか1項に記載のゲームシステムにおいて、
     前記パラメータデータが前記第1所定状態になった前記第2ゲームオブジェクトを前記選択肢に関連付けることを制限する制限手段をさらに含む、
     ゲームシステム。
    The game system according to any one of claims 3 to 7,
    A limiting unit for limiting associating the second game object in which the parameter data is in the first predetermined state with the option;
    Game system.
  9.  請求項1乃至8のいずれか1項に記載のゲームシステムにおいて、
     前記第1ゲームオブジェクトには複数の第1パラメータが設定されており、
     前記第1パラメータデータは、前記複数の第1パラメータに関するデータであり、
     前記第1変化手段は、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトに基づいて、前記複数の第1パラメータのうちの少なくとも1つを変化対象として設定し、当該変化対象として設定された第1パラメータを変化させる、
     ゲームシステム。
    The game system according to any one of claims 1 to 8,
    A plurality of first parameters are set for the first game object,
    The first parameter data is data relating to the plurality of first parameters,
    The first changing means sets at least one of the plurality of first parameters as a change target based on the second game object associated with the selected option, and is set as the change target. Changing the first parameter,
    Game system.
  10.  請求項1乃至9のいずれか1項に記載のゲームシステムにおいて、
     前記第1ゲームオブジェクトには複数の第2パラメータが設定されており、
     前記第2パラメータデータは、前記複数の第2パラメータに関するデータであり、
     前記第2変化手段は、前記選択された選択肢に関連付けられた前記第2ゲームオブジェクトに基づいて、前記複数の第2パラメータのうちの少なくとも1つを変化対象として設定し、当該変化対象として設定された第2パラメータを変化させる、
     ゲームシステム。
    The game system according to any one of claims 1 to 9,
    A plurality of second parameters are set for the first game object,
    The second parameter data is data relating to the plurality of second parameters,
    The second changing means sets at least one of the plurality of second parameters as a change target based on the second game object associated with the selected option, and is set as the change target. Changing the second parameter
    Game system.
  11.  請求項1乃至10のいずれか1項に記載のゲームシステムにおいて、
     前記受付手段は、複数の選択機会の各々において、前記複数の選択肢のうちから選択肢の選択を受け付け、
     前記関連付け手段は、
     第1選択機会で選択された選択肢に前記第2ゲームオブジェクトが関連付けられていない場合に、当該選択肢に基づいて、1又は複数の第2ゲームオブジェクトを選出する選出手段を含み、
     前記第1選択機会よりも後の第2選択機会における前記複数の選択肢のうちの少なくとも一つに、前記選出手段によって選出された第2ゲームオブジェクトを関連付け、
     前記第1変化手段は、前記第2選択機会で選択された選択肢に基づいて、前記第1パラメータデータを変化させ、
     前記第2変化手段は、前記第2選択機会で選択された選択肢に基づいて、前記第2パラメータデータを変化させる、
     ゲームシステム。
    The game system according to any one of claims 1 to 10,
    The accepting means accepts selection of an option from the plurality of options in each of a plurality of selection opportunities;
    The association means includes
    A selection means for selecting one or a plurality of second game objects based on the option when the second game object is not associated with the option selected at the first selection opportunity;
    Associating a second game object selected by the selection means with at least one of the plurality of options in a second selection opportunity after the first selection opportunity;
    The first changing means changes the first parameter data based on the option selected at the second selection opportunity,
    The second changing means changes the second parameter data based on an option selected in the second selection opportunity;
    Game system.
  12.  請求項11に記載のゲームシステムにおいて、
     前記複数の選択肢は、1又は複数の第3ゲームオブジェクトが関連付けられた選択肢を含み、
     前記選出手段は、前記第1選択機会で選択された選択肢に前記第2ゲームオブジェクトが関連付けられていない場合に、当該選択肢に関連付けられた前記第3ゲームオブジェクトの数に対応する数の前記第2ゲームオブジェクトを選出する、
     ゲームシステム。
    The game system according to claim 11,
    The plurality of options includes options associated with one or more third game objects,
    When the second game object is not associated with the option selected at the first selection opportunity, the selection means has a number corresponding to the number of the third game objects associated with the option. Select a game object,
    Game system.
  13.  第1ゲームオブジェクトのパラメータデータを変化させるゲームを実行するゲーム制御装置において、
     複数の選択肢のうちの少なくとも一つに、1又は複数の第2ゲームオブジェクトを関連付ける関連付け手段と、
     前記複数の選択肢のうちから選択肢の選択を受け付ける受付手段と、
     前記複数の選択肢のうちから選択された選択肢に基づいて、前記第1ゲームオブジェクトの第1パラメータデータを変化させる第1変化手段と、
     前記選択された選択肢に基づいて、前記第1ゲームオブジェクトの第2パラメータデータを変化させる第2変化手段と、
     前記選択肢に関連付けられる前記第2ゲームオブジェクトの数に基づいて、前記第1パラメータデータと前記第2パラメータデータとの一方の変化の程度を増加させ、他方の変化の程度を減少させる変化制御手段と、
     を含むゲーム制御装置。
    In a game control device that executes a game for changing parameter data of a first game object,
    Association means for associating one or more second game objects with at least one of the plurality of options;
    Accepting means for accepting selection of an option from the plurality of options;
    First changing means for changing first parameter data of the first game object based on an option selected from the plurality of options;
    Second changing means for changing second parameter data of the first game object based on the selected option;
    Change control means for increasing the degree of change of one of the first parameter data and the second parameter data and decreasing the degree of change of the other based on the number of the second game objects associated with the option; ,
    Including a game control device.
  14.  請求項1乃至12のいずれか1項に記載のゲームシステム、又は、請求項13に記載のゲーム制御装置としてコンピュータを機能させるためのプログラム。

     
    A program for causing a computer to function as the game system according to any one of claims 1 to 12 or the game control device according to claim 13.

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JP6327726B1 (en) * 2016-12-13 2018-05-23 株式会社コナミデジタルエンタテインメント GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM

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JP5528495B2 (en) * 2012-04-26 2014-06-25 株式会社コナミデジタルエンタテインメント GAME CONTROL DEVICE, GAME CONTROL METHOD, GAME PROGRAM, AND GAME SYSTEM
JP6296508B2 (en) * 2015-06-18 2018-03-20 株式会社コナミデジタルエンタテインメント GAME SYSTEM, GAME CONTROL DEVICE, AND PROGRAM
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JP6327726B1 (en) * 2016-12-13 2018-05-23 株式会社コナミデジタルエンタテインメント GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM

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