WO2020196741A1 - Game program, game processing method, and game device - Google Patents

Game program, game processing method, and game device Download PDF

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Publication number
WO2020196741A1
WO2020196741A1 PCT/JP2020/013633 JP2020013633W WO2020196741A1 WO 2020196741 A1 WO2020196741 A1 WO 2020196741A1 JP 2020013633 W JP2020013633 W JP 2020013633W WO 2020196741 A1 WO2020196741 A1 WO 2020196741A1
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WO
WIPO (PCT)
Prior art keywords
aggregate
user
team
data
update
Prior art date
Application number
PCT/JP2020/013633
Other languages
French (fr)
Japanese (ja)
Inventor
厚志 藤井
高橋 直樹
幸保 横萩
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.)
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Publication date
Priority claimed from JP2019061980A external-priority patent/JP6709421B1/en
Priority claimed from JP2019061981A external-priority patent/JP6774111B2/en
Priority claimed from JP2019061982A external-priority patent/JP7127842B2/en
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
Publication of WO2020196741A1 publication Critical patent/WO2020196741A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • 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
    • A63F13/825Fostering virtual characters
    • 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
    • A63F13/828Managing virtual sport teams

Definitions

  • the present invention relates to a game program, a game processing method, and a game device.
  • a game program that executes processing of a game including a part is known (see, for example, Patent Document 1).
  • components for example, game characters
  • an aggregate for example, a team
  • the player plays using one aggregate (for example, a team) organized by using the trained components (for example, a game character)
  • the variation of the aggregate for example, a team
  • the components are trained one by one, a powerful aggregate (for example, a team) could be created by simply training many components, but on the other hand, the training part There was a concern that the difficulty of the game would be low and the play would be monotonous, and the motivation to play the training part would be reduced.
  • One of an object of the present invention is to provide a game program, a game processing method, and a game device that efficiently enhance an aggregate including a plurality of components.
  • some aspects of the present invention have one object of providing a game program, a game processing method, and a game device that diversify play using an aggregate organized by using the nurtured components. To do.
  • One of the objects of the present invention is to provide a game program, a game processing method, and a game device that enhance the motivation to play the training part.
  • Another object of the present invention is to provide a game program, a game processing method, and a game device capable of exerting the effects described in the embodiments described later.
  • one aspect of the present invention includes a step of instructing a computer to update data associated with a plurality of components included in an aggregate, and a single instruction by the step of instructing the computer.
  • the user is provided with a step of updating the data associated with each of the two or more components included in the aggregate and one instruction opportunity by the instruction step a plurality of times up to a predetermined number of times.
  • It is a game program for executing steps and.
  • one aspect of the present invention is a game processing method executed by a computer, in which a step of instructing an update of data associated with a plurality of components included in an aggregate and a step of instructing the update of data are performed once.
  • a step of updating the data associated with each of the two or more components included in the aggregate and one instruction opportunity by the instruction step are given to the user a plurality of times up to a predetermined number of times.
  • the steps to be provided and the game processing method including.
  • one aspect of the present invention is a game device that executes a game program, and is an instruction unit for instructing update of data associated with a plurality of components included in the aggregate, and one instruction by the instruction unit.
  • An update unit that updates the data associated with each of the two or more components included in the aggregate and one instruction opportunity by the instruction unit are provided to the user a plurality of times up to a predetermined number of times. It is a game device provided with a providing unit.
  • a first part for updating data associated with an aggregate composed of a plurality of components and the aggregate updated by the first part compete with each other.
  • a game program of a game including a second part, in which a step of updating data associated with the aggregate in the first part and a step of managing a plurality of the aggregates updated in the first part are managed by a computer.
  • a first part for updating data associated with an aggregate composed of a plurality of components and the aggregate updated by the first part compete with each other.
  • a game device that executes a game program of a game including a second part, wherein an update unit that updates data associated with the aggregate in the first part and the aggregate updated in the first part
  • a game device including a management unit for managing a plurality of units, and a selection unit for selecting one aggregate to be used for a battle in the second part from the plurality of managed aggregates based on a user operation. Is.
  • one aspect of the present invention uses a first part that updates data associated with an aggregate composed of a plurality of components, and a first part that uses the aggregate updated by the first part.
  • a game program of a game including two parts, the step of updating data associated with the aggregate in the first part, and the aggregate whose update is completed according to the end of the first part.
  • a step of performing the process using the managed aggregate based on the data for which the update has been completed is executed, and the step of managing the data is managed by the managed step.
  • the data of the aggregate for which the update has been completed is a game program that is not updated again.
  • one aspect of the present invention uses a first part for updating data associated with an aggregate composed of a plurality of components and the aggregate updated by the first part.
  • one aspect of the present invention uses a first part for updating data associated with an aggregate composed of a plurality of components and the aggregate updated by the first part.
  • a game device that executes a game program of a game including two parts.
  • an update unit for updating data associated with the aggregate and an update completed according to the end of the first part.
  • the management unit includes a management unit that manages the data of the aggregate, and a processing unit that performs processing using the managed aggregate based on the data for which the update has been completed in the second part. It is a game device that is not updated again with respect to the data of the aggregate for which the update is completed, which is managed by the step.
  • the figure which shows an example of a mission screen The figure which shows an example of the supervision skill screen.
  • the figure which shows an example of the instruction screen The figure which shows an example of the transfer character selection screen.
  • the figure which shows the usage setting example of a battle team The figure which shows an example of the usage setting screen which sets the usage setting of a battle team.
  • the block diagram which shows an example of the structure of the game system which concerns on embodiment.
  • the figure which shows an example of the hardware composition of the game terminal which concerns on embodiment.
  • the figure which shows an example of the functional structure of the game terminal which concerns on embodiment.
  • the figure which shows an example of possession character data stored in a storage part The figure which shows an example of high school data stored in a memory part.
  • the figure which shows an example of the training data stored in a storage part The figure which shows an example of the team data stored in the storage part.
  • the flowchart which shows an example of the training part processing which concerns on embodiment The flowchart which shows an example of the setting process of the training target which concerns on embodiment.
  • the flowchart which shows an example of the training target change processing which concerns on embodiment.
  • the flowchart which shows an example of the battle part processing which concerns on embodiment The flowchart which shows an example of the use setting process which concerns on embodiment.
  • the game according to the present embodiment is a game played by using a plurality of characters.
  • the character is a game character such as a person, an animal, or an object (for example, a vehicle) appearing in the game, and is displayed as an image (character image) on the game screen.
  • an example of the game according to the present embodiment is a baseball game including a training part and a competition part.
  • the training part is a game part that trains a baseball team consisting of characters corresponding to multiple players on a team-by-team basis.
  • the team can be trained by improving the abilities of the characters included in the team.
  • the user organizes a team to be trained with a plurality of characters as members, and causes the plurality of characters to practice while advancing the scenario.
  • the abilities of a plurality of characters included in the team to be trained are improved, and the team can be strengthened.
  • the user guides (trains) the high school baseball club (training target team) for a predetermined period (for example, two and a half years) from the position of a leader such as a manager, and baseball.
  • a predetermined period for example, two and a half years
  • the scenario is not limited to that related to a high school baseball club, and may be related to, for example, a university or corporate baseball club or a professional baseball team.
  • a plurality of scenarios having different contents are prepared for each type of high school in which the user executes the training part as a director, and the user arbitrarily selects a scenario to be applied to the training part. It is possible.
  • the battle part is a game in which a team trained in the training part (that is, a team containing multiple characters whose abilities have been improved in the training part) is used to play a baseball game against the opponent's team. It is a part. For example, a battle is performed between the teams trained by the training part for each of the user and another user.
  • FIG. 1 is a flowchart showing the overall flow of the game according to the present embodiment.
  • the screen transitions to the home screen (step S1).
  • the home screen is a screen on which a home image corresponding to the main menu, which is the starting point of this game, is displayed.
  • FIG. 2 is a diagram showing an example of a home screen.
  • icons P110, P120, P130, P140, P150, and P160 having a function as an operator for accepting a user's operation are displayed.
  • Each icon is an image that is displayed as part of the home image.
  • Each of the icons is associated with a process to be executed according to the reception of an operation, and the content (text, image, etc.) corresponding to the associated process is displayed.
  • the icon P110 is displayed as "training", and the process for starting the play of the training part is associated with it.
  • step S11 in FIG. 1: YES the operation of selecting the icon P110 is performed (step S11 in FIG. 1: YES)
  • the icon P120 is displayed as "match", and the process for starting the play of the battle part is associated with it.
  • step S21: YES in FIG. 1 the processing of the battle part is executed (step S23 in FIG. 1).
  • the icon P130 is displayed as "character list", and is associated with a character display process for displaying an owned character list image showing a list of owned characters.
  • the owned character is a character owned by the user.
  • the user can acquire (own) a character according to an in-game lottery or the progress of the game (for example, winning a game, playing the game a predetermined number of times, etc.).
  • the owned character can be used to set the team to be trained in the training part.
  • step S31 in FIG. 1: YES the process for displaying the owned character list image is executed (step S33 in FIG. 1).
  • the icon P140 is displayed as "My Team", and is associated with information (image) about the team that the user has trained in the training part and team processing that makes various settings for the team.
  • step S41 YES in FIG. 1
  • the team process is executed, and the transition to the team menu screen where information (image) about the team and options for setting for the team are displayed is displayed.
  • Step S43 in FIG. 1.
  • My Team it is possible to display information on the members belonging to the team (characters trained by the training part) and team information such as the competition results of the team.
  • the user can train (own) multiple teams by executing the training part multiple times, but in "My Team", the team used for the game from among the multiple teams owned by the user It is also possible to set the order of the members who will participate in the match among the members belonging to the team for each of the owned teams.
  • a team menu image including a display of information on members belonging to the team, a team setting (usage setting) used for the game, an order setting, and the like is displayed.
  • the icon P150 is displayed as "lottery", and is associated with a lottery process for determining the character to be acquired by the user by lottery.
  • the screen transitions to the lottery screen for performing the lottery (step S53 in FIG. 1).
  • the lottery process at least one character is selected by lottery from a plurality of predetermined types of characters, and the selected character is added as a user's own character.
  • a lottery is held in exchange for consumption of game value (or in-game coins, medals, points, tickets, items, etc. obtained as the game progresses).
  • the coins, points, tickets, items, etc. in the game may be acquired by the user according to the progress of the game, or may be acquired by billing.
  • the icon P160 is displayed as "shop", and is associated with a purchase process for purchasing (acquiring) items, etc. by consuming game values such as coins, medals, and points.
  • step S61: YES in FIG. 1 the screen transitions to the purchase screen for purchasing (acquiring) an item or the like (step S63 in FIG. 1).
  • step S11, S21, S31, S41, S51, S61: NO in FIG. 1 the game continues with the home screen and the game end condition is satisfied (for example, the game ends).
  • step S71: YES in FIG. 1 the game ends.
  • FIG. 3 is a diagram showing an example of the character list screen.
  • the illustrated character list screen G200 is a screen on which the owned character list image is displayed when the operation of selecting the icon P130 is performed.
  • the character images of the characters owned by the user are displayed side by side on the character list R201.
  • any of the character images displayed in the character list R201 is selected and an operation is performed on the icon P201 on which "confirmation" is displayed, detailed information about the character of the selected character image is displayed.
  • the character list screen G200 transitions to the home screen G100 (returns).
  • FIG. 4 is a diagram showing an example of a character detail screen.
  • the illustrated character detail screen G210 is a screen on which a character detail image showing detailed information of the character selected on the character list screen G200 shown in FIG. 3 is displayed.
  • the tab of "fielder ability" is selected, the information about the fielder ability among the detailed information is displayed.
  • the character image R210, the character name (character name) R220, the defensive position R230, the basic information R240, the ability parameter R250, and the special ability R260 are displayed.
  • the basic information R240 information indicating the character's batting average (batting average, number of home runs, RBI), form (batting form), and dominant hand of pitching (for example, "right-handed left-handedness" is displayed.
  • the ability parameter R250 displays the parameters of abilities such as trajectory, meet, power, running power, shoulder power, defensive power, and catching as the basic abilities of the character.
  • the parameters are indicated by a numerical value indicating each ability and an alphabet (for example, S, A, B, C, D, E, F, G) indicating the rank (stage) of the high ability according to the numerical value. Is done. "S” indicates that the ability has the highest rank, A, B, C, D, E, and F have the lowest ability, and "G" indicates that the ability has the lowest rank.
  • the special ability of the character is displayed on the special ability R260.
  • "power hitter”, "wide-angle batting method”, and "stolen base” are displayed as special abilities possessed by the character.
  • "Power hitter” is a special ability that enhances the ability to fly a ball thrown by a pitcher farther when hit with a bat.
  • the "wide-angle batting method” is a special ability that enhances the ability of pouring.
  • "Stolen base” is a special ability that makes it easier to succeed in stealing.
  • the training part updates the data associated with one team composed of a plurality of characters (for example, the ability parameters of the characters included in the team) to strengthen the team's strength (ability). It is roughly divided into three processes: "setting the training target”, “training”, and “reflecting the training results”.
  • the target team to be trained (update related data) in the training part is referred to as a “training target team”, and the characters included in the team are referred to as “training target characters”.
  • FIG. 5 is a diagram showing the process flow of the training part.
  • “Setting of training target” the high school (scenario) of the training target team to be trained is selected, and a plurality of training target characters as members belonging to the training target team are set (step S100).
  • step S100 After setting the affiliation member (character to be trained), shift to "training" of the team to be trained.
  • “training” one turn including the manager menu (action instruction opportunity for training the team to be trained as a manager) is repeatedly executed until the end condition is satisfied (step S110).
  • the termination condition is, for example, the termination of the growing period.
  • step S140 When the end condition is satisfied (step S140: YES), the process shifts to "reflection of the training result" and the training result of the training target team (hereinafter referred to as "trained team", which is the training target character included in the training team. Is called “trained character”) and complete the training part. After that, it becomes possible to play against the trained teams of other users in a match using the saved trained teams.
  • the process shifts to "reflection of the training result" and the training result of the training target team (hereinafter referred to as "trained team”, which is the training target character included in the training team. Is called “trained character”) and complete the training part. After that, it becomes possible to play against the trained teams of other users in a match using the saved trained teams.
  • each process of "setting the training target”, “training”, and “reflecting the training result” will be described in detail.
  • FIG. 6 is a diagram showing an example of a high school selection screen. Here, it is assumed that a scenario related to a high school baseball club is executed in the training part, and multiple high schools (A high school, B high school, C high school, D high school, E high school) are displayed as options. ..
  • the illustrated high school selection screen G300 has icons P311, P312, P313, and P314 that have a function as an operator for selecting each of a plurality of high schools (A high school, B high school, C high school, D high school, and E high school). , P315 is displayed. For example, when the operation of selecting the icon P311 is performed, it is determined that A high school (scenario related to A high school) is selected.
  • the training target characters for example, eight characters, hereinafter also referred to as “high school characters” that are set as characters associated with the high school in advance are set as members of the training target team. Will be done.
  • the training target team includes training target characters (for example, four characters, hereinafter also referred to as "arbitrary characters") that are set based on a plurality of characters selected by the user from among the characters owned by the user. .)
  • a plurality of other characters to be trained for example, 15 characters, hereinafter also referred to as "extra characters” are set.
  • the extra character is randomly selected and set from a plurality of predetermined characters for extras based on probability information and the like.
  • a team composed of the above high school characters, arbitrary characters, and extra characters is set as a training target team in the training part.
  • Each character of high school character, arbitrary character, and extra character has a grade parameter, and the grade changes as the training period progresses in the training part.
  • the training period in the training part is set to a period of two and a half years in the game (members (characters) who joined the club in the first grade graduated in the fall of the third grade).
  • the character set as a member has a different training period depending on the grade and the time of joining / graduating.
  • FIG. 7 is a diagram showing an increase / decrease in the training period and affiliated members (characters to be trained) in the training part.
  • the training period of the training target character set for the belonging member is classified into the following (a) to (d) according to the grade and the time of entering / graduating.
  • (A) Joined the club as a first grader at the beginning of the training period, and graduated in the fall of the third year of the training period.
  • B Since he was in the second grade at the beginning of the training period, he graduated in the fall of the second year of the training period.
  • C Since he is in the third grade at the beginning of the training period, he graduated in the fall of the first year of the training period.
  • the user can select only the characters having the attributes of the first grade from the characters owned by the user, and an arbitrary character (character to be trained) is set based on the selected character. ..
  • an arbitrary character character to be trained
  • the user has an opportunity to reset the character having the attribute of the first grade at each stage from the characters owned by the user.
  • a team including members enrolled at the end of the training period (trained characters) and members who graduated in the middle of the training period (trained characters) It is saved as a breeding result.
  • the character owned by the user may have a fixed parameter that does not change according to the progress of the training period, instead of the parameter of the grade that changes according to the progress of the training period in the training part ( For example, a parameter indicating that the character is selectable at the start of the training part, a parameter indicating that the character is selectable in the spring of the second year of the training period, and a character selectable in the spring of the third year of the training period. Parameters that indicate that).
  • FIG. 8 is a diagram showing turns in the growing period. Two and a half years in the game until the member (character to be trained) who joined the club (joined the team to be trained) in the first grade at the start of the training part graduated (finished training) in the fall of the third grade is expressed in 120 turns Will be done.
  • the total 120 turns include the turn to play the game, and if the game is lost, the training part may end in the middle.
  • Events (“morning events” and “afternoon events”) occur in addition to the pre-determined scenarios for each high school.
  • the events include high school-specific (scenario-specific) events, high school-specific (scenario-specific) events, and event characters (hereinafter referred to as "Ibe-chara").
  • the eve character is a character associated with an event, and each character of the high school character, the arbitrary character, and the extra character set as the training target character included in the above-mentioned training target team has the property as an eve character at the same time. Also has.
  • the event is generated according to the establishment of the generation conditions set for each event (that is, regardless of the user's intention) as the training part progresses.
  • FIG. 9 is a diagram showing an example of an event screen when an event occurs.
  • the illustrated event screen G400 shows an example of the "morning event" of the first turn of the training period (April 1st week of the first year).
  • information R410 indicating the current turn event image R420 according to the content of the event
  • text information R430 such as dialogues of characters appearing in the event and words according to the content of the event are displayed.
  • Each event functions as the smallest unit of the story element that constitutes the scenario in the training part, and displays the event image R420 related to the text information R430 such as the above-mentioned character, character dialogue, and words according to the event content.
  • the story is expressed by. It should be noted that some events involve the selection of options by the user, and some events have different results depending on the selection result.
  • scenario events are divided into scenario events (high school-specific (scenario-specific) events or high school-common (scenario-common) events) and Ibe-chara events (events by Ibe-chara).
  • the scenario event occurs when a predetermined generation condition is satisfied for the scenario applied to the training part.
  • an event occurrence schedule may be set in advance, and the occurrence condition may be that a specific number of turns is reached.
  • FIG. 10 is a diagram showing an example of an event occurrence schedule. For example, event X in the morning of the second week of April of the first year, event Y in the afternoon of the fourth week of April of the first year, ..., the afternoon of the third week of September in the third year.
  • the timing at which an event occurs is set, such as event Z. When the event reaches the set turn, the set event occurs.
  • the Ivechara event occurs when the conditions set in advance for each type of event are met.
  • an eve character event is associated with an eve character (training target character) included in a training target team, for example, provided that a specific parameter of the eve character (training target character) reaches a specific value.
  • the conditions for generating the Ivechara event may include reaching a specific number of turns.
  • an Ivechara event may occur on condition that a specific number of turns has been reached and a specific parameter has reached a specific value.
  • FIG. 11 is a diagram showing an example of the director menu screen G500.
  • information R510 here, "July 1st week of the first year” indicating the current time (current turn) in the training part and the turn to play a match with another team are displayed.
  • Information R520 indicating the period (here, "two weeks until the match"), schedule R530 to be performed in the future turn, and the current strength R540 (training state) of the team to be trained are displayed.
  • the alphabet for example, S, A, B, C
  • the rank of each ability is determined according to each training state (ability parameter, etc.) of the member (character to be trained) belonging to the team to be trained.
  • an alphabet here, "A ++"
  • the rank (stage) of the height of the total strength which indicates the ability of the training target team as a whole, which is the total rank of each ability, is displayed.
  • icons P510, P520, P530, P540, and P550 having a function as an operator for selecting the content (item) in which the user acts as a supervisor are displayed.
  • the icon P510 is displayed as "practice”, and is associated with a practice process for instructing the training target team to practice.
  • the icon P520 is displayed as "construction”, and is associated with a construction process for constructing a building by consuming dedicated points or for leveling up the constructed building.
  • the icon P530 is displayed as "Mission”, and is associated with a mission process that can confirm the achievement status (event occurrence status) of the mission in each training target character (event character).
  • the icon P540 is displayed as "supervision skill”, and is associated with supervision skill processing for consuming supervision points to improve supervision ability (teaching skill).
  • the icon P550 is displayed as "Teaching”, and is associated with a teaching process for consuming items to improve the ability of the character to be trained.
  • Training (Director menu: Practice)
  • the practice process is executed.
  • the practice effect according to the practice content instructed (selected) by the user to the training target team is obtained for the member (training target character) belonging to the training target team.
  • the practice effect is that the data associated with the training target character (various parameters associated with the training target character) is updated. For example, as a practice effect, the ability parameter indicating the ability of the training target character is updated.
  • FIG. 12 is a diagram illustrating an example of character data.
  • the character data (various parameters associated with the character to be trained) includes overall data indicating the "whole” ability, basic ability data indicating the “basic ability”, special ability data indicating the "special ability”, and the like.
  • the overall data includes “experience points” that increase (or decrease) according to “practice”, “event”, etc., and “level” ability parameters that are determined according to "experience points”.
  • the basic ability data includes, for example, ability parameters related to the pitcher, such as control, stamina, ball speed, and other "practice value” and “rank” ability parameters.
  • the “practice value” increases (or decreases) according to "practice” or "event”.
  • the "rank” is indicated by an alphabet (for example, S, A, B, C, D, E, F, G) or the like, and increases each time the “practice value” reaches a predetermined value.
  • the “practice value” is reset each time the “rank” increases.
  • the special ability data includes a parameter indicating whether or not the character to be trained has acquired (acquired or not) for each special ability. The parameters of each special ability change from “none” to “yes” depending on “event”, "teaching", and so on.
  • FIG. 13 is a diagram showing an example of the practice menu screen.
  • a practice menu image including information indicating the selection of practice items and the effect of the practice is displayed.
  • the illustrated practice menu screen G600 is an example of a screen instructing "pitcher practice”.
  • a practice menu R610 for selecting a practice item to be instructed to the training target team is displayed.
  • icons P631, P632, P633, and P634 having a function as an operator for selecting a practice item as "pitcher practice” are displayed.
  • the icon P631 is displayed as "ball speed practice”, and is associated with a ball speed practice process in which a practice effect can be obtained by instructing the ball speed practice.
  • the icon P632 is displayed as "control practice", and is associated with a control practice process in which a practice effect can be obtained by instructing the control practice.
  • the icon P633 is displayed as "stamina practice”, and is associated with a stamina practice process in which a practice effect can be obtained by instructing the stamina practice.
  • the icon P632 is displayed as "changing ball practice”, and is associated with a changing ball practice process in which a practice effect can be obtained by instructing the changing ball practice.
  • the icon of each practice item is associated with the amount of increase in "experience value” as a practice effect, the amount of increase in "practice value” according to the practice content, and one or more characters (character images) to be trained. Is displayed.
  • the training target character associated with each practice item is randomly selected from the members (training target characters) included in the training target team.
  • the icon of each practice item may include an icon to which the character to be trained is not associated.
  • the number of practice item icons (choices) is smaller than the number of all training target characters included in the training target team.
  • the ability of the training target character increases, and the strength of the training target team increases.
  • the amount of increase in the experience value and practice value associated with the training item is not reflected for any of the training target characters.
  • the "experience value” and the “practice value” + alpha value corresponding to the selected practice item are each of the training target characters associated with the practice item. It is added to "experience value” and "practice value” (this is called “direct instruction”).
  • the "experience value” and “practice value” corresponding to each practice item are added to each practice item. It is added to the "experience value” and “practice value” of the associated character to be trained (no + alpha).
  • both the training target character associated with the selected practice item and the training target character associated with the unselected practice item can obtain the practice effect, but the selected practice Only for the training target character associated with the item, the + alpha value is added to the original set value (value set in advance for each practice item).
  • the icon P632 (“control practice”) is tentatively selected.
  • the tentative selection means that the selection has not been decided and can be changed to the selection of another icon.
  • the operation of selecting and deciding from the tentative selection state is performed, the selection of the tentatively selected icon is determined, and the practice process of the practice item corresponding to the icon is executed.
  • the operation for selecting and determining is, for example, an operation for the icon P623 on which "decision" is displayed.
  • the icon is temporarily selected by the first touch operation on the icon, and the icon is temporarily selected by performing the second touch operation on the icon in the temporarily selected state. The choice may be decided.
  • the + alpha value is displayed in the "experience value” and "practice value” corresponding to the tentatively selected practice item.
  • the "experience value: +232" and “practice value: +82" displayed corresponding to the illustrated icon P632 ("control practice") are values + alpha added to the original set value.
  • the original set values that are not + alpha are displayed.
  • the "experience value: +93” and “practice value: +40" displayed corresponding to the icon P631 ("ball speed practice") are the original setting values that are not + alpha.
  • the ability of the training target character by the practice effect of the above-mentioned "practice” (the "experience value” and “practice value” corresponding to the practice item are added to each training target character corresponding to the practice item).
  • Data such as parameters indicating the above are updated.
  • the amount of increase in the "experience value” and “practice value” of each practice item is an example of “update conditions” when data such as parameters indicating the ability of the character to be trained is updated by the practice effect of "practice”. ..
  • This update condition is not limited to the increase amount of the "experience value” and the "practice value”, but may be an increase (increase amount) of other parameters, or may be the acquisition of some special ability.
  • FIG. 14 is a schematic diagram illustrating changes in the update conditions according to the provisional selection.
  • three practice items, A practice, B practice, and C practice are examples of options, and the amount of increase in parameters is associated as an update condition.
  • none of the options is tentatively selected, and the update condition for practice A is "+80", the update condition for practice B is "+45”, and the update condition for practice C is "+60". These update conditions are the original settings for each practice item.
  • the A practice since the A practice is tentatively selected, only the update condition of the A practice is changed to the + alpha value (“+80 + 30”).
  • the update condition (parameter increase amount) of the tentatively selected practice item is increased (+ alpha) with respect to the original set value
  • the update condition of the tentatively selected practice item has changed.
  • the update condition (parameter increase amount) of the practice item that is not tentatively selected may be reduced with respect to the original set value.
  • the update condition (parameter increase amount) of the temporarily selected practice item increases with respect to the original setting value
  • the update condition (parameter increase amount) of the practice item not temporarily selected is the original setting value. May decrease against.
  • the original set values of "experience value” and "practice value” are determined based on the training target character associated with the corresponding practice item and the supervision skill (supervisory ability parameter) corresponding to the practice item. However, in addition to this (or independently), it may be determined based on other factors, such as values based on items acquired during the game, manager skills, and so on.
  • the manager skill is one of the parameters associated with the character who plays the role of manager among the members belonging to the training target team (training target character).
  • the update condition is not limited to the increase amount of the "experience value” and the "practice value", but may be a decrease amount, and addition, deletion, change, etc. to other data (parameters) associated with the character to be trained, etc. It may be a condition indicating.
  • the practice target list R620 displays a list of training target characters associated with the tentatively selected practice item so that the user can select it.
  • the details of the mission achievement status (event occurrence status) and ability can be confirmed.
  • the operation for the icon P620 displayed as "Mission details” is performed, the occurrence status of the event corresponding to the training target character (Ibe character) selected in the practice target list R620 is displayed.
  • the operation for the icon P621 displayed as "Ability details” is performed, the ability parameters of the training target character selected in the practice target list R620 are displayed.
  • the operation for the icon P622 on which "return" is displayed is performed, the transition from the practice menu screen G600 to the director menu screen G500 (return).
  • FIG. 15 is a diagram showing an example of a mission screen.
  • the event occurrence status R710 and the event detailed information R720 are displayed.
  • the event includes a scenario event and an event character event.
  • the event occurrence status R710 displays the occurrence status of the Ivechara event.
  • the event occurrence status R710 displays the event list R711 and the event list R712.
  • a plurality of character images of the Ibe character are displayed on the Ibe character list R711. Each character image can be selected, and the selected character image is displayed with a character name (here, "character B1") and has a display mode that can be distinguished from other character images.
  • a list of Ibe character events associated with the Ibe character indicated by the character image selected in the Ibe character list R711 is displayed.
  • the Ivechara event is a locked state (event # 5 and event # 6 in the figure) in which the event cannot occur at the initial stage, and the key mark is associated with the event.
  • the unlocked state is a state in which an event can occur.
  • An unlocked event is generated by further satisfying a predetermined generation condition for the event (for example, a specific parameter of the Ivechara reaches a specific value).
  • "achieved! Is displayed for the events that have already occurred (event # 1 and event # 3 in the figure).
  • event list R712 detailed information of the selected Ibe character event among the Ibe character events displayed in the Ibe character list R711 is displayed.
  • event # 2 since event # 2 is selected, explanatory information R721 about the content of event # 2, occurrence condition R722 of event # 2, and reward information R723 obtained by event # 2 are displayed.
  • supervision skill (teaching skill as a supervision) can be improved (acquired) by consuming supervision points.
  • the supervision skill includes a skill for instructing a fastball group, a skill for instructing a skill group, and a skill for instructing batting.
  • the supervision skill is improved (acquired)
  • the practice effect of the practice items corresponding to the type of supervision skill in the "practice" menu is improved.
  • FIG. 16 is a diagram showing an example of the supervision skill screen.
  • a skill list R810 for selecting a supervision skill is displayed on the illustrated supervision skill screen G800.
  • a plurality of preset supervision skills are displayed in the skill list R810.
  • the lock state supervisory skills (skills # 2 and # 4 in the figure) are displayed with a key mark and grayed out, and cannot be selected. For example, when the director's level exceeds a certain level, it shifts from the locked state to the unlocked state and becomes selectable.
  • each supervision skill displays the value of supervision points to be consumed in exchange for each supervision skill to be improved (acquired).
  • the supervision skill (skill # 9 in the figure) that the possessed supervision points are not enough is grayed out in a state where the key mark is not displayed but cannot be selected.
  • FIG. 17 is a diagram showing an example of a teaching screen.
  • a teaching image for selecting an item to be taught is displayed.
  • the transfer screen G900 in the transfer item list R901, the items to be "transmitted” are displayed for each type by switching tabs.
  • the "Fielder Tips” tab is selected, and the "Tips” (special ability) items for fielders and the number of possessions of those items are displayed. It is possible to teach as many as you have.
  • “chance” which is an item of “knack” (special ability) for fielders, is selected.
  • "Chance” is a special ability that raises the ability parameter of the basic ability at the time of chance and becomes stronger against chance.
  • FIG. 18 is a diagram showing an example of a transfer character selection screen.
  • an image for selecting a training target character to be given the item selected on the transmission screen G900 is displayed.
  • a plurality of character images are displayed as options in the character selection list R911.
  • the displayed character image may be determined according to the type of the selected item. For example, in the case of an item for a fielder, the character to be trained by the fielder may be prioritized, and in the case of an item for a pitcher, the character to be trained by the pitcher may be prioritized.
  • FIG. 19 is a diagram showing an example of the training situation for each high school.
  • the trained team will be used for the match, and the user's intention can be reflected in the selection of the team (trained team) to be used for the match.
  • each high school has a default team prepared in advance before the training part is held, and usage settings are made. For this reason, the default team can be used for the match for high schools that do not have a training record (implementation record of the training part).
  • the default team is basically more disadvantageous than the trained team trained by the training part.
  • FIG. 20 is a diagram showing an example of usage settings of a battle team.
  • the illustrated example corresponds to the example of the training situation for each high school (scenario) shown in FIG. 19, and shows the teams that can be used and set.
  • a high school (scenario about A high school) has three trained teams (teams # 1, # 2, # 3) trained by the training part, so one of these three teams can be used. It is possible. Since B High School (scenario about B High School) has no training record by the training part, only the default team can be set to use. For a high school (scenario) with only a default team, the default team may be set in advance.
  • C High School (scenario about C High School) holds four trained teams (teams # 1, # 2, # 3, # 4) trained by the training part, one of these four teams can be selected. Usage settings are possible.
  • team # 2 in A high school (scenario about A high school)
  • default team in B high school (scenario about B high school)
  • team # 3 in C high school (scenario about C high school) use each team (scenario). It is set to be used as a trained team).
  • the members (trained characters) in the team are distinguished into an order composed of members participating in the game and other than that. Orders are divided into starting orders and benches (copy). Members (trained characters) can be freely replaced at any time.
  • FIG. 21 is a diagram showing an example of a usage setting screen for setting the usage of a battle team.
  • the illustrated usage setting screen G1000 further selects "usage setting" on the team menu screen displayed when the operation of selecting the icon P140 ("My Team") is performed on the home screen G100 shown in FIG. Displayed when an operation is performed.
  • information R1010 of the "current team” indicating the team currently used and set (trained team), and "a team newly used and set in place of the currently used team” are shown.
  • Information R1020 of "the team to be replaced” is displayed.
  • team # 1 of A high school (scenario related to A high school) is set to be used in the information R1010 of the "current team”.
  • teams # 2 and # 3 of the same high school A are displayed as candidates for replacement. If there is only one team to replace, only that one team will be displayed as a candidate, and if there are no other candidates to replace (if there is only one team in that high school (scenario)), Candidates are not displayed.
  • icons corresponding to each high school are displayed on the high school selection R1030, and the high school for which usage settings are set can be switched by operating to select one of the icons.
  • the operation for the icon P1013 on which "return” is displayed is performed, the transition from the usage setting screen G1000 to the team menu screen (return).
  • FIG. 22 is a diagram showing an example of an order setting screen for setting an order for a team (trained team).
  • the order member list R1110 and the off-bench member list R1120 are displayed on the illustrated order setting screen G1100.
  • nine regular (starting order) members (trained characters) and nine benched members (trained characters) are displayed separately.
  • the off-bench member list R1120 five off-bench members (trained characters) who are not in the order are displayed.
  • the order member list R1110 when it is desired to change a regular member, when the regular member to be changed is selected in the order member list R1110 and an operation is performed on the icon P1110 in which "change" is displayed, the member to be changed from the benched member list. You can choose. Then, when a member to be changed is selected from the list of benched members and an operation is performed on the icon P1111 on which "OK" is displayed, the selected regular member and the selected benched member are exchanged. Further, when it is desired to put an off-bench member in an order, when the off-bench member to be placed in the order is selected in the off-bench member list R1120 and the operation for the icon P1110 in which "change" is displayed is performed, the order member list is performed.
  • Is used for matching as the total power of this user For example, when a user instructs to execute a battle, a plurality of other users having a total power close to the user's total power (within the range of the user's total power ⁇ a predetermined value) are extracted as candidates for the user's opponent. .. The user arbitrarily selects an opponent from a plurality of extracted other users, so that a battle is performed between the user's team and the opponent's user's team.
  • the total strength (total strength) of the team is calculated (for example, total) based on the value of the ability parameter of the member (each trained character) included in the team, for example.
  • the total strength (total strength) of a team is preferably calculated based on the value of the ability parameters of all the belonging members (trained characters) included in the team, but the belongings included in a specific group such as an order member. It may be calculated based on the value of the ability parameter of only the member (trained character).
  • the opponent user is decided by matching, the decided opponent user and the teams set to use in the same high school (scenario) play a match.
  • the high school (scenario) to which the team used in the match belongs is determined in advance regardless of the user's choice. Therefore, even if other users have a total power close to the total power of the user, the total power of the teams set to be used in the determined high school (scenario) is not always close. Therefore, no matter which high school is decided in the match, it is necessary to develop a stronger team in the training part in all the high schools in order to advance the match in an advantageous manner.
  • FIG. 23 is a block diagram showing an example of the configuration of the game system 1 according to the present embodiment.
  • the game system 1 is composed of a plurality of terminal devices 10-1, 10-2, ..., 10-n (n is a natural number) and a server device 30, and these devices are connected via a communication network NW. Be connected. Since the terminal devices 10-1, 10-2, ..., 10-n have the same configuration, they will be described simply as the terminal device 10 unless otherwise specified.
  • the terminal device 10 functions as a game device by executing a game control program.
  • the terminal device 10 is a computer device used by a user, and a game machine, a PC (Personal Computer), a tablet PC, a mobile phone such as a smartphone or a feature phone, and the like can be applied.
  • a game machine e.g., a PC (Personal Computer), a tablet PC, a mobile phone such as a smartphone or a feature phone, and the like can be applied.
  • the server device 30 manages game data and a game control program necessary for executing a game control program on the terminal device 10.
  • the server device 30 is a computer device managed by a game operating company, and can be regarded as a system composed of a plurality of server machines, storage, network switches, routers, firewalls, and the like.
  • the game data managed by the server device 30 is used when the game control program is executed on the terminal device 10, or is transmitted to the terminal device 10 in advance for use.
  • the game data includes advertising data (information on other games) displayed during the game.
  • the image displayed on the screen of the terminal device 10 is a part of the game data.
  • the game control program managed by the server device 30 includes a part of the game control program.
  • the game control program includes not only those downloaded to the terminal device 10 before the start of the game but also those downloaded to the terminal device 10 after the start of the game.
  • the game control program downloaded to the terminal device 10 before the start of the game may be managed not by the server device 30 but by the server device that distributes the program that operates in the terminal device 10.
  • FIG. 24 is a diagram showing an example of the hardware configuration of the terminal device 10 according to the present embodiment.
  • the terminal device 10 includes, for example, a communication unit 11, an input unit 12, a display unit 13, a voice output unit 14, a storage unit 15, and a CPU (Central Processing Unit) 16.
  • the terminal device 10 can use a general-purpose smartphone and does not require special hardware for executing the game control program, regardless of the processing power of the CPU. That is, if a program appropriately created according to the hardware configuration of the terminal device 10 on which the game control program is executed is used, a part of the hardware configuration may be different from the present embodiment.
  • the communication unit 11 is a device that performs communication corresponding to the communication standard of the communication network NW such as wireless LAN, wired LAN, and mobile communication (LTE) capable of communicating between the terminal device 10 and the server device 30.
  • NW such as wireless LAN, wired LAN, and mobile communication (LTE)
  • the input unit 12 is a device capable of receiving interactive information during game execution.
  • the interactive information is, for example, user operation information for the terminal device 10.
  • Examples of the input unit 12 include physical devices such as buttons, keyboards, and levers that are mechanically operated, pointing devices (mouse and touch panel) that are GUI, and recognition devices (microphone, camera) that are voice and gesture.
  • the input unit 12 may be integrally configured with the terminal device 10, or may be configured as a separate body connected by wire or wirelessly.
  • the input unit 12 outputs an operation signal input based on the operation.
  • the display unit 13 is a display that displays information such as images and texts, and includes, for example, a liquid crystal display panel, an organic EL (Electroluminescence) display panel, and the like.
  • the display unit 13 may be configured as a separate body from the terminal device 10, and may be, for example, a television, an external monitor, or a head-mounted display (HMD).
  • HMD head-mounted display
  • the audio output unit 14 is configured to include, for example, an audio output terminal that outputs audio to a speaker, headphones, or the like.
  • the storage unit 15 includes, for example, HDD (Hard Disk Drive), SSD (Solid State Drive), EEPROM (Electrically Complex Memory), ROM (Read-Only Memory), ROM (Read-One Memory), ROM (Read-One Memory), ROM (Read-Ony Memory), ROM (Read-Ony Memory), ROM (Read-One Memory)
  • the terminal device 10 stores various information, images, programs, and the like used for processing.
  • the storage unit 15 is not limited to the one built in the terminal device 10, and may be an external storage device connected by a digital input / output port such as USB.
  • the CPU 16 executes various programs stored in the storage unit 15 and controls each unit of the terminal device 10.
  • the CPU 16 is an example of a processor that executes processing in the terminal device 10.
  • the terminal device 10 may include a camera (not shown), a gyro sensor, and a GPS (Global Positioning System) chip.
  • a camera not shown
  • a gyro sensor not shown
  • a GPS Global Positioning System
  • FIG. 25 is a diagram showing an example of the functional configuration of the terminal device 10 according to the present embodiment.
  • a data storage unit 150 and a control unit 160 are shown as a terminal device 10 functional configuration.
  • the data storage unit 150 has a functional configuration corresponding to the storage unit 15 shown in FIG. 24.
  • the control unit 160 has a functional configuration realized by the CPU 16 executing the game control program stored in the storage unit 15.
  • the data storage unit 150 has a configuration for storing data necessary for executing game processing, for example, a character data storage unit 151, a user data storage unit 152, an owned character data storage unit 153, and a high school data storage unit. It includes 154, a training data storage unit 155, a team data storage unit 156, and a team member data storage unit 157.
  • the character data storage unit 151 stores data of a plurality of characters that can be used in the game.
  • FIG. 26 is a diagram showing an example of character data stored in the character data storage unit 151.
  • the character data D151 is associated with a character ID, a character name, data indicating a character's ability, and the like.
  • the character ID is identification information that identifies each character.
  • the character name is the name of the character.
  • the data indicating the character's ability includes overall data indicating the "whole” ability, basic ability data indicating the "basic ability”, special ability data indicating the "special ability", and the like. included.
  • the overall data includes the ability parameters of "level” and "experience value” respectively.
  • the basic ability data includes each ability parameter of "rank” and “practice value” corresponding to "control”, “stamina”, “ball speed” and the like.
  • the special ability data includes parameters indicating the presence or absence of special abilities corresponding to "special ability # 1," “special ability # 2,” “special ability # 3,” and the like. Note that these data are examples, and the character data D151 may be associated with data related to various characters such as a character image of each character, a defensive position, and a form.
  • the user data storage unit 152 stores user data of the user who uses the terminal device 10.
  • the user data is associated with a user ID that identifies the user, a user name that indicates the name of the user in the game, and the like.
  • data such as coins, medals, points, tickets, or items acquired by the user is also associated with the user data.
  • the owned character data storage unit 153 stores the character data of the owned character acquired by the user by lottery or the like among a plurality of characters prepared in the game.
  • the lottery process is performed by the server device 30, and the character data of the owned character is added by acquiring the lottery result (data of the drawn character) from the server device 30.
  • FIG. 27 is a diagram showing an example of owned character data stored in the owned character data storage unit 153.
  • the owned character data D153 shown in the figure is associated with a user ID, an owned ID, a character ID, a character name, and the like.
  • the possession ID is identification information that identifies an event related to the possession (grant to the user) of the possessed character in the management of character data.
  • the possession ID is stored in association with the acquired character's character ID, character name, and the like.
  • the user may own the same character.
  • the character ID and the character name are the same, but the possession ID is different.
  • the owned character data is transmitted to the server device 30, and the owned character data of a plurality of users is associated and managed for each user (for each user ID) in the server device 30.
  • the high school data storage unit 154 stores high school data (scenario data) of the high school (scenario) prepared in the game.
  • FIG. 28 is a diagram showing an example of high school data stored in the high school data storage unit 154.
  • High school ID (scenario ID), high school name (scenario name), high school character, default team ID, and the like are associated with the illustrated high school data D154.
  • the high school ID (scenario ID) is identification information that identifies the high school (scenario).
  • the high school name (scenario name) is the name of the high school (scenario).
  • the high school character is associated with a character ID of a high school character preset for each high school among a plurality of characters prepared in the game.
  • the default team ID is identification information that identifies the default team preset for each high school.
  • the high school data is limited to a limited number of high schools at the start of the game, and may be added as the game progresses. In this case, the added high school data is acquired from the server device 30 and stored in the high school data storage unit 154. Alternatively, the high school data to be added later is also stored in the high school data storage unit 154 so that the high schools that can be selected by the user at the start of the game are limited and the number of high schools that can be selected is increased according to the progress of the game. You can do it.
  • the game service is provided in sequence according to the convenience of the game service operator so that high school data (scenario data) and related data can be used by the user. It may be operated. In this case, additional content (high school data and related data) will be available to all users of the game at the same timing regardless of the progress of the game by the users.
  • the training data storage unit 155 stores training data related to the training status of the training target team trained in the training part.
  • FIG. 29 is a diagram showing an example of training data stored in the training data storage unit 155.
  • the illustrated training data D155 includes a high school ID (scenario ID) and a team ID (ID of the training target team) of the training target team and a member ID (member ID of each training target character included in the training target team). ), Character data (overall data, basic ability data, special ability data, etc.) of the member (training target character included in the training target team), grade, and graduate flag are associated with each other.
  • the member ID is identification information that identifies a member (character to be trained) belonging to this team (team to be trained).
  • the character data of the belonging member is the character data of the high school character, the arbitrary character, and the extra character belonging to this team.
  • a team ID is issued and associated with the high school ID
  • the training target is set (the training target character included in the training target team in the training part).
  • the character data of the member (character to be trained) is copied from the character data D151 stored in the character data storage unit 151 and associated with the character data, and the training data D155 of the training target team to be newly trained is generated. ..
  • the member ID of the joined member is issued, and the character data of the member is copied from the character data D151 and added to the training data.
  • the grade indicates the grade of the member to which the student belongs and changes as the training part progresses.
  • a fixed parameter may be used regardless of the progress of the growing period.
  • the graduation flag is flag information indicating whether or not the graduate has graduated, and the initial value is "0" and is changed to "1" when graduating.
  • the data (ability parameters, etc.) of the training data D155 is updated, and the data of the character data D151 stored in the character data storage unit 151 is not updated.
  • the team data storage unit 156 stores the team data of the team (trained team) held for each high school (scenario). This team data includes both the trained teams trained by the user and the default teams set for each high school.
  • FIG. 30 is a diagram showing an example of team data stored in the team data storage unit 156.
  • the illustrated team data D156 includes high school ID, high school name, team ID, team name, option flag, usage flag, total strength as team strength (ability), batting strength, defensive strength, mobility, ball speed, and ball control. , Changing spheres, etc. are associated.
  • the option flag is flag information indicating whether or not it becomes an option at the time of usage setting. "1" is set for the teams that are options, and "0" is set for the teams that are not options.
  • the usage flag is flag information indicating whether or not the usage is set, and "1" is set for the team that is set for use, and "0" is set for the team that is not set for use.
  • the team data D156 also includes information about the team other than the above information (for example, the competition results of the team). The team data is transmitted to the server device 30, and the team data of a plurality of users is managed by the server device 30 in association with each user (for each user ID).
  • the team member data storage unit 157 stores team member data including character data of members (trained characters) belonging to each team (trained team).
  • FIG. 31 is a diagram showing an example of team member data stored in the team member data storage unit 157.
  • the illustrated team member data D157 stores information about the members belonging to the team included in the team data D156 (see FIG. 30). For example, in the team member data D157, a member ID, character data (overall data, basic ability data, special ability data, etc.) of a member (character) belonging to the team ID, and an order flag are associated with each team ID.
  • the character data (overall data, basic ability data, special ability data, etc.) of the members (trained characters) belonging to the trained team the character data of the trained team training data D155 for which the training part has been completed is copied. It is a thing. That is, in the team member data D157, the updated and confirmed character data for which the training has been completed is held as the character data of the member (trained character) belonging to the trained team.
  • the character data (overall data, basic ability data, special ability data, etc.) of the member (character) belonging to the default team the character data preset as the default team is stored.
  • the order flag is flag information set according to the order setting of the team.
  • the order flag For example, in the order flag, "1" is set for the regular (starting order) member, "2" is set for the member with the bench, and "0" is set for the member outside the bench.
  • the team member data is transmitted to the server device 30, and the team member data of a plurality of users is managed by the server device 30 in association with each user (for each user ID).
  • control unit 160 includes an operation reception unit 161, a display control unit 162, a training part processing unit 163, a user team setting unit 164, an order setting unit 165, and a battle part processing unit 166. ing.
  • the operation reception unit 161 receives an operation on the input unit 12.
  • the operation reception unit 161 acquires the operation signal input to the input unit 12 based on the user's operation on the various game screens described above.
  • the operation reception unit 161 accepts an operation of temporarily selecting one of a plurality of options and an operation of selecting and determining the temporarily selected option based on the user's operation.
  • an operation of temporarily selecting the icon P632 is accepted based on the operation for the icon P632 (“control practice”).
  • control practice the icon P632
  • the icon P632 is selected and determined based on the operation for the icon P623 on which “decision” is displayed. Accept operations to be performed.
  • the display control unit 162 causes the display unit 13 to display images corresponding to the various game screens described above. For example, the display control unit 162 causes the user to recognize the update conditions set for each of the plurality of options on the practice menu screen G600 shown in FIG. 13 prior to the user's selection. (See, for example, icons P631, P632, P633, P634 in FIG. 13). Further, when one of the options is tentatively selected based on the user's operation, the display control unit 162 displays to the user recognizable each update condition in which the update condition set in at least one option is changed. By letting it present to the user. For example, as shown in FIG.
  • the display control unit 162 changes the update condition set to the option (for example, the icon P632) tentatively selected based on the user's operation to a value obtained by + alpha. It is displayed, and the update conditions set for the options that are not temporarily selected are displayed without being changed.
  • the training part processing unit 163 executes the processing of the training part.
  • the training part processing unit 163 includes a selection unit 1631, an update instruction unit 1632, an update unit 1633, a training provision unit 1634, a data management unit 1635, and a training character setting unit 1636.
  • the selection unit 1631 lets the user select the high school of the training target team to be trained in the training part. For example, on the high school selection screen G300 shown in FIG. 6, the selection unit 1631 selects a high school selected from a plurality of high school options as the high school of the training target team to be trained in the training part. The selection of a high school in the training part corresponds to the selection of a scenario in the training part.
  • the update instruction unit 1632 instructs to update the data associated with a plurality of characters (training target characters) included in the team (training target team).
  • the update instruction unit 1632 has a plurality of options including an option associated with any one of the plurality of characters included in the team (for example, icons P631, P632, P633 of each practice item on the practice menu screen G600 shown in FIG. 13). , P634), instruct the character associated with the option selected by the user to update the data.
  • the update instruction unit 1632 is set for each of the characters associated with the option selected by the user based on the update condition set for each of the plurality of options. Instruct the update based on the update conditions. That is, the update instruction unit 1632 instructs the character associated with the same option to update based on the same update condition set for the option.
  • the update condition is set based on the character associated with the corresponding choice.
  • the update instruction unit 1632 is based on the update condition in which at least one of the update condition set in the option selected by the user and the update condition set in the option not selected by the user is changed. , Instruct each of the characters associated with the options selected by the user (characters to be trained) to be updated, and for each of the characters associated with the options not selected by the user (characters to be trained). Also instructs to update.
  • the above-mentioned "change of at least one update condition" is a change in which the option selected by the user is more advantageous than the option not selected by the user.
  • the update instruction unit 1632 updates data for each of the characters associated with the options selected based on the user's operation with a value + alpha added to the original update condition (original set value). To instruct.
  • the update instruction unit 1632 instructs each of the characters associated with the non-selected options to update the data under the original update condition (original set value).
  • the update unit 1633 updates the data associated with the team (team to be trained) in the training part. For example, the update unit 1633 updates the data associated with the training target team according to the high school (scenario) selected by the user.
  • the data associated with the training target team is the overall data of the characters (training target characters) included in the training target team, the basic ability data, the special ability data, and the data of the team that changes according to the data of the character (comprehensive). Data on strength and each ability).
  • the update unit 1633 receives data associated with each of two or more characters (training target characters) included in the training target team in response to one instruction (for example, one turn) by the update instruction unit 1632. (Training data D155 in FIG. 29) is updated.
  • the update unit 1633 updates the data associated with the training target team during the training period (predetermined period). Specifically, the update unit 1633 updates the data associated with the character (training target character) included in the training target team according to the progress of the training part within the training period (predetermined period). The update unit 1633 also updates the data associated with the training target character set as the character included in the training target team based on the data associated with the user (that is, the owned character). In the training part, the data associated with the user (that is, the owned character) itself is not updated.
  • the training provision unit 1634 provides the user with one instruction opportunity (for example, one turn) by the update instruction unit 1632 a plurality of times up to a predetermined number of times (for example, 120 turns).
  • the data management unit 1635 manages the storage, update, and the like of various data stored in the data storage unit 150.
  • the data management unit 1635 manages a plurality of trained teams updated in the training part.
  • the data management unit 1635 has updated team data of a plurality of trained teams updated in the training part, and team member data in which data associated with characters (trained characters) included in the trained team has been updated.
  • Each of the above is stored and managed in each of the team data storage unit 156 and the team member data storage unit 157.
  • the data stored in each of the team data storage unit 156 and the team member data storage unit 157 by the data management unit 1635 is the data of the trained team whose update is completed according to the end of the training part.
  • the data management unit 1635 manages each of the plurality of trained teams for each high school (scenario). The data of the trained team that has completed the above update managed by the data management unit 1635 will not be updated again.
  • the data management department 1635 manages the default team for each high school (scenario) in advance as the team used for the battle in the battle part, even before the training (data update) of the team to be trained by the training part is performed. are doing.
  • the data management unit 1635 sets the team data and the team member data of the default team to the team data storage unit 156 and the team member data storage unit 157 in the same manner as the team data and the team member data of the trained team. It is stored and managed by each.
  • the data management unit 1635 associates data indicating a character with the user in exchange for consumption of game value (in-game coins, tickets, etc. obtained according to billing or progress of the game), and owns character data storage unit 153. To memorize and manage. For example, the data management unit 1635 acquires data indicating the lottery event character from the server device 30 according to the lottery result of the lottery process performed by the server device 30.
  • the training character setting unit 1636 is a data selected by the user from among the high school character determined according to the high school (scenario) selected by the user and the data associated with the user (character owned by the user). Arbitrary characters set based on are set as belonging members (training target characters) included in the training target team. In addition to the high school character and the arbitrary character, the training character setting unit 1636 also sets an extra character as a member (training target character) included in the training target team. The training character setting unit 1636 stores the set data as training data (see FIG. 29) in the training data storage unit 155 via the data management unit 1635.
  • the training character setting unit 1636 includes an additional unit 1637 and a release unit 1638.
  • the additional unit 1637 has the training data D155 (Fig.) As the training target character included in the training target team as the training target (update target). 29).
  • the release unit 1638 will train the graduating training target character included in the training target team as a training target (update target). Exclude from (target) (change the graduate flag from "0" to "1") (see FIG. 29).
  • excluding the graduated training target character included in the training target team from the training target (renewal target) only temporarily ceases to be the training target (renewal target), and is associated with the training target team. Is not gone.
  • the training target characters included in the training target team include a plurality of characters (starting of the training part) whose initial state data is different due to the difference in the period updated by the training part (training period) at the start of the training part.
  • 1st grade, 2nd grade, and 3rd grade characters may be included.
  • the character to be trained which is in the second grade at the start of the training part, has generally higher ability parameters than the character to be trained, which is in the first grade at the start of the training part.
  • the training target character which is in the third grade at the start, is in the initial state of each training target character so that the ability parameters are generally higher than the training target character, which is in the second grade at the start of the training part. Character data is set.
  • the user team setting unit 164 creates a plurality of teams (trained teams) owned by the user, which can be used as opponents of the other user in the battle part executed by the other user based on the user's operation. Set (use setting) in advance from the completed team). For example, the user team setting unit 164 presets teams that can be used as opponents of other users from among a plurality of teams (trained teams) in different high schools (scenarios) based on the user's operation ( Usage settings). Specifically, the user team setting unit 164 sets the team usage for each high school based on the user's operation on the usage setting screen G1000 shown in FIG. 21, and the team data D156 stored in the team data storage unit 156. The usage flag (see FIG. 30) is set via the data management unit 1635. In the battle part executed by another user, a team set to be used in the same high school as the team used by the other user is selected as the opponent as the opponent of the other user.
  • the order setting unit 165 orders the team (trained team) to be used in the battle part (regular and benched characters) among the plurality of characters (trained characters) included in the trained team. To set. For example, the order setting unit 165 sets an order based on the user's operation on the order setting screen G1100 shown in FIG. 22, and the order flag of the team member data D157 stored in the team member data storage unit 157 (see FIG. 31). ) Is set via the data management unit 1635.
  • the order of the trained team may include any of the high school character, the arbitrary character, and the extra character whose data has been updated in the training part.
  • the order setting unit 165 limits the number of trained characters that can be set as an order included in the team used in the battle part according to the type of trained character (high school character / arbitrary character / extra character). You may. For example, the number of trained characters as high school characters that can be set in the order may be limited to a preset number (or a preset ratio to the total number of affiliated members).
  • the battle part processing unit 166 executes the processing of the battle part.
  • the battle part processing unit 166 includes a team selection unit 1661, an opponent determination unit 1662, a battle processing unit 1663, and an item processing unit 1664.
  • the team selection unit 1661 selects one team (trained team) to be used in the battle from a plurality of teams (trained teams) managed by the data management unit 1635 based on the user's operation. For example, when the team selection unit 1661 first selects a high school (scenario) to be used in the match based on the user's operation, and then the selected high school has a plurality of teams that can be selected as the team to be used in the match. , The team to be used in the match may be selected based on the user's operation. The team that can be selected as the team to be used in the battle is the team whose option flag is set to "1" in the team data D156 stored in the team data storage unit 156.
  • the team selection unit 1661 selects a high school to be used in the battle based on the user's operation, and then refers to the team data D156 to refer to the team set to be used in the selected high school (the usage flag is "1"). You may select the team that will use (the team for which is set) in the match. In addition, the high school in the match may be automatically determined regardless of the user's selection. In this case, the team used for the match (trained team) may be selected on the premise that the high school (scenario) in the match is determined in advance.
  • the opponent determination unit 1662 matches the opponents of the match in the opponent part. For example, the opponent determination unit 1662 determines a user to be an opponent from a plurality of other users based on the team (trained team) used and set for each high school (scenario) by the user team setting unit 164. .. Specifically, for example, the opponent determination unit 1662 refers to the team data D156 (FIG. 30) and sets the total ability of the teams used and set for each high school (for example, the total value of the total strength). Based on this, a user whose total value is relatively close to each other is determined as an opponent user from among a plurality of other users. In addition, the opponent determination unit 1662 selects the same high school team as an opponent. That is, the opponent determination unit 1662 selects a team of users determined as an opponent that is set to be used in the same high school as an opponent team. The data of other users is acquired from the server device 30 via the communication unit 11.
  • the matching of the opponents of the match in the battle part may be performed by the server device 30.
  • the opponent determination unit 1662 acquires the matching result of the opponent from the server device 30 via the communication unit 11.
  • the battle processing unit 1663 performs battle processing using the managed team (trained team) in the battle part based on the data that has been updated in the training part. For example, the battle processing unit 1663 uses at least a part (for example, an ordered character) of a plurality of characters (trained characters) included in the team selected as the team to be used for the battle. Perform processing. In addition, the battle processing unit 1663 performs battle processing between the team selected as the team to be used for the battle and the opponent team determined by the opponent determination unit 1662 based on the respective data (ability parameters, etc.). Execute and output information based on the match result (win / loss, etc.).
  • the item processing unit 1664 When the item processing unit 1664 is instructed to use an item owned by the user based on the user's operation when starting a match in the battle part, the team to be used in the battle part (based on the type of the item to be used) Temporarily change the data associated with the trained character). For example, the item processing unit 1664 may exchange the consumption of a specific item (enhanced item) with the value of the ability parameter associated with the team (trained team) used in the battle part, or the character included in the team (trained team). The value of the ability parameter associated with the completed character) is improved only in that match.
  • FIG. 32 is a flowchart showing an example of the training part processing according to the present embodiment.
  • the processes corresponding to the processes of FIG. 5 are designated by the same reference numerals.
  • FIG. 33 is a flowchart showing an example of the setting process of the training target according to the present embodiment.
  • the CPU 16 executes a process of causing the user to select a high school (scenario) for the team (step S101).
  • This team is a team to be trained in the training part (team to be trained).
  • the CPU 16 shifts the display screen of the display unit 13 to the high school selection screen G300 shown in FIG.
  • the CPU 16 determines whether or not any of the icons P311, P312, P313, P314, and P315 for selecting each of the plurality of high schools displayed on the high school selection screen G300 is selected (step S103). When it is determined that none of the high schools (icons) is selected (step S103: NO), the CPU 16 continues the determination process in step S103.
  • the CPU 16 determines that any high school (icon) has been selected (step S103: YES)
  • the CPU 16 has a high school character determined according to the selected high school and data associated with the user (user).
  • An arbitrary character set based on the data selected by the user from the owned characters) is set as a member (training target character) included in the training target team (step S105).
  • the CPU 16 executes a process of setting the extra character as a member (training target character) included in the training target team (step S107).
  • the components included in the training target team include multiple characters (1 at the start of the training part) whose initial state data differs due to the difference in the period updated by the training part (training period) at the start of the training part.
  • Grade, second grade, and third grade characters may be included.
  • the CPU 16 generates training data of the training target team including the high school character, an arbitrary character, and an extra character (see training data D155 in FIG. 29) as training data of the selected high school training target team.
  • the CPU 16 executes the process of one turn of "cultivation” (step S110).
  • the CPU 16 processes to instruct the update of the data associated with the plurality of characters (training target characters) included in the training target team, and updates the data associated with the training target team in response to the instruction. And execute the process.
  • the CPU 16 executes a process of updating data associated with each of two or more characters (training target characters) included in the training target team in response to one instruction (one turn).
  • the CPU 16 updates the data associated with the character (training target character) included in the training target team according to the progress of the training part within the training period (predetermined period).
  • the CPU 16 updates the data associated with the training target character set as the character (arbitrary character) included in the training target team based on the data associated with the user (character selected by the user from the owned character). Execute the process.
  • the CPU 16 determines whether or not the end condition of the training part is satisfied (step S140).
  • the process of step S140 includes the processes of step S141 and step S143. For example, the CPU 16 determines whether or not a player has lost a match played in a specific turn during the training period as a condition for ending the training part (step S141). When it is determined that the CPU 16 has not lost the game (step S141: NO), the CPU 16 determines that the end condition of the training part is not satisfied. On the other hand, when the CPU 16 determines that the game has been defeated (step S141: YES), it determines that the end condition of the training part is satisfied and reflects the training result (members enrolled in the training target team at that time (training target). The training target team in which the members (characters to be trained) who graduated in the middle of the training period are added to the character) is saved as a trained team), and the processing of the training part is completed (step S150).
  • the CPU 16 determines whether or not a predetermined number of turn processes (for example, 120 turns) have been completed as a condition for ending the training part (step S143). When it is determined that the predetermined number of turn processes (for example, 120 turns) has not been completed (step S143: NO), the CPU 16 determines that the end condition of the training part is not satisfied. On the other hand, when the CPU 16 determines that the predetermined number of turn processes (for example, 120 turns) has been completed (step S143: YES), the CPU 16 reflects the training result (members registered in the training target team at that time (training target). The training target team in which the members (characters to be trained) who graduated in the middle of the training period are added to the character) is saved as a trained team), and the processing of the training part is completed (step S150).
  • a predetermined number of turn processes for example, 120 turns
  • the CPU 16 is a process of providing the user with an instruction opportunity of one time (one turn) a plurality of times up to a predetermined number of times (for example, 120 turns) by the processing of step 110 and step S140 (step S143). To execute. That is, the CPU 16 repeatedly executes the process of updating the data associated with the training target team for a predetermined period (training period) up to a predetermined number of times (for example, 120 turns).
  • the order of the process of step S141 and the process of step S143 may be changed, or may be parallel processing.
  • the termination condition of the training part may include interruption at the user's will. For example, when the CPU 16 receives an instruction to interrupt the training by a user's operation during the training period, the CPU 16 may end the processing of the training part without reflecting the training result.
  • step S145 the CPU 16 determines whether or not it is the timing to change the training target.
  • the timing of changing the training target is the spring of the second and third years (April 1 week) and the fall of the first, second, and third years (September 4 weeks).
  • step S145: NO the CPU 16 returns to step S110 and executes the processing of the next turn.
  • step S145: YES the CPU 16 executes a process of changing the training target (training target change process) (step S147). This training target change process will be described later with reference to FIG. 36.
  • the CPU 16 executes a process of managing a plurality of trained teams that have completed the update in the training part. For example, the CPU 16 executes a process of managing the data of the trained team whose update is completed according to the end of the training part. The data of the trained team that has completed this managed update will not be updated again after the end of the training part. Further, the CPU 16 executes a process of managing each of the plurality of trained teams for each high school (scenario). Further, the CPU 16 executes a process of managing a plurality of trained teams whose data associated with the characters included in the trained team (trained characters) has been updated.
  • the CPU 16 executes a process of associating and managing the default team for each high school (scenario) in advance as the team used for the battle in the battle part, even before the training target team is updated (trained) by the training part. ..
  • the CPU 16 may execute a process of associating data indicating a character with a user in exchange for consumption of game value (in-game coins or tickets obtained according to billing or progress of the game). Specifically, the CPU 16 may store and manage the data indicating the character in the owned character data storage unit 153 in association with the user.
  • FIG. 34 is a flowchart showing an example of one-turn processing according to the present embodiment.
  • the CPU 16 executes the processing of the set event in the turn in which the morning event is set (see the event occurrence schedule in FIG. 10) (step S111).
  • scenario events high school-specific (scenario-specific) events, high school-common (scenario-specific) events), and Ibe-chara events (events by Ibe-chara)
  • the event is set as the target for processing.
  • the CPU 16 transitions to an event screen corresponding to the set event (for example, the event screen G400 in FIG. 9), and sequentially displays a plurality of event images according to the story of the event.
  • step S113 the CPU 16 shifts the display screen of the display unit 13 to the supervision menu screen G500 (see FIG. 11) (step S113). In the turn in which the morning event is not set, the CPU 16 proceeds to the process of step S113 without performing the event process.
  • the CPU 16 selects one of the menu items (“practice”, “construction”, “mission”, “supervision skill”, “teaching”) based on the operation signal from the input unit 12 on the supervision menu screen G500. Determine if the operation has been accepted. Specifically, in step S115, the CPU 16 determines whether or not the operation of selecting the icon P520 (“construction”) has been accepted. When the CPU 16 determines that the operation of selecting the icon P520 (“construction”) has been accepted (step S115: YES), the CPU 16 executes the construction process for the above-mentioned “construction” (step S117). When the construction process is completed, the CPU 16 returns to the supervision menu screen G500 (see FIG. 11) (step S113).
  • step S115: NO whether or not the CPU 16 has accepted the operation of selecting the icon P520 (“construction”) in step S115. Is determined.
  • the CPU 16 determines that the operation of selecting the icon P530 (“mission”) has been accepted (step S119: YES)
  • the CPU 16 executes the mission process for the above-mentioned “mission” (step S121). For example, the CPU 16 transitions the display screen of the display unit 13 to the mission screen G700 (see FIG. 15). When the mission processing is completed, the CPU 16 returns to the supervision menu screen G500 (see FIG. 11) (step S113).
  • step S119: NO when it is determined that the CPU 16 has not accepted the operation of selecting the icon P530 (“mission”) (step S119: NO), has the CPU 16 accepted the operation of selecting the icon P540 (“supervisory skill”) in step S123? Judge whether or not.
  • the CPU 16 determines that the operation of selecting the icon P540 (“supervisory skill”) has been accepted (step S123: YES)
  • the CPU 16 executes the supervisory skill process for the “supervisory skill” described above (step S125). For example, the CPU 16 transitions the display screen of the display unit 13 to the supervision skill screen G800 (see FIG. 16). When the supervision skill process is completed, the CPU 16 returns to the supervision menu screen G500 (see FIG. 11) (step S113).
  • step S123: NO determines that the operation of selecting the icon P540 (“supervisory skill”) is not accepted (step S123: NO)
  • step S127: YES has the CPU 16 accepted the operation of selecting the icon P550 (“teaching”) in step S127? Judge whether or not.
  • step S129 determines that the operation of selecting the icon P550 (“teaching”) has been accepted (step S127: YES)
  • step S129 executes the teaching process for the above-mentioned “teaching” (step S129). For example, the CPU 16 transitions the display screen of the display unit 13 to the transmission screen G900 (see FIG. 16). When the transfer process is completed, the CPU 16 returns to the supervision menu screen G500 (see FIG. 11) (step S113).
  • step S127: NO determines whether or not the CPU 16 has accepted the operation of selecting the icon P510 (“practice”) in step S131.
  • step S133 the CPU 16 executes the practice process related to the “practice” described above. For example, the CPU 16 transitions the display screen of the display unit 13 to the practice menu screen G600 (see FIG. 13).
  • step S113 the CPU 16 returns to or continues to the supervisor menu screen G500 (see FIG. 11) (step S113).
  • the CPU 16 executes the process of the set event in the turn in which the afternoon event is set (see the event occurrence schedule in FIG. 10) in the same manner as the process related to the morning event (step S135). ..
  • the CPU 16 ends the one-turn processing. In the turn in which the afternoon event is not set, the CPU 16 ends the one-turn process without performing the event process when the practice process is completed.
  • step S115, S119, S123, S127, and S131 may be performed in a different order or in parallel processing.
  • FIG. 35 is a flowchart showing an example of the practice process according to the present embodiment.
  • the CPU 16 shifts the display v of the display unit 13 to the practice menu screen G600 (see FIG. 13), and for each of the plurality of options (for example, see the icons P631, P632, P633, and P634 in FIG. 13) (step S1331).
  • the process of presenting the update condition set in the above to the user in a recognizable manner is executed. That is, the CPU 16 causes the display unit 13 to display the update conditions set for each of the plurality of options so that the user can recognize them in advance prior to the user's selection.
  • the CPU 16 executes a process of accepting an operation of temporarily selecting one of a plurality of options (for example, icons P631, P632, P633, P634 in FIG. 13) based on the user's operation. Further, the CPU 16 determines whether or not any of the plurality of options is tentatively selected based on the user's operation (step S1333). When it is determined that none of the options is provisionally selected based on the user's operation (step S1333: NO), the CPU 16 continues the determination process in step S1333.
  • a plurality of options for example, icons P631, P632, P633, P634 in FIG. 13
  • step S1333 when it is determined that any of the options is tentatively selected based on the user's operation (step S1333: YES), the CPU 16 determines at least one of the tentatively selected option and the non-temporarily selected option.
  • a process of presenting to the user recognizablely each update condition in which the update condition set in the option of is changed is executed (step S1335). For example, as shown in FIG. 13, the update condition changed to a value + alpha to the update condition (original update condition) set in the option (for example, icon P632) tentatively selected based on the user's operation.
  • the update conditions (original update conditions) set in the options for example, icons P631, P633, P634) that have not been temporarily selected are displayed without being changed.
  • the CPU 16 executes a process of accepting an operation of selecting and determining a tentatively selected option (for example, icon P632) based on a user operation (step S1337). Further, the CPU 16 determines whether or not the tentatively selected option has been selected and determined based on the user's operation. When it is determined that the tentatively selected option has not been selected and determined (step S1337: NO), the CPU 16 returns to the process of step S1333, executes a process of accepting the tentatively selected operation, and tentatively selects another option. If so, the display of the update condition is changed (step S1335).
  • the CPU 16 instructs the training target character associated with the option to update the data. (Step S1339). That is, the CPU 16 is selected (selected and determined) by the user from among a plurality of options including an option associated with any of the plurality of characters (characters to be trained) included in the training target team (for example, icon P632). ) Is instructed to update the data to the character (character to be trained) associated with.
  • the CPU 16 selects the option for each of the characters (characters to be trained) associated with the option selected (selected and determined) by the user based on the update conditions set for each of the plurality of options. Instructs an update based on the update conditions (same update conditions) set in.
  • This update condition is an update condition that has been changed to a value that is + alpha to (original update condition).
  • the CPU 16 applies the original update condition (for example, for each of the characters (characters to be trained) associated with the options (for example, icons P631, P632, P633, P634) that have not been selected (selected and determined) by the user). Instruct to update the data with the original setting value).
  • the CPU 16 is based on the update condition in which at least one of the update condition set in the option selected by the user and the update condition set in the option not selected by the user is changed. Instruct each of the characters associated with the options selected by the user (characters to be trained) to update the data, and for each of the characters associated with the options not selected by the user (characters to be trained). Even instruct to update the data.
  • the CPU 16 has data associated with the training target team (for example, overall data of the training target character, basic ability data, special ability data, and training target that changes according to the data of the training target character.
  • the process of updating the team data, etc.) is executed (step S1341).
  • the CPU 16 obtains data (training data D155 in FIG. 29) associated with each of one or a plurality of characters (characters to be trained) associated with each option based on the update conditions set for each option. Update.
  • FIG. 36 is a flowchart showing an example of the training target change processing according to the present embodiment. This training target change process is performed at the timing of the spring of the second and third years (April 1 week) and the autumn of the first, second, and third years (September 4 weeks).
  • the CPU 16 executes a process of excluding (graduated) the training target character included in the training target team as the update target from the data update target. Specifically, the CPU 16 refers to the training data D155 (see FIG. 29) and trains the graduates at the timing of the fall (September 4th week) of the first year, the second year, and the third year. It is determined whether or not there is a target character (that is, a character to be trained in the third grade) (step S1471). When the CPU 16 has a character to be trained for graduates at the timing of the fall of the first year, the second year, and the third year (September 4th week) (step S1471: YES), the CPU 16 is the graduate target in the training data D155. The graduation flag of the character to be trained is changed from "0" to "1" and excluded from the training target (update target) (step S1473).
  • the CPU 16 is not at the timing of the fall of the first year, the second year, and the third year (September 4th week), or the fall of the first year, the second year, and the third year (September 4th). If there is no character to be trained for graduates (step S1471: NO) even at the timing of (week), the CPU 16 updates the data during the training period (predetermined period) by the processing after step S1475. Execute the process of adding (joining) the training target character included in the training target team as the target.
  • step S1475 the CPU 16 determines whether or not the character to be trained is added (joined) at the timing of the spring (April 1 week) of the second and third years. For example, if there is a training target character to be added (joined) at the timing of the spring of the 12th year and the 3rd year (April 1 week), the training target characters for the number of graduates can be joined. It should be noted that it may be possible to enroll a predetermined number of people regardless of the number of graduates. The CPU 16 ends the training target change process when there is no addition (entry) of the training target character at the timing of the spring (April 1 week) of the second and third years (step S1475: NO).
  • Step S1475 when the CPU 16 has an addition (entry) of the character to be trained at the timing of the spring (April 1 week) of the second and third years (step S1475: YES), the possessed character data D153 (see FIG. 27). (Step S1477), the display unit 13 displays a selection (list) of owned characters for the user to select a character that is the original data of the character to be trained to be included from the characters owned by the user.
  • the CPU 16 sets the character to be entered based on the character selected by the user from the characters owned by the user (step S1479).
  • the CPU 16 adds the data of the character to be joined, which is set based on the selected character, to the training data D155 (see FIG. 29), and adds it to the training target team as the training target character (step S1481).
  • step S1471 to S1473 and the processing of the entrance part may be changed or may be parallel processing.
  • FIG. 37 is a flowchart showing an example of the battle part processing according to the present embodiment.
  • the CPU 16 refers to the team data D156 and causes the display unit 13 to display the options of the high school (scenario) of the team (trained team) used for the battle (step S200). As a result, the CPU 16 allows the user to select a high school.
  • the screen on which the high school options are displayed may be the same screen as the high school selection screen G300 shown in FIG.
  • the CPU 16 selects the selected high school based on the user's operation as the high school to be used for the battle (step S210).
  • the CPU 16 refers to the team data D156 and causes the display unit 13 to display the options of the team (trained team) associated with the selected high school (step S220).
  • the CPU 16 allows the user to select a high school team.
  • the CPU 16 selects the team selected based on the user's operation as one team to be used in the battle from among the plurality of teams (step S230).
  • the CPU 16 omits the process of step S220 and uses that one team for the match. You may choose as a team to do. If a team to be used in the battle is set to be used in the selected high school, the CPU 16 omits the process of step S220 and selects the team to be used in the battle as the team to be used in the battle. May be good.
  • the CPU 16 determines whether or not there is a request for order change based on the user's operation (step S240).
  • step S240 determines that there is an order change request (step S240: YES)
  • step S240: NO the order setting process of step S250 is executed, and when it is determined that there is no order change request (step S240: NO), the step The process proceeds to step S260 without executing the order setting process of S250.
  • the CPU 16 sets (sets to order) a character to be used in the battle part among a plurality of characters (characters to be trained) included in the selected trained team based on the user's operation. (Step S250). For example, the CPU 16 shifts the display screen of the display unit 13 to the order setting screen G1100 shown in FIG. Further, the CPU 16 sets an order based on the user's operation on the order setting screen G1100, and sets an order flag (see FIG. 31) of the team member data D157 stored in the team member data storage unit 157.
  • the CPU 16 may set any of the high school character, the arbitrary character, and the extra character as the character used in the battle part.
  • the CPU 16 may limit the number of trained characters that can be set as an order included in the team used in the battle part according to the type of trained characters (high school character / arbitrary character / extra character). Good.
  • the number of trained characters as high school characters that can be set in the order may be limited to a preset number (or a preset ratio to the total number of affiliated members).
  • step S260 the CPU 16 executes a process of determining an opponent of the team (trained team) selected in step S230 (step S260). For example, the CPU 16 determines a user to be an opponent from a plurality of other users based on a team used and set for each high school (scenario). Specifically, for example, the CPU 16 has a plurality of CPUs 16 based on the total value of the team abilities set for each high school (for example, the total value of the total strength) with reference to the team data D156 (FIG. 30). Among other users, a user whose total value is relatively close is determined as an opponent user.
  • the CPU 16 selects a team preset to be used by another user of the same high school as the team as an opponent of the team selected in step S230. That is, among the teams of the users determined as the opponents, the CPU 16 selects the teams preset to be used in the same high school as the teams selected in step S230 as the opponents' teams.
  • the data of other users is acquired from the server device 30 via the communication unit 11.
  • the process of determining the opponent may be performed by the server device 30.
  • the CPU 16 acquires the determination result of the opponent from the server device 30 via the communication unit 11.
  • the CPU 16 executes a battle process between the team selected in step S230 (trained team) and the team determined in step S260 (trained team) (step S270). For example, the CPU 16 executes the battle process using the team based on the data for which the update is completed in the training part. Further, the CPU 16 executes a battle process using at least a part (for example, an ordered character) of the plurality of characters (trained characters) included in the team.
  • the CPU 16 When the battle is over, the CPU 16 outputs information and updates the data based on the battle result (win / loss, etc.) (step S280). For example, the CPU 16 causes the display unit 13 to display information based on the battle result (win / loss, etc.). Further, the CPU 16 updates the team data based on the battle result (win / loss, etc.).
  • steps S240 and S250 may be executed in the battle process of step S270.
  • FIG. 38 is a flowchart showing an example of the usage setting process according to the present embodiment.
  • the CPU 16 transitions the display screen of the display unit 13 to the usage setting screen D1000 (see FIG. 21), and presents the high school (scenario) and the team (trained team) for which the usage setting is performed (step S4301).
  • the CPU 16 is a team (trained) that can be set to be used at the selected high school based on the operation of selecting one of the icons corresponding to each high school (scenario) displayed on the high school selection R1030 on the usage setting screen D1000.
  • the choices of (team) are displayed (step S4303).
  • the CPU 16 causes the selection of teams that can be set to be used in the selected high school to be displayed on the usage setting screen D1000 on the information R1010 of the "current team” and the information R1020 of the "replacement team".
  • the CPU 16 presets (use setting) a team that can be used as an opponent of the other user in the battle part executed by the other user from among a plurality of teams (trained teams). (Step S4305). For example, the CPU 16 sets the team usage for each high school based on the user's operation on the usage setting screen G1000 described above with reference to FIG. 21, and sets the usage flag of the team data D156 (see FIG. 30).
  • step S4307 and step S4309 are the same as the processing of step S240 and step S250 shown in FIG. 37, and the description thereof will be omitted.
  • the CPU 16 determines whether or not the usage setting is completed is satisfied based on the user's operation (step S4311). When it is determined that the end condition is not satisfied (step S4311: NO), the CPU 16 continues the usage setting process. On the other hand, when it is determined that the end condition is satisfied (step S4311: YES), the CPU 16 ends the usage setting. For example, when the operation for the icon P1013 in which "return" is displayed is performed on the usage setting screen D1000 (step S4311: YES), the CPU 16 ends the usage setting.
  • FIG. 39 is a flowchart showing an example of enhanced item processing according to the present embodiment.
  • the CPU 16 selects the character in the battle based on the operation of a predetermined user (step S2711). Further, the CPU 16 refers to the user data D152, presents (displays) a list of items associated with the user to the user, and selects an item (enhanced item) based on a predetermined user's operation (step S2713). ).
  • the CPU 16 executes a process of temporarily changing the data associated with the team (trained team) used in the battle part (step S2715). For example, the CPU 16 temporarily improves the ability parameters of the selected trained character based on the enhancement conditions associated with the selected item (enhancement item). At this time, the CPU 16 does not change the data of the team member data D157, but holds the changed data only in the battle process.
  • the CPU 16 determines whether or not the match has ended (step S2717). When it is determined that the battle is not completed (step S2717: NO), the CPU 16 continues the determination process in step S2717. On the other hand, when the CPU 16 determines that the battle has ended (step S2717: YES), the CPU 16 clears the retained change data and ends the enhanced item processing (step S2719).
  • the data temporarily changed by using the enhancement item is not limited to the character's ability parameter, but may be the character's special ability data or the team's ability parameter. Further, the same effect may be given to all the trained characters included in the team (trained team) used for the battle by using one item.
  • the present invention can be applied to games other than the baseball game.
  • the present invention can be applied to sports games other than baseball games such as soccer games, basketball games, and ice hockey games.
  • the present invention can also be applied to games other than sports games.
  • Aggregates in sports games are primarily teams, but are not limited to teams and may be groups, groups, teams, teams, or regions or countries. Further, the component included in the aggregate is not limited to a character such as a person (or an animal or an object (for example, a vehicle)), but may be a part or an item.
  • the present invention includes the plurality of parts (parts) by updating (for example, strengthening) the data associated with the plurality of parts (parts) which are the components included in the tank in the first part.
  • the data associated with the tanks that are the aggregate is updated (for example, enhanced), and in the second part, the tanks whose data was updated in the first part are used to fight against the opponent (for example, enemy tanks).
  • the second part is not limited to the game in which the battle processing is performed, and may be any processing as long as it is a processing using an aggregate whose data is updated in the first part.
  • the second part is an adventure in which the aggregate (for example, a team) whose data was updated in the first part is used to explore, solve a mystery, quiz, or challenge some task (theme). It may be a game, a role-playing game, a quiz game, a challenge game, an educational (educational) game, or a combination thereof.
  • the attribute may be a college or company, or a league of professional baseball.
  • the attributes may be military, region, country, etc.
  • a program for realizing the function of the control unit 160 described above is recorded on a computer-readable recording medium, and the program recorded on the recording medium is read by a computer system and executed.
  • the processing as the control unit 160 is performed.
  • "loading a computer system a program recorded on a recording medium and executing it” includes installing the program in the computer system.
  • the term "computer system” as used herein includes hardware such as an OS and peripheral devices. Further, the "computer system” may include a plurality of computer devices connected via a network including a communication line such as the Internet, WAN, LAN, and a dedicated line.
  • the "computer-readable recording medium” refers to a portable medium such as a flexible disk, a magneto-optical disk, a ROM, or a CD-ROM, or a storage device such as a hard disk built in a computer system.
  • the recording medium in which the program is stored may be a non-transient recording medium such as a CD-ROM.
  • the recording medium also includes an internal or external recording medium that can be accessed from the distribution server to distribute the program.
  • the code of the program stored in the recording medium of the distribution server may be different from the code of the program in a format that can be executed by the terminal device 10.
  • the format stored in the distribution server does not matter as long as it can be downloaded from the distribution server and installed in a form that can be executed by the terminal device 10.
  • the program may be divided into a plurality of parts, downloaded at different timings, and then combined by the terminal device 10, or the distribution server for distributing each of the divided programs may be different.
  • a "computer-readable recording medium” is a volatile memory (RAM) inside a computer system that serves as a server or client when a program is transmitted via a network, and holds the program for a certain period of time. It shall include things.
  • the above program may be for realizing a part of the above-mentioned functions.
  • a so-called difference file (difference program) may be used, which can realize the above-mentioned functions in combination with a program already recorded in the computer system.
  • a part or all of the functions of the above-mentioned control unit 160 may be realized as an integrated circuit such as an LSI (Large Scale Integration).
  • LSI Large Scale Integration
  • Each of the above-mentioned functions may be made into a processor individually, or a part or all of them may be integrated into a processor.
  • the method of making an integrated circuit is not limited to LSI, and may be realized by a dedicated circuit or a general-purpose processor. Further, when an integrated circuit technology that replaces an LSI appears due to advances in semiconductor technology, an integrated circuit based on this technology may be used.
  • the server device 30 may have some functions of the control unit 160 described above.
  • the server device 30 includes a part or all of the training part processing unit 163, the usage team setting unit 164, the order setting unit 165, and the battle part processing unit 166
  • the terminal device 10 includes the training part processing unit 163 and the usage team setting.
  • the processing results of a part or all of the unit 164, the order setting unit 165, and the battle part processing unit 166 may be acquired from the server device 30.
  • it may be a so-called browser game in which the terminal device 10 performs a process of acquiring a display image of a game process processed by the server device 30 and receiving an operation in the game process and transmitting the operation to the server device 30.
  • the game program according to one aspect of the present invention is associated with a computer with a plurality of components (for example, characters (characters to be trained)) included in an aggregate (for example, a team (team to be trained)).
  • Data associated with each of the two or more components included in the aggregate in response to a step (S110, S1339) instructing data update and one instruction (for example, one turn) by the instructing step.
  • a predetermined number of times for example, 120 turns
  • Appendix A2 Further, one aspect of the present invention is the game program described in Appendix A1 and is included in the aggregate (for example, a team (team to be trained)) in the step (S110, S1339) instructed.
  • a user selects from a plurality of options including an option (for example, practice item icons P631, P632, P633, P634) associated with any of a plurality of components (for example, a character (character to be trained)). Instruct the update to the component associated with the option.
  • one aspect of the present invention is the game program described in Appendix A2, and the update conditions (update conditions) set for each of the plurality of options in the step (S110, S1339) instructed.
  • the update conditions update conditions
  • the option is selected for each of the components (for example, a character (character to be trained)) associated with the option selected by the user based on the increase amount of the "experience value” and the "practice value)
  • the option is selected. Instruct the update based on the set update conditions.
  • Appendix A4 Further, one aspect of the present invention is the game program described in Appendix A3, and the update conditions are set based on the components associated with the corresponding options.
  • the aggregate can be efficiently strengthened (cultivated) according to the types of components (for example, pitchers, fielders, etc.) and characteristics (for example, pitchers who emphasize control).
  • one aspect of the present invention is the game program according to the appendix A3 or the appendix A4, and the computer recognizes to the user the update conditions set for each of the plurality of options.
  • the step (S1331), which is presented as possible, is executed.
  • the user can select a practice item from a plurality of options in consideration of the update condition, so that the aggregate can be efficiently strengthened (cultivated).
  • one aspect of the present invention is the game program according to any one of Supplementary notes A3 to A5, and is set to the option selected by the user in the step (S110, S1339) instructed.
  • Components associated with the choices selected by the user eg, for example
  • Each of the characters (characters to be trained) is instructed to update, and each of the components associated with the options not selected by the user is instructed to update, and the update condition of at least one of the above is satisfied.
  • the change is a change in which the choices selected by the user are more favorable than the choices not selected by the user.
  • the components associated with a plurality of options can be strengthened (cultivated) regardless of whether or not they are selected, and the components associated with the selected options can be further strengthened (cultivated). It is possible to efficiently strengthen (cultivate) the aggregate while respecting the user's intention.
  • one aspect of the present invention is the game program described in Appendix A6, in which an operation and a provisional selection of one of the plurality of options are provisionally selected on the computer based on a user's operation.
  • the step (S1333, S1337) for accepting the operation of selecting and determining the selected option and the update condition set for each of the plurality of options are recognizable to the user, and one of the options is used for the user's operation.
  • the step (S1335) of presenting to the user recognizablely each update condition in which the update condition set in at least one of the options has been changed is executed.
  • the user can decide which option (practice item) to select after confirming the update condition changed by the selection.
  • one aspect of the present invention is the game program according to any one of the appendices A1 to A7, and the computer has the user the aggregate (for example, a team (team to be trained)).
  • the aggregate for example, a team (team to be trained)
  • high school (scenario) is selected by the step (S101, S103), and the component (for example, high school character) determined according to the attribute of the aggregate selected by the user is associated with the user.
  • a step (S105) of setting a component (for example, an arbitrary character) determined according to data selected by the user from among the existing data as a plurality of components included in the aggregate is executed.
  • the aggregate for which data is updated in the first part includes a component specific to the attribute selected by the user and a component selected from the data associated with the user. Can be included, so it is possible to create an aggregate that includes the user's intention while having the characteristics of the attributes.
  • the user since a part of the components included in the aggregate is selected from the components associated with the user, the user can be motivated to draw a lottery to acquire the components.
  • one aspect of the present invention is the game program according to any one of Supplementary notes A1 to A8, which is associated with the component by the updating step (S110, S1341) to the computer.
  • the step of selecting one aggregate to be used (S210, S230) and at least a part of a plurality of components (for example, a character (cultivated character)) contained in the selected aggregate are used.
  • the step (S270) of performing the battle process is executed.
  • Appendix A9 it is possible to hold a plurality of aggregates whose component data has been updated (for example, strengthened and nurtured) for each aggregate, and select the component to be used for the battle from among them. It is possible to diversify the play using the aggregate organized by using the updated components. In addition, it is possible to efficiently strengthen (nurture) a plurality of aggregates in units of aggregates.
  • one aspect of the present invention is the game program described in Appendix A9, and the aggregate (for example, a team (trained team)) whose update has been completed in the management step (S150).
  • the battle processing using the managed aggregate is performed based on the data for which the update has been completed, and is managed by the management step.
  • the data of the aggregate for which the update has been completed is not updated again.
  • the components included in the aggregate can be collectively updated (for example, strengthening and nurturing), but the individual components cannot be updated individually. It increases the difficulty of building a strong aggregate by raising all the components included to a high level, and can increase the motivation to play the first part.
  • the aggregate whose data has been updated once in the first part cannot be updated after that, it is necessary to repeatedly play the first part in order to create a stronger aggregate. You can increase your motivation to play the first part.
  • a plurality of aggregates can be efficiently strengthened (cultivated) in units of aggregates.
  • the game processing method is a game processing method executed by a computer, and is a plurality of components (for example, a team to be trained) included in an aggregate (for example, a team (team to be trained)). 2 included in the aggregate in response to a step (S110, S1339) instructing the update of data associated with the character (character to be trained) and one instruction (for example, one turn) by the instructed step.
  • the step of updating the data associated with each of the above components (S110, S1341) and one instruction opportunity by the instruction step are provided to the user a plurality of times up to a predetermined number of times (for example, 120 turns). Steps (S110, S140, S143) and the like.
  • the game device (10) is a game device that executes a game program, and is a plurality of components (for example, a team to be trained) included in an aggregate (for example, a team (a team to be trained)).
  • An instruction unit (1632) that instructs the update of data associated with the character (character to be trained), and two or more included in the aggregate in response to one instruction (for example, one turn) by the instruction unit.
  • An update unit (1633) that updates the data associated with each of the components of the above, and a provision unit that provides the user with a single instruction opportunity by the instruction unit a predetermined number of times (for example, 120 turns). (1634) and.
  • the game program according to one aspect of the present invention is formed into one aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)).
  • the first part for example, a training part
  • the second part for example, a battle part
  • the aggregate for example, a team (trained team)
  • the computer has a step (S110, S1341) of updating the data associated with the aggregate in the first part, and a plurality of the aggregate updated in the first part.
  • a plurality of aggregates whose component data has been updated (for example, strengthened and nurtured) can be held for each aggregate, and the aggregate to be used for the battle can be selected from among them. It is possible to diversify the play using the aggregate organized by using the components.
  • Appendix B2 Further, one aspect of the present invention is the game program described in Appendix B1, which is executed by another user on the computer based on the operation of the user in the second part of the other user.
  • An aggregate for example, a team (trained team)
  • S4305 a step of presetting from the plurality of the aggregates.
  • the user can predetermine the aggregate to be used for the battle in the battle process executed by another user asynchronously.
  • one aspect of the present invention is the game program described in Appendix B2, in which the computer has an attribute of the aggregate (for example, a team (training target team)) to the user (for example, a high school (for example)
  • Each of the plurality of the aggregates (for example, a team (trained team)) is managed for each of the attributes, and in the step (S4305) of the setting, the operation is executed by another user based on the user's operation.
  • An aggregate that can be used as an opponent of another user in the second part is preset from among a plurality of the aggregates (for example, a team (trained team)) in each of the different attributes.
  • a plurality of aggregates whose data associated with the aggregates are updated (for example, strengthened and nurtured) for each attribute are held and used for battles in the battle processing executed by other users.
  • the user can determine in advance the aggregate to be created for each attribute.
  • Appendix B4 Further, one aspect of the present invention is the game program described in Appendix B3, which is an aggregate (for example, a team (trained team)) selected in the selected steps (S101, S103). As an opponent, a step (S260) of determining an aggregate preset by another user having the same attributes as the selected aggregate is executed.
  • an aggregate for example, a team (trained team)
  • S260 a step of determining an aggregate preset by another user having the same attributes as the selected aggregate is executed.
  • one aspect of the present invention is the game program described in Appendix B4, and in the step (S260) of the determination, an aggregate (for example, an aggregate) set for each attribute by the step to be set. Based on the team (trained team)), a user to be an opponent is determined from among a plurality of other users.
  • the opponent can be determined so that the ability difference with the opponent does not become too large.
  • one aspect of the present invention is the game program according to any one of the appendices B3 to B5, and in the management step (S150), the aggregate (for example, the aggregate) according to the first part.
  • Team team to be trained
  • the aggregate is managed in advance by associating a predetermined aggregate (for example, the default team) for each attribute as an aggregate used for the battle in the second part. There is.
  • Appendix B7 is the game program according to any one of Appendix B1 to Appendix B6, and is a component (for example, a team (team to be trained)) included in the aggregate (for example, a team to be trained).
  • a character character to be trained
  • the game processing method is an aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)).
  • the first part for example, a training part
  • the second part for example, a battle
  • the aggregate for example, a team (trained team)
  • a game processing method executed by a computer based on a game program of a game including a part), wherein in the first part, steps (S110, S1341) for updating data associated with the aggregate, and the first part.
  • steps (S110, S1341) for updating data associated with the aggregate
  • the first part Based on the step (S150) of managing a plurality of the aggregates updated in the part and the operation of the user, one aggregate used for the battle in the second part from among the plurality of the managed aggregates. (S210, S213), and the like.
  • Appendix B8 a plurality of aggregates whose component data has been updated (for example, strengthened and nurtured) can be held for each aggregate, and the aggregate to be used for the battle can be selected from the aggregates. It is possible to diversify the play using the aggregate organized by using the components.
  • the game device (10) is an aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)). )))) The first part (for example, the training part) that updates the data associated with) and the second part (for example, the training team) that competes with the aggregate (for example, the team (trained team)) updated by the first part.
  • a game device that executes a game program of a game including a battle part), the update unit (1633) that updates data associated with the aggregate in the first part, and the update unit (1633) that is updated in the first part.
  • a management unit (1635) that manages a plurality of aggregates, and a selection that selects one aggregate to be used in the battle in the second part from the plurality of managed aggregates based on the operation of the user.
  • a unit (1661) is provided.
  • a plurality of aggregates whose component data has been updated (for example, strengthened and nurtured) can be held for each aggregate, and the aggregate to be used for the battle can be selected from the aggregates. It is possible to diversify the play using the aggregate organized by using the components.
  • the game program according to one aspect of the present invention is formed into one aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)).
  • a first part eg, a training part
  • a second part eg, a competition part
  • the aggregate eg, a team (trained team) updated by the first part.
  • the update is completed in accordance with the step (S110, S1341) of updating the data associated with the aggregate and the end of the first part.
  • step (S150) of managing the data of the aggregate for example, the team (trained team)
  • the processing using the managed aggregate is converted into the updated data.
  • the data of the aggregate for which the update is completed, which is managed by the step of executing the step (S270) and the step of managing the data, is not updated again.
  • the components included in the aggregate can be collectively updated (for example, strengthening and nurturing), but the individual components cannot be updated individually. It increases the difficulty of building a strong aggregate by raising all the components included to a high level, and can increase the motivation to play the first part.
  • the aggregate whose data has been updated once in the first part cannot be updated after that, it is necessary to repeatedly play the first part in order to create a stronger aggregate. You can increase your motivation to play the first part.
  • Appendix C2 Further, one aspect of the present invention is the game program described in Appendix C1, in which a plurality of the aggregates (for example, teams (trained teams)) are managed in the management step (S150). , The computer is made to execute the step (S210, S213) of selecting one aggregate to be used in the second part from the plurality of managed aggregates based on the operation of the user.
  • a plurality of the aggregates for example, teams (trained teams)
  • the computer is made to execute the step (S210, S213) of selecting one aggregate to be used in the second part from the plurality of managed aggregates based on the operation of the user.
  • Appendix C2 it is possible to manage a plurality of aggregates whose data has been updated (for example, strengthened and nurtured) in the first part, and select the aggregate to be used for the battle from among them.
  • the play used can be diversified.
  • Appendix C3 Further, one aspect of the present invention is the game program described in Appendix C1 or Appendix C2, and in the updating step (S110, S1341), the set for a predetermined period (for example, a growing period). Update the data associated with the body (eg, team (team to be trained)).
  • one aspect of the present invention is the game program described in Appendix C3, in which the assembly is to be updated on the computer in the first part during the predetermined period.
  • step (S1473) of excluding the components included in the aggregate as the target of the update from the target of the update is executed.
  • one aspect of the present invention is the game program according to any one of Supplementary notes C3 to C4, and in the updating step (S110, S1341), the first aspect within the predetermined period.
  • the data associated with the components for example, the character (character to be trained)
  • the aggregate for example, the team (team to be trained)
  • the components included in the aggregate can be strengthened (cultivated) as the first part progresses.
  • one aspect of the present invention is the game program according to any one of the appendices C1 to C5, and is a component (for example, a team (team to be trained)) included in the aggregate (for example, a team to be trained).
  • a character character to be trained
  • one aspect of the present invention is the game program according to any one of the appendices C1 to C6, and in the step (S270) of performing the process, the aggregate is described in the second part.
  • a process using at least a part of a plurality of components (for example, a character (trained character)) included in (for example, a team (trained team)) is performed, and the computer is subjected to processing based on a user operation.
  • the step (S4305) of setting the component to be used in the second part among the plurality of components included in the aggregate is executed.
  • the user can set the order of the components to participate in the game from the components included in the aggregate. Therefore, in the second part, the user can think about the formation of the aggregate and play.
  • Appendix C8 Further, one aspect of the present invention is the game program described in Appendix C7, such as in-game coins obtained from the computer according to game value (for example, billing or progress of the game).
  • game value for example, billing or progress of the game.
  • the user Data associated with the particular component selected as a component eg, character (training target character)
  • the aggregate eg, team (training target team)
  • the specific component whose data has been updated in the updating step is used in the second part based on the operation of the user (for example, a character (cultivation)). Completed character))).
  • the Ibe character to be acquired in exchange for the consumption of the game value can be strengthened (cultivated) in the training part and used in the battle part, so that the user can be motivated to acquire the Ibe character. it can.
  • one aspect of the present invention is the game program described in Appendix C8, and is a component (for example, a character (trained character)) used in the second part in the step (S4305) to be set. ))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
  • the specific component for example, Ivechara set as
  • the specific component is limited to a part of the components included in the aggregate (for example, a team (trained team)).
  • one aspect of the present invention is the game program according to any one of Supplementary note C1 to Supplementary note C9, and the computer is used with the aggregate (for example, a team (for example, a team)) used in the second part.
  • the step (S2715) of temporarily changing the data associated with the trained team)) is executed.
  • the play in the second part can be diversified. It can also motivate the acquisition of enhanced items.
  • the game processing method is an aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)).
  • a first part eg, a training part
  • a second part eg, a competition part
  • the data of the aggregate that has been updated and is managed by the management step, including the step (S270) to be performed, is not updated again.
  • the components included in the aggregate can be collectively updated (for example, strengthening and nurturing), but the individual components cannot be updated, so that the aggregate can be used. It increases the difficulty of building a strong aggregate by raising all the components included to a high level, and can increase the motivation to play the first part.
  • the aggregate whose data has been updated once in the first part cannot be updated after that, it is necessary to repeatedly play the first part in order to create a stronger aggregate. You can increase your motivation to play the first part.
  • the game device (10) is an aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)). ))) And a second part (eg, a trained team) that uses the aggregate (eg, a team (trained team)) updated by the first part.
  • a game device that executes a game program of a game including a battle part), and in the first part, with an update unit (1633) that updates data associated with the aggregate (for example, a team (trained team)).
  • the management unit (1635) that manages the data of the aggregate whose update is completed according to the end of the first part, and the update of the process using the managed aggregate in the second part.
  • the components included in the aggregate can be collectively updated (for example, strengthening and nurturing), but the individual components cannot be updated individually. It increases the difficulty of building a strong aggregate by raising all the components included to a high level, and can increase the motivation to play the first part.
  • the aggregate whose data has been updated once in the first part cannot be updated after that, it is necessary to repeatedly play the first part in order to create a stronger aggregate. You can increase your motivation to play the first part.

Abstract

Provided is a game program of a game which includes a first part that updates data associated with one aggregate configured to include a plurality of constituent elements, and a second part that uses the aggregate updated by the first part. The game program causes a computer to execute: a step for updating the data associated with the aggregate in the first part; a step for managing the aggregate data for which updating was completed in accordance with the ending of the first part; and a step for performing, on the basis of the completely updated data, a process using the aggregate being managed, in the second part. The completely updated aggregate data being managed by the step for managing is not updated again.

Description

ゲームプログラム、ゲーム処理方法、及びゲーム装置Game programs, game processing methods, and game devices
 本発明は、ゲームプログラム、ゲーム処理方法、及びゲーム装置に関する。 The present invention relates to a game program, a game processing method, and a game device.
 集合体(例えばチーム)に含まれる構成要素(例えばゲームキャラクタ)を育成する育成パートと、当該育成パートによって育成された構成要素を複数用いて編成された集合体を使用して対戦プレイをする対戦パートとを含むゲームの処理を実行するゲームプログラムが知られている(例えば、特許文献1参照)。 A battle in which a training part that trains components (for example, a game character) included in an aggregate (for example, a team) and an aggregate that is organized by using a plurality of components trained by the training part are used for battle play. A game program that executes processing of a game including a part is known (see, for example, Patent Document 1).
特開2016-163679号公報Japanese Unexamined Patent Publication No. 2016-163679
 従来は、構成要素(例えばゲームキャラクタ)を1人ずつ育成するため、集合体(例えばチーム)を強化するには、多くの構成要素をそれぞれ育成する必要があった。
 また、育成した構成要素(例えばゲームキャラクタ)を用いて編成された一の集合体(例えばチーム)を使用してプレイするため、集合体(例えばチーム)のバリエーションに乏しく、プレイが単調になる懸念があった。
 また、構成要素(例えばゲームキャラクタ)を1人ずつ育成するため、多くの構成要素の育成を単にこなすことで、強力な集合体(例えばチーム)を作り上げることができたが、その反面、育成パートの困難性が低くプレイが単調となり、育成パートをプレイする動機付けが低下する懸念があった。
In the past, components (for example, game characters) were trained one by one, so in order to strengthen an aggregate (for example, a team), it was necessary to train many components individually.
In addition, since the player plays using one aggregate (for example, a team) organized by using the trained components (for example, a game character), there is a concern that the variation of the aggregate (for example, a team) is scarce and the play becomes monotonous. was there.
In addition, since the components (for example, game characters) are trained one by one, a powerful aggregate (for example, a team) could be created by simply training many components, but on the other hand, the training part There was a concern that the difficulty of the game would be low and the play would be monotonous, and the motivation to play the training part would be reduced.
 本発明のいくつかの態様は、複数の構成要素が含まれる集合体を効率的に強化するゲームプログラム、ゲーム処理方法、及びゲーム装置を提供することを目的の一つとする。
 また、本発明のいくつかの態様は、育成した構成要素を用いて編成された集合体を使用したプレイを多様化するゲームプログラム、ゲーム処理方法、及びゲーム装置を提供することを目的の一つとする。
 本発明のいくつかの態様は、育成パートをプレイする動機付けを高めるゲームプログラム、ゲーム処理方法、及びゲーム装置を提供することを目的の一つとする。
 また、本発明の他の態様は、後述する実施形態に記載した作用効果を奏することを可能にするゲームプログラム、ゲーム処理方法、及びゲーム装置を提供することを目的の一つとする。
One of an object of the present invention is to provide a game program, a game processing method, and a game device that efficiently enhance an aggregate including a plurality of components.
In addition, some aspects of the present invention have one object of providing a game program, a game processing method, and a game device that diversify play using an aggregate organized by using the nurtured components. To do.
One of the objects of the present invention is to provide a game program, a game processing method, and a game device that enhance the motivation to play the training part.
Another object of the present invention is to provide a game program, a game processing method, and a game device capable of exerting the effects described in the embodiments described later.
 上述した課題を解決するために、本発明の一態様は、コンピュータに、集合体に含まれる複数の構成要素に関連付けられるデータの更新を指示するステップと、前記指示するステップによる1回の指示に応じて、前記集合体に含まれる2以上の構成要素のそれぞれに関連付けられるデータを更新するステップと、前記指示するステップによる1回の指示機会を、ユーザに所定回数を上限とした複数回提供するステップと、を実行させるためのゲームプログラムである。
 また、本発明の一態様は、コンピュータにより実行されるゲーム処理方法であって、集合体に含まれる複数の構成要素に関連付けられるデータの更新を指示するステップと、前記指示するステップによる1回の指示に応じて、前記集合体に含まれる2以上の構成要素のそれぞれに関連付けられるデータを更新するステップと、前記指示するステップによる1回の指示機会を、ユーザに所定回数を上限とした複数回提供するステップと、を含むゲーム処理方法である。
 また、本発明の一態様は、ゲームプログラムを実行するゲーム装置であって、集合体に含まれる複数の構成要素に関連付けられるデータの更新を指示する指示部と、前記指示部による1回の指示に応じて、前記集合体に含まれる2以上の構成要素のそれぞれに関連付けられるデータを更新する更新部と、前記指示部による1回の指示機会を、ユーザに所定回数を上限とした複数回提供する提供部と、を備えるゲーム装置である。
In order to solve the above-mentioned problems, one aspect of the present invention includes a step of instructing a computer to update data associated with a plurality of components included in an aggregate, and a single instruction by the step of instructing the computer. Correspondingly, the user is provided with a step of updating the data associated with each of the two or more components included in the aggregate and one instruction opportunity by the instruction step a plurality of times up to a predetermined number of times. It is a game program for executing steps and.
Further, one aspect of the present invention is a game processing method executed by a computer, in which a step of instructing an update of data associated with a plurality of components included in an aggregate and a step of instructing the update of data are performed once. In response to an instruction, a step of updating the data associated with each of the two or more components included in the aggregate and one instruction opportunity by the instruction step are given to the user a plurality of times up to a predetermined number of times. The steps to be provided and the game processing method including.
Further, one aspect of the present invention is a game device that executes a game program, and is an instruction unit for instructing update of data associated with a plurality of components included in the aggregate, and one instruction by the instruction unit. An update unit that updates the data associated with each of the two or more components included in the aggregate and one instruction opportunity by the instruction unit are provided to the user a plurality of times up to a predetermined number of times. It is a game device provided with a providing unit.
 更に、本発明の一態様は、複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体同士で対戦する第2パートを含むゲームのゲームプログラムであって、コンピュータに、前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップと、前記第1パートにおいて更新した前記集合体を複数管理するステップと、ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから前記第2パートで対戦に使用する一の集合体を選択するステップと、を実行させるためのゲームプログラムである。
 また、本発明の一態様は、複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体同士で対戦する第2パートを含むゲームのゲームプログラムに基づいてコンピュータにより実行されるゲーム処理方法であって、前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップと、前記第1パートにおいて更新した前記集合体を、複数管理するステップと、ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから前記第2パートで対戦に使用する一の集合体を選択するステップと、を含むゲーム処理方法である。
 また、本発明の一態様は、複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体同士で対戦する第2パートを含むゲームのゲームプログラムを実行するゲーム装置であって、前記第1パートにおいて、前記集合体に関連付けられるデータを更新する更新部と、前記第1パートにおいて更新した前記集合体を、複数管理する管理部と、ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから前記第2パートで対戦に使用する一の集合体を選択する選択部と、を備えるゲーム装置である。
Further, in one aspect of the present invention, a first part for updating data associated with an aggregate composed of a plurality of components and the aggregate updated by the first part compete with each other. A game program of a game including a second part, in which a step of updating data associated with the aggregate in the first part and a step of managing a plurality of the aggregates updated in the first part are managed by a computer. A game program for executing a step of selecting one aggregate to be used for a battle in the second part from the plurality of managed aggregates based on a user's operation.
Further, in one aspect of the present invention, a first part for updating data associated with an aggregate composed of a plurality of components and the aggregate updated by the first part compete with each other. A game processing method executed by a computer based on a game program of a game including a second part, wherein the step of updating data associated with the aggregate in the first part and updating in the first part. A step of managing a plurality of the aggregates and a step of selecting one aggregate to be used for the battle in the second part from the plurality of the managed aggregates based on the operation of the user. It is a game processing method including.
Further, in one aspect of the present invention, a first part for updating data associated with an aggregate composed of a plurality of components and the aggregate updated by the first part compete with each other. A game device that executes a game program of a game including a second part, wherein an update unit that updates data associated with the aggregate in the first part and the aggregate updated in the first part A game device including a management unit for managing a plurality of units, and a selection unit for selecting one aggregate to be used for a battle in the second part from the plurality of managed aggregates based on a user operation. Is.
 更に、本発明の一態様は、複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体を使用する第2パートを含むゲームのゲームプログラムであって、コンピュータに、前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップと、前記第1パートの終了に応じて更新が完了した前記集合体のデータを管理するステップと、前記第2パートにおいて、前記管理されている前記集合体を使用した処理を前記更新が完了したデータに基づいて行なうステップと、を実行させ、前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない、ゲームプログラムである。
 また、本発明の一態様は、複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体を使用する第2パートを含むゲームのゲームプログラムに基づいてコンピュータにより実行されるゲーム処理方法であって、前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップと、前記第1パートの終了に応じて更新が完了した前記集合体のデータを管理するステップと、前記第2パートにおいて、前記管理されている前記集合体を使用した処理を前記更新が完了したデータに基づいて行なうステップと、を含み、前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない、ゲーム処理方法である。
Further, one aspect of the present invention uses a first part that updates data associated with an aggregate composed of a plurality of components, and a first part that uses the aggregate updated by the first part. A game program of a game including two parts, the step of updating data associated with the aggregate in the first part, and the aggregate whose update is completed according to the end of the first part. In the second part, a step of performing the process using the managed aggregate based on the data for which the update has been completed is executed, and the step of managing the data is managed by the managed step. The data of the aggregate for which the update has been completed is a game program that is not updated again.
In addition, one aspect of the present invention uses a first part for updating data associated with an aggregate composed of a plurality of components and the aggregate updated by the first part. A game processing method executed by a computer based on a game program of a game including two parts, in which the first part corresponds to a step of updating data associated with the aggregate and the end of the first part. Including the step of managing the data of the aggregate for which the update has been completed, and the step of performing the process using the managed aggregate in the second part based on the data for which the update has been completed. , The data of the aggregate whose update is completed, which is managed by the management step, is not updated again, which is a game processing method.
 また、本発明の一態様は、複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体を使用する第2パートを含むゲームのゲームプログラムを実行するゲーム装置であって、前記第1パートにおいて、前記集合体に関連付けられるデータを更新する更新部と、前記第1パートの終了に応じて更新が完了した前記集合体のデータを管理する管理部と、前記第2パートにおいて、前記管理されている前記集合体を使用した処理を前記更新が完了したデータに基づいて行なう処理部と、を備え、前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない、ゲーム装置である。 In addition, one aspect of the present invention uses a first part for updating data associated with an aggregate composed of a plurality of components and the aggregate updated by the first part. A game device that executes a game program of a game including two parts. In the first part, an update unit for updating data associated with the aggregate and an update completed according to the end of the first part. The management unit includes a management unit that manages the data of the aggregate, and a processing unit that performs processing using the managed aggregate based on the data for which the update has been completed in the second part. It is a game device that is not updated again with respect to the data of the aggregate for which the update is completed, which is managed by the step.
実施形態に係るゲームの全体流れを示すフローチャート。A flowchart showing the overall flow of the game according to the embodiment. ホーム画面の一例を示す図。The figure which shows an example of a home screen. キャラクタ一覧画面の一例を示す図。The figure which shows an example of a character list screen. キャラクタ詳細画面の一例を示す図。The figure which shows an example of a character detail screen. 育成パートの工程の流れを示す図。The figure which shows the process flow of the training part. 高校選択画面の一例を示す図。The figure which shows an example of a high school selection screen. 育成期間と所属メンバの増減を示す図。The figure which shows the upbringing period and the increase / decrease of belonging members. 育成期間におけるターンを示す図。The figure which shows the turn in the breeding period. イベント発生時のイベント画面の一例を示す図。The figure which shows an example of the event screen when an event occurs. イベント発生スケジュールの一例を示す図。The figure which shows an example of the event occurrence schedule. 監督メニュー画面の一例を示す図。The figure which shows an example of the director menu screen. キャラクタデータの一例を説明する図。The figure explaining an example of character data. 練習メニュー画面の一例を示す図。The figure which shows an example of the practice menu screen. 仮選択に応じた更新条件の変化を説明する模式図。The schematic diagram explaining the change of the update condition according to a tentative selection. ミッション画面の一例を示す図。The figure which shows an example of a mission screen. 監督スキル画面の一例を示す図。The figure which shows an example of the supervision skill screen. 伝授画面の一例を示す図。The figure which shows an example of the instruction screen. 伝授キャラクタ選択画面の一例を示す図。The figure which shows an example of the transfer character selection screen. 高校ごとの育成状況の一例を示す図。The figure which shows an example of the training situation of each high school. 対戦用チームの利用設定例を示す図。The figure which shows the usage setting example of a battle team. 対戦用チームの利用設定を行う利用設定画面の一例を示す図。The figure which shows an example of the usage setting screen which sets the usage setting of a battle team. チームのオーダー設定を行うオーダー設定画面の一例を示す図。The figure which shows an example of the order setting screen which sets the order of a team. 実施形態に係るゲームシステムの構成の一例を示すブロック図。The block diagram which shows an example of the structure of the game system which concerns on embodiment. 実施形態に係るゲーム端末のハードウェア構成の一例を示す図。The figure which shows an example of the hardware composition of the game terminal which concerns on embodiment. 実施形態に係るゲーム端末の機能構成の一例を示す図。The figure which shows an example of the functional structure of the game terminal which concerns on embodiment. 記憶部に記憶されているキャラクタデータの一例を示す図。The figure which shows an example of the character data stored in the storage part. 記憶部に記憶される所有キャラクタデータの一例を示す図。The figure which shows an example of possession character data stored in a storage part. 記憶部に記憶される高校データの一例を示す図。The figure which shows an example of high school data stored in a memory part. 記憶部に記憶される育成データの一例を示す図。The figure which shows an example of the training data stored in a storage part. 記憶部に記憶されるチームデータの一例を示す図。The figure which shows an example of the team data stored in the storage part. 記憶部に記憶されるチームメンバデータの一例を示す図。The figure which shows an example of the team member data stored in the storage part. 実施形態に係る育成パート処理の一例を示すフローチャート。The flowchart which shows an example of the training part processing which concerns on embodiment. 実施形態に係る育成対象の設定処理の一例を示すフローチャート。The flowchart which shows an example of the setting process of the training target which concerns on embodiment. 実施形態に係る1ターン処理の一例を示すフローチャート。The flowchart which shows an example of 1 turn processing which concerns on embodiment. 実施形態に係る練習処理の一例を示すフローチャート。The flowchart which shows an example of the practice process which concerns on embodiment. 実施形態に係る育成対象変更処理の一例を示すフローチャート。The flowchart which shows an example of the training target change processing which concerns on embodiment. 実施形態に係る対戦パート処理の一例を示すフローチャート。The flowchart which shows an example of the battle part processing which concerns on embodiment. 実施形態に係る利用設定処理の一例を示すフローチャート。The flowchart which shows an example of the use setting process which concerns on embodiment. 実施形態に係る強化アイテム処理の一例を示すフローチャート。The flowchart which shows an example of the enhanced item processing which concerns on embodiment.
 以下、本発明の一実施形態について、図面を参照して説明する。
 〔1.ゲームの概要〕
 まず、本実施形態に係るゲームシステムで実行されるゲームの一例について、その概要を説明する。本実施形態に係るゲームは、複数のキャラクタを用いて行うゲームである。キャラクタとは、ゲームに登場する人物、動物、物体(例えば、乗り物)等のゲームキャラクタであり、ゲーム画面内で画像(キャラクタ画像)として表示される。具体的には、本実施形態に係るゲームの例は、育成パートと対戦パートとを備える野球ゲームである。
Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[1. Game Overview]
First, an outline of an example of a game executed by the game system according to the present embodiment will be described. The game according to the present embodiment is a game played by using a plurality of characters. The character is a game character such as a person, an animal, or an object (for example, a vehicle) appearing in the game, and is displayed as an image (character image) on the game screen. Specifically, an example of the game according to the present embodiment is a baseball game including a training part and a competition part.
 育成パートは、複数の選手に相当するキャラクタを含んで構成される野球チームをチーム単位で育成するゲームパートである。育成パートでは、チームに含まれるキャラクタの能力を向上させることでチームの育成を行うことができる。例えば、育成パートでは、ユーザは、複数のキャラクタをメンバとする育成対象のチームを編成し、シナリオを進めながら複数のキャラクタに練習などを実行させる。それにより、育成対象であるチームに含まれる複数のキャラクタの能力が向上し、チームを強化していくことができる。以下では、育成パートにおけるシナリオの一例として、ユーザが監督等の指導者の立場で、所定の期間(例えば2年半)にわたって、高校の野球部(育成対象チーム)を指導(育成)し、野球の大会で優勝することを目指すというシナリオについて説明する。なお、シナリオは高校の野球部に関するものに限られず、例えば、大学又は企業の野球部又はプロ野球チームに関するものであってもよい。本実施形態に係るゲームの例では、ユーザが監督の立場として育成パートを実行する高校の種類別にその内容の異なる複数のシナリオが用意されており、育成パートに適用するシナリオをユーザが任意に選択可能としている。一方、対戦パートは、育成パートで育成されたチーム(即ち、育成パートでそれぞれ能力が向上された複数のキャラクタを含んだチーム)を使用して対戦相手のチームと野球の試合で対戦を行うゲームパートである。例えば、ユーザと他ユーザとのそれぞれで育成パートにより育成したチーム同士での対戦が行われる。 The training part is a game part that trains a baseball team consisting of characters corresponding to multiple players on a team-by-team basis. In the training part, the team can be trained by improving the abilities of the characters included in the team. For example, in the training part, the user organizes a team to be trained with a plurality of characters as members, and causes the plurality of characters to practice while advancing the scenario. As a result, the abilities of a plurality of characters included in the team to be trained are improved, and the team can be strengthened. In the following, as an example of a scenario in the training part, the user guides (trains) the high school baseball club (training target team) for a predetermined period (for example, two and a half years) from the position of a leader such as a manager, and baseball. I will explain the scenario of aiming to win the tournament. The scenario is not limited to that related to a high school baseball club, and may be related to, for example, a university or corporate baseball club or a professional baseball team. In the example of the game according to the present embodiment, a plurality of scenarios having different contents are prepared for each type of high school in which the user executes the training part as a director, and the user arbitrarily selects a scenario to be applied to the training part. It is possible. On the other hand, the battle part is a game in which a team trained in the training part (that is, a team containing multiple characters whose abilities have been improved in the training part) is used to play a baseball game against the opponent's team. It is a part. For example, a battle is performed between the teams trained by the training part for each of the user and another user.
 図1は、本実施形態に係るゲームの全体流れを示すフローチャートである。ゲームを開始すると、ホーム画面に遷移する(ステップS1)。ホーム画面とは、このゲームの起点となるメインメニューに相当するホーム画像が表示される画面である。 FIG. 1 is a flowchart showing the overall flow of the game according to the present embodiment. When the game is started, the screen transitions to the home screen (step S1). The home screen is a screen on which a home image corresponding to the main menu, which is the starting point of this game, is displayed.
 図2は、ホーム画面の一例を示す図である。図示するホーム画面G100には、ユーザの操作を受け付ける操作子としての機能を有するアイコンP110、P120、P130、P140、P150、P160が表示されている。各アイコンは、ホーム画像の一部として表示される画像である。各アイコンのそれぞれには、操作を受け付けたことに応じて実行する処理と関連付けられており、関連付けられた処理に対応する内容(テキスト、画像など)が表示されている。 FIG. 2 is a diagram showing an example of a home screen. On the illustrated home screen G100, icons P110, P120, P130, P140, P150, and P160 having a function as an operator for accepting a user's operation are displayed. Each icon is an image that is displayed as part of the home image. Each of the icons is associated with a process to be executed according to the reception of an operation, and the content (text, image, etc.) corresponding to the associated process is displayed.
 アイコンP110には「育成」と表示されており、育成パートのプレイを開始するための処理が関連付けられている。アイコンP110を選択する操作がされた場合(図1のステップS11:YES)、育成パートの処理が実行される(図1のステップS13)。 The icon P110 is displayed as "training", and the process for starting the play of the training part is associated with it. When the operation of selecting the icon P110 is performed (step S11 in FIG. 1: YES), the processing of the training part is executed (step S13 in FIG. 1).
 アイコンP120には「試合」と表示されており、対戦パートのプレイを開始するための処理が関連付けられている。アイコンP130を選択する操作がされた場合(図1のステップS21:YES)、対戦パートの処理が実行される(図1のステップS23)。 The icon P120 is displayed as "match", and the process for starting the play of the battle part is associated with it. When the operation of selecting the icon P130 is performed (step S21: YES in FIG. 1), the processing of the battle part is executed (step S23 in FIG. 1).
 アイコンP130には「キャラクタ一覧」と表示されており、所有キャラクタの一覧を示す所有キャラクタ一覧画像を表示するためのキャラクタ一表示処理が関連付けられている。所有キャラクタとは、ユーザが所有するキャラクタのことである。ユーザは、ゲーム内の抽選やゲームの進行(例えば、試合に勝った、ゲームのプレイ回数が所定回数に達した等)に応じてキャラクタを取得(所有)することができる。所有キャラクタは、育成パートにおいて育成対象のチームの設定に利用することができる。アイコンP130を選択する操作がされた場合(図1のステップS31:YES)、所有キャラクタ一覧画像を表示するための処理が実行される(図1のステップS33)。 The icon P130 is displayed as "character list", and is associated with a character display process for displaying an owned character list image showing a list of owned characters. The owned character is a character owned by the user. The user can acquire (own) a character according to an in-game lottery or the progress of the game (for example, winning a game, playing the game a predetermined number of times, etc.). The owned character can be used to set the team to be trained in the training part. When the operation of selecting the icon P130 is performed (step S31 in FIG. 1: YES), the process for displaying the owned character list image is executed (step S33 in FIG. 1).
 アイコンP140には「マイチーム」と表示されており、ユーザが育成パートで育成したチーム等に関する情報(画像)や当該チームに対する各種の設定を行うチーム処理が関連付けられている。アイコンP140を選択する操作がされた場合(図1のステップS41:YES)、チーム処理が実行され、チームに関する情報(画像)やチームに対する設定を行うための選択肢が表示されるチームメニュー画面に遷移する(図1のステップS43)。例えば、「マイチーム」では、チームの所属メンバ(育成パートにより育成されたキャラクタ)の情報やチームの対戦成績等のチーム情報の表示が可能である。ユーザは、育成パートを複数回実行することで、複数のチームを育成(所有)することができるが、「マイチーム」においては、ユーザが所有する複数のチームの中から試合に使用するチームの設定や、所有チームのそれぞれについて、チームの所属メンバのうち試合に出場するメンバのオーダー設定等も可能である。例えば、チームメニュー画面には、チームの所属メンバの情報の表示、試合に使用するチームの設定(利用設定)、及びオーダー設定等を選択するための選択肢を含むチームメニュー画像が表示される。 The icon P140 is displayed as "My Team", and is associated with information (image) about the team that the user has trained in the training part and team processing that makes various settings for the team. When the operation of selecting the icon P140 is performed (step S41: YES in FIG. 1), the team process is executed, and the transition to the team menu screen where information (image) about the team and options for setting for the team are displayed is displayed. (Step S43 in FIG. 1). For example, in "My Team", it is possible to display information on the members belonging to the team (characters trained by the training part) and team information such as the competition results of the team. The user can train (own) multiple teams by executing the training part multiple times, but in "My Team", the team used for the game from among the multiple teams owned by the user It is also possible to set the order of the members who will participate in the match among the members belonging to the team for each of the owned teams. For example, on the team menu screen, a team menu image including a display of information on members belonging to the team, a team setting (usage setting) used for the game, an order setting, and the like is displayed.
 アイコンP150には「抽選」と表示されており、ユーザが取得するキャラクタを抽選により決定する抽選処理が関連付けられている。アイコンP150を選択する操作がされた場合(図1のステップS51:YES)、抽選を行うための抽選画面に遷移する(図1のステップS53)。抽選処理では、予め定められた複数の種類のキャラクタのうちから少なくとも一のキャラクタが抽選によって選出され、選出されたキャラクタがユーザの所有キャラクタとして追加される。例えば、遊技価値(またはゲームの進行に応じて入手されるゲーム内のコインやメダル、ポイント、チケット、またはアイテム等)の消費と引き換えに抽選が行われる。なお、ゲーム内のコイン、ポイント、チケット、またはアイテム等は、ユーザがゲームの進行に応じて取得するものであってもよいし、課金によって取得するものであってもよい。 The icon P150 is displayed as "lottery", and is associated with a lottery process for determining the character to be acquired by the user by lottery. When the operation of selecting the icon P150 is performed (step S51 in FIG. 1: YES), the screen transitions to the lottery screen for performing the lottery (step S53 in FIG. 1). In the lottery process, at least one character is selected by lottery from a plurality of predetermined types of characters, and the selected character is added as a user's own character. For example, a lottery is held in exchange for consumption of game value (or in-game coins, medals, points, tickets, items, etc. obtained as the game progresses). The coins, points, tickets, items, etc. in the game may be acquired by the user according to the progress of the game, or may be acquired by billing.
 アイコンP160には「ショップ」と表示されており、コインやメダル、ポイント等の遊技価値を消費することでアイテム等を購入(取得)するための購入処理が関連付けられている。アイコンP160を選択する操作がされた場合(図1のステップS61:YES)、アイテム等を購入(取得)するための購入画面に遷移する(図1のステップS63)。 The icon P160 is displayed as "shop", and is associated with a purchase process for purchasing (acquiring) items, etc. by consuming game values such as coins, medals, and points. When the operation of selecting the icon P160 is performed (step S61: YES in FIG. 1), the screen transitions to the purchase screen for purchasing (acquiring) an item or the like (step S63 in FIG. 1).
 なお、アイコンを選択する操作がされない場合(図1のステップS11、S21、S31、S41、S51、S61:NO)、ホーム画面のまま継続し、ゲームの終了条件を満たすと(例えば、ゲームを終了する操作がされると)(図1のステップS71:YES)、ゲームが終了する。 If the operation to select the icon is not performed (steps S11, S21, S31, S41, S51, S61: NO in FIG. 1), the game continues with the home screen and the game end condition is satisfied (for example, the game ends). When the operation is performed) (step S71: YES in FIG. 1), the game ends.
 図3は、キャラクタ一覧画面の一例を示す図である。図示するキャラクタ一覧画面G200は、アイコンP130を選択する操作がされた場合に、所有キャラクタ一覧画像を表示される画面である。キャラクタ一覧画面G200において、キャラクタリストR201には、ユーザの所有キャラクタのそれぞれのキャラクタ画像が並んで表示される。キャラクタリストR201に表示されたキャラクタ画像のうちのいずれかが選択され、「確認」が表示されたアイコンP201に対する操作がされた場合、選択されたキャラクタ画像のキャラクタについての詳細情報が表示される。なお、「戻る」が表示されたアイコンP202に対する操作がされた場合、キャラクタ一覧画面G200からホーム画面G100へ遷移する(戻る)。 FIG. 3 is a diagram showing an example of the character list screen. The illustrated character list screen G200 is a screen on which the owned character list image is displayed when the operation of selecting the icon P130 is performed. On the character list screen G200, the character images of the characters owned by the user are displayed side by side on the character list R201. When any of the character images displayed in the character list R201 is selected and an operation is performed on the icon P201 on which "confirmation" is displayed, detailed information about the character of the selected character image is displayed. When an operation is performed on the icon P202 on which "return" is displayed, the character list screen G200 transitions to the home screen G100 (returns).
 図4は、キャラクタ詳細画面の一例を示す図である。図示するキャラクタ詳細画面G210は、図3に示すキャラクタ一覧画面G200で選択されたキャラクタの詳細情報を示すキャラクタ詳細画像が表示される画面である。ここでは、「野手能力」のタブが選択されているため、詳細情報のうちの野手能力に関する情報が表示されている。図示する例では、キャラクタ画像R210と、キャラクタの名称(キャラクタ名)R220と、守備位置R230と、基本情報R240と、能力パラメータR250と、特殊能力R260とが表示されている。基本情報R240には、キャラクタの成績(打率、ホームラン数、打点)、フォーム(打撃フォーム)、及び投打の利き腕を示す情報(例えば、「右投左打」)が表示される。 FIG. 4 is a diagram showing an example of a character detail screen. The illustrated character detail screen G210 is a screen on which a character detail image showing detailed information of the character selected on the character list screen G200 shown in FIG. 3 is displayed. Here, since the tab of "fielder ability" is selected, the information about the fielder ability among the detailed information is displayed. In the illustrated example, the character image R210, the character name (character name) R220, the defensive position R230, the basic information R240, the ability parameter R250, and the special ability R260 are displayed. In the basic information R240, information indicating the character's batting average (batting average, number of home runs, RBI), form (batting form), and dominant hand of pitching (for example, "right-handed left-handedness") is displayed.
 能力パラメータR250には、キャラクタの基本能力として、弾道、ミート、パワー、走力、肩力、守備力、捕球等の能力のパラメータが表示される。パラメータとしては、各能力を示す数値と、当該数値に応じた能力の高さのランク(段階)を示すアルファベット(例えば、S、A、B、C、D、E、F、G)等で示される。「S」は能力が最も高ランクであることを示し、A、B、C、D、E、Fの順に能力が低くなり、「G」は能力が最も低いランクであることを示す。 The ability parameter R250 displays the parameters of abilities such as trajectory, meet, power, running power, shoulder power, defensive power, and catching as the basic abilities of the character. The parameters are indicated by a numerical value indicating each ability and an alphabet (for example, S, A, B, C, D, E, F, G) indicating the rank (stage) of the high ability according to the numerical value. Is done. "S" indicates that the ability has the highest rank, A, B, C, D, E, and F have the lowest ability, and "G" indicates that the ability has the lowest rank.
 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。ミートパラメータの値が高いほど、ミート力(投手が投げたボールにバットを当てる能力)が高いことを示す。パワーパラメータの値が高いほど、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)が高いことを示す。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。守備力パラメータの値が高いほど、守備が巧いことを示す。捕球パラメータの値が高いほど、捕球が巧い(エラーし難い)ことを示す。 The higher the value of the ballistic parameter, the higher the hit ball. The higher the value of the meet parameter, the higher the meet force (the ability of the pitcher to hit the ball thrown by the bat). The higher the value of the power parameter, the higher the power (the ability of the pitcher to hit the thrown ball with a bat to fly it far away). The higher the value of the running force parameter, the faster the foot. The higher the value of the shoulder strength parameter, the faster the ball is thrown. The higher the value of the defensive strength parameter, the better the defensive. The higher the value of the catching parameter, the better the catching (less likely to make an error).
 特殊能力R260には、キャラクタの有する特殊能力が表示される。図示する例では、特殊能力として、「パワーヒッター」、「広角打法」、「盗塁」が、キャラクタの有する特殊能力として表示されている。「パワーヒッター」は、投手が投げたボールをバットで打ったときに、より遠くに飛ばす能力を高める特殊能力である。「広角打法」は、流し打ちの能力を高める特殊能力である。「盗塁」は、盗塁に成功し易くなるという特殊能力である。 The special ability of the character is displayed on the special ability R260. In the illustrated example, "power hitter", "wide-angle batting method", and "stolen base" are displayed as special abilities possessed by the character. "Power hitter" is a special ability that enhances the ability to fly a ball thrown by a pitcher farther when hit with a bat. The "wide-angle batting method" is a special ability that enhances the ability of pouring. "Stolen base" is a special ability that makes it easier to succeed in stealing.
 なお、右(R)矢印のアイコンP210または左(L)矢印のアイコンP211に対する操作でタブを切替えることにより、「野手能力」から、「選手能力」、「投手能力」、「守備・起用」、「プロフィール」に表示を切り替えることができる。「選手能力」は、そのキャラクタの選手としての能力であり、野手の場合には「野手能力」の情報に基づく情報が表示され、投手の場合には「投手能力」の情報に基づく情報が表示される。「投手能力」は、キャラクタが投手の場合に、投手に関する情報(投球フォームや先発/抑えの適正、基本能力パラメータ(球速、コントロール、スタミナ等)、習得している特殊能力等)が表示される。「守備・起用」には、守備位置、基本能力パラメータ(走力、肩力、守備力等)、起用法等が表示される。「プロフィール」には、キャラクタの氏名、誕生日、年齢、プロ年数等のプロフィール情報等、ゲームで設定されているプロフィール情報が表示される。また、「戻る」が表示されたアイコンP220に対する操作がされた場合、キャラクタ詳細画面G210からキャラクタ一覧画面G200へ遷移する(戻る)。 By switching tabs by operating the icon P210 of the right (R) arrow or the icon P211 of the left (L) arrow, from "fielder ability" to "player ability", "pitcher ability", "defense / appointment", You can switch the display to "Profile". "Athlete ability" is the ability of the character as a player. In the case of a fielder, information based on the information of "fielder ability" is displayed, and in the case of a pitcher, information based on the information of "pitcher ability" is displayed. Will be done. In "Pitcher ability", when the character is a pitcher, information about the pitcher (throwing form, appropriateness of starting / suppressing, basic ability parameters (ball speed, control, stamina, etc.), acquired special ability, etc.) is displayed. .. In "Defense / Appointment", the defensive position, basic ability parameters (running ability, shoulder strength, defensive ability, etc.), usage method, etc. are displayed. In the "profile", profile information set in the game, such as profile information such as a character's name, birthday, age, and professional years, is displayed. Further, when the operation for the icon P220 on which "return" is displayed is performed, the transition from the character detail screen G210 to the character list screen G200 (return).
 〔2.育成パート〕
 次に、育成パートについて詳しく説明する。育成パートは、複数のキャラクタを含んで構成される一のチームに関連付けられるデータ(例えば、チームに含まれるキャラクタの能力パラメータ)を更新して、チームの戦力(能力)を強化するものであり、「育成対象の設定」、「育成」、「育成結果の反映」の3つの工程に大別される。以下、育成パートにおいて育成(関連するデータの更新)される対象のチームを「育成対象チーム」、当該チームに含まれるキャラクタを「育成対象キャラクタ」という。
[2. Training part]
Next, the training part will be described in detail. The training part updates the data associated with one team composed of a plurality of characters (for example, the ability parameters of the characters included in the team) to strengthen the team's strength (ability). It is roughly divided into three processes: "setting the training target", "training", and "reflecting the training results". Hereinafter, the target team to be trained (update related data) in the training part is referred to as a “training target team”, and the characters included in the team are referred to as “training target characters”.
 図5は、育成パートの工程の流れを示す図である。まず、「育成対象の設定」で、育成する育成対象チームの高校(シナリオ)を選択し、育成対象チームの所属メンバとしての複数の育成対象キャラクタを設定する(ステップS100)。所属メンバ(育成対象キャラクタ)を設定した後、育成対象チームの「育成」に移行する。「育成」では、監督メニュー(監督の立場として育成対象チームを育成するための行動指示機会)を含んだ1回のターンを、終了条件が充足するまで繰り返し実行する(ステップS110)。終了条件とは、例えば、育成期間が終了することである。終了条件が充足すると(ステップS140:YES)、「育成結果の反映」に移行し、育成対象チームの育成結果(以下、「育成済チーム」といい、育成済チームに含まれる育成対象キャラクタのことを「育成済キャラクタ」という)を保存して育成パートを完了する。以降、保存された育成済チームを使用して他ユーザの育成済チームと試合で対戦することが可能となる。以下、「育成対象の設定」、「育成」、「育成結果の反映」の各工程について詳しく説明する。 FIG. 5 is a diagram showing the process flow of the training part. First, in "Setting of training target", the high school (scenario) of the training target team to be trained is selected, and a plurality of training target characters as members belonging to the training target team are set (step S100). After setting the affiliation member (character to be trained), shift to "training" of the team to be trained. In "training", one turn including the manager menu (action instruction opportunity for training the team to be trained as a manager) is repeatedly executed until the end condition is satisfied (step S110). The termination condition is, for example, the termination of the growing period. When the end condition is satisfied (step S140: YES), the process shifts to "reflection of the training result" and the training result of the training target team (hereinafter referred to as "trained team", which is the training target character included in the training team. Is called "trained character") and complete the training part. After that, it becomes possible to play against the trained teams of other users in a match using the saved trained teams. Hereinafter, each process of "setting the training target", "training", and "reflecting the training result" will be described in detail.
 〔2-1.育成対象の設定〕
 まずユーザは、育成する育成対象チームの高校(シナリオ)を選択する。なお、初期の時点では高校は1つのみで、後から複数の高校から選択できるようにしてもよい。
 図6は、高校選択画面の一例を示す図である。ここでは、ある高校の野球部に関するシナリオが育成パートで実行されることを想定しており、複数の高校(A高校、B高校、C高校、D高校、E高校)が選択肢として表示されている。図示する高校選択画面G300には、複数の高校(A高校、B高校、C高校、D高校、E高校)のそれぞれを選択するための操作子としての機能を有するアイコンP311、P312、P313、P314、P315が表示されている。例えば、アイコンP311を選択する操作がされた場合には、A高校(A高校に関するシナリオ)が選択されたと判定される。
[2-1. Setting of training target]
First, the user selects the high school (scenario) of the training target team to be trained. At the initial stage, there is only one high school, and it may be possible to select from a plurality of high schools later.
FIG. 6 is a diagram showing an example of a high school selection screen. Here, it is assumed that a scenario related to a high school baseball club is executed in the training part, and multiple high schools (A high school, B high school, C high school, D high school, E high school) are displayed as options. .. The illustrated high school selection screen G300 has icons P311, P312, P313, and P314 that have a function as an operator for selecting each of a plurality of high schools (A high school, B high school, C high school, D high school, and E high school). , P315 is displayed. For example, when the operation of selecting the icon P311 is performed, it is determined that A high school (scenario related to A high school) is selected.
 高校(シナリオ)が選択されると、その高校に予め関連付けられたキャラクタとして設定される育成対象キャラクタ(例えば8人。以下、「高校キャラクタ」ともいう。)が、育成対象チームの所属メンバとして設定される。育成対象チームには、高校キャラクタの他に、ユーザの所有するキャラクタの中からユーザにより選択された複数のキャラクタに基づいて設定される育成対象キャラクタ(例えば4人。以下、「任意キャラクタ」ともいう。)と、それ以外の複数の育成対象キャラクタ(例えば15人。以下、「エキストラキャラクタ」ともいう。)とが設定される。例えば、エキストラキャラクタは、予め定められた複数のエキストラ用のキャラクタのうちから確率情報等に基づいてランダムに選択されて設定される。上記の高校キャラクタ、任意キャラクタ、及びエキストラキャラクタにより構成されるチームが、育成パートにおける育成対象チームとして設定される。 When a high school (scenario) is selected, the training target characters (for example, eight characters, hereinafter also referred to as “high school characters”) that are set as characters associated with the high school in advance are set as members of the training target team. Will be done. In addition to the high school characters, the training target team includes training target characters (for example, four characters, hereinafter also referred to as "arbitrary characters") that are set based on a plurality of characters selected by the user from among the characters owned by the user. .) And a plurality of other characters to be trained (for example, 15 characters, hereinafter also referred to as "extra characters") are set. For example, the extra character is randomly selected and set from a plurality of predetermined characters for extras based on probability information and the like. A team composed of the above high school characters, arbitrary characters, and extra characters is set as a training target team in the training part.
 高校キャラクタ、任意キャラクタ、及びエキストラキャラクタの各キャラクタは、学年のパラメータを有しており、育成パートにおける育成期間の進行にともない学年が変化する。ここでは、高校の野球部を育成する例として、育成パートにおける育成期間をゲーム内の2年半の期間(1年生で入部した部員(キャラクタ)は3年生の秋に卒部)としている。育成パートにおける育成期間に対して、所属メンバに設定されるキャラクタは、学年及び入部・卒部の時期により育成期間が異なる。 Each character of high school character, arbitrary character, and extra character has a grade parameter, and the grade changes as the training period progresses in the training part. Here, as an example of training a high school baseball club, the training period in the training part is set to a period of two and a half years in the game (members (characters) who joined the club in the first grade graduated in the fall of the third grade). With respect to the training period in the training part, the character set as a member has a different training period depending on the grade and the time of joining / graduating.
 図7は、育成パートにおける育成期間と所属メンバ(育成対象キャラクタ)の増減を示す図である。図示するように、所属メンバに設定される育成対象キャラクタの育成期間は、学年及び入部・卒部の時期により以下に示す(a)~(d)に分類される。
 (a)育成期間の開始時点に1年生で入部し、育成期間の3年目の秋に卒部。
 (b)育成期間の開始時点に2年生であるため、育成期間の2年目の秋に卒部。
 (c)育成期間の開始時点に3年生であるため、育成期間の1年目の秋に卒部。
 (d)育成期間の2年目の春に1年生として入部し、育成期間の3年目の秋に終了。
 (e)育成期間の3年目の春に1年生として入部し、育成期間の3年目の秋に終了。
FIG. 7 is a diagram showing an increase / decrease in the training period and affiliated members (characters to be trained) in the training part. As shown in the figure, the training period of the training target character set for the belonging member is classified into the following (a) to (d) according to the grade and the time of entering / graduating.
(A) Joined the club as a first grader at the beginning of the training period, and graduated in the fall of the third year of the training period.
(B) Since he was in the second grade at the beginning of the training period, he graduated in the fall of the second year of the training period.
(C) Since he is in the third grade at the beginning of the training period, he graduated in the fall of the first year of the training period.
(D) Joined the club as a first grader in the spring of the second year of the training period, and ended in the fall of the third year of the training period.
(E) Joined the club as a first grader in the spring of the third year of the training period, and ended in the fall of the third year of the training period.
 育成パート開始時点では、ユーザの所有するキャラクタの中から、ユーザは1年生の属性を有するキャラクタのみが選択可能であり、選択されたキャラクタに基づいて、任意キャラクタ(育成対象キャラクタ)が設定される。また、育成期間の2年目の春、3年目の春のそれぞれの段階で、それぞれの段階の時点で1年生の属性を有するキャラクタをユーザの所有するキャラクタの中から再度設定する機会がユーザに設けられる。育成期間の終了にともない、育成期間の終了時点で在籍しているメンバ(育成済キャラクタ)と、育成期間の途中で卒部したメンバ(育成済キャラクタ)とを含んだチーム(育成済チーム)が育成結果として保存される。なお、ユーザの所有するキャラクタについては、育成パートにおける育成期間の進行に応じて変化する学年のパラメータの代わりに、育成期間の進行に応じて変化しない固定的なパラメータを有していても良い(例えば、育成パートの開始時点で選択可能なキャラクタであること示すパラメータ、育成期間の2年目の春に選択可能なキャラクタであること示すパラメータ、育成期間の3年目の春に選択可能なキャラクタであること示すパラメータ)。 At the start of the training part, the user can select only the characters having the attributes of the first grade from the characters owned by the user, and an arbitrary character (character to be trained) is set based on the selected character. .. In addition, at each stage of the spring of the second year and the spring of the third year of the training period, the user has an opportunity to reset the character having the attribute of the first grade at each stage from the characters owned by the user. Provided. With the end of the training period, a team (trained team) including members enrolled at the end of the training period (trained characters) and members who graduated in the middle of the training period (trained characters) It is saved as a breeding result. In addition, the character owned by the user may have a fixed parameter that does not change according to the progress of the training period, instead of the parameter of the grade that changes according to the progress of the training period in the training part ( For example, a parameter indicating that the character is selectable at the start of the training part, a parameter indicating that the character is selectable in the spring of the second year of the training period, and a character selectable in the spring of the third year of the training period. Parameters that indicate that).
 〔2-2.育成〕
 「育成」は、「午前イベント」、「監督メニュー」、及び「午後イベント」の3ステップを含む1ターン(図5参照)を、最大で120ターン繰り返す。なお、「午前イベント」及び「午後イベント」は、毎回のターンで発生するとは限らず、ターンごとに発生するときと発生しないときがある。図8は、育成期間におけるターンを示す図である。育成パートの開始時に1年生で入部(育成対象チームに加入)した部員(育成対象キャラクタ)が、3年生の秋に卒部(育成終了)するまでのゲーム内の2年半が120ターンで表現される。1ターンがゲーム内の1週間、4ターンがゲーム内の1ヶ月に相当し、4(週)×12(月)×2.5(年)=120ターンとなる。全120ターンのなかに、試合を行うターンが含まれており、試合に負けた場合には途中で育成パートが終了する場合もある。
[2-2. Nurturing]
"Training" repeats one turn (see FIG. 5) including three steps of "morning event", "director menu", and "afternoon event" for a maximum of 120 turns. Note that the "morning event" and "afternoon event" do not always occur in each turn, and may or may not occur in each turn. FIG. 8 is a diagram showing turns in the growing period. Two and a half years in the game until the member (character to be trained) who joined the club (joined the team to be trained) in the first grade at the start of the training part graduated (finished training) in the fall of the third grade is expressed in 120 turns Will be done. One turn corresponds to one week in the game, four turns correspond to one month in the game, and 4 (weeks) x 12 (months) x 2.5 (years) = 120 turns. The total 120 turns include the turn to play the game, and if the game is lost, the training part may end in the middle.
 〔2-2-1.育成(イベント)〕
 イベント(「午前イベント」及び「午後イベント」)は、高校ごとに予め定められた規定のシナリオに対して追加的に発生するものである。なお、イベントには、高校固有(シナリオ固有)のイベントと、高校共通(シナリオ共通)のイベントと、イベントキャラクタ(以下「イベキャラ」という)によるイベントが存在する。イベキャラとは、イベントが関連付けられているキャラクタのことをいい、上述した育成対象チームに含まれる育成対象キャラクタとして設定される高校キャラクタ、任意キャラクタ、及びエキストラキャラクタの各キャラクタは、同時にイベキャラとしての性質も兼ね備える。イベントは、育成パートの進行にともない、イベント毎に定められた発生条件の成立に応じて(つまり、ユーザの意思によらず)発生する。イベントの結果として、メンバ(育成対象キャラクタ)の能力パラメータ等、各種のパラメータに変化をもたらす。高校固有(シナリオ固有)のイベント、高校共通(シナリオ共通)のイベント、及びイベキャラによるイベントのそれぞれに、種類の異なる複数のイベントが存在しており、イベントの内容は、イベントの種類ごとに異なる。
[2-2-1. Training (event)]
Events (“morning events” and “afternoon events”) occur in addition to the pre-determined scenarios for each high school. The events include high school-specific (scenario-specific) events, high school-specific (scenario-specific) events, and event characters (hereinafter referred to as "Ibe-chara"). The eve character is a character associated with an event, and each character of the high school character, the arbitrary character, and the extra character set as the training target character included in the above-mentioned training target team has the property as an eve character at the same time. Also has. The event is generated according to the establishment of the generation conditions set for each event (that is, regardless of the user's intention) as the training part progresses. As a result of the event, various parameters such as the ability parameters of the members (characters to be trained) are changed. There are multiple different types of events for each of the high school-specific (scenario-specific) event, high school-common (scenario-specific) event, and event by Ibechara, and the content of the event differs depending on the event type.
 図9は、イベント発生時のイベント画面の一例を示す図である。図示するイベント画面G400は、育成期間の最初のターン(1年目4月1週)の「午前イベント」の一例を示している。イベント画面G400には、現在のターンを示す情報R410、イベントの内容に応じたイベント画像R420、イベントに登場するキャラクタの台詞やイベント内容に応じた言葉等のテキスト情報R430等が表示される。各イベントは、育成パートにおけるシナリオを構成する最小単位のストーリー要素として機能し、上述したキャラクタ、キャラクタの台詞、及びイベント内容に応じた言葉等のテキスト情報R430に関連するイベント画像R420を表示することにより、そのストーリー性が表現される。なお、イベントの中には、ユーザによる選択肢の選択を伴うものがあり、その選択結果に応じてイベントの結果も異なるものも含まれている。 FIG. 9 is a diagram showing an example of an event screen when an event occurs. The illustrated event screen G400 shows an example of the "morning event" of the first turn of the training period (April 1st week of the first year). On the event screen G400, information R410 indicating the current turn, event image R420 according to the content of the event, text information R430 such as dialogues of characters appearing in the event and words according to the content of the event are displayed. Each event functions as the smallest unit of the story element that constitutes the scenario in the training part, and displays the event image R420 related to the text information R430 such as the above-mentioned character, character dialogue, and words according to the event content. The story is expressed by. It should be noted that some events involve the selection of options by the user, and some events have different results depending on the selection result.
 イベントは、シナリオイベント(高校固有(シナリオ固有)のイベント又は高校共通(シナリオ共通)のイベント)とイベキャライベント(イベキャラによるイベント)とに区別される。シナリオイベントは、育成パートに適用されたシナリオに対して予め定められた発生条件の成立により発生する。例えば、シナリオイベントは、イベント発生スケジュールが予め設定されており、特定のターン数に到達することを発生条件としてもよい。図10は、イベント発生スケジュールの一例を示す図である。例えば、1年目の4月の2週目の午前にイベントX、1年目の4月の4週目の午後にイベントY、・・・、3年目の9月の3週目の午後にイベントZ、といったようにイベントの発生するタイミングが設定されている。イベントが設定されたターンに到達すると、設定されたイベントが発生する。 Events are divided into scenario events (high school-specific (scenario-specific) events or high school-common (scenario-common) events) and Ibe-chara events (events by Ibe-chara). The scenario event occurs when a predetermined generation condition is satisfied for the scenario applied to the training part. For example, in a scenario event, an event occurrence schedule may be set in advance, and the occurrence condition may be that a specific number of turns is reached. FIG. 10 is a diagram showing an example of an event occurrence schedule. For example, event X in the morning of the second week of April of the first year, event Y in the afternoon of the fourth week of April of the first year, ..., the afternoon of the third week of September in the third year. The timing at which an event occurs is set, such as event Z. When the event reaches the set turn, the set event occurs.
 イベキャライベントは、イベントの種類ごとに予め定められた発生条件の成立により発生する。例えば、イベキャライベントは、育成対象チームに含まれるイベキャラ(育成対象キャラクタ)に対して関連付けられており、例えば当該イベキャラ(育成対象キャラクタ)の特定のパラメータが特定の値に達したことを条件として発生する。また、イベキャライベントの発生条件にも、特定のターン数に到達することが含まれてもよい。例えば、特定のターン数に到達し、且つ特定のパラメータが特定の値に達したことを条件として、イベキャライベントが発生してもよい。 The Ivechara event occurs when the conditions set in advance for each type of event are met. For example, an eve character event is associated with an eve character (training target character) included in a training target team, for example, provided that a specific parameter of the eve character (training target character) reaches a specific value. appear. In addition, the conditions for generating the Ivechara event may include reaching a specific number of turns. For example, an Ivechara event may occur on condition that a specific number of turns has been reached and a specific parameter has reached a specific value.
 〔2-2-2.育成(監督メニュー)〕
 監督メニューでは、各ターンにおいてユーザが監督の立場として行動する内容(項目)をユーザが選択する。例えば、選択肢の項目には、「練習」、「建設」、「ミッション」、「監督スキル」、及び「伝授」が含まれる。そのそれの項目は、「練習」は、育成対象チームに対して練習を指示する。「建設」は、専用のポイントを消費して建物を建設したり、建設した建物をレベルアップさせる。「ミッション」は、各育成対象キャラクタ(イベキャラ)の育成状態(成長度合い)として、各育成対象キャラクタ(イベキャラ)ごとの、当該育成対象キャラクタ(イベキャラ)に対応するイベントの発生状況を確認できる。「監督スキル」は、監督ポイントを消費して監督能力(指導スキル)を向上させる。「伝授」は、アイテムを消費して育成対象キャラクタの能力を向上させる。
[2-2-2. Training (director menu)]
In the supervisor menu, the user selects the content (item) in which the user acts as the supervisor in each turn. For example, the choice items include "practice,""construction,""mission,""supervisionskill," and "teaching." The item of that, "practice", instructs the training target team to practice. "Construction" consumes dedicated points to build a building or upgrade the constructed building. In the "mission", as the training state (growth degree) of each training target character (Ibe character), it is possible to confirm the occurrence status of the event corresponding to the training target character (Ibe character) for each training target character (Ibe character). "Supervision skill" consumes supervision points to improve supervision ability (teaching skill). "Teaching" consumes items to improve the ability of the character to be trained.
 図11は、監督メニュー画面G500の一例を示す図である。図示する監督メニュー画面G500には、育成パートにおける現在の時点(現在のターン)を示す情報R510(ここでは、「1年目7月1週」)と、他チームとの試合をするターンまでの期間を示す情報R520(ここでは、「試合まで2週」)と、今後のターンで行われるスケジュールR530と、育成対象チームの現在の戦力R540(育成状態)とが表示される。戦力としては、育成対象チーム全体としての打撃力、守備力、機動力、球速、制球力、変化球等の能力の高さのランク(段階)を示すアルファベット(例えば、S、A、B、C、D、E、F、G)及びレーダーチャートが表示される。各能力のランクは、育成対象チームの所属メンバ(育成対象キャラクタ)のそれぞれの育成状態(能力パラメータ等)に応じて定まる。また、戦力として、各能力のランクを総合した育成対象チーム全体としての能力を示す総合戦力の高さのランク(段階)を示すアルファベット(ここでは「A++」)が表示される。 FIG. 11 is a diagram showing an example of the director menu screen G500. On the illustrated manager menu screen G500, information R510 (here, "July 1st week of the first year") indicating the current time (current turn) in the training part and the turn to play a match with another team are displayed. Information R520 indicating the period (here, "two weeks until the match"), schedule R530 to be performed in the future turn, and the current strength R540 (training state) of the team to be trained are displayed. As for the strength, the alphabet (for example, S, A, B, C) indicating the rank (stage) of the high ability of the training target team as a whole, such as batting power, defensive power, mobility, ball speed, ball control power, and changing ball. , D, E, F, G) and radar charts are displayed. The rank of each ability is determined according to each training state (ability parameter, etc.) of the member (character to be trained) belonging to the team to be trained. In addition, as the strength, an alphabet (here, "A ++") indicating the rank (stage) of the height of the total strength, which indicates the ability of the training target team as a whole, which is the total rank of each ability, is displayed.
 また、監督メニュー画面G500には、ユーザが監督の立場として行動する内容(項目)を選択するための操作子としての機能を有するアイコンP510、P520、P530、P540、P550が表示されている。アイコンP510には「練習」と表示されており、育成対象チームに対して練習を指示するための練習処理が関連付けられている。アイコンP520、には「建設」と表示されており、専用のポイントを消費して建物を建設したり、建設した建物をレベルアップさせるための建設処理が関連付けられている。アイコンP530には「ミッション」と表示されており、各育成対象キャラクタ(イベキャラ)におけるミッションの達成状況(イベントの発生状況)を確認できるミッション処理が関連付けられている。アイコンP540、には「監督スキル」と表示されており、監督ポイントを消費して監督能力(指導スキル)を向上させるための監督スキル処理が関連付けられている。アイコンP550には「伝授」と表示されており、アイテムを消費して育成対象キャラクタの能力を向上させるための伝授処理が関連付けられている。 Further, on the supervisor menu screen G500, icons P510, P520, P530, P540, and P550 having a function as an operator for selecting the content (item) in which the user acts as a supervisor are displayed. The icon P510 is displayed as "practice", and is associated with a practice process for instructing the training target team to practice. The icon P520 is displayed as "construction", and is associated with a construction process for constructing a building by consuming dedicated points or for leveling up the constructed building. The icon P530 is displayed as "Mission", and is associated with a mission process that can confirm the achievement status (event occurrence status) of the mission in each training target character (event character). The icon P540 is displayed as "supervision skill", and is associated with supervision skill processing for consuming supervision points to improve supervision ability (teaching skill). The icon P550 is displayed as "Teaching", and is associated with a teaching process for consuming items to improve the ability of the character to be trained.
 なお、「練習」を選択した場合のみターン内のステップが進行し、練習処理が終了すると、午後イベントが発生する場合には午後イベントが行われてから現在のターンを終了し、午後イベントが発生しない場合には現在のターンが終了する。「練習」以外の選択項目ではターン内のステップが進行しないため、一つのターン内で何度でも選択することができる。なお、「練習」を選択した後に具体的な練習内容を選択して練習が実施(練習処理が実行)されるまでの間は、「練習」の選択をキャンセルして他の選択肢を選択することができる状態に戻れるようにしても良い。 In addition, only when "Practice" is selected, the steps in the turn proceed, and when the practice process is completed, if an afternoon event occurs, the afternoon event is performed and then the current turn ends, and the afternoon event occurs. If not, the current turn ends. Since the steps in the turn do not proceed with the selection items other than "practice", you can select as many times as you like in one turn. In addition, after selecting "Practice", cancel the selection of "Practice" and select another option until the specific practice content is selected and the practice is carried out (practice processing is executed). You may be able to return to the state where you can.
 〔2-2-2(1).育成(監督メニュー:練習)〕
 監督メニュー画面G500において、アイコンP510(「練習」)を選択する操作がされ、練習項目(練習内容)が指示(選択)されると、練習処理が実行される。練習処理では、育成対象チームに対してユーザが指示(選択)した練習内容に応じた練習効果が、当該育成対象チームの所属メンバ(育成対象キャラクタ)に得られる。練習効果とは、育成対象キャラクタに関連付けられているデータ(育成対象キャラクタに関連付けられた各種パラメータ)が更新されることである。例えば、練習効果として、育成対象キャラクタの能力を示す能力パラメータが更新される。
[2-2-2 (1). Training (Director menu: Practice)]
When the operation of selecting the icon P510 (“practice”) is performed on the director menu screen G500 and the practice item (practice content) is instructed (selected), the practice process is executed. In the practice process, the practice effect according to the practice content instructed (selected) by the user to the training target team is obtained for the member (training target character) belonging to the training target team. The practice effect is that the data associated with the training target character (various parameters associated with the training target character) is updated. For example, as a practice effect, the ability parameter indicating the ability of the training target character is updated.
 図12は、キャラクタデータの一例を説明する図である。キャラクタデータ(育成対象キャラクタに関連付けられた各種パラメータ)には、「全体」の能力を示す全体データ、「基本能力」を示す基本能力データ、「特殊能力」を示す特殊能力データ等が含まれる。全体データには、「練習」や「イベント」などに応じて増加(または、減少)する「経験値」、及び「経験値」に応じて決定される「レベル」の能力パラメータが含まれる。基本能力データには、例えば投手に関連する能力としては、コントロール、スタミナ、球速等のそれぞれの「練習値」及び「ランク」の能力パラメータが含まれる。「練習値」は、「練習」や「イベント」などに応じて増加(または、減少)する。「ランク」は、アルファベット(例えば、S、A、B、C、D、E、F、G)等で示され、「練習値」が所定値に達するごとに上昇する。なお、「練習値」は、「ランク」の上昇に応じて、都度リセットされる。特殊能力データには、各特殊能力について育成対象キャラクタが修得しているか否か(修得の有無)を示すパラメータが含まれる。各特殊能力のパラメータは、「イベント」や「伝授」等により「無」から「有」に変化する。 FIG. 12 is a diagram illustrating an example of character data. The character data (various parameters associated with the character to be trained) includes overall data indicating the "whole" ability, basic ability data indicating the "basic ability", special ability data indicating the "special ability", and the like. The overall data includes "experience points" that increase (or decrease) according to "practice", "event", etc., and "level" ability parameters that are determined according to "experience points". The basic ability data includes, for example, ability parameters related to the pitcher, such as control, stamina, ball speed, and other "practice value" and "rank" ability parameters. The "practice value" increases (or decreases) according to "practice" or "event". The "rank" is indicated by an alphabet (for example, S, A, B, C, D, E, F, G) or the like, and increases each time the "practice value" reaches a predetermined value. The "practice value" is reset each time the "rank" increases. The special ability data includes a parameter indicating whether or not the character to be trained has acquired (acquired or not) for each special ability. The parameters of each special ability change from "none" to "yes" depending on "event", "teaching", and so on.
 例えば、「練習」によって、育成対象キャラクタの「経験値」や「経験値」のパラメータが更新される。ユーザが指示する練習内容は、複数の練習項目の中から選択可能なように予め用意されている。図13は、練習メニュー画面の一例を示す図である。図示する練習メニュー画面G600には、練習項目の選択肢や練習の効果を示す情報等が含まれる練習メニュー画像が表示される。図示する練習メニュー画面G600は、「投手練習」を指示する画面の一例である。右(R)矢印のアイコンP610または左(L)矢印のアイコンP611に対する操作により、「野手練習」等の他の練習に切り替えることができる。 For example, by "practice", the parameters of "experience value" and "experience value" of the character to be trained are updated. The practice content instructed by the user is prepared in advance so that it can be selected from a plurality of practice items. FIG. 13 is a diagram showing an example of the practice menu screen. On the illustrated practice menu screen G600, a practice menu image including information indicating the selection of practice items and the effect of the practice is displayed. The illustrated practice menu screen G600 is an example of a screen instructing "pitcher practice". By operating the right (R) arrow icon P610 or the left (L) arrow icon P611, it is possible to switch to another practice such as "fielder practice".
 練習メニュー画面G600には、育成対象チームに指示する練習項目を選択するための練習メニューR610が表示される。ここでは、練習メニューR610には、「投手練習」としての練習項目を選択するための操作子としての機能を有するアイコンP631、P632、P633、P634が表示されている。アイコンP631には「球速練習」と表示されており、球速練習を指示することにより練習効果が得られる球速練習処理が関連付けられている。アイコンP632には「コントロール練習」と表示されており、コントロール練習を指示することにより練習効果が得られるコントロール練習処理が関連付けられている。アイコンP633には「スタミナ練習」と表示されており、スタミナ練習を指示することにより練習効果が得られるスタミナ練習処理が関連付けられている。アイコンP632には「変化球練習」と表示されており、変化球練習を指示することにより練習効果が得られる変化球練習処理が関連付けられている。 On the practice menu screen G600, a practice menu R610 for selecting a practice item to be instructed to the training target team is displayed. Here, in the practice menu R610, icons P631, P632, P633, and P634 having a function as an operator for selecting a practice item as "pitcher practice" are displayed. The icon P631 is displayed as "ball speed practice", and is associated with a ball speed practice process in which a practice effect can be obtained by instructing the ball speed practice. The icon P632 is displayed as "control practice", and is associated with a control practice process in which a practice effect can be obtained by instructing the control practice. The icon P633 is displayed as "stamina practice", and is associated with a stamina practice process in which a practice effect can be obtained by instructing the stamina practice. The icon P632 is displayed as "changing ball practice", and is associated with a changing ball practice process in which a practice effect can be obtained by instructing the changing ball practice.
 各練習項目のアイコンには、練習効果としての「経験値」の増加量と、練習内容に応じた「練習値」の増加量と、一または複数の育成対象キャラクタ(キャラクタ画像)とが関連付けられて表示されている。各練習項目に関連付けられる育成対象キャラクタは、育成対象チームに含まれる所属メンバ(育成対象キャラクタ)の中からランダムに選択される。なお、各練習項目のアイコンには、育成対象キャラクタが関連付けられていないものが含まれてもよい。また、練習項目のアイコン(選択肢)の数は、育成対象チームに含まれる全ての育成対象キャラクタの数よりも少ない。アイコン(練習項目)に対応する練習処理により、アイコンに関連付けられている経験値及び練習値に基づいて、当該アイコンに関連付けられている育成対象キャラクタのパラメータ(経験値及び練習値)の値が上昇する。これにより、育成対象キャラクタの能力が上昇し、育成対象チームの戦力が上昇することになる。なお、育成対象キャラクタが関連付けられていない練習項目については、当該練習項目に関連付けられている経験値及び練習値の増加量は、いずれの育成対象キャラクタに対しても反映されない。 The icon of each practice item is associated with the amount of increase in "experience value" as a practice effect, the amount of increase in "practice value" according to the practice content, and one or more characters (character images) to be trained. Is displayed. The training target character associated with each practice item is randomly selected from the members (training target characters) included in the training target team. The icon of each practice item may include an icon to which the character to be trained is not associated. In addition, the number of practice item icons (choices) is smaller than the number of all training target characters included in the training target team. By the practice process corresponding to the icon (practice item), the value of the parameter (experience value and practice value) of the character to be trained associated with the icon increases based on the experience value and practice value associated with the icon. To do. As a result, the ability of the training target character increases, and the strength of the training target team increases. For practice items that are not associated with the training target character, the amount of increase in the experience value and practice value associated with the training item is not reflected for any of the training target characters.
 具体的には、選択された練習項目(例えば「コントロール練習」)に対応する「経験値」及び「練習値」に+アルファされた値が、練習項目に関連付けられている育成対象キャラクタのそれぞれの「経験値」及び「練習値」に対して加算される(これを「直接指導」という)。一方、選択されなかった練習項目(例えば「球速練習」、「スタミナ練習」、「変化球練習」)についても、各練習項目に対応する「経験値」及び「練習値」が、各練習項目に関連付けられている育成対象キャラクタの「経験値」及び「練習値」に対して加算される(+アルファはない)。このように、選択された練習項目に関連付けられている育成対象キャラクタと、選択されなかった練習項目に関連付けられている育成対象キャラクタとの両方とも練習効果を得ることができるが、選択された練習項目に関連付けられている育成対象キャラクタに対してのみ、元の設定値(練習項目ごとに予め設定された値)に+アルファされた値が加算される。 Specifically, the "experience value" and the "practice value" + alpha value corresponding to the selected practice item (for example, "control practice") are each of the training target characters associated with the practice item. It is added to "experience value" and "practice value" (this is called "direct instruction"). On the other hand, for the practice items that were not selected (for example, "ball speed practice", "stamina practice", "changing ball practice"), the "experience value" and "practice value" corresponding to each practice item are added to each practice item. It is added to the "experience value" and "practice value" of the associated character to be trained (no + alpha). In this way, both the training target character associated with the selected practice item and the training target character associated with the unselected practice item can obtain the practice effect, but the selected practice Only for the training target character associated with the item, the + alpha value is added to the original set value (value set in advance for each practice item).
 図示する練習メニュー画面G600では、アイコンP632(「コントロール練習」)が仮選択されている状態である。仮選択とは、その選択が決定されておらず、他のアイコンの選択に変更可能であることを示す。仮選択の状態から選択決定する操作がされると、仮選択されていたアイコンの選択が決定し、当該アイコンに対応する練習項目の練習処理が実行される。選択決定する操作とは、例えば「決定」が表示されたアイコンP623に対する操作である。なお、タッチパネルに対する操作の場合には、アイコンに対する1回目のタッチ操作により、当該アイコンが仮選択され、仮選択された状態で当該アイコンに対して2回目のタッチ操作を行うことにより、当該アイコンの選択が決定されてもよい。 On the illustrated practice menu screen G600, the icon P632 (“control practice”) is tentatively selected. The tentative selection means that the selection has not been decided and can be changed to the selection of another icon. When the operation of selecting and deciding from the tentative selection state is performed, the selection of the tentatively selected icon is determined, and the practice process of the practice item corresponding to the icon is executed. The operation for selecting and determining is, for example, an operation for the icon P623 on which "decision" is displayed. In the case of an operation on the touch panel, the icon is temporarily selected by the first touch operation on the icon, and the icon is temporarily selected by performing the second touch operation on the icon in the temporarily selected state. The choice may be decided.
 仮選択された練習項目に対応する「経験値」及び「練習値」には、+アルファされた値が表示される。図示するアイコンP632(「コントロール練習」)に対応して表示されている「経験値:+232」及び「練習値:+82」は、元の設定値に対して+アルファされた値である。一方、選択されていない練習項目に対応する「経験値」及び「練習値」は、+アルファされていない元の設定値が表示される。例えば、アイコンP631(「球速練習」)に対応して表示されている「経験値:+93」及び「練習値:+40」は、+アルファされていない元の設定値である。仮選択されているアイコンが、アイコンP632(「コントロール練習」)からアイコンP631(「球速練習」)に変更された場合には、アイコンP632(「コントロール練習」)に対応して表示される「経験値」及び「練習値」は+アルファされていない元の設定値に変更され、アイコンP631(「球速練習」)に対応して表示される「経験値」及び「練習値」は元の設定値に対して+アルファされた値に変更される。 The + alpha value is displayed in the "experience value" and "practice value" corresponding to the tentatively selected practice item. The "experience value: +232" and "practice value: +82" displayed corresponding to the illustrated icon P632 ("control practice") are values + alpha added to the original set value. On the other hand, for the "experience value" and "practice value" corresponding to the unselected practice items, the original set values that are not + alpha are displayed. For example, the "experience value: +93" and "practice value: +40" displayed corresponding to the icon P631 ("ball speed practice") are the original setting values that are not + alpha. When the tentatively selected icon is changed from the icon P632 ("control practice") to the icon P631 ("ball speed practice"), the "experience" displayed corresponding to the icon P632 ("control practice") The "value" and "practice value" are changed to the original setting values that are not + alpha, and the "experience value" and "practice value" displayed corresponding to the icon P631 ("ball speed practice") are the original setting values. It is changed to the value + alpha.
 上述した「練習」による練習効果(練習項目に対応する「経験値」及び「練習値」が、当該練習項目に対応する各育成対象キャラクタに対して加算されること)によって、育成対象キャラクタの能力を示すパラメータ等のデータが更新される。各練習項目の「経験値」及び「練習値」の増加量は、育成対象キャラクタの能力を示すパラメータ等のデータが「練習」による練習効果により更新される際の「更新条件」の一例である。この更新条件は、「経験値」及び「練習値」の増加量に限られず、他のパラメータの増加(増加量)であってよいし、何らかの特殊能力の取得であってもよい。 The ability of the training target character by the practice effect of the above-mentioned "practice" (the "experience value" and "practice value" corresponding to the practice item are added to each training target character corresponding to the practice item). Data such as parameters indicating the above are updated. The amount of increase in the "experience value" and "practice value" of each practice item is an example of "update conditions" when data such as parameters indicating the ability of the character to be trained is updated by the practice effect of "practice". .. This update condition is not limited to the increase amount of the "experience value" and the "practice value", but may be an increase (increase amount) of other parameters, or may be the acquisition of some special ability.
 図14は、仮選択に応じた更新条件の変化を説明する模式図である。ここでは、A練習、B練習、C練習の3つの練習項目が選択肢の例とし、更新条件としてパラメータの増加量を対応付けている。(1)では、いずれの選択肢も仮選択されていない状態であり、A練習の更新条件が「+80」、B練習の更新条件が「+45」、C練習の更新条件が「+60」である。これらの更新条件が、各練習項目の元の設定値である。(2)では、A練習が仮選択されたため、A練習の更新条件のみ+アルファされた値(「+80+30」)に変更される。(3)では、仮選択がA練習からB練習に変更されたため、A練習の更新条件は元の設定値(「+80」)に戻り、B練習の更新条件のみ+アルファされた値(「+45+15」)に変更される。(4)では、仮選択がB練習からC練習に変更されたため、B練習の更新条件は元の設定値(「+45」)に戻り、C練習の更新条件のみ+アルファされた値(「+60+20」)に変更される。なお、変更後の更新条件は、図13に示すように+アルファされた後の合計値が表示されてもよいし、図14に示すように元の設定と+アルファの値とが表示されてもよい。 FIG. 14 is a schematic diagram illustrating changes in the update conditions according to the provisional selection. Here, three practice items, A practice, B practice, and C practice, are examples of options, and the amount of increase in parameters is associated as an update condition. In (1), none of the options is tentatively selected, and the update condition for practice A is "+80", the update condition for practice B is "+45", and the update condition for practice C is "+60". These update conditions are the original settings for each practice item. In (2), since the A practice is tentatively selected, only the update condition of the A practice is changed to the + alpha value (“+80 + 30”). In (3), since the provisional selection was changed from A practice to B practice, the update condition of A practice returns to the original set value ("+80"), and only the update condition of B practice + alpha value ("+45 + 15"). ") Is changed to. In (4), since the tentative selection was changed from B practice to C practice, the update condition of B practice returns to the original setting value ("+45"), and only the update condition of C practice + alpha value ("+60 + 20"). ") Is changed to. As for the update condition after the change, the total value after + alpha may be displayed as shown in FIG. 13, or the original setting and the + alpha value may be displayed as shown in FIG. May be good.
 なお、仮選択された練習項目の更新条件(パラメータの増加量)が元の設定値に対して増加(+アルファされる)する例を説明したが、仮選択された練習項目の更新条件は変わらずに、仮選択されていない練習項目の更新条件(パラメータの増加量)が元の設定値に対して減少するにしてもよい。また、仮選択された練習項目の更新条件(パラメータの増加量)が元の設定値に対して増加するとともに、仮選択されていない練習項目の更新条件(パラメータの増加量)が元の設定値に対して減少するにしてもよい。 Although the example in which the update condition (parameter increase amount) of the tentatively selected practice item is increased (+ alpha) with respect to the original set value has been described, the update condition of the tentatively selected practice item has changed. Instead, the update condition (parameter increase amount) of the practice item that is not tentatively selected may be reduced with respect to the original set value. In addition, the update condition (parameter increase amount) of the temporarily selected practice item increases with respect to the original setting value, and the update condition (parameter increase amount) of the practice item not temporarily selected is the original setting value. May decrease against.
 なお、「経験値」及び「練習値」の元の設定値は、対応する練習項目に関連付けられた育成対象キャラクタと、当該練習項目に対応する監督スキル(監督の能力パラメータ)に基づいて決定されるが、これに加えて(またはこれとは関係なく)、例えば、ゲーム中に獲得したアイテムに基づく値やマネージャスキル等、他の要素に基づいて決定されてもよい。マネージャスキルとは、育成対象チームの所属メンバ(育成対象キャラクタ)のうちマネージャの役割を担うキャラクタに関連付けられたパラメータの一つである。なお、更新条件には、「経験値」及び「練習値」の増加量に限らず、減少量であっても良く、育成対象キャラクタに関連付けられる他のデータ(パラメータ)に対する追加、削除、変更等を示す条件であってもよい。 The original set values of "experience value" and "practice value" are determined based on the training target character associated with the corresponding practice item and the supervision skill (supervisory ability parameter) corresponding to the practice item. However, in addition to this (or independently), it may be determined based on other factors, such as values based on items acquired during the game, manager skills, and so on. The manager skill is one of the parameters associated with the character who plays the role of manager among the members belonging to the training target team (training target character). The update condition is not limited to the increase amount of the "experience value" and the "practice value", but may be a decrease amount, and addition, deletion, change, etc. to other data (parameters) associated with the character to be trained, etc. It may be a condition indicating.
 図13に戻り、練習メニュー画面G600において、練習対象リストR620は、仮選択された練習項目に関連付けられている育成対象キャラクタのリストがユーザに選択可能に表示される。この練習対象リストR620において選択された育成対象キャラクタについて、ミッションの達成状況(イベントの発生状況)と能力の詳細を確認できる。「ミッション詳細」と表示されているアイコンP620に対する操作がされた場合、練習対象リストR620で選択されている育成対象キャラクタ(イベキャラ)に対応するイベントの発生状況が表示される。「能力詳細」と表示されているアイコンP621に対する操作がされた場合、練習対象リストR620で選択されている育成対象キャラクタの能力パラメータ等が表示される。「戻る」が表示されたアイコンP622に対する操作がされた場合、練習メニュー画面G600から監督メニュー画面G500へ遷移する(戻る)。 Returning to FIG. 13, on the practice menu screen G600, the practice target list R620 displays a list of training target characters associated with the tentatively selected practice item so that the user can select it. For the training target character selected in this practice target list R620, the details of the mission achievement status (event occurrence status) and ability can be confirmed. When the operation for the icon P620 displayed as "Mission details" is performed, the occurrence status of the event corresponding to the training target character (Ibe character) selected in the practice target list R620 is displayed. When the operation for the icon P621 displayed as "Ability details" is performed, the ability parameters of the training target character selected in the practice target list R620 are displayed. When the operation for the icon P622 on which "return" is displayed is performed, the transition from the practice menu screen G600 to the director menu screen G500 (return).
 〔2-2-2(2).育成(監督メニュー:建設)〕
 「建設」では、監督ポイントを消費することにより、各種の建物(例えばトレーニング施設)を建設または建設した建物をレベルアップさせることができる。建物の種類及び建設レベルは練習効果や監督スキル等に影響を与える。なお、この「建設」は、高校(シナリオ)固有のメニューであり、高校によって有る場合と無い場合がある。「建設」が無い高校には、「建設」に代わるメニューがあってもよい。
[2-2-2 (2). Training (supervision menu: construction)]
In "Construction", you can level up the building where you have built or built various buildings (eg training facilities) by spending supervision points. The type of building and the construction level affect the practice effect and supervision skill. This "construction" is a menu unique to high schools (scenarios), and may or may not be available depending on the high school. High schools without "construction" may have an alternative menu to "construction".
 〔2-2-2(3).育成(監督メニュー:ミッション)〕
 「ミッション」では、ミッションの達成状況(イベントの発生状況)を確認できる。即ち、発生し得るイベントがどれだけ発生しているかを確認できる。「ミッション」と称しているのは、育成パートにおいて育成対象チームに含まれる育成対象キャラクタ(イベキャラ)の能力をより多く向上させるためには、イベントをより多く発生させる必要があることから、イベントを発生させることが育成パートにおいてユーザに課せられたミッションと捉えることができるためである。
[2-2-2 (3). Training (Director menu: Mission)]
In "Mission", you can check the achievement status of the mission (event occurrence status). That is, it is possible to confirm how many events that can occur have occurred. The term "mission" is used because it is necessary to generate more events in order to improve the abilities of the training target characters (Ibe characters) included in the training target team in the training part. This is because it can be regarded as a mission assigned to the user in the training part to generate it.
 図15は、ミッション画面の一例を示す図である。図示するミッション画面G700には、イベント発生状況R710と、イベント詳細情報R720とが表示される。前述したように、イベントには、シナリオイベントとイベキャライベントとがある。図示する例では、「イベキャラ」のタブが選択されているため、イベント発生状況R710には、イベキャライベントの発生状況が表示されている。 FIG. 15 is a diagram showing an example of a mission screen. On the illustrated mission screen G700, the event occurrence status R710 and the event detailed information R720 are displayed. As mentioned above, the event includes a scenario event and an event character event. In the illustrated example, since the tab of "Ivechara" is selected, the event occurrence status R710 displays the occurrence status of the Ivechara event.
 イベント発生状況R710には、イベキャラリストR711と、イベントリストR712とが表示される。イベキャラリストR711には、イベキャラ(育成対象キャラクタ)のキャラクタ画像が複数表示される。各キャラクタ画像は選択可能であり、選択されたキャラクタ画像は、キャラクタ名(ここでは、「キャラクタB1」)が表示されるとともに、他のキャラクタ画像と区別可能な表示態様となる。イベントリストR712には、イベキャラリストR711で選択されているキャラクタ画像が示すイベキャラに関連付けられているイベキャライベントの一覧が表示される。例えば、イベキャライベントは、初期時点ではイベントが発生し得ないロック状態(図示では、イベント#5及びイベント#6)であり、鍵マークが関連付けて表示されている。イベキャラのレベルが一定レベルを超えると、ロック状態からアンロック状態(図示では、イベント#2及びイベント#4)へ移行し、鍵マークが非表示となる。アンロック状態は、イベントが発生し得る状態である。アンロック状態となったイベントは、そのイベントに予め定められた発生条件(例えば、イベキャラの特定のパラメータが特定の値に達すること)をさらに満たすことにより発生する。また、発生済みのイベントには「達成!」が表示される(図示では、イベント#1及びイベント#3)。 The event occurrence status R710 displays the event list R711 and the event list R712. A plurality of character images of the Ibe character (character to be trained) are displayed on the Ibe character list R711. Each character image can be selected, and the selected character image is displayed with a character name (here, "character B1") and has a display mode that can be distinguished from other character images. In the event list R712, a list of Ibe character events associated with the Ibe character indicated by the character image selected in the Ibe character list R711 is displayed. For example, the Ivechara event is a locked state (event # 5 and event # 6 in the figure) in which the event cannot occur at the initial stage, and the key mark is associated with the event. When the level of the event character exceeds a certain level, the lock state is changed to the unlock state (event # 2 and event # 4 in the figure), and the key mark is hidden. The unlocked state is a state in which an event can occur. An unlocked event is generated by further satisfying a predetermined generation condition for the event (for example, a specific parameter of the Ivechara reaches a specific value). In addition, "achieved!" Is displayed for the events that have already occurred (event # 1 and event # 3 in the figure).
 また、イベントリストR712には、イベキャラリストR711に表示されているイベキャライベントのうち選択されたイベキャライベントの詳細情報が表示される。図示では、イベント#2が選択されているため、イベント#2の内容についての説明情報R721と、イベント#2の発生条件R722と、イベント#2により得られる報酬情報R723とが表示される。 Further, in the event list R712, detailed information of the selected Ibe character event among the Ibe character events displayed in the Ibe character list R711 is displayed. In the illustration, since event # 2 is selected, explanatory information R721 about the content of event # 2, occurrence condition R722 of event # 2, and reward information R723 obtained by event # 2 are displayed.
 なお、右(R)矢印のアイコンP710または左(L)矢印のアイコンP711に対する操作によりタブを「イベキャラ」から「シナリオ」に切替えると、イベント発生状況R710に表示される内容が、イベキャライベントの発生状況からシナリオイベントの発生状況に切り替わる。 If the tab is switched from "Ivechara" to "Scenario" by operating the right (R) arrow icon P710 or the left (L) arrow icon P711, the content displayed in the event occurrence status R710 will be the event. Switch from the occurrence status to the occurrence status of the scenario event.
 〔2-2-2(4).育成(監督メニュー:監督スキル)〕
 「監督スキル」では、監督ポイントを消費することにより監督スキル(監督としての指導スキル)を向上(獲得)させることができる。例えば、監督スキルには、速球派を指導するスキル、技巧派を指導するスキル、打撃を指導するスキル等がある。監督スキルの向上(獲得)にともない、「練習」メニューにおいて監督スキルの種別に対応する練習項目についての練習効果が向上する。
[2-2-2 (4). Training (Director menu: Director skills)]
In "supervision skill", supervision skill (teaching skill as a supervision) can be improved (acquired) by consuming supervision points. For example, the supervision skill includes a skill for instructing a fastball group, a skill for instructing a skill group, and a skill for instructing batting. As the supervision skill is improved (acquired), the practice effect of the practice items corresponding to the type of supervision skill in the "practice" menu is improved.
 図16は、監督スキル画面の一例を示す図である。図示する監督スキル画面G800には、監督スキルを選択するためのスキルリストR810が表示される。スキルリストR810には、予め設定された複数の監督スキルが表示されている。監督スキルにも、ロック状態とアンロック状態とがある。アンロック状態の監督スキル(図示では、スキル#1、#3、#5、#6、#7、#8)は選択可能である。ロック状態の監督スキル(図示では、スキル#2、#4)には鍵マークが表示されるとともにグレー表示されており、選択することができない。例えば、監督のレベルが一定レベルを超えると、ロック状態からアンロック状態へ移行し、選択可能となる。また、各監督スキルには、向上させる(獲得する)各監督スキルと引き換えに消費する監督ポイントの値が表示されている。所有している監督ポイントでは足りない監督スキル(図示では、スキル#9)は、鍵マークは表示されないが、選択できない状態でグレー表示される。 FIG. 16 is a diagram showing an example of the supervision skill screen. On the illustrated supervision skill screen G800, a skill list R810 for selecting a supervision skill is displayed. A plurality of preset supervision skills are displayed in the skill list R810. There are two types of supervision skills: locked and unlocked. Unlocked supervision skills (in the figure, skills # 1, # 3, # 5, # 6, # 7, # 8) can be selected. The lock state supervisory skills (skills # 2 and # 4 in the figure) are displayed with a key mark and grayed out, and cannot be selected. For example, when the director's level exceeds a certain level, it shifts from the locked state to the unlocked state and becomes selectable. In addition, each supervision skill displays the value of supervision points to be consumed in exchange for each supervision skill to be improved (acquired). The supervision skill (skill # 9 in the figure) that the possessed supervision points are not enough is grayed out in a state where the key mark is not displayed but cannot be selected.
 スキルリストR810に表示されている複数の監督スキルのうち向上させたい(獲得したい)監督スキルを選択し、「決定」が表示されたアイコンP820に対する操作を行うことにより、選択した監督スキルを、監督ポイントを消費することにより向上させる(獲得する)ことができる。「戻る」が表示されたアイコンP821に対する操作がされた場合、監督スキル画面G800から監督メニュー画面G500へ遷移する(戻る)。 Select the supervision skill you want to improve (acquire) from the multiple supervision skills displayed in the skill list R810, and operate the icon P820 with "OK" displayed to supervise the selected supervision skill. It can be improved (acquired) by consuming points. When the operation for the icon P821 on which "return" is displayed is performed, the transition from the supervision skill screen G800 to the supervision menu screen G500 (return).
 〔2-2-2(5).育成(監督メニュー:伝授)〕
 「伝授」では、アイテムを消費して任意の選手(育成対象キャラクタ)の能力を向上させることができる。アイテムには、「レベル経験値」と、野手用/投手用のそれぞれの「コツ」及び「練習値」との5種類に分類される。「レベル経験値」は、育成対象キャラクタの「経験値」(及び「経験値」に応じて「レベル」)を増加させるものである。「コツ」は、アイテムとして特殊能力を育成対象キャラクタに付与するものである。「練習値」は、育成対象キャラクタの「練習値」を増加させるものである。なお、「コツ」(特殊能力)にはランク(例えば、S、A、B、C、D、E、F、G)があり、段階的に効果が変化する。
[2-2-2 (5). Training (Director menu: Teaching)]
In "Teaching", items can be consumed to improve the abilities of any player (character to be trained). Items are classified into five types: "level experience value" and "knack" and "practice value" for fielders / pitchers, respectively. The "level experience value" increases the "experience value" (and the "level" according to the "experience value") of the character to be trained. The "knack" is to give a special ability as an item to the character to be trained. The "practice value" increases the "practice value" of the character to be trained. The "knack" (special ability) has a rank (for example, S, A, B, C, D, E, F, G), and the effect changes step by step.
 図17は、伝授画面の一例を示す図である。図示する伝授画面G900には、伝授するアイテムを選択するための伝授画像が表示される。伝授画面G900において、伝授アイテムリストR901には、「伝授」するアイテムがタブを切替えることにより種類ごとに表示される。図示する例では、「野手コツ」のタブが選択され、野手用の「コツ」(特殊能力)のアイテムと、そのアイテムの所持数とが表示されている。所持数分の伝授が可能である。右(R)矢印のアイコンP901または左(L)矢印のアイコンP902に対する操作によりタブを切替えることにより、「投手コツ」(投手用の「コツ」)、「野手練習値」(野手用の「練習値」)、「投手練習値」(投手用の「練習値」)、「レベル経験値」のそれぞれのアイテムリストを伝授アイテムリストR901に表示させることができる。 FIG. 17 is a diagram showing an example of a teaching screen. On the illustrated teaching screen G900, a teaching image for selecting an item to be taught is displayed. On the transfer screen G900, in the transfer item list R901, the items to be "transmitted" are displayed for each type by switching tabs. In the illustrated example, the "Fielder Tips" tab is selected, and the "Tips" (special ability) items for fielders and the number of possessions of those items are displayed. It is possible to teach as many as you have. By switching tabs by operating the right (R) arrow icon P901 or the left (L) arrow icon P902, "pitcher tips" ("pitches" for pitchers), "fielder practice values" ("practice" for fielders Each item list of "value"), "pitcher practice value" ("practice value" for pitcher), and "level experience value" can be displayed in the instruction item list R901.
 図示する例では、野手用の「コツ」(特殊能力)のアイテムである「チャンス」が選択されている。「チャンス」は、チャンスの際に基本能力の能力パラメータが上昇し、チャンスに強くなるという特殊能力である。「決定」が表示されたアイコンP903に対する操作を行うことにより、選択されている「チャンス」をどの育成対象キャラクタに付与するかを選択するための伝授キャラクタ選択画面へ遷移する。なお、「戻る」が表示されたアイコンP904に対する操作がされた場合、伝授画面G900から監督メニュー画面G500へ遷移する(戻る)。 In the illustrated example, "chance", which is an item of "knack" (special ability) for fielders, is selected. "Chance" is a special ability that raises the ability parameter of the basic ability at the time of chance and becomes stronger against chance. By performing an operation on the icon P903 on which "decision" is displayed, the screen transitions to the transmission character selection screen for selecting which training target character the selected "chance" is to be given. When the operation for the icon P904 on which "return" is displayed is performed, the transition from the instruction screen G900 to the director menu screen G500 (return).
 図18は、伝授キャラクタ選択画面の一例を示す図である。図示する伝授キャラクタ選択画面G910には、伝授画面G900で選択されたアイテムを付与する育成対象キャラクタを選択するための画像が表示される。伝授キャラクタ選択画面G910において、キャラクタ選択リストR911には、複数のキャラクタ画像が選択肢として表示されている。ここで、表示されるキャラクタ画像は、選択されたアイテムの種類に応じて決定されてもよい。例えば、野手用のアイテムの場合には野手の育成対象キャラクタを優先し、投手用のアイテムの場合には投手の育成対象キャラクタを優先した表示順としてもよい。また、野手用のアイテムの場合には野手のキャラクタ画像のみが表示され、投手用のアイテムの場合には投手のキャラクタ画像のみが表示されてもよい。図示する例では、「キャラクタB1」が選択されている。「決定」が表示されたアイコンP911に対する操作を行うことにより、選択されている「キャラクタB1」に、伝授するアイテムとして選択された「チャンス」に関する特殊能力が付与される。なお、「戻る」が表示されたアイコンP912に対する操作がされた場合、伝授キャラクタ選択画面G910から伝授画面G900へ遷移する(戻る)。 FIG. 18 is a diagram showing an example of a transfer character selection screen. On the illustrated transmission character selection screen G910, an image for selecting a training target character to be given the item selected on the transmission screen G900 is displayed. On the transmission character selection screen G910, a plurality of character images are displayed as options in the character selection list R911. Here, the displayed character image may be determined according to the type of the selected item. For example, in the case of an item for a fielder, the character to be trained by the fielder may be prioritized, and in the case of an item for a pitcher, the character to be trained by the pitcher may be prioritized. Further, in the case of an item for a fielder, only the character image of the fielder may be displayed, and in the case of an item for a pitcher, only the character image of the pitcher may be displayed. In the illustrated example, "character B1" is selected. By performing an operation on the icon P911 on which "decision" is displayed, the selected "character B1" is given a special ability related to the "chance" selected as the item to be transmitted. When the operation for the icon P912 in which "return" is displayed is performed, the transition from the transfer character selection screen G910 to the transfer screen G900 (return).
 〔2-3.育成結果の反映〕
 育成パートが終了し、育成対象チームの「育成」が終了すると、終了時点で育成対象チームに在籍するメンバ(育成対象キャラクタ)に、育成期間の途中で卒部したメンバ(育成対象キャラクタ)を加えた育成対象チームが、育成済チームとして保存される。保存される育成済チーム及び育成済チームに含まれる育成済キャラクタのデータは、育成パートにおける「育成」の育成結果が反映された更新後のデータである。育成した育成済チームは、高校(シナリオ)ごとに複数保持することが可能である。図19は、高校ごとの育成状況の一例を示す図である。図示する例では、A高校(A高校に関するシナリオ)にて育成パートを3回実施した結果として3つの育成済チームを保持し、B高校(B高校に関するシナリオ)での育成パートの実績はなく、C高校(C高校に関するシナリオ)にて育成パートを4回実施した結果として4つの育成済チームを保持している状況を示している。保持された育成済チームは、他のユーザの育成済チームと対戦のために使用される。複数の育成済チームを保持している場合、その中から選択された1つのチーム(育成済チーム)を対戦に使用することができる。
[2-3. Reflection of training results]
When the training part is completed and the "training" of the training target team is completed, the members who graduated in the middle of the training period (training target characters) are added to the members (training target characters) who are enrolled in the training target team at the end. The team to be trained is saved as a trained team. The saved data of the trained team and the trained characters included in the trained team is the updated data reflecting the training result of "training" in the training part. It is possible to hold multiple trained teams for each high school (scenario). FIG. 19 is a diagram showing an example of the training situation for each high school. In the illustrated example, as a result of conducting the training part three times at A high school (scenario related to A high school), three trained teams are held, and there is no track record of the training part at B high school (scenario related to B high school). It shows the situation where four trained teams are held as a result of conducting the training part four times at C high school (scenario about C high school). The retained trained team is used to play against the trained teams of other users. If you have a plurality of trained teams, you can use one team (trained team) selected from them for the match.
 〔3.対戦用チームの設定〕
 育成パートにより育成された高校(シナリオ)ごとの育成済チームは、対戦パートで使用するチームとして、高校ごとに1つ指定可能である。対戦パートをプレイする前に予め指定しておくことにより、対戦のたびに対戦に使用するチーム(育成済チーム)を選択する必要が無く、利便性が良い。ここで、対戦パートをプレイする前に予め対戦に使用するチーム(育成済チーム)を指定しておく設定のことを、「利用設定」ということとする。なお、対戦パートにおける対戦は、非同期で実施されるため、対戦を実施しようとするユーザの対戦相手としてマッチングされる側のユーザの立場としても、マッチングされる側のユーザより利用設定されたチーム(育成済チーム)が対戦に使用されることとなり、対戦に使用するチーム(育成済チーム)の選択にユーザの意思を反映させることができる。また、各高校には育成パートが実施される前からデフォルトチームが予め用意されており、利用設定がなされている。このため、育成実績(育成パートの実施実績)のない高校についてはデフォルトチームを対戦に使用することができる。但し、デフォルトチームは、基本的には育成パートにより育成された育成済チームよりも能力的に不利である。
[3. Competitive team settings]
One trained team for each high school (scenario) trained by the training part can be designated for each high school as a team to be used in the competition part. By specifying in advance before playing the battle part, it is not necessary to select the team (trained team) to be used for the battle each time, which is convenient. Here, the setting in which the team (trained team) to be used for the battle is specified in advance before playing the battle part is referred to as "usage setting". In addition, since the battle in the battle part is carried out asynchronously, the team (the team set to be used by the matched user) can be used as the opponent of the user who is going to play the battle. The trained team) will be used for the match, and the user's intention can be reflected in the selection of the team (trained team) to be used for the match. In addition, each high school has a default team prepared in advance before the training part is held, and usage settings are made. For this reason, the default team can be used for the match for high schools that do not have a training record (implementation record of the training part). However, the default team is basically more disadvantageous than the trained team trained by the training part.
 図20は、対戦用チームの利用設定例を示す図である。図示する例は、図19に示す高校(シナリオ)ごとの育成状況の例に対応しており、利用設定可能なチームを示している。A高校(A高校に関するシナリオ)は、育成パートにより育成した3つの育成済チーム(チーム#1、#2、#3)を保持しているため、この3チームの中のいずれかを利用設定が可能である。B高校(B高校に関するシナリオ)は、育成パートによる育成実績がないため、デフォルトチームのみ利用設定が可能である。デフォルトチームのみの高校(シナリオ)については、当該デフォルトチームが予め利用設定されていてもよい。C高校(C高校に関するシナリオ)は、育成パートにより育成した4つの育成済チーム(チーム#1、#2、#3、#4)を保持しているため、この4チームの中のいずれかを利用設定が可能である。図示する例では、A高校(A高校に関するシナリオ)ではチーム#2、B高校(B高校に関するシナリオ)ではデフォルトチーム、C高校(C高校に関するシナリオ)ではチーム#3がそれぞれ対戦に使用するチーム(育成済チーム)として利用設定されている。また、各チームにおいて、チーム内のメンバ(育成済キャラクタ)は、試合に出場するメンバで構成されたオーダーと、それ以外とに区別される。オーダーは、スターティングオーダーとベンチ(控え)とに区別される。メンバ(育成済キャラクタ)の入れ替えはいつでも自由に行なうことができる。 FIG. 20 is a diagram showing an example of usage settings of a battle team. The illustrated example corresponds to the example of the training situation for each high school (scenario) shown in FIG. 19, and shows the teams that can be used and set. A high school (scenario about A high school) has three trained teams (teams # 1, # 2, # 3) trained by the training part, so one of these three teams can be used. It is possible. Since B High School (scenario about B High School) has no training record by the training part, only the default team can be set to use. For a high school (scenario) with only a default team, the default team may be set in advance. Since C High School (scenario about C High School) holds four trained teams (teams # 1, # 2, # 3, # 4) trained by the training part, one of these four teams can be selected. Usage settings are possible. In the illustrated example, team # 2 in A high school (scenario about A high school), default team in B high school (scenario about B high school), and team # 3 in C high school (scenario about C high school) use each team (scenario). It is set to be used as a trained team). Further, in each team, the members (trained characters) in the team are distinguished into an order composed of members participating in the game and other than that. Orders are divided into starting orders and benches (copy). Members (trained characters) can be freely replaced at any time.
 図21は、対戦用チームの利用設定を行う利用設定画面の一例を示す図である。図示する利用設定画面G1000は、図2に示すホーム画面G100において、アイコンP140(「マイチーム」)を選択する操作がされた場合に表示されるチームメニュー画面において、さらに「利用設定」を選択する操作がされた場合に表示される。利用設定画面G1000には、現在利用設定されているチーム(育成済チーム)を示す「現在のチーム」の情報R1010、及び現在利用設定されているチームに代えて新たに利用設定するチームを示す「入れ替えるチーム」の情報R1020が表示される。図示する例では、「現在のチーム」の情報R1010には、A高校(A高校に関するシナリオ)のチーム#1が利用設定されている。一方、「入れ替えるチーム」の情報R1020には、同じA高校(A高校に関するシナリオ)のチーム#2、#3が入れ替えの候補として表示される。なお、入れ替えの候補が一つのチームしかない場合にはその一つのチームのみが候補として表示され、入れ替えの候補が他にない場合(その高校(シナリオ)のチームが1つのみの場合)には候補は表示されない。 FIG. 21 is a diagram showing an example of a usage setting screen for setting the usage of a battle team. The illustrated usage setting screen G1000 further selects "usage setting" on the team menu screen displayed when the operation of selecting the icon P140 ("My Team") is performed on the home screen G100 shown in FIG. Displayed when an operation is performed. On the usage setting screen G1000, information R1010 of the "current team" indicating the team currently used and set (trained team), and "a team newly used and set in place of the currently used team" are shown. Information R1020 of "the team to be replaced" is displayed. In the illustrated example, team # 1 of A high school (scenario related to A high school) is set to be used in the information R1010 of the "current team". On the other hand, in the information R1020 of the "replacement team", teams # 2 and # 3 of the same high school A (scenario related to high school A) are displayed as candidates for replacement. If there is only one team to replace, only that one team will be displayed as a candidate, and if there are no other candidates to replace (if there is only one team in that high school (scenario)), Candidates are not displayed.
 「入れ替えるチーム」の情報R1020に表示されているチーム(育成済チーム)の中から新たに利用設定したいチーム(育成済チーム)を選択する操作がされ、且つ「入れ替える」が表示されたアイコンP1010に対する操作がされた場合、「現在のチーム」の情報R1010に表示されているチームと「入れ替えるチーム」の情報R1020に表示されているチームとが入れ替わる。そして、「OK」が表示されたアイコンP1011に対する操作がされた場合、利用設定の変更が確定する。一方、「キャンセル」が表示されたアイコンP1012に対する操作がされた場合、「現在のチーム」の情報R1010に表示されているチームと「入れ替えるチーム」の情報R1020に表示されているチームとが入れ替え前の元の状態に戻る。 "Replace team" information For the icon P1010 where the operation to select the team (trained team) to be newly used and set from the teams (trained teams) displayed on R1020 is performed and "replace" is displayed. When the operation is performed, the team displayed in the information R1010 of the "current team" and the team displayed in the information R1020 of the "replacement team" are exchanged. Then, when the operation for the icon P1011 in which "OK" is displayed is performed, the change of the usage setting is confirmed. On the other hand, when the operation for the icon P1012 displaying "Cancel" is performed, the team displayed in the information R1010 of the "current team" and the team displayed in the information R1020 of the "replacement team" are not replaced. Returns to the original state of.
 また、高校選択R1030には、各高校(シナリオ)に対応するアイコンが表示されており、当該アイコンのいずれかを選択する操作により、利用設定を行う高校を切替えることができる。なお、「戻る」が表示されたアイコンP1013に対する操作がされた場合、利用設定画面G1000からチームメニュー画面へ遷移する(戻る)。 In addition, icons corresponding to each high school (scenario) are displayed on the high school selection R1030, and the high school for which usage settings are set can be switched by operating to select one of the icons. When the operation for the icon P1013 on which "return" is displayed is performed, the transition from the usage setting screen G1000 to the team menu screen (return).
 図22は、チーム(育成済チーム)のオーダー設定を行うオーダー設定画面の一例を示す図である。図示するオーダー設定画面G1100には、オーダーメンバリストR1110と、ベンチ外メンバリストR1120とが表示される。オーダーメンバリストR1110には、レギュラー(スターティングオーダー)のメンバ(育成済キャラクタ)9人と、ベンチ入りメンバ(育成済キャラクタ)9人とが区別されて表示される。ベンチ外メンバリストR1120には、オーダーに入っていないベンチ外メンバ(育成済キャラクタ)5人が表示される。 FIG. 22 is a diagram showing an example of an order setting screen for setting an order for a team (trained team). The order member list R1110 and the off-bench member list R1120 are displayed on the illustrated order setting screen G1100. In the order member list R1110, nine regular (starting order) members (trained characters) and nine benched members (trained characters) are displayed separately. In the off-bench member list R1120, five off-bench members (trained characters) who are not in the order are displayed.
 例えば、レギュラーメンバを変更したい場合、オーダーメンバリストR1110において、変更したいレギュラーメンバが選択され、且つ「変更」が表示されたアイコンP1110に対する操作がされると、ベンチ入りメンバのリストから変更するメンバの選択が可能となる。そして、ベンチ入りメンバのリストから変更するメンバが選択され、且つ「OK」が表示されたアイコンP1111に対する操作がされると、選択されたレギュラーメンバと選択されたベンチ入りメンバとが入れ替わる。また、ベンチ外メンバをオーダーに入れたい場合、ベンチ外メンバリストR1120において、オーダーに入れたいベンチ外メンバが選択され、且つ「変更」が表示されたアイコンP1110に対する操作がされると、オーダーメンバリストR1110の中から代わりにオーダーからが外すメンバの選択が可能となる。そして、オーダーメンバリストR1110の中からオーダーからが外すメンバが選択され、且つ「OK」が表示されたアイコンP1111に対する操作がされると、選択されたオーダーメンバとベンチ外メンバとが入れ替わる。このように、育成済チームにおいて、レギュラー(スターティングオーダー)メンバ、ベンチ入りメンバ、ベンチ外メンバの間で、メンバ(育成済キャラクタ)の入れ替えはいつでも自由に行うことができる。しかし、チーム(育成対象チーム)を跨いたメンバの入れ替えはできず、あるチーム(育成済チーム)から別のチーム(育成済チーム)にメンバ(育成済キャラクタ)を移動させる(入れ替える)ことは出来ない。 For example, when it is desired to change a regular member, when the regular member to be changed is selected in the order member list R1110 and an operation is performed on the icon P1110 in which "change" is displayed, the member to be changed from the benched member list. You can choose. Then, when a member to be changed is selected from the list of benched members and an operation is performed on the icon P1111 on which "OK" is displayed, the selected regular member and the selected benched member are exchanged. Further, when it is desired to put an off-bench member in an order, when the off-bench member to be placed in the order is selected in the off-bench member list R1120 and the operation for the icon P1110 in which "change" is displayed is performed, the order member list is performed. It is possible to select a member to be removed from the order instead from R1110. Then, when a member to be removed from the order is selected from the order member list R1110 and an operation is performed on the icon P1111 on which "OK" is displayed, the selected order member and the non-bench member are exchanged. In this way, in the trained team, the members (trained characters) can be freely exchanged among the regular (starting order) members, the members on the bench, and the members outside the bench. However, it is not possible to replace members across teams (trained teams), and it is possible to move (replace) members (trained characters) from one team (trained team) to another team (trained team). Absent.
 〔4.対戦パート(対戦相手のチームのマッチング)〕
 対戦パートでは、他のチームとの対戦の実行を指示する(例えば、図2に示すホーム画面G100のアイコンP120(「試合」)に対する操作を行う)と、対戦相手とのマッチングが行われる。マッチングでは、総合力の近いユーザ同士のチーム(育成済チーム)がマッチング対象となる。総合力は、高校(シナリオ)ごとに対戦に使用するための利用設定がされたチームの総合力(総合戦力)の合計として算出される。例えば、図20に示す例では、A高校のチーム#2の総合力(総合戦力)とB高校のデフォルトチームの総合力(総合戦力)とC高校のチーム#3の総合力(総合戦力)との合計が、このユーザの総合力としてマッチングに利用される。例えば、ユーザが対戦の実行を指示すると、ユーザの総合力と近い総合力(ユーザの総合力±所定値の範囲内)を有する複数の他のユーザが、ユーザの対戦相手の候補として抽出される。ユーザは、抽出された複数の他のユーザの中から対戦相手を任意に選択することで、ユーザのチームと対戦相手のユーザのチームとで対戦が行われる。チームの総合力(総合戦力)は、例えば、チームに含まれる所属メンバ(各育成済キャラクタ)の能力パラメータの値に基づいて算出(例えば、合計)される。チームの総合力(総合戦力)は、好適にはチームに含まれる全ての所属メンバ(育成済キャラクタ)の能力パラメータの値に基づいて算出されるが、オーダーメンバ等の特定のグループに含まれる所属メンバ(育成済キャラクタ)のみの能力パラメータの値に基づいて算出されてもよい。マッチングにより対戦相手のユーザが決定すると、決定された対戦相手のユーザと、同一の高校(シナリオ)でそれぞれ利用設定されたチーム同士で対戦が行われる。対戦に使用されるチームの属する高校(シナリオ)はユーザの選択によらず予め決定される。このため、ユーザの総合力と近い総合力を有する他のユーザであっても、決定された高校(シナリオ)において利用設定されたチーム同士のチームの総合力が近いとは限らない。従って、対戦においてどの高校が決定された場合でも対戦を有利に進めるためには、全ての高校において育成パートにより強いチームを育成しておく必要がある。
[4. Battle part (matching of opponent's team)]
In the battle part, when an instruction to execute a battle with another team (for example, an operation is performed on the icon P120 (“match”) of the home screen G100 shown in FIG. 2), matching with the opponent is performed. In matching, teams of users with similar overall strength (trained teams) are targeted for matching. The total strength is calculated as the total total strength (total strength) of the teams that are set to be used for the battle for each high school (scenario). For example, in the example shown in FIG. 20, the total strength of team # 2 of A high school (total strength), the total strength of the default team of B high school (total strength), and the total strength of team # 3 of C high school (total strength). Is used for matching as the total power of this user. For example, when a user instructs to execute a battle, a plurality of other users having a total power close to the user's total power (within the range of the user's total power ± a predetermined value) are extracted as candidates for the user's opponent. .. The user arbitrarily selects an opponent from a plurality of extracted other users, so that a battle is performed between the user's team and the opponent's user's team. The total strength (total strength) of the team is calculated (for example, total) based on the value of the ability parameter of the member (each trained character) included in the team, for example. The total strength (total strength) of a team is preferably calculated based on the value of the ability parameters of all the belonging members (trained characters) included in the team, but the belongings included in a specific group such as an order member. It may be calculated based on the value of the ability parameter of only the member (trained character). When the opponent user is decided by matching, the decided opponent user and the teams set to use in the same high school (scenario) play a match. The high school (scenario) to which the team used in the match belongs is determined in advance regardless of the user's choice. Therefore, even if other users have a total power close to the total power of the user, the total power of the teams set to be used in the determined high school (scenario) is not always close. Therefore, no matter which high school is decided in the match, it is necessary to develop a stronger team in the training part in all the high schools in order to advance the match in an advantageous manner.
 〔5.ゲームシステムの構成〕
 次に、本実施形態に係るゲームシステム1の構成について説明する。
 図23は、本実施形態に係るゲームシステム1の構成の一例を示すブロック図である。ゲームシステム1は、複数の端末装置10-1、10-2、・・・、10-n(nは自然数)と、サーバ装置30から構成されており、これらの装置は通信ネットワークNWを介して接続される。端末装置10-1、10-2、・・・、10-nは同様の構成であるため、特に区別しない場合には単に端末装置10として説明する。
[5. Game system configuration]
Next, the configuration of the game system 1 according to the present embodiment will be described.
FIG. 23 is a block diagram showing an example of the configuration of the game system 1 according to the present embodiment. The game system 1 is composed of a plurality of terminal devices 10-1, 10-2, ..., 10-n (n is a natural number) and a server device 30, and these devices are connected via a communication network NW. Be connected. Since the terminal devices 10-1, 10-2, ..., 10-n have the same configuration, they will be described simply as the terminal device 10 unless otherwise specified.
 端末装置10は、ゲーム制御プログラムを実行することによりゲーム装置として機能する。例えば、端末装置10は、ユーザが利用するコンピュータ装置であり、ゲーム機、PC(Personal Computer)、タブレットPC、スマートフォンやフィーチャーフォン等の携帯電話機等が適用できる。 The terminal device 10 functions as a game device by executing a game control program. For example, the terminal device 10 is a computer device used by a user, and a game machine, a PC (Personal Computer), a tablet PC, a mobile phone such as a smartphone or a feature phone, and the like can be applied.
 サーバ装置30は、端末装置10でゲーム制御プログラムを実行するために必要なゲームデータやゲーム制御プログラムを管理する。例えば、サーバ装置30は、ゲーム運営会社が管理するコンピュータ装置であり、複数のサーバマシン、ストレージ、ネットワークスイッチ、ルーター・ファイアウォール等で構成されたシステムとして捉えることもできる。サーバ装置30で管理するゲームデータは、端末装置10でゲーム制御プログラムを実行する場合に利用されたり、あらかじめ端末装置10に送信して利用されたりする。また、ゲームデータには、ゲーム中に表示される広告データ(他のゲームの情報)が含まれる。例えば、端末装置10の画面に表示される画像は、ゲームデータの一部である。サーバ装置30で管理するゲーム制御プログラムは、ゲーム制御の一部のプログラムが含まれる。ゲーム制御プログラムには、ゲーム開始前に端末装置10にダウンロードされるものだけなく、ゲーム開始後に端末装置10にダウンロードされるものを含む。なお、ゲーム開始前に端末装置10にダウンロードされるゲーム制御プログラムは、サーバ装置30でなく、端末装置10で動作するプログラムを配信しているサーバ装置で管理されているものであってもよい。 The server device 30 manages game data and a game control program necessary for executing a game control program on the terminal device 10. For example, the server device 30 is a computer device managed by a game operating company, and can be regarded as a system composed of a plurality of server machines, storage, network switches, routers, firewalls, and the like. The game data managed by the server device 30 is used when the game control program is executed on the terminal device 10, or is transmitted to the terminal device 10 in advance for use. In addition, the game data includes advertising data (information on other games) displayed during the game. For example, the image displayed on the screen of the terminal device 10 is a part of the game data. The game control program managed by the server device 30 includes a part of the game control program. The game control program includes not only those downloaded to the terminal device 10 before the start of the game but also those downloaded to the terminal device 10 after the start of the game. The game control program downloaded to the terminal device 10 before the start of the game may be managed not by the server device 30 but by the server device that distributes the program that operates in the terminal device 10.
 〔5-1.ゲーム端末のハードウェア構成〕
 次に、本実施形態に係る端末装置10の構成について詳しく説明する。
 図24は、本実施形態に係る端末装置10のハードウェア構成の一例を示す図である。端末装置10は、例えば、通信部11と、入力部12と、表示部13と、音声出力部14と、記憶部15と、CPU(Central Processing Unit)16を含んで構成される。端末装置10は、汎用的なスマートフォンを利用でき、CPUの処理能力を問わなければ、ゲーム制御プログラムを実行するための特別なハードウェアを必要としない。すなわち、ゲーム制御プログラムが実行される端末装置10のハードウェア構成に合わせて適正に作成されたプログラムを用いれば、ハードウェア構成の一部が本実施形態と異なっても構わない。
[5-1. Game terminal hardware configuration]
Next, the configuration of the terminal device 10 according to the present embodiment will be described in detail.
FIG. 24 is a diagram showing an example of the hardware configuration of the terminal device 10 according to the present embodiment. The terminal device 10 includes, for example, a communication unit 11, an input unit 12, a display unit 13, a voice output unit 14, a storage unit 15, and a CPU (Central Processing Unit) 16. The terminal device 10 can use a general-purpose smartphone and does not require special hardware for executing the game control program, regardless of the processing power of the CPU. That is, if a program appropriately created according to the hardware configuration of the terminal device 10 on which the game control program is executed is used, a part of the hardware configuration may be different from the present embodiment.
 通信部11は、端末装置10とサーバ装置30が通信可能な無線LAN、有線LAN、移動体通信(LTE)等の通信ネットワークNWの通信規格に対応した通信を行うデバイスである。 The communication unit 11 is a device that performs communication corresponding to the communication standard of the communication network NW such as wireless LAN, wired LAN, and mobile communication (LTE) capable of communicating between the terminal device 10 and the server device 30.
 入力部12は、ゲーム実行中にインタラクティブな情報を受取ることが可能なデバイスである。インタラクティブな情報とは、例えば、端末装置10に対するユーザの操作情報である。入力部12として、ボタン、キーボード、レバーなどの機械的操作による物理デバイス、GUIによるポインティングデバイス(マウスやタッチパネル)、音声やジェスチャによる認識デバイス(マイク、カメラ)が例示できる。入力部12は、端末装置10と一体に構成されてもよいし、有線または無線で接続される別体として構成されてもよい。入力部12は、操作に基づいて入力された操作信号を出力する。 The input unit 12 is a device capable of receiving interactive information during game execution. The interactive information is, for example, user operation information for the terminal device 10. Examples of the input unit 12 include physical devices such as buttons, keyboards, and levers that are mechanically operated, pointing devices (mouse and touch panel) that are GUI, and recognition devices (microphone, camera) that are voice and gesture. The input unit 12 may be integrally configured with the terminal device 10, or may be configured as a separate body connected by wire or wirelessly. The input unit 12 outputs an operation signal input based on the operation.
 表示部13は、画像やテキスト等の情報を表示するディスプレイであり、例えば、液晶ディスプレイパネル、有機EL(ElectroLuminescence)ディスプレイパネルなどを含んで構成される。なお、表示部13は端末装置10と別体として構成されてもよく、例えば、テレビ、外付けモニター、ヘッドマウントディスプレイ(HMD)でもよい。 The display unit 13 is a display that displays information such as images and texts, and includes, for example, a liquid crystal display panel, an organic EL (Electroluminescence) display panel, and the like. The display unit 13 may be configured as a separate body from the terminal device 10, and may be, for example, a television, an external monitor, or a head-mounted display (HMD).
 音声出力部14は、例えば、スピーカや、ヘッドフォン等に音声を出力する音声出力端子などを含んで構成されている。 The audio output unit 14 is configured to include, for example, an audio output terminal that outputs audio to a speaker, headphones, or the like.
 記憶部15は、例えば、HDD(Hard Disk Drive)やSSD(Solid State Drive)、EEPROM(Electrically Erasable Programmable Read-Only Memory)、ROM(Read-Only Memory)、RAM(Random Access Memory)などを含み、端末装置10が処理に用いる各種情報や画像、プログラム等を記憶する。なお、記憶部15は、端末装置10に内蔵されるものに限らず、USB等のデジタル入出力ポート等によって接続された外付け型の記憶装置でもよい。 The storage unit 15 includes, for example, HDD (Hard Disk Drive), SSD (Solid State Drive), EEPROM (Electrically Elegant Memory), ROM (Read-Only Memory), ROM (Read-One Memory), ROM (Read-One Memory), ROM (Read-Ony Memory), ROM (Read-Ony Memory), ROM (Read-One Memory) The terminal device 10 stores various information, images, programs, and the like used for processing. The storage unit 15 is not limited to the one built in the terminal device 10, and may be an external storage device connected by a digital input / output port such as USB.
 CPU16は、記憶部15に記憶された各種プログラムを実行し、端末装置10の各部を制御する。なお、CPU16は、端末装置10で処理を実行するプロセッサの一例である。 The CPU 16 executes various programs stored in the storage unit 15 and controls each unit of the terminal device 10. The CPU 16 is an example of a processor that executes processing in the terminal device 10.
 なお、端末装置10は、不図示のカメラ、ジャイロセンサ、GPS(Global Positioning System)チップを含んで構成されてもよい。 The terminal device 10 may include a camera (not shown), a gyro sensor, and a GPS (Global Positioning System) chip.
 〔5-2.ゲーム端末の機能構成〕
 図25は、本実施形態に係る端末装置10の機能構成の一例を示す図である。この図では、端末装置10機能構成として、データ記憶部150と、制御部160とを示している。データ記憶部150は、図24に示す記憶部15に対応する機能構成である。制御部160は、記憶部15に記憶されているゲーム制御プログラムをCPU16が実行することにより実現される機能構成である。
[5-2. Functional configuration of game terminals]
FIG. 25 is a diagram showing an example of the functional configuration of the terminal device 10 according to the present embodiment. In this figure, a data storage unit 150 and a control unit 160 are shown as a terminal device 10 functional configuration. The data storage unit 150 has a functional configuration corresponding to the storage unit 15 shown in FIG. 24. The control unit 160 has a functional configuration realized by the CPU 16 executing the game control program stored in the storage unit 15.
 データ記憶部150は、ゲーム処理を実行する際に必要なデータを記憶する構成として、例えば、キャラクタデータ記憶部151と、ユーザデータ記憶部152と、所有キャラクタデータ記憶部153と、高校データ記憶部154と、育成データ記憶部155と、チームデータ記憶部156と、チームメンバデータ記憶部157とを備えている。 The data storage unit 150 has a configuration for storing data necessary for executing game processing, for example, a character data storage unit 151, a user data storage unit 152, an owned character data storage unit 153, and a high school data storage unit. It includes 154, a training data storage unit 155, a team data storage unit 156, and a team member data storage unit 157.
 キャラクタデータ記憶部151には、ゲームで利用可能な複数のキャラクタのデータが記憶されている。図26は、キャラクタデータ記憶部151に記憶されているキャラクタデータの一例を示す図である。キャラクタデータD151には、キャラクタID、キャラクタ名、キャラクタの能力を示すデータ等が関連付けられている。キャラクタIDは、各キャラクタを識別する識別情報である。キャラクタ名は、キャラクタの名称である。キャラクタの能力を示すデータには、図12を参照して説明したように「全体」の能力を示す全体データ、「基本能力」を示す基本能力データ、「特殊能力」を示す特殊能力データ等が含まれる。全体データには、「レベル」と「経験値」のそれぞれの能力パラメータが含まれる。基本能力データには、「コントロール」、「スタミナ」、「球速」等に対応する「ランク」と「練習値」のそれぞれの能力パラメータが含まれる。特殊能力データには、「特殊能力#1」、「特殊能力#2」、「特殊能力#3」等に対応する特殊能力の有無を示すパラメータが含まれる。なお、これらのデータは一例であって、キャラクタデータD151には、各キャラクタのキャラクタ画像や、守備位置、フォーム等の各種のキャラクタに関するデータが関連付けられていてもよい。 The character data storage unit 151 stores data of a plurality of characters that can be used in the game. FIG. 26 is a diagram showing an example of character data stored in the character data storage unit 151. The character data D151 is associated with a character ID, a character name, data indicating a character's ability, and the like. The character ID is identification information that identifies each character. The character name is the name of the character. As explained with reference to FIG. 12, the data indicating the character's ability includes overall data indicating the "whole" ability, basic ability data indicating the "basic ability", special ability data indicating the "special ability", and the like. included. The overall data includes the ability parameters of "level" and "experience value" respectively. The basic ability data includes each ability parameter of "rank" and "practice value" corresponding to "control", "stamina", "ball speed" and the like. The special ability data includes parameters indicating the presence or absence of special abilities corresponding to "special ability # 1," "special ability # 2," "special ability # 3," and the like. Note that these data are examples, and the character data D151 may be associated with data related to various characters such as a character image of each character, a defensive position, and a form.
 ユーザデータ記憶部152には、端末装置10を利用するユーザのユーザデータが記憶される。ユーザデータには、ユーザを識別するユーザID、ゲーム内でのユーザの名称を示すユーザ名等が関連付けられている。また、ユーザデータには、ユーザが取得したコインやメダル、ポイント、チケット、またはアイテム等のデータも関連付けられる。 The user data storage unit 152 stores user data of the user who uses the terminal device 10. The user data is associated with a user ID that identifies the user, a user name that indicates the name of the user in the game, and the like. In addition, data such as coins, medals, points, tickets, or items acquired by the user is also associated with the user data.
 所有キャラクタデータ記憶部153には、ゲームで用意されている複数のキャラクタのうちユーザが抽選等により取得した所有キャラクタのキャラクタデータが記憶される。なお、例えば抽選処理はサーバ装置30で行われ、抽選結果(抽選されたキャラクタのデータ)をサーバ装置30から取得することにより、所有キャラクタのキャラクタデータが追加される。図27は、所有キャラクタデータ記憶部153に記憶される所有キャラクタデータの一例を示す図である。図示する所有キャラクタデータD153には、ユーザIDと、所有IDと、キャラクタID、キャラクタ名等が関連付けられている。所有IDは、キャラクタデータの管理上における所有キャラクタの所有(ユーザに対する付与)に係る事象を識別する識別情報である。例えば、ユーザがキャラクタを取得することに応じて、新たに所有IDが発行され、当該所有IDと、取得したキャラクタのキャラクタID及びキャラクタ名等が関連付けられて記憶される。ユーザが同一のキャラクタを所有する場合があるが、この場合、キャラクタID及びキャラクタ名は同一であるが、所有IDは異なる。なお、この所有キャラクタデータは、サーバ装置30に送信され、サーバ装置30で複数のユーザの所有キャラクタデータがユーザごと(ユーザIDごと)に関連付けられて管理される。 The owned character data storage unit 153 stores the character data of the owned character acquired by the user by lottery or the like among a plurality of characters prepared in the game. For example, the lottery process is performed by the server device 30, and the character data of the owned character is added by acquiring the lottery result (data of the drawn character) from the server device 30. FIG. 27 is a diagram showing an example of owned character data stored in the owned character data storage unit 153. The owned character data D153 shown in the figure is associated with a user ID, an owned ID, a character ID, a character name, and the like. The possession ID is identification information that identifies an event related to the possession (grant to the user) of the possessed character in the management of character data. For example, when the user acquires a character, a new possession ID is issued, and the possession ID is stored in association with the acquired character's character ID, character name, and the like. The user may own the same character. In this case, the character ID and the character name are the same, but the possession ID is different. The owned character data is transmitted to the server device 30, and the owned character data of a plurality of users is associated and managed for each user (for each user ID) in the server device 30.
 高校データ記憶部154には、ゲームで用意されている高校(シナリオ)の高校データ(シナリオデータ)が記憶されている。図28は、高校データ記憶部154に記憶される高校データの一例を示す図である。図示する高校データD154には、高校ID(シナリオID)、高校名(シナリオ名)、高校キャラクタ、デフォルトチームID等が関連付けられている。高校ID(シナリオID)は、高校(シナリオ)を識別する識別情報である。高校名(シナリオ名)は、高校(シナリオ)の名称である。高校キャラクタには、ゲームで用意されている複数のキャラクタのうちの高校ごとに予め設定されている高校キャラクタのキャラクタIDが関連付けられている。デフォルトチームIDは、高校ごとに予め設定されているデフォルトチームを識別する識別情報である。なお、高校データは、ゲームの開始時点では限定された数の高校のみとし、ゲームの進行に応じて追加されてもよい。この場合、追加される高校データは、サーバ装置30から取得して高校データ記憶部154に記憶される。または、後から追加される分の高校データも高校データ記憶部154に記憶しておき、ゲームの開始時点ではユーザが選択できる高校を限定し、ゲームの進行に応じて選択できる高校を増加させるようにしもよい。なお、ユーザによるゲームの進行状況とは別に、高校データ(シナリオデータ)や関連するデータをユーザに利用可能なようにゲームサービスの運営者の都合に応じて順次に提供されるようにゲームサービスが運営されてもよい。この場合、ユーザによるゲームの進行状況に関わらず、本ゲームの全てのユーザに対して同じタイミングで追加のコンテンツ(高校データ及び関連データ)が利用可能となる。 The high school data storage unit 154 stores high school data (scenario data) of the high school (scenario) prepared in the game. FIG. 28 is a diagram showing an example of high school data stored in the high school data storage unit 154. High school ID (scenario ID), high school name (scenario name), high school character, default team ID, and the like are associated with the illustrated high school data D154. The high school ID (scenario ID) is identification information that identifies the high school (scenario). The high school name (scenario name) is the name of the high school (scenario). The high school character is associated with a character ID of a high school character preset for each high school among a plurality of characters prepared in the game. The default team ID is identification information that identifies the default team preset for each high school. The high school data is limited to a limited number of high schools at the start of the game, and may be added as the game progresses. In this case, the added high school data is acquired from the server device 30 and stored in the high school data storage unit 154. Alternatively, the high school data to be added later is also stored in the high school data storage unit 154 so that the high schools that can be selected by the user at the start of the game are limited and the number of high schools that can be selected is increased according to the progress of the game. You can do it. In addition to the progress of the game by the user, the game service is provided in sequence according to the convenience of the game service operator so that high school data (scenario data) and related data can be used by the user. It may be operated. In this case, additional content (high school data and related data) will be available to all users of the game at the same timing regardless of the progress of the game by the users.
 育成データ記憶部155には、育成パートで育成している育成対象チームの育成状態に関する育成データが記憶される。図29は、育成データ記憶部155に記憶される育成データの一例を示す図である。図示する育成データD155には、育成している育成対象チームの高校ID(シナリオID)及びチームID(育成対象チームのID)と、メンバID(育成対象チームに含まれる各育成対象キャラクタのメンバID)と、所属メンバ(育成対象チームに含まれる育成対象キャラクタ)のキャラクタデータ(全体データ、基本能力データ、特殊能力データ等)と、学年と、卒部フラグとが関連付けられる。メンバIDは、このチーム(育成対象チーム)に所属するメンバ(育成対象キャラクタ)を識別する識別情報である。所属メンバのキャラクタデータは、このチームに所属する高校キャラクタ、任意キャラクタ、及びエキストラキャラクタのキャラクタデータである。育成パートにおいて、ユーザが育成パートを実施する高校(シナリオ)を選択すると、チームIDが発行されて高校IDと関連付けられ、育成対象の設定(育成パートでの育成対象チームに含まれる育成対象キャラクタの設定)さらに所属メンバ(育成対象キャラクタ)のキャラクタデータがキャラクタデータ記憶部151に記憶されているキャラクタデータD151からコピーされて関連付けられて、新たに育成する育成対象チームの育成データD155が生成される。また、育成期間の途中でメンバが入部すると、入部したメンバのメンバIDが発行され、当該メンバのキャラクタデータがキャラクタデータD151からコピーされて育成データに追加される。学年は、所属メンバの学年を示し、育成パートの進行に伴い変化する。上述した通り、学年を示す可変なパラメータの代わりに、育成期間の進行によらず固定的なパラメータを用いても良い。卒部フラグは、卒部したか否かを示すフラグ情報であり、初期値は「0」で卒部すると「1」に変更される。育成パートでは、この育成データD155のデータ(能力パラメータ等)が更新され、キャラクタデータ記憶部151に記憶されているキャラクタデータD151のデータは更新されない。 The training data storage unit 155 stores training data related to the training status of the training target team trained in the training part. FIG. 29 is a diagram showing an example of training data stored in the training data storage unit 155. The illustrated training data D155 includes a high school ID (scenario ID) and a team ID (ID of the training target team) of the training target team and a member ID (member ID of each training target character included in the training target team). ), Character data (overall data, basic ability data, special ability data, etc.) of the member (training target character included in the training target team), grade, and graduate flag are associated with each other. The member ID is identification information that identifies a member (character to be trained) belonging to this team (team to be trained). The character data of the belonging member is the character data of the high school character, the arbitrary character, and the extra character belonging to this team. When the user selects a high school (scenario) to carry out the training part in the training part, a team ID is issued and associated with the high school ID, and the training target is set (the training target character included in the training target team in the training part). (Setting) Further, the character data of the member (character to be trained) is copied from the character data D151 stored in the character data storage unit 151 and associated with the character data, and the training data D155 of the training target team to be newly trained is generated. .. Further, when a member joins in the middle of the training period, the member ID of the joined member is issued, and the character data of the member is copied from the character data D151 and added to the training data. The grade indicates the grade of the member to which the student belongs and changes as the training part progresses. As described above, instead of the variable parameter indicating the grade, a fixed parameter may be used regardless of the progress of the growing period. The graduation flag is flag information indicating whether or not the graduate has graduated, and the initial value is "0" and is changed to "1" when graduating. In the training part, the data (ability parameters, etc.) of the training data D155 is updated, and the data of the character data D151 stored in the character data storage unit 151 is not updated.
 チームデータ記憶部156には、高校(シナリオ)ごとに保持しているチーム(育成済チーム)のチームデータが記憶される。このチームデータには、ユーザが育成した育成済チームと、高校ごとに設定されているデフォルトチームとの両方が含まれる。図30は、チームデータ記憶部156に記憶されるチームデータの一例を示す図である。図示するチームデータD156には、高校ID、高校名、チームID、チーム名、選択肢フラグ、利用フラグ、チームの戦力(能力)としての総合戦力、打撃力、守備力、機動力、球速、制球力、変化球等が関連付けられている。選択肢フラグは、利用設定の際に選択肢となるか否かを示すフラグ情報である。選択肢となるチームには「1」が設定され、選択肢とならないチームには「0」が設定される。基本的には、育成済チームと育成実績のない高校のデフォルトチームとには「1」が設定され、育成実績のある高校のデフォルトチームには「0」が設定される。利用フラグは、利用設定されているか否かを示すフラグ情報であり、利用設定されているチームに「1」が設定され、利用設定されていないチームには「0」が設定される。また、チームデータD156には、上記情報以外のチームに関する情報(例えば、チームの対戦成績等)も含まれる。なお、このチームデータは、サーバ装置30に送信され、サーバ装置30で複数のユーザのチームデータがユーザごと(ユーザIDごと)に関連付けられて管理される。 The team data storage unit 156 stores the team data of the team (trained team) held for each high school (scenario). This team data includes both the trained teams trained by the user and the default teams set for each high school. FIG. 30 is a diagram showing an example of team data stored in the team data storage unit 156. The illustrated team data D156 includes high school ID, high school name, team ID, team name, option flag, usage flag, total strength as team strength (ability), batting strength, defensive strength, mobility, ball speed, and ball control. , Changing spheres, etc. are associated. The option flag is flag information indicating whether or not it becomes an option at the time of usage setting. "1" is set for the teams that are options, and "0" is set for the teams that are not options. Basically, "1" is set for the trained team and the default team of the high school without training record, and "0" is set for the default team of the high school with training record. The usage flag is flag information indicating whether or not the usage is set, and "1" is set for the team that is set for use, and "0" is set for the team that is not set for use. In addition, the team data D156 also includes information about the team other than the above information (for example, the competition results of the team). The team data is transmitted to the server device 30, and the team data of a plurality of users is managed by the server device 30 in association with each user (for each user ID).
 チームメンバデータ記憶部157には、各チーム(育成済チーム)の所属メンバ(育成済キャラクタ)のキャラクタデータが含まれるチームメンバデータが記憶される。図31は、チームメンバデータ記憶部157に記憶されるチームメンバデータの一例を示す図である。図示するチームメンバデータD157には、チームデータD156(図30参照)に含まれるチームについての所属メンバに関する情報が記憶される。例えば、チームメンバデータD157には、チームIDごとに、メンバIDと、所属メンバ(キャラクタ)のキャラクタデータ(全体データ、基本能力データ、特殊能力データ等)と、オーダーフラグとが関連付けられている。ここで、育成済チームの所属メンバ(育成済キャラクタ)のキャラクタデータ(全体データ、基本能力データ、特殊能力データ等)は、育成パートが終了した育成済チームの育成データD155のキャラクタデータをコピーしたものである。即ち、チームメンバデータD157には、育成が完了した更新済みの確定されたキャラクタデータが育成済チームの所属メンバ(育成済キャラクタ)のキャラクタデータとして保持される。一方、デフォルトチームの所属メンバ(キャラクタ)のキャラクタデータ(全体データ、基本能力データ、特殊能力データ等)には、デフォルトチームとして予め設定されたキャラクタデータが保存されている。オーダーフラグは、チームのオーダー設定に応じて設定されるフラグ情報である。例えば、オーダーフラグには、レギュラー(スターティングオーダー)メンバには「1」が設定され、ベンチ入りメンバには「2」が設定され、ベンチ外メンバには「0」が設定される。なお、このチームメンバデータは、サーバ装置30に送信され、サーバ装置30で複数のユーザのチームメンバデータがユーザごと(ユーザIDごと)に関連付けられて管理される。 The team member data storage unit 157 stores team member data including character data of members (trained characters) belonging to each team (trained team). FIG. 31 is a diagram showing an example of team member data stored in the team member data storage unit 157. The illustrated team member data D157 stores information about the members belonging to the team included in the team data D156 (see FIG. 30). For example, in the team member data D157, a member ID, character data (overall data, basic ability data, special ability data, etc.) of a member (character) belonging to the team ID, and an order flag are associated with each team ID. Here, as the character data (overall data, basic ability data, special ability data, etc.) of the members (trained characters) belonging to the trained team, the character data of the trained team training data D155 for which the training part has been completed is copied. It is a thing. That is, in the team member data D157, the updated and confirmed character data for which the training has been completed is held as the character data of the member (trained character) belonging to the trained team. On the other hand, in the character data (overall data, basic ability data, special ability data, etc.) of the member (character) belonging to the default team, the character data preset as the default team is stored. The order flag is flag information set according to the order setting of the team. For example, in the order flag, "1" is set for the regular (starting order) member, "2" is set for the member with the bench, and "0" is set for the member outside the bench. The team member data is transmitted to the server device 30, and the team member data of a plurality of users is managed by the server device 30 in association with each user (for each user ID).
 図25に戻り、制御部160は、操作受付部161と、表示制御部162と、育成パート処理部163と、利用チーム設定部164と、オーダー設定部165と、対戦パート処理部166とを備えている。 Returning to FIG. 25, the control unit 160 includes an operation reception unit 161, a display control unit 162, a training part processing unit 163, a user team setting unit 164, an order setting unit 165, and a battle part processing unit 166. ing.
 操作受付部161は、入力部12に対する操作を受け付ける。操作受付部161は、前述した各種のゲーム画面におけるユーザの操作に基づいて、入力部12に対して入力された操作信号を取得する。例えば、操作受付部161は、ユーザの操作に基づいて、複数の選択肢のいずれかを仮選択する操作と、仮選択された選択肢を選択決定する操作とを受け付ける。具体的には、例えば図13に示す練習メニュー画面G600において、アイコンP632(「コントロール練習」)に対する操作に基づいて、アイコンP632を仮選択する操作を受け付ける。また、例えば図13に示す練習メニュー画面G600において、アイコンP632(「コントロール練習」)が仮選択されている状態で、「決定」が表示されたアイコンP623に対する操作に基づいて、アイコンP632を選択決定する操作を受け付ける。 The operation reception unit 161 receives an operation on the input unit 12. The operation reception unit 161 acquires the operation signal input to the input unit 12 based on the user's operation on the various game screens described above. For example, the operation reception unit 161 accepts an operation of temporarily selecting one of a plurality of options and an operation of selecting and determining the temporarily selected option based on the user's operation. Specifically, for example, on the practice menu screen G600 shown in FIG. 13, an operation of temporarily selecting the icon P632 is accepted based on the operation for the icon P632 (“control practice”). Further, for example, on the practice menu screen G600 shown in FIG. 13, with the icon P632 (“control practice”) temporarily selected, the icon P632 is selected and determined based on the operation for the icon P623 on which “decision” is displayed. Accept operations to be performed.
 表示制御部162は、前述した各種のゲーム画面に対応する画像を表示部13に表示させる。例えば、表示制御部162は、図13に示す練習メニュー画面G600において、複数の選択肢のそれぞれに対して設定された更新条件を、ユーザの選択に先立ち予めユーザに認識可能に表示させることにより、ユーザに提示する(例えば、図13のアイコンP631、P632、P633、P634参照)。また、表示制御部162は、いずれかの選択肢がユーザの操作に基づいて仮選択された場合、少なくとも一方の選択肢に設定された更新条件が変更されたそれぞれの更新条件をユーザに認識可能に表示させることにより、ユーザに提示する。例えば、図13に示すように、表示制御部162は、ユーザの操作に基づいて仮選択された選択肢(例えば、アイコンP632)に設定された更新条件を+アルファした値に変更された更新条件で表示させ、仮選択されていない選択肢に設定された更新条件は変更せずに表示させる。 The display control unit 162 causes the display unit 13 to display images corresponding to the various game screens described above. For example, the display control unit 162 causes the user to recognize the update conditions set for each of the plurality of options on the practice menu screen G600 shown in FIG. 13 prior to the user's selection. (See, for example, icons P631, P632, P633, P634 in FIG. 13). Further, when one of the options is tentatively selected based on the user's operation, the display control unit 162 displays to the user recognizable each update condition in which the update condition set in at least one option is changed. By letting it present to the user. For example, as shown in FIG. 13, the display control unit 162 changes the update condition set to the option (for example, the icon P632) tentatively selected based on the user's operation to a value obtained by + alpha. It is displayed, and the update conditions set for the options that are not temporarily selected are displayed without being changed.
 育成パート処理部163は、育成パートの処理を実行する。例えば、育成パート処理部163は、選択部1631と、更新指示部1632と、更新部1633と、育成提供部1634と、データ管理部1635と、育成キャラクタ設定部1636とを備えている。 The training part processing unit 163 executes the processing of the training part. For example, the training part processing unit 163 includes a selection unit 1631, an update instruction unit 1632, an update unit 1633, a training provision unit 1634, a data management unit 1635, and a training character setting unit 1636.
 選択部1631は、育成パートで育成する育成対象チームの高校をユーザに選択させる。例えば、選択部1631は、図6に示す高校選択画面G300において、複数の高校の選択肢の中から選択された高校を、育成パートで育成する育成対象チームの高校として選択する。なお、育成パートにおける高校の選択は、育成パートにおけるシナリオの選択に相当する。 The selection unit 1631 lets the user select the high school of the training target team to be trained in the training part. For example, on the high school selection screen G300 shown in FIG. 6, the selection unit 1631 selects a high school selected from a plurality of high school options as the high school of the training target team to be trained in the training part. The selection of a high school in the training part corresponds to the selection of a scenario in the training part.
 更新指示部1632は、チーム(育成対象チーム)に含まれる複数のキャラクタ(育成対象キャラクタ)に関連付けられるデータの更新を指示する。例えば、更新指示部1632は、チームに含まれる複数のキャラクタのいずれかが関連付けられた選択肢を含む複数の選択肢(例えば、図13に示す練習メニュー画面G600における各練習項目のアイコンP631、P632、P633、P634)のうち、ユーザにより選択された選択肢に関連付けられたキャラクタに対してデータの更新を指示する。具体的には、更新指示部1632は、複数の選択肢のそれぞれに対して設定された更新条件に基づいて、ユーザにより選択された選択肢に関連付けられたキャラクタのそれぞれに対して、当該選択肢に設定された更新条件に基づく更新を指示する。つまり、更新指示部1632は、同一の選択肢に関連付けられたキャラクタには、当該選択肢に設定された同一の更新条件に基づく更新を指示する。ここで、例えば、更新条件は、対応する選択肢に関連付けられたキャラクタに基づいて設定される。 The update instruction unit 1632 instructs to update the data associated with a plurality of characters (training target characters) included in the team (training target team). For example, the update instruction unit 1632 has a plurality of options including an option associated with any one of the plurality of characters included in the team (for example, icons P631, P632, P633 of each practice item on the practice menu screen G600 shown in FIG. 13). , P634), instruct the character associated with the option selected by the user to update the data. Specifically, the update instruction unit 1632 is set for each of the characters associated with the option selected by the user based on the update condition set for each of the plurality of options. Instruct the update based on the update conditions. That is, the update instruction unit 1632 instructs the character associated with the same option to update based on the same update condition set for the option. Here, for example, the update condition is set based on the character associated with the corresponding choice.
 また、更新指示部1632は、ユーザにより選択された選択肢に設定された更新条件とユーザにより選択されなかった選択肢に設定された更新条件とのうちの少なくとも一方を変更した更新条件のそれぞれに基づいて、ユーザにより選択された選択肢に関連付けられたキャラクタ(育成対象キャラクタ)のそれぞれに対して更新を指示するとともに、ユーザにより選択されなかった選択肢に関連付けられたキャラクタ(育成対象キャラクタ)のそれぞれに対しても更新を指示する。ここで、上記の「少なくとも一方の更新条件の変更」は、ユーザにより選択された選択肢の方がユーザにより選択されなかった選択肢より有利な変更である。例えば、更新指示部1632は、ユーザの操作に基づいて選択された選択肢に関連付けられたキャラクタのそれぞれに対しては、元の更新条件(元の設定値)に+アルファされた値でデータの更新を指示する。一方、更新指示部1632は、選択されていない選択肢に関連付けられたキャラクタのそれぞれに対しては、元の更新条件(元の設定値)でデータの更新を指示する。 Further, the update instruction unit 1632 is based on the update condition in which at least one of the update condition set in the option selected by the user and the update condition set in the option not selected by the user is changed. , Instruct each of the characters associated with the options selected by the user (characters to be trained) to be updated, and for each of the characters associated with the options not selected by the user (characters to be trained). Also instructs to update. Here, the above-mentioned "change of at least one update condition" is a change in which the option selected by the user is more advantageous than the option not selected by the user. For example, the update instruction unit 1632 updates data for each of the characters associated with the options selected based on the user's operation with a value + alpha added to the original update condition (original set value). To instruct. On the other hand, the update instruction unit 1632 instructs each of the characters associated with the non-selected options to update the data under the original update condition (original set value).
 更新部1633は、育成パートにおいて、チーム(育成対象チーム)に関連付けられるデータを更新する。例えば、更新部1633は、ユーザにより選択された高校(シナリオ)に応じた育成対象チームに関連付けられるデータを更新する。育成対象チームに関連付けられるデータとは、育成対象チームに含まれるキャラクタ(育成対象キャラクタ)の全体データ、基本能力データ、及び特殊能力データや、当該キャラクタのデータに伴って変化するチームのデータ(総合戦力や各能力のデータ)等である。具体的には、更新部1633は、更新指示部1632による1回(例えば、1ターン)の指示に応じて、育成対象チームに含まれる2以上のキャラクタ(育成対象キャラクタ)のそれぞれに関連付けられるデータ(図29の育成データD155)を更新する。 The update unit 1633 updates the data associated with the team (team to be trained) in the training part. For example, the update unit 1633 updates the data associated with the training target team according to the high school (scenario) selected by the user. The data associated with the training target team is the overall data of the characters (training target characters) included in the training target team, the basic ability data, the special ability data, and the data of the team that changes according to the data of the character (comprehensive). Data on strength and each ability). Specifically, the update unit 1633 receives data associated with each of two or more characters (training target characters) included in the training target team in response to one instruction (for example, one turn) by the update instruction unit 1632. (Training data D155 in FIG. 29) is updated.
 なお、更新部1633は、育成期間(所定の期間)において、育成対象チームに関連付けられるデータを更新する。具体的には、更新部1633は、育成期間(所定の期間)内の育成パートの進行に従って、育成対象チームに含まれるキャラクタ(育成対象キャラクタ)に関連付けられるデータを更新する。なお、更新部1633は、ユーザに関連付けられたデータ(即ち、所有キャラクタ)に基づいて育成対象チームに含まれるキャラクタとして設定された育成対象キャラクタに関連付けられるデータも更新する。育成パートにおいては、ユーザに関連付けられたデータ(即ち、所有キャラクタ)そのものは更新されない。 Note that the update unit 1633 updates the data associated with the training target team during the training period (predetermined period). Specifically, the update unit 1633 updates the data associated with the character (training target character) included in the training target team according to the progress of the training part within the training period (predetermined period). The update unit 1633 also updates the data associated with the training target character set as the character included in the training target team based on the data associated with the user (that is, the owned character). In the training part, the data associated with the user (that is, the owned character) itself is not updated.
 育成提供部1634は、更新指示部1632による1回(例えば、1ターン)の指示機会を、ユーザに所定回数(例えば、120ターン)を上限とした複数回提供する。 The training provision unit 1634 provides the user with one instruction opportunity (for example, one turn) by the update instruction unit 1632 a plurality of times up to a predetermined number of times (for example, 120 turns).
 データ管理部1635は、データ記憶部150に記憶される各種データの保存、更新等を管理する。例えば、データ管理部1635は、育成パートにおいて更新された育成済チームを複数管理する。具体的には、データ管理部1635は、育成パートにおいて更新された複数の育成済チームのチームデータ、及び育成済チームに含まれるキャラクタ(育成済キャラクタ)に関連付けられるデータが更新されたチームメンバデータのそれぞれを、チームデータ記憶部156及びチームメンバデータ記憶部157のそれぞれに記憶させて管理する。なお、データ管理部1635がチームデータ記憶部156及びチームメンバデータ記憶部157のそれぞれに記憶させるデータは、育成パートの終了に応じて更新が完了した育成済チームのデータである。データ管理部1635は、複数の育成済チームのそれぞれを高校(シナリオ)ごとに管理する。なお、データ管理部1635により管理されている上記更新が完了した育成済チームのデータについては、再び更新されることはない。 The data management unit 1635 manages the storage, update, and the like of various data stored in the data storage unit 150. For example, the data management unit 1635 manages a plurality of trained teams updated in the training part. Specifically, the data management unit 1635 has updated team data of a plurality of trained teams updated in the training part, and team member data in which data associated with characters (trained characters) included in the trained team has been updated. Each of the above is stored and managed in each of the team data storage unit 156 and the team member data storage unit 157. The data stored in each of the team data storage unit 156 and the team member data storage unit 157 by the data management unit 1635 is the data of the trained team whose update is completed according to the end of the training part. The data management unit 1635 manages each of the plurality of trained teams for each high school (scenario). The data of the trained team that has completed the above update managed by the data management unit 1635 will not be updated again.
 また、データ管理部1635は、育成パートによる育成対象チームの育成(データの更新)が行われる前から、高校(シナリオ)ごとにデフォルトチームを対戦パートで対戦に使用されるチームとして予め関連付けて管理している。例えば、データ管理部1635は、デフォルトチームのチームデータ及びチームメンバデータのそれぞれを、育成済チームのチームデータ及びチームメンバデータのそれぞれと同様に、チームデータ記憶部156及びチームメンバデータ記憶部157のそれぞれに記憶させて管理している。 In addition, the data management department 1635 manages the default team for each high school (scenario) in advance as the team used for the battle in the battle part, even before the training (data update) of the team to be trained by the training part is performed. are doing. For example, the data management unit 1635 sets the team data and the team member data of the default team to the team data storage unit 156 and the team member data storage unit 157 in the same manner as the team data and the team member data of the trained team. It is stored and managed by each.
 また、データ管理部1635は、遊技価値(課金またはゲームの進行に応じて入手されるゲーム内コインやチケット等)の消費と引換えにキャラクタを示すデータをユーザに関連付けて、所有キャラクタデータ記憶部153に記憶させて管理する。例えば、データ管理部1635は、サーバ装置30で行われる抽選処理の抽選結果に応じて、抽選されたイベキャラを示すデータをサーバ装置30から取得する。 In addition, the data management unit 1635 associates data indicating a character with the user in exchange for consumption of game value (in-game coins, tickets, etc. obtained according to billing or progress of the game), and owns character data storage unit 153. To memorize and manage. For example, the data management unit 1635 acquires data indicating the lottery event character from the server device 30 according to the lottery result of the lottery process performed by the server device 30.
 育成キャラクタ設定部1636は、育成パートにおいて、ユーザにより選択された高校(シナリオ)に応じて定まる高校キャラクタと、ユーザに関連付けられているデータ(ユーザの所有キャラクタ)のうちからユーザにより選択されたデータに基づいて設定される任意キャラクタとを、育成対象チームに含まれる所属メンバ(育成対象キャラクタ)として設定する。また、育成キャラクタ設定部1636は、高校キャラクタ及び任意キャラクタ以外にエキストラキャラクタも、育成対象チームに含まれる所属メンバ(育成対象キャラクタ)として設定する。育成キャラクタ設定部1636は、設定したデータを、育成データ(図29参照)として育成データ記憶部155にデータ管理部1635を介して記憶させる。 In the training part, the training character setting unit 1636 is a data selected by the user from among the high school character determined according to the high school (scenario) selected by the user and the data associated with the user (character owned by the user). Arbitrary characters set based on are set as belonging members (training target characters) included in the training target team. In addition to the high school character and the arbitrary character, the training character setting unit 1636 also sets an extra character as a member (training target character) included in the training target team. The training character setting unit 1636 stores the set data as training data (see FIG. 29) in the training data storage unit 155 via the data management unit 1635.
 また、育成キャラクタ設定部1636は、追加部1637と、解除部1638とを備えている。追加部1637は、育成パートにおいて、育成期間の途中に入部するキャラクタ(育成対象キャラクタ)がある場合、育成対象(更新の対象)として育成対象チームに含まれる育成対象キャラクタとして、育成データD155(図29参照)に追加する。解除部1638は、育成パートにおいて、育成期間の途中に卒部する育成対象キャラクタがある場合、育成対象(更新の対象)として育成対象チームに含まれる卒部する育成対象キャラクタを育成対象(更新の対象)から除外する(卒部フラグを「0」から「1」に変更する)(図29参照)。なお、育成対象チームに含まれる卒部する育成対象キャラクタを育成対象(更新の対象)から除外するとは、一時的に育成対象(更新の対象)ではなくなるだけであり、当該育成対象チームとの関連付けがなくなるわけではない。 Further, the training character setting unit 1636 includes an additional unit 1637 and a release unit 1638. In the training part, when there is a character (character to be trained) to join in the middle of the training period, the additional unit 1637 has the training data D155 (Fig.) As the training target character included in the training target team as the training target (update target). 29). In the training part, if there is a training target character to graduate in the middle of the training period, the release unit 1638 will train the graduating training target character included in the training target team as a training target (update target). Exclude from (target) (change the graduate flag from "0" to "1") (see FIG. 29). In addition, excluding the graduated training target character included in the training target team from the training target (renewal target) only temporarily ceases to be the training target (renewal target), and is associated with the training target team. Is not gone.
 なお、育成対象チームに含まれる育成対象キャラクタには、育成パートの開始時点で、育成パートにより更新される期間(育成期間)が異なることにより初期状態のデータが異なる複数のキャラクタ(育成パートの開始時点で1年生、2年生、及び3年生のキャラクタ)が含まれてもよい。好適には、育成パートの開始時点で2年生の状態である育成対象キャラクタは、育成パートの開始時点で1年生の状態である育成対象キャラクタよりも、全般的に能力パラメータが高く、育成パートの開始時点で3年生の状態である育成対象キャラクタは、育成パートの開始時点で2年生の状態である育成対象キャラクタよりも、全般的に能力パラメータが高くなるように、各育成対象キャラクタの初期状態のキャラクタデータが設定される。 In addition, the training target characters included in the training target team include a plurality of characters (starting of the training part) whose initial state data is different due to the difference in the period updated by the training part (training period) at the start of the training part. At the time, 1st grade, 2nd grade, and 3rd grade characters) may be included. Preferably, the character to be trained, which is in the second grade at the start of the training part, has generally higher ability parameters than the character to be trained, which is in the first grade at the start of the training part. The training target character, which is in the third grade at the start, is in the initial state of each training target character so that the ability parameters are generally higher than the training target character, which is in the second grade at the start of the training part. Character data is set.
 利用チーム設定部164は、ユーザの操作に基づいて、他ユーザにより実行される対戦パートで当該他ユーザの対戦相手として使用され得るチーム(育成済チーム)を、ユーザの所有する複数のチーム(育成済チーム)のうちから予め設定(利用設定)する。例えば、利用チーム設定部164は、ユーザの操作に基づいて、他ユーザの対戦相手として使用され得るチームを異なる高校(シナリオ)のそれぞれにおいて、複数のチーム(育成済チーム)のうちから予め設定(利用設定)する。具体的には、利用チーム設定部164は、図21に示す利用設定画面G1000に対するユーザの操作に基づいて高校ごとにチームの利用設定を行い、チームデータ記憶部156に記憶されているチームデータD156(図30参照)の利用フラグを、データ管理部1635を介して設定する。他ユーザにより実行される対戦パートで当該他ユーザの対戦相手として、当該他ユーザに使用されるチームと同一の高校で利用設定されているチームが対戦相手として選択される。 The user team setting unit 164 creates a plurality of teams (trained teams) owned by the user, which can be used as opponents of the other user in the battle part executed by the other user based on the user's operation. Set (use setting) in advance from the completed team). For example, the user team setting unit 164 presets teams that can be used as opponents of other users from among a plurality of teams (trained teams) in different high schools (scenarios) based on the user's operation ( Usage settings). Specifically, the user team setting unit 164 sets the team usage for each high school based on the user's operation on the usage setting screen G1000 shown in FIG. 21, and the team data D156 stored in the team data storage unit 156. The usage flag (see FIG. 30) is set via the data management unit 1635. In the battle part executed by another user, a team set to be used in the same high school as the team used by the other user is selected as the opponent as the opponent of the other user.
 オーダー設定部165は、ユーザの操作に基づいて、育成済チームに含まれる複数のキャラクタ(育成済キャラクタ)のうち対戦パートで使用するチーム(育成済チーム)のオーダー(レギュラー及びベンチ入りのキャラクタ)を設定する。例えば、オーダー設定部165は、図22に示すオーダー設定画面G1100に対するユーザの操作に基づいてオーダーを設定し、チームメンバデータ記憶部157に記憶されているチームメンバデータD157のオーダーフラグ(図31参照)を、データ管理部1635を介して設定する。 Based on the user's operation, the order setting unit 165 orders the team (trained team) to be used in the battle part (regular and benched characters) among the plurality of characters (trained characters) included in the trained team. To set. For example, the order setting unit 165 sets an order based on the user's operation on the order setting screen G1100 shown in FIG. 22, and the order flag of the team member data D157 stored in the team member data storage unit 157 (see FIG. 31). ) Is set via the data management unit 1635.
 ここで、育成済チームのオーダーには、育成パートでデータが更新された高校キャラクタ、任意キャラクタ、エキストラキャラクタのいずれが含まれてもよい。なお、オーダー設定部165は、対戦パートで使用するチームに含まれるオーダーとして設定することができる育成済キャラクタの数を、育成済キャラクタの種類(高校キャラクタ/任意キャラクタ/エキストラキャラクタ)に応じて制限してもよい。例えば、オーダーに設定可能な高校キャラクタとしての育成済キャラクタの数を、予め設定された数(或いは、全所属メンバ数に対して予め設定された割合)を上限としてもよい。 Here, the order of the trained team may include any of the high school character, the arbitrary character, and the extra character whose data has been updated in the training part. The order setting unit 165 limits the number of trained characters that can be set as an order included in the team used in the battle part according to the type of trained character (high school character / arbitrary character / extra character). You may. For example, the number of trained characters as high school characters that can be set in the order may be limited to a preset number (or a preset ratio to the total number of affiliated members).
 対戦パート処理部166は、対戦パートの処理を実行する。対戦パート処理部166は、チーム選択部1661と、対戦相手決定部1662と、対戦処理部1663と、アイテム処理部1664とを備えている。 The battle part processing unit 166 executes the processing of the battle part. The battle part processing unit 166 includes a team selection unit 1661, an opponent determination unit 1662, a battle processing unit 1663, and an item processing unit 1664.
 チーム選択部1661は、ユーザの操作に基づいて、データ管理部1635により管理されている複数のチーム(育成済チーム)のうちから対戦で使用する一のチーム(育成済チーム)を選択する。例えば、チーム選択部1661は、ユーザの操作に基づいて、まず対戦で使用する高校(シナリオ)を選択し、次に、選択された高校に対戦で使用するチームとして選択可能なチームが複数ある場合、ユーザの操作に基づいて対戦で使用するチームを選択してもよい。対戦で使用するチームとして選択可能なチームは、チームデータ記憶部156に記憶されているチームデータD156で選択肢フラグに「1」が設定されているチームである。なお、チーム選択部1661は、ユーザの操作に基づいて対戦で使用する高校を選択した後、チームデータD156を参照して、選択された高校で利用設定されているチーム(利用フラグに「1」が設定されているチーム)を対戦で使用するチームを選択してもよい。また、対戦における高校をユーザの選択によらず自動的に決定されるようにしてもよい。この場合、対戦における高校(シナリオ)が予め決定された前提で、試合に使用されるチーム(育成済チーム)が選択されるようにしてもよい。 The team selection unit 1661 selects one team (trained team) to be used in the battle from a plurality of teams (trained teams) managed by the data management unit 1635 based on the user's operation. For example, when the team selection unit 1661 first selects a high school (scenario) to be used in the match based on the user's operation, and then the selected high school has a plurality of teams that can be selected as the team to be used in the match. , The team to be used in the match may be selected based on the user's operation. The team that can be selected as the team to be used in the battle is the team whose option flag is set to "1" in the team data D156 stored in the team data storage unit 156. The team selection unit 1661 selects a high school to be used in the battle based on the user's operation, and then refers to the team data D156 to refer to the team set to be used in the selected high school (the usage flag is "1"). You may select the team that will use (the team for which is set) in the match. In addition, the high school in the match may be automatically determined regardless of the user's selection. In this case, the team used for the match (trained team) may be selected on the premise that the high school (scenario) in the match is determined in advance.
 対戦相手決定部1662は、対戦パートにおける試合の対戦相手のマッチングを行う。例えば、対戦相手決定部1662は、利用チーム設定部164により高校(シナリオ)ごとに利用設定されたチーム(育成済チーム)に基づいて、複数の他ユーザのうちから対戦相手となるユーザを決定する。具体的には、例えば、対戦相手決定部1662は、チームデータD156(図30)を参照して、高校ごとに利用設定されたチームの能力を総合した値(例えば、総合戦力の合計値)に基づいて、複数の他ユーザのうちから当該合計値が相対的に近いユーザを対戦相手となるユーザとして決定する。また、対戦相手決定部1662は、対戦相手として同一の高校のチームを選択する。つまり、対戦相手決定部1662は、対戦相手として決定したユーザのチームのうち同一の高校で利用設定されているチームを対戦相手のチームとして選択する。なお、他ユーザのデータは、通信部11を介してサーバ装置30から取得される。 The opponent determination unit 1662 matches the opponents of the match in the opponent part. For example, the opponent determination unit 1662 determines a user to be an opponent from a plurality of other users based on the team (trained team) used and set for each high school (scenario) by the user team setting unit 164. .. Specifically, for example, the opponent determination unit 1662 refers to the team data D156 (FIG. 30) and sets the total ability of the teams used and set for each high school (for example, the total value of the total strength). Based on this, a user whose total value is relatively close to each other is determined as an opponent user from among a plurality of other users. In addition, the opponent determination unit 1662 selects the same high school team as an opponent. That is, the opponent determination unit 1662 selects a team of users determined as an opponent that is set to be used in the same high school as an opponent team. The data of other users is acquired from the server device 30 via the communication unit 11.
 なお、対戦パートにおける試合の対戦相手のマッチングは、サーバ装置30で行われてもよい。その場合、対戦相手決定部1662は、対戦相手のマッチングの結果をサーバ装置30から通信部11を介して取得する。 It should be noted that the matching of the opponents of the match in the battle part may be performed by the server device 30. In that case, the opponent determination unit 1662 acquires the matching result of the opponent from the server device 30 via the communication unit 11.
 対戦処理部1663は、対戦パートにおいて、管理されているチーム(育成済チーム)を使用した対戦処理を、育成パートにおいて更新が完了したデータに基づいて行なう。例えば、対戦処理部1663は、対戦に使用するチームとして選択されたチームに含まれる複数のキャラクタ(育成済キャラクタ)のうちの少なくとも一部(例えば、オーダー設定されているキャラクタ)を使用して対戦処理を行なう。また、対戦処理部1663は、対戦に使用するチームとして選択されたチームと、対戦相手決定部1662により決定された対戦相手のチームとの対戦処理を、それぞれのデータ(能力パラメータ等)に基づいて実行し、対戦結果(勝敗等)に基づく情報を出力する。 The battle processing unit 1663 performs battle processing using the managed team (trained team) in the battle part based on the data that has been updated in the training part. For example, the battle processing unit 1663 uses at least a part (for example, an ordered character) of a plurality of characters (trained characters) included in the team selected as the team to be used for the battle. Perform processing. In addition, the battle processing unit 1663 performs battle processing between the team selected as the team to be used for the battle and the opponent team determined by the opponent determination unit 1662 based on the respective data (ability parameters, etc.). Execute and output information based on the match result (win / loss, etc.).
 アイテム処理部1664は、対戦パートにおいて試合を開始する際にユーザの操作に基づいてユーザの所有するアイテムの使用が指示された場合、使用するアイテムの種類に基づいて、対戦パートにおいて使用するチーム(育成済キャラクタ)に関連付けられたデータを一時的に変更する。例えば、アイテム処理部1664は、特定のアイテム(強化アイテム)の消費と引き換えに、対戦パートにおいて使用するチーム(育成済チーム)に関連付けられた能力パラメータの値、または当該チームに含まれるキャラクタ(育成済キャラクタ)に関連付けられた能力パラメータの値等を、その対戦のみに限って向上させる。 When the item processing unit 1664 is instructed to use an item owned by the user based on the user's operation when starting a match in the battle part, the team to be used in the battle part (based on the type of the item to be used) Temporarily change the data associated with the trained character). For example, the item processing unit 1664 may exchange the consumption of a specific item (enhanced item) with the value of the ability parameter associated with the team (trained team) used in the battle part, or the character included in the team (trained team). The value of the ability parameter associated with the completed character) is improved only in that match.
 〔6.ゲーム処理の動作〕
 次に、図32から図39を参照して、端末装置10のCPU16がゲーム制御プログラムに基づいて実行するゲーム処理の動作について説明する。
[6. Game processing operation]
Next, with reference to FIGS. 32 to 39, the operation of the game processing executed by the CPU 16 of the terminal device 10 based on the game control program will be described.
 〔6-1.育成パート処理の動作〕
 図32は、本実施形態に係る育成パート処理の一例を示すフローチャートである。この図において、図5の各処理に対応する処理には、同一の符号を付している。
[6-1. Operation of training part processing]
FIG. 32 is a flowchart showing an example of the training part processing according to the present embodiment. In this figure, the processes corresponding to the processes of FIG. 5 are designated by the same reference numerals.
 CPU16は、育成対象の設定処理を実行する(ステップS100)。具体的には、図33を参照して説明する。図33は、本実施形態に係る育成対象の設定処理の一例を示すフローチャートである。 The CPU 16 executes a training target setting process (step S100). Specifically, it will be described with reference to FIG. 33. FIG. 33 is a flowchart showing an example of the setting process of the training target according to the present embodiment.
 CPU16は、ユーザにチームの高校(シナリオ)を選択させる処理を実行する(ステップS101)。このチームとは、育成パートで育成するチーム(育成対象チーム)である。例えばCPU16は、表示部13の表示画面を図6に示す高校選択画面G300に遷移させる。CPU16は、高校選択画面G300に表示された複数の高校のそれぞれを選択するためのアイコンP311、P312、P313、P314、P315のいずれかが選択されたか否かを判定する(ステップS103)。CPU16は、いずれの高校(アイコン)も選択されていないと判定した場合には(ステップS103:NO)、ステップS103の判定処理を継続する。 The CPU 16 executes a process of causing the user to select a high school (scenario) for the team (step S101). This team is a team to be trained in the training part (team to be trained). For example, the CPU 16 shifts the display screen of the display unit 13 to the high school selection screen G300 shown in FIG. The CPU 16 determines whether or not any of the icons P311, P312, P313, P314, and P315 for selecting each of the plurality of high schools displayed on the high school selection screen G300 is selected (step S103). When it is determined that none of the high schools (icons) is selected (step S103: NO), the CPU 16 continues the determination process in step S103.
 一方、CPU16は、いずれかの高校(アイコン)が選択されたと判定した場合には(ステップS103:YES)、選択された高校に応じて定まる高校キャラクタと、ユーザに関連付けられているデータ(ユーザが所有キャラクタ)のうちからユーザにより選択されたデータに基づいて設定される任意キャラクタとを育成対象チームに含まれる所属メンバ(育成対象キャラクタ)として設定する処理を実行する(ステップS105)。また、CPU16は、エキストラキャラクタを育成対象チームに含まれる所属メンバ(育成対象キャラクタ)として設定する処理を実行する(ステップS107)。育成対象チームに含まれる構成要素には、育成パートの開始時点で、育成パートにより更新される期間(育成期間)が異なることにより初期状態のデータが異なる複数のキャラクタ(育成パートの開始時点で1年生、2年生、及び3年生のキャラクタ)が含まれてもよい。CPU16は、選択された高校の育成対象チームの育成データとして、上記高校キャラクタと任意キャラクタとエキストラキャラクタと含む育成対象チームの育成データ(図29の育成データD155参照)を生成する。 On the other hand, when the CPU 16 determines that any high school (icon) has been selected (step S103: YES), the CPU 16 has a high school character determined according to the selected high school and data associated with the user (user). An arbitrary character set based on the data selected by the user from the owned characters) is set as a member (training target character) included in the training target team (step S105). Further, the CPU 16 executes a process of setting the extra character as a member (training target character) included in the training target team (step S107). The components included in the training target team include multiple characters (1 at the start of the training part) whose initial state data differs due to the difference in the period updated by the training part (training period) at the start of the training part. Grade, second grade, and third grade characters) may be included. The CPU 16 generates training data of the training target team including the high school character, an arbitrary character, and an extra character (see training data D155 in FIG. 29) as training data of the selected high school training target team.
 図32に戻り、CPU16は、「育成」の1ターンの処理を実行する(ステップS110)。1ターンの処理では、CPU16は、育成対象チームに含まれる複数のキャラクタ(育成対象キャラクタ)に関連付けられるデータの更新を指示する処理と、当該指示に応じて、育成対象チームに関連付けられるデータを更新する処理とを実行する。例えば、CPU16は、1回(1ターン)の指示に応じて、育成対象チームに含まれる2以上のキャラクタ(育成対象キャラクタ)のそれぞれに関連付けられるデータを更新する処理を実行する。また、CPU16は、育成期間(所定の期間)内の育成パートの進行に従って、育成対象チームに含まれるキャラクタ(育成対象キャラクタ)に関連付けられるデータを更新する。例えば、CPU16は、ユーザに関連付けられたデータ(所有キャラクタからユーザに選択されたキャラクタ)に基づいて育成対象チームに含まれるキャラクタ(任意キャラクタ)として設定された育成対象キャラクタに関連付けられるデータを更新する処理を実行する。 Returning to FIG. 32, the CPU 16 executes the process of one turn of "cultivation" (step S110). In the one-turn process, the CPU 16 processes to instruct the update of the data associated with the plurality of characters (training target characters) included in the training target team, and updates the data associated with the training target team in response to the instruction. And execute the process. For example, the CPU 16 executes a process of updating data associated with each of two or more characters (training target characters) included in the training target team in response to one instruction (one turn). Further, the CPU 16 updates the data associated with the character (training target character) included in the training target team according to the progress of the training part within the training period (predetermined period). For example, the CPU 16 updates the data associated with the training target character set as the character (arbitrary character) included in the training target team based on the data associated with the user (character selected by the user from the owned character). Execute the process.
 CPU16は、育成パートの終了条件が充足されたか否かを判定する(ステップS140)。ステップS140の処理には、ステップS141及びステップS143の処理が含まれる。例えば、CPU16は、育成パートの終了条件として、育成期間中の特定のターンで行わる試合で敗戦したか否かを判定する(ステップS141)。CPU16は、試合で敗戦していないと判定した場合(ステップS141:NO)、育成パートの終了条件が充足されていないと判定する。一方、CPU16は、試合で敗戦したと判定した場合(ステップS141:YES)、育成パートの終了条件が充足されたと判定し、育成結果を反映(その時点で育成対象チームに在籍するメンバ(育成対象キャラクタ)に、育成期間の途中で卒部したメンバ(育成対象キャラクタ)を加えた育成対象チームを、育成済チームとして保存)して、育成パートの処理を終了する(ステップS150)。 The CPU 16 determines whether or not the end condition of the training part is satisfied (step S140). The process of step S140 includes the processes of step S141 and step S143. For example, the CPU 16 determines whether or not a player has lost a match played in a specific turn during the training period as a condition for ending the training part (step S141). When it is determined that the CPU 16 has not lost the game (step S141: NO), the CPU 16 determines that the end condition of the training part is not satisfied. On the other hand, when the CPU 16 determines that the game has been defeated (step S141: YES), it determines that the end condition of the training part is satisfied and reflects the training result (members enrolled in the training target team at that time (training target). The training target team in which the members (characters to be trained) who graduated in the middle of the training period are added to the character) is saved as a trained team), and the processing of the training part is completed (step S150).
 また、CPU16は、育成パートの終了条件として、所定回数のターン処理(例えば、120ターン)が終了したか否かを判定する(ステップS143)。CPU16は、所定回数のターン処理(例えば、120ターン)が終了していないと判定した場合(ステップS143:NO)、育成パートの終了条件が充足されていないと判定する。一方、CPU16は、所定回数のターン処理(例えば、120ターン)が終了したと判定した場合(ステップS143:YES)、育成結果を反映して(その時点で育成対象チームに在籍するメンバ(育成対象キャラクタ)に、育成期間の途中で卒部したメンバ(育成対象キャラクタ)を加えた育成対象チームを、育成済チームとして保存して)、育成パートの処理を終了する(ステップS150)。 Further, the CPU 16 determines whether or not a predetermined number of turn processes (for example, 120 turns) have been completed as a condition for ending the training part (step S143). When it is determined that the predetermined number of turn processes (for example, 120 turns) has not been completed (step S143: NO), the CPU 16 determines that the end condition of the training part is not satisfied. On the other hand, when the CPU 16 determines that the predetermined number of turn processes (for example, 120 turns) has been completed (step S143: YES), the CPU 16 reflects the training result (members registered in the training target team at that time (training target). The training target team in which the members (characters to be trained) who graduated in the middle of the training period are added to the character) is saved as a trained team), and the processing of the training part is completed (step S150).
 このように、CPU16は、ステップ110及びステップS140(ステップS143)の処理により、1回(1ターン)の指示機会を、ユーザに所定回数(例えば、120ターン)を上限とした複数回提供する処理を実行する。即ち、CPU16は、所定回数(例えば、120ターン)を上限とした所定の期間(育成期間)、育成対象チームに関連付けられるデータを更新する処理を繰り返し実行する。 In this way, the CPU 16 is a process of providing the user with an instruction opportunity of one time (one turn) a plurality of times up to a predetermined number of times (for example, 120 turns) by the processing of step 110 and step S140 (step S143). To execute. That is, the CPU 16 repeatedly executes the process of updating the data associated with the training target team for a predetermined period (training period) up to a predetermined number of times (for example, 120 turns).
 なお、ステップS141の処理とステップS143の処理とは、順序を入れ替えてもよいし、平行処理としてもよい。また、育成パートの終了条件に、ユーザの意思で中断することが含まれてもよい。例えば、CPU16は、育成期間中にユーザの操作により育成を中断する指示を受け付けた場合、育成結果を反映せずに育成パートの処理を終了してもよい。 The order of the process of step S141 and the process of step S143 may be changed, or may be parallel processing. In addition, the termination condition of the training part may include interruption at the user's will. For example, when the CPU 16 receives an instruction to interrupt the training by a user's operation during the training period, the CPU 16 may end the processing of the training part without reflecting the training result.
 CPU16は、育成パートの終了条件が充足されていないと判定した場合(ステップS141:NO、またはステップS143:NO)、育成対象の変更タイミングであるか否かを判定する(ステップS145)。育成対象の変更タイミングとは、2年目及び3年目の春(4月1週)と、1年目、2年目、及び3年目の秋(9月4週)である。CPU16は、育成対象の変更タイミングではないと判定した場合(ステップS145:NO)、ステップS110に戻り、次のターンの処理を実行する。一方、CPU16は、育成対象の変更タイミングであると判定した場合(ステップS145:YES)、育成対象を変更する処理(育成対象変更処理)を実行する(ステップS147)。この育成対象変更処理については、図36を参照して後述する。 When the CPU 16 determines that the end condition of the training part is not satisfied (step S141: NO or step S143: NO), the CPU 16 determines whether or not it is the timing to change the training target (step S145). The timing of changing the training target is the spring of the second and third years (April 1 week) and the fall of the first, second, and third years (September 4 weeks). When the CPU 16 determines that it is not the timing to change the training target (step S145: NO), the CPU 16 returns to step S110 and executes the processing of the next turn. On the other hand, when the CPU 16 determines that it is the timing to change the training target (step S145: YES), the CPU 16 executes a process of changing the training target (training target change process) (step S147). This training target change process will be described later with reference to FIG. 36.
 ステップS150の育成結果を反映する処理において、CPU16は、育成パートにおいて更新を完了した育成済チームを複数管理する処理を実行する。例えば、CPU16は、育成パートの終了に応じて更新が完了した育成済チームのデータを管理する処理を実行する。この管理されている更新が完了した育成済チームのデータについては、育成パートの終了の後には再び更新されることはない。また、CPU16は、複数の育成済チームのそれぞれを高校(シナリオ)ごとに管理する処理を実行する。また、CPU16は、育成済チームに含まれるキャラクタ(育成済キャラクタ)に関連付けられるデータが更新された育成済チームを、複数管理する処理を実行する。 In the process of reflecting the training result in step S150, the CPU 16 executes a process of managing a plurality of trained teams that have completed the update in the training part. For example, the CPU 16 executes a process of managing the data of the trained team whose update is completed according to the end of the training part. The data of the trained team that has completed this managed update will not be updated again after the end of the training part. Further, the CPU 16 executes a process of managing each of the plurality of trained teams for each high school (scenario). Further, the CPU 16 executes a process of managing a plurality of trained teams whose data associated with the characters included in the trained team (trained characters) has been updated.
 また、CPU16は、育成パートによる育成対象チームの更新(育成)が行われる前から、高校(シナリオ)ごとにデフォルトチームを対戦パートで対戦に使用されるチームとして予め関連付けて管理する処理を実行する。 Further, the CPU 16 executes a process of associating and managing the default team for each high school (scenario) in advance as the team used for the battle in the battle part, even before the training target team is updated (trained) by the training part. ..
 なお、CPU16は、遊技価値(課金またはゲームの進行に応じて入手されるゲーム内コインやチケット)の消費と引換えにキャラクタを示すデータをユーザに関連付ける処理を実行してもよい。具体的には、CPU16は、キャラクタを示すデータをユーザに関連付けて所有キャラクタデータ記憶部153に記憶させて管理してもよい。 Note that the CPU 16 may execute a process of associating data indicating a character with a user in exchange for consumption of game value (in-game coins or tickets obtained according to billing or progress of the game). Specifically, the CPU 16 may store and manage the data indicating the character in the owned character data storage unit 153 in association with the user.
   〔1ターン処理の動作〕
 次に、図34を参照して、図32のステップS110における1ターン処理の動作の詳細について説明する。図34は、本実施形態に係る1ターン処理の一例を示すフローチャートである。
[Operation of 1-turn processing]
Next, with reference to FIG. 34, the details of the operation of the one-turn process in step S110 of FIG. 32 will be described. FIG. 34 is a flowchart showing an example of one-turn processing according to the present embodiment.
 CPU16は、午前イベントが設定されているターン(図10のイベント発生スケジュール参照)では、設定されているイベントの処理を実行する(ステップS111)。ここでは、シナリオイベント(高校固有(シナリオ固有)のイベントと、高校共通(シナリオ共通)のイベント)とイベキャライベント(イベキャラによるイベント)のうち、予め定められた発生条件の成立している全てのイベントが、処理の実行の対象として設定される。例えば、CPU16は、設定されているイベントに対応するイベント画面(例えば、図9のイベント画面G400)に遷移させ、イベントのストーリーに応じた複数のイベント画像を順に表示させる。このとき、処理を実行したイベントの結果として、育成対象チームに含まれる育成対象キャラクタの能力パラメータ等、各種のパラメータに変化をもたらす。複数のイベントが発生する場合には、複数のイベントの結果がそれぞれ反映される。イベント処理が終了すると、CPU16は、表示部13の表示画面を監督メニュー画面G500(図11参照)に遷移させる(ステップS113)。なお、午前イベントが設定されていないターンでは、CPU16は、イベント処理を行なわずにステップS113の処理に進む。 The CPU 16 executes the processing of the set event in the turn in which the morning event is set (see the event occurrence schedule in FIG. 10) (step S111). Here, of the scenario events (high school-specific (scenario-specific) events, high school-common (scenario-specific) events), and Ibe-chara events (events by Ibe-chara), all of the events for which predetermined occurrence conditions are satisfied. The event is set as the target for processing. For example, the CPU 16 transitions to an event screen corresponding to the set event (for example, the event screen G400 in FIG. 9), and sequentially displays a plurality of event images according to the story of the event. At this time, as a result of the event in which the processing is executed, various parameters such as the ability parameters of the training target character included in the training target team are changed. When multiple events occur, the results of multiple events are reflected respectively. When the event processing is completed, the CPU 16 shifts the display screen of the display unit 13 to the supervision menu screen G500 (see FIG. 11) (step S113). In the turn in which the morning event is not set, the CPU 16 proceeds to the process of step S113 without performing the event process.
 CPU16は、監督メニュー画面G500において、入力部12からの操作信号に基づいて、メニュー項目(「練習」、「建設」、「ミッション」、「監督スキル」、「伝授」)のいずれかを選択する操作を受け付けたか否かを判定する。具体的には、ステップS115において、CPU16は、アイコンP520(「建設」)を選択する操作を受け付けたか否かを判定する。CPU16は、アイコンP520(「建設」)を選択する操作を受け付けたと判定した場合(ステップS115:YES)、前述した「建設」についての建設処理を実行する(ステップS117)。CPU16は、建設処理が終了すると監督メニュー画面G500(図11参照)に戻す(ステップS113)。 The CPU 16 selects one of the menu items (“practice”, “construction”, “mission”, “supervision skill”, “teaching”) based on the operation signal from the input unit 12 on the supervision menu screen G500. Determine if the operation has been accepted. Specifically, in step S115, the CPU 16 determines whether or not the operation of selecting the icon P520 (“construction”) has been accepted. When the CPU 16 determines that the operation of selecting the icon P520 (“construction”) has been accepted (step S115: YES), the CPU 16 executes the construction process for the above-mentioned “construction” (step S117). When the construction process is completed, the CPU 16 returns to the supervision menu screen G500 (see FIG. 11) (step S113).
 一方、CPU16は、アイコンP520(「建設」)を選択する操作を受け付けていないと判定した場合(ステップS115:NO)、ステップS119において、アイコンP530(「ミッション」)を選択する操作を受け付けたか否かを判定する。CPU16は、アイコンP530(「ミッション」)を選択する操作を受け付けたと判定した場合(ステップS119:YES)、前述した「ミッション」についてのミッション処理を実行する(ステップS121)。例えば、CPU16は、表示部13の表示画面をミッション画面G700(図15参照)に遷移させる。CPU16は、ミッション処理が終了すると監督メニュー画面G500(図11参照)に戻す(ステップS113)。 On the other hand, if it is determined that the CPU 16 has not accepted the operation of selecting the icon P520 (“construction”) (step S115: NO), whether or not the CPU 16 has accepted the operation of selecting the icon P530 (“mission”) in step S119. Is determined. When the CPU 16 determines that the operation of selecting the icon P530 (“mission”) has been accepted (step S119: YES), the CPU 16 executes the mission process for the above-mentioned “mission” (step S121). For example, the CPU 16 transitions the display screen of the display unit 13 to the mission screen G700 (see FIG. 15). When the mission processing is completed, the CPU 16 returns to the supervision menu screen G500 (see FIG. 11) (step S113).
 一方、CPU16は、アイコンP530(「ミッション」)を選択する操作を受け付けていないと判定した場合(ステップS119:NO)、ステップS123において、アイコンP540(「監督スキル」)を選択する操作を受け付けたか否かを判定する。CPU16は、アイコンP540(「監督スキル」)を選択する操作を受け付けたと判定した場合(ステップS123:YES)、前述した「監督スキル」についての監督スキル処理を実行する(ステップS125)。例えば、CPU16は、表示部13の表示画面を監督スキル画面G800(図16参照)に遷移させる。CPU16は、監督スキル処理が終了すると監督メニュー画面G500(図11参照)に戻す(ステップS113)。 On the other hand, when it is determined that the CPU 16 has not accepted the operation of selecting the icon P530 (“mission”) (step S119: NO), has the CPU 16 accepted the operation of selecting the icon P540 (“supervisory skill”) in step S123? Judge whether or not. When the CPU 16 determines that the operation of selecting the icon P540 (“supervisory skill”) has been accepted (step S123: YES), the CPU 16 executes the supervisory skill process for the “supervisory skill” described above (step S125). For example, the CPU 16 transitions the display screen of the display unit 13 to the supervision skill screen G800 (see FIG. 16). When the supervision skill process is completed, the CPU 16 returns to the supervision menu screen G500 (see FIG. 11) (step S113).
 一方、CPU16は、アイコンP540(「監督スキル」)を選択する操作を受け付けていないと判定した場合(ステップS123:NO)、ステップS127において、アイコンP550(「伝授」)を選択する操作を受け付けたか否かを判定する。CPU16は、アイコンP550(「伝授」)を選択する操作を受け付けたと判定した場合(ステップS127:YES)、前述した「伝授」についての伝授処理を実行する(ステップS129)。例えば、CPU16は、表示部13の表示画面を伝授画面G900(図16参照)に遷移させる。CPU16は、伝授処理が終了すると監督メニュー画面G500(図11参照)に戻す(ステップS113)。 On the other hand, if the CPU 16 determines that the operation of selecting the icon P540 (“supervisory skill”) is not accepted (step S123: NO), has the CPU 16 accepted the operation of selecting the icon P550 (“teaching”) in step S127? Judge whether or not. When the CPU 16 determines that the operation of selecting the icon P550 (“teaching”) has been accepted (step S127: YES), the CPU 16 executes the teaching process for the above-mentioned “teaching” (step S129). For example, the CPU 16 transitions the display screen of the display unit 13 to the transmission screen G900 (see FIG. 16). When the transfer process is completed, the CPU 16 returns to the supervision menu screen G500 (see FIG. 11) (step S113).
 一方、CPU16は、アイコンP550(「伝授」)を選択する操作を受け付けていないと判定した場合(ステップS127:NO)、ステップS131においてアイコンP510(「練習」)を選択する操作を受け付けたか否かを判定する。CPU16は、アイコンP510(「練習」)を選択する操作を受け付けたと判定した場合(ステップS131:YES)、前述した「練習」に関する練習処理を実行する(ステップS133)。例えば、CPU16は、表示部13の表示画面を練習メニュー画面G600(図13参照)に遷移させる。一方、CPU16は、アイコンP510(「練習」)を選択する操作を受け付けていないと判定した場合(ステップS131:NO)、監督メニュー画面G500(図11参照)に戻すまたは継続する(ステップS113)。 On the other hand, when the CPU 16 determines that the operation of selecting the icon P550 (“teaching”) is not accepted (step S127: NO), whether or not the CPU 16 has accepted the operation of selecting the icon P510 (“practice”) in step S131. To judge. When the CPU 16 determines that the operation of selecting the icon P510 (“practice”) has been accepted (step S131: YES), the CPU 16 executes the practice process related to the “practice” described above (step S133). For example, the CPU 16 transitions the display screen of the display unit 13 to the practice menu screen G600 (see FIG. 13). On the other hand, when the CPU 16 determines that the operation of selecting the icon P510 (“practice”) is not accepted (step S131: NO), the CPU 16 returns to or continues to the supervisor menu screen G500 (see FIG. 11) (step S113).
 CPU16は、練習処理が終了すると、午後イベントが設定されているターン(図10のイベント発生スケジュール参照)では、午前イベントに関する処理と同様に、設定されているイベントの処理を実行する(ステップS135)。イベント処理が終了すると、CPU16は、1ターン処理を終了する。なお、午後イベントが設定されていないターンでは、CPU16は、練習処理が終了すると、イベント処理を行なわずに1ターン処理を終了する。 When the practice process is completed, the CPU 16 executes the process of the set event in the turn in which the afternoon event is set (see the event occurrence schedule in FIG. 10) in the same manner as the process related to the morning event (step S135). .. When the event processing is completed, the CPU 16 ends the one-turn processing. In the turn in which the afternoon event is not set, the CPU 16 ends the one-turn process without performing the event process when the practice process is completed.
 なお、ステップS115、S119、S123、S127、S131の判定処理は、順序を入れ替えてもよいし、平行処理としてもよい。 Note that the determination processing in steps S115, S119, S123, S127, and S131 may be performed in a different order or in parallel processing.
   〔練習処理の動作〕
 次に、図35を参照して、図34のステップS133における練習処理の動作の詳細について説明する。図35は、本実施形態に係る練習処理の一例を示すフローチャートである。
 CPU16は、表示部13の表示vを練習メニュー画面G600(図13参照)に遷移させ、複数の選択肢(例えば、図13のアイコンP631、P632、P633、P634参照)(ステップS1331)のそれぞれに対して設定された更新条件を、ユーザに認識可能に提示する処理を実行する。即ち、CPU16は、複数の選択肢のそれぞれに対して設定された更新条件を、ユーザの選択に先立ち予めユーザに認識可能なように表示部13に表示させる。
[Operation of practice processing]
Next, with reference to FIG. 35, the details of the operation of the practice process in step S133 of FIG. 34 will be described. FIG. 35 is a flowchart showing an example of the practice process according to the present embodiment.
The CPU 16 shifts the display v of the display unit 13 to the practice menu screen G600 (see FIG. 13), and for each of the plurality of options (for example, see the icons P631, P632, P633, and P634 in FIG. 13) (step S1331). The process of presenting the update condition set in the above to the user in a recognizable manner is executed. That is, the CPU 16 causes the display unit 13 to display the update conditions set for each of the plurality of options so that the user can recognize them in advance prior to the user's selection.
 CPU16は、ユーザの操作に基づいて、複数の選択肢(例えば、図13のアイコンP631、P632、P633、P634)のいずれかを仮選択する操作を受け付ける処理を実行する。また、CPU16は、ユーザの操作に基づいて、複数の選択肢のいずれかが仮選択されたか否かを判定する(ステップS1333)。CPU16は、いずれの選択肢もユーザの操作に基づいて仮選択されていないと判定された場合(ステップS1333:NO)、ステップS1333の判定処理を継続する。 The CPU 16 executes a process of accepting an operation of temporarily selecting one of a plurality of options (for example, icons P631, P632, P633, P634 in FIG. 13) based on the user's operation. Further, the CPU 16 determines whether or not any of the plurality of options is tentatively selected based on the user's operation (step S1333). When it is determined that none of the options is provisionally selected based on the user's operation (step S1333: NO), the CPU 16 continues the determination process in step S1333.
 一方、CPU16は、いずれかの選択肢がユーザの操作に基づいて仮選択されたと判定された場合(ステップS1333:YES)、仮選択された選択肢と、仮選択されていない選択肢とのうち、少なくとも一方の選択肢に設定された更新条件が変更されたそれぞれの更新条件をユーザに認識可能に提示する処理を実行する(ステップS1335)。例えば、図13に示すように、ユーザの操作に基づいて仮選択された選択肢(例えば、アイコンP632)に設定された更新条件(元の更新条件)に+アルファされた値に変更された更新条件で表示させ、仮選択されていない選択肢(例えば、アイコンP631、P633、P634)に設定された更新条件(元の更新条件)は変更せずに表示させる。 On the other hand, when it is determined that any of the options is tentatively selected based on the user's operation (step S1333: YES), the CPU 16 determines at least one of the tentatively selected option and the non-temporarily selected option. A process of presenting to the user recognizablely each update condition in which the update condition set in the option of is changed is executed (step S1335). For example, as shown in FIG. 13, the update condition changed to a value + alpha to the update condition (original update condition) set in the option (for example, icon P632) tentatively selected based on the user's operation. The update conditions (original update conditions) set in the options (for example, icons P631, P633, P634) that have not been temporarily selected are displayed without being changed.
 CPU16は、ユーザの操作に基づいて、仮選択された選択肢(例えば、アイコンP632)を選択決定する操作を受け付ける処理を実行する(ステップS1337)。また、CPU16は、ユーザの操作に基づいて、仮選択された選択肢が選択決定されたか否かを判定する。CPU16は、仮選択された選択肢が選択決定されていないと判定された場合(ステップS1337:NO)、ステップS1333の処理に戻り、仮選択する操作を受け付ける処理を実行し、他の選択肢が仮選択された場合には更新条件の表示を変更する(ステップS1335)。 The CPU 16 executes a process of accepting an operation of selecting and determining a tentatively selected option (for example, icon P632) based on a user operation (step S1337). Further, the CPU 16 determines whether or not the tentatively selected option has been selected and determined based on the user's operation. When it is determined that the tentatively selected option has not been selected and determined (step S1337: NO), the CPU 16 returns to the process of step S1333, executes a process of accepting the tentatively selected operation, and tentatively selects another option. If so, the display of the update condition is changed (step S1335).
 一方、CPU16は、仮選択された選択肢(例えば、アイコンP632)が選択決定されたと判定された場合(ステップS1337:YES)、当該選択肢に関連付けられた育成対象キャラクタに対してデータの更新を指示する(ステップS1339)。即ち、CPU16は、育成対象チームに含まれる複数のキャラクタ(育成対象キャラクタ)のいずれかが関連付けられた選択肢を含む複数の選択肢のうち、ユーザにより選択(選択決定)された選択肢(例えば、アイコンP632)に関連付けられたキャラクタ(育成対象キャラクタ)に対してデータの更新を指示する。例えば、CPU16は、複数の選択肢のそれぞれに対して設定された更新条件に基づいて、ユーザにより選択(選択決定)された選択肢に関連付けられたキャラクタ(育成対象キャラクタ)のそれぞれに対して、当該選択肢に設定された更新条件(同一の更新条件)に基づく更新を指示する。この更新条件は、(元の更新条件)に+アルファされた値に変更された更新条件である。一方、CPU16は、ユーザにより選択(選択決定)されていない選択肢(例えば、アイコンP631、P632、P633、P634)に関連付けられたキャラクタ(育成対象キャラクタ)のそれぞれに対しては、元の更新条件(元の設定値)でデータの更新を指示する。このように、CPU16は、ユーザにより選択された選択肢に設定された更新条件とユーザにより選択されなかった選択肢に設定された更新条件とのうちの少なくとも一方を変更した更新条件のそれぞれに基づいて、ユーザにより選択された選択肢に関連付けられたキャラクタ(育成対象キャラクタ)のそれぞれに対してデータの更新を指示するとともに、ユーザにより選択されなかった選択肢に関連付けられたキャラクタ(育成対象キャラクタ)のそれぞれに対してもデータの更新を指示する。 On the other hand, when it is determined that the tentatively selected option (for example, the icon P632) has been selected and determined (step S1337: YES), the CPU 16 instructs the training target character associated with the option to update the data. (Step S1339). That is, the CPU 16 is selected (selected and determined) by the user from among a plurality of options including an option associated with any of the plurality of characters (characters to be trained) included in the training target team (for example, icon P632). ) Is instructed to update the data to the character (character to be trained) associated with. For example, the CPU 16 selects the option for each of the characters (characters to be trained) associated with the option selected (selected and determined) by the user based on the update conditions set for each of the plurality of options. Instructs an update based on the update conditions (same update conditions) set in. This update condition is an update condition that has been changed to a value that is + alpha to (original update condition). On the other hand, the CPU 16 applies the original update condition (for example, for each of the characters (characters to be trained) associated with the options (for example, icons P631, P632, P633, P634) that have not been selected (selected and determined) by the user). Instruct to update the data with the original setting value). As described above, the CPU 16 is based on the update condition in which at least one of the update condition set in the option selected by the user and the update condition set in the option not selected by the user is changed. Instruct each of the characters associated with the options selected by the user (characters to be trained) to update the data, and for each of the characters associated with the options not selected by the user (characters to be trained). Even instruct to update the data.
 CPU16は、ステップS1339における指示に応じて、育成対象チームに関連付けられるデータ(例えば、育成対象キャラクタの全体データ、基本能力データ、及び特殊能力データや、育成対象キャラクタのデータに伴って変化する育成対象チームのデータ等)を更新する処理を実行する(ステップS1341)。例えば、CPU16は、それぞれの選択肢に設定された更新条件に基づいて、それぞれの選択肢に関連付けられた一又は複数のキャラクタ(育成対象キャラクタ)のそれぞれに関連付けられるデータ(図29の育成データD155)を更新する。 In response to the instruction in step S1339, the CPU 16 has data associated with the training target team (for example, overall data of the training target character, basic ability data, special ability data, and training target that changes according to the data of the training target character. The process of updating the team data, etc.) is executed (step S1341). For example, the CPU 16 obtains data (training data D155 in FIG. 29) associated with each of one or a plurality of characters (characters to be trained) associated with each option based on the update conditions set for each option. Update.
   〔育成対象変更処理の動作〕
 次に、図36を参照して、図32のステップS147における育成対象変更処理の動作の詳細について説明する。図36は、本実施形態に係る育成対象変更処理の一例を示すフローチャートである。この育成対象変更処理は、2年目及び3年目の春(4月1週)と、1年目、2年目、及び3年目の秋(9月4週)のタイミングで行われる。
[Operation of training target change processing]
Next, with reference to FIG. 36, the details of the operation of the training target change processing in step S147 of FIG. 32 will be described. FIG. 36 is a flowchart showing an example of the training target change processing according to the present embodiment. This training target change process is performed at the timing of the spring of the second and third years (April 1 week) and the autumn of the first, second, and third years (September 4 weeks).
 CPU16は、育成期間の途中に、更新の対象として育成対象チームに含まれる育成対象キャラクタをデータの更新の対象から除外(卒部)する処理を実行する。具体的には、CPU16は、育成データD155(図29参照)を参照して、1年目、2年目、及び3年目の秋(9月4週)のタイミングでは、卒部対象の育成対象キャラクタ(即ち、3年生の育成対象キャラクタ)の有無を判定する(ステップS1471)。CPU16は、1年目、2年目、及び3年目の秋(9月4週)のタイミングで卒部対象の育成対象キャラクタがある場合(ステップS1471:YES)、育成データD155における卒部対象の育成対象キャラクタの卒部フラグを「0」から「1」に変更し、育成対象(更新の対象)から除外する(ステップS1473)。 During the training period, the CPU 16 executes a process of excluding (graduated) the training target character included in the training target team as the update target from the data update target. Specifically, the CPU 16 refers to the training data D155 (see FIG. 29) and trains the graduates at the timing of the fall (September 4th week) of the first year, the second year, and the third year. It is determined whether or not there is a target character (that is, a character to be trained in the third grade) (step S1471). When the CPU 16 has a character to be trained for graduates at the timing of the fall of the first year, the second year, and the third year (September 4th week) (step S1471: YES), the CPU 16 is the graduate target in the training data D155. The graduation flag of the character to be trained is changed from "0" to "1" and excluded from the training target (update target) (step S1473).
 一方、CPU16は、1年目、2年目、及び3年目の秋(9月4週)のタイミングではない、或いは、1年目、2年目、及び3年目の秋(9月4週)のタイミングであっても卒部対象の育成対象キャラクタがない場合(ステップS1471:NO)、CPU16は、ステップS1475以降の処理により、育成期間(所定の期間)の途中に、データの更新の対象として育成対象チームに含まれる育成対象キャラクタを追加(入部)する処理を実行する。 On the other hand, the CPU 16 is not at the timing of the fall of the first year, the second year, and the third year (September 4th week), or the fall of the first year, the second year, and the third year (September 4th). If there is no character to be trained for graduates (step S1471: NO) even at the timing of (week), the CPU 16 updates the data during the training period (predetermined period) by the processing after step S1475. Execute the process of adding (joining) the training target character included in the training target team as the target.
 ステップS1475において、CPU16は、2年目及び3年目の春(4月1週)のタイミングでは、育成対象キャラクタの追加(入部)の有無を判定する。例えば、12年目及び3年目の春(4月1週)のタイミングで追加(入部)する育成対象キャラクタがあった場合、卒部した人数分の育成対象キャラクタを入部させることができる。なお、卒部の人数に関係なく、所定の人数を入部させることが可能であってもよい。CPU16は、2年目及び3年目の春(4月1週)のタイミングで育成対象キャラクタの追加(入部)がない場合(ステップS1475:NO)、育成対象変更処理を終了させる。一方、CPU16は、2年目及び3年目の春(4月1週)のタイミングで育成対象キャラクタの追加(入部)がある場合(ステップS1475:YES)、所有キャラクタデータD153(図27参照)を参照して、入部させる育成対象キャラの元データとなるキャラクタをユーザの所有キャラクタの中からユーザに選択させるための所有キャラクタの選択肢(リスト)を表示部13に表示させる(ステップS1477)。 In step S1475, the CPU 16 determines whether or not the character to be trained is added (joined) at the timing of the spring (April 1 week) of the second and third years. For example, if there is a training target character to be added (joined) at the timing of the spring of the 12th year and the 3rd year (April 1 week), the training target characters for the number of graduates can be joined. It should be noted that it may be possible to enroll a predetermined number of people regardless of the number of graduates. The CPU 16 ends the training target change process when there is no addition (entry) of the training target character at the timing of the spring (April 1 week) of the second and third years (step S1475: NO). On the other hand, when the CPU 16 has an addition (entry) of the character to be trained at the timing of the spring (April 1 week) of the second and third years (step S1475: YES), the possessed character data D153 (see FIG. 27). (Step S1477), the display unit 13 displays a selection (list) of owned characters for the user to select a character that is the original data of the character to be trained to be included from the characters owned by the user.
 CPU16は、ユーザの所有キャラクタの中からユーザにより選択されたキャラクタに基づいて入部対象のキャラクタを設定する(ステップS1479)。CPU16は、選択されたキャラクタに基づいて設定された入部対象のキャラクタのデータを育成データD155(図29参照)に追加し、育成対象キャラとして育成対象チームに追加する(ステップS1481)。 The CPU 16 sets the character to be entered based on the character selected by the user from the characters owned by the user (step S1479). The CPU 16 adds the data of the character to be joined, which is set based on the selected character, to the training data D155 (see FIG. 29), and adds it to the training target team as the training target character (step S1481).
 なお、卒部の処理(ステップS1471~S1473)と、入部の処理(ステップS1475~S1481)とは、順序を入れ替えてもよいし、平行処理としてもよい。 The order of the processing of the graduated part (steps S1471 to S1473) and the processing of the entrance part (steps S1475 to S1481) may be changed or may be parallel processing.
 〔6-2.対戦パート処理の動作〕
 次に、本実施形態に係る対戦パート処理の動作の詳細を説明する。
 図37は、本実施形態に係る対戦パート処理の一例を示すフローチャートである。
 CPU16は、チームデータD156を参照して、対戦に使用するチーム(育成済チーム)の高校(シナリオ)の選択肢を表示部13に表示させる(ステップS200)。これにより、CPU16は、ユーザに高校を選択させる。高校の選択肢が表示される画面は、図6に示す高校選択画面G300と同様の画面であってもよい。
[6-2. Operation of battle part processing]
Next, the details of the operation of the battle part processing according to the present embodiment will be described.
FIG. 37 is a flowchart showing an example of the battle part processing according to the present embodiment.
The CPU 16 refers to the team data D156 and causes the display unit 13 to display the options of the high school (scenario) of the team (trained team) used for the battle (step S200). As a result, the CPU 16 allows the user to select a high school. The screen on which the high school options are displayed may be the same screen as the high school selection screen G300 shown in FIG.
 CPU16は、いずれかの高校(シナリオ)の選択肢が選択された場合、ユーザの操作に基づいて選択された高校を対戦に使用する高校として選択する(ステップS210)。CPU16は、チームデータD156を参照して、選択された高校に関連付けられているチーム(育成済チーム)の選択肢を表示部13に表示させる(ステップS220)。これにより、CPU16は、ユーザに高校のチームを選択させる。CPU16は、いずれかのチームの選択肢が選択された場合、ユーザの操作に基づいて選択されたチームを、複数のチームのうちから対戦で使用する一のチームとして選択する (ステップS230)。 When any of the high school (scenario) options is selected, the CPU 16 selects the selected high school based on the user's operation as the high school to be used for the battle (step S210). The CPU 16 refers to the team data D156 and causes the display unit 13 to display the options of the team (trained team) associated with the selected high school (step S220). As a result, the CPU 16 allows the user to select a high school team. When the option of any team is selected, the CPU 16 selects the team selected based on the user's operation as one team to be used in the battle from among the plurality of teams (step S230).
 なお、選択された高校(シナリオ)に対戦に使用可能なチーム(育成済チーム)が一つしかない場合には、CPU16は、ステップS220の処理を省略して、その一つのチームを対戦で使用するチームとして選択してもよい。また、選択された高校に対戦で使用するチームが利用設定されている場合には、CPU16は、ステップS220の処理を省略して、利用設定されているチームを対戦で使用するチームとして選択してもよい。 If the selected high school (scenario) has only one team (trained team) that can be used for the match, the CPU 16 omits the process of step S220 and uses that one team for the match. You may choose as a team to do. If a team to be used in the battle is set to be used in the selected high school, the CPU 16 omits the process of step S220 and selects the team to be used in the battle as the team to be used in the battle. May be good.
 CPU16は、ユーザの操作に基づいて、オーダー変更の要求の有無を判定する(ステップS240)。CPU16は、オーダー変更の要求があったと判定した場合(ステップS240:YES)にはステップS250のオーダー設定処理を実行し、オーダー変更の要求がないと判定した場合(ステップS240:NO)にはステップS250のオーダー設定処理を実行せずにステップS260の処理に進む。 The CPU 16 determines whether or not there is a request for order change based on the user's operation (step S240). When the CPU 16 determines that there is an order change request (step S240: YES), the order setting process of step S250 is executed, and when it is determined that there is no order change request (step S240: NO), the step The process proceeds to step S260 without executing the order setting process of S250.
 ステップS250のオーダー設定処理において、CPU16は、ユーザの操作に基づいて、選択された育成済チームに含まれる複数のキャラクタ(育成対象キャラクタ)のうち対戦パートで使用するキャラクタを設定(オーダーに設定)する処理を実行する (ステップS250)。例えば、CPU16は、表示部13の表示画面を図22に示すオーダー設定画面G1100に遷移させる。また、CPU16は、オーダー設定画面G1100に対するユーザの操作に基づいてオーダーを設定し、チームメンバデータ記憶部157に記憶されているチームメンバデータD157のオーダーフラグ(図31参照)を設定する。 In the order setting process of step S250, the CPU 16 sets (sets to order) a character to be used in the battle part among a plurality of characters (characters to be trained) included in the selected trained team based on the user's operation. (Step S250). For example, the CPU 16 shifts the display screen of the display unit 13 to the order setting screen G1100 shown in FIG. Further, the CPU 16 sets an order based on the user's operation on the order setting screen G1100, and sets an order flag (see FIG. 31) of the team member data D157 stored in the team member data storage unit 157.
 なお、CPU16は、高校キャラクタ、任意キャラクタ、及びエキストラキャラクタのいずれをも対戦パートで使用するキャラクタとして設定してもよい。例えば、CPU16は、対戦パートで使用するチームに含まれるオーダーとして設定することができる育成済キャラクタの数を、育成済キャラクタの種類(高校キャラクタ/任意キャラクタ/エキストラキャラクタ)に応じて制限してもよい。例えば、オーダーに設定可能な高校キャラクタとしての育成済キャラクタの数を、予め設定された数(或いは、全所属メンバ数に対して予め設定された割合)を上限としてもよい。オーダー設定処理が終了すると、ステップS260の処理に進む。 Note that the CPU 16 may set any of the high school character, the arbitrary character, and the extra character as the character used in the battle part. For example, the CPU 16 may limit the number of trained characters that can be set as an order included in the team used in the battle part according to the type of trained characters (high school character / arbitrary character / extra character). Good. For example, the number of trained characters as high school characters that can be set in the order may be limited to a preset number (or a preset ratio to the total number of affiliated members). When the order setting process is completed, the process proceeds to step S260.
 ステップS260において、CPU16は、ステップS230において選択されたチーム(育成済チーム)の対戦相手を決定する処理を実行する(ステップS260)。例えば、CPU16は、高校(シナリオ)ごとに利用設定されたチームに基づいて、複数の他ユーザのうちから対戦相手となるユーザを決定する。具体的には、例えば、CPU16は、チームデータD156(図30)を参照して、高校ごとに利用設定されたチームの能力を総合した値(例えば、総合戦力の合計値)に基づいて、複数の他ユーザのうちから当該合計値が相対的に近いユーザを対戦相手となるユーザとして決定する。また、CPU16は、ステップS230で選択されたチームの対戦相手として、当該チームと同一の高校の他ユーザにより予め利用設定されたチームを選択する。つまり、CPU16は、対戦相手として決定したユーザのチームのうち、ステップS230で選択されたチームと同一の高校で予め利用設定されたチームを対戦相手のチームとして選択する。なお、他ユーザのデータは、通信部11を介してサーバ装置30から取得される。 In step S260, the CPU 16 executes a process of determining an opponent of the team (trained team) selected in step S230 (step S260). For example, the CPU 16 determines a user to be an opponent from a plurality of other users based on a team used and set for each high school (scenario). Specifically, for example, the CPU 16 has a plurality of CPUs 16 based on the total value of the team abilities set for each high school (for example, the total value of the total strength) with reference to the team data D156 (FIG. 30). Among other users, a user whose total value is relatively close is determined as an opponent user. Further, the CPU 16 selects a team preset to be used by another user of the same high school as the team as an opponent of the team selected in step S230. That is, among the teams of the users determined as the opponents, the CPU 16 selects the teams preset to be used in the same high school as the teams selected in step S230 as the opponents' teams. The data of other users is acquired from the server device 30 via the communication unit 11.
 なお、この対戦相手を決定する処理は、サーバ装置30で行われてもよい。その場合、CPU16は、対戦相手の決定結果をサーバ装置30から通信部11を介して取得する。 Note that the process of determining the opponent may be performed by the server device 30. In that case, the CPU 16 acquires the determination result of the opponent from the server device 30 via the communication unit 11.
 対戦相手が決定すると、CPU16は、ステップS230で選択されたチーム(育成済チーム)と、ステップS260で決定したチーム(育成済チーム)との対戦処理を実行する(ステップS270)。例えば、CPU16は、上記チームを使用した対戦処理を、育成パートにおいて更新が完了したデータに基づいて実行する。また、CPU16は、上記チームに含まれる複数のキャラクタ(育成済キャラクタ)のうちの少なくとも一部(例えば、オーダー設定されているキャラクタ)を使用した対戦処理を実行する。 When the opponent is determined, the CPU 16 executes a battle process between the team selected in step S230 (trained team) and the team determined in step S260 (trained team) (step S270). For example, the CPU 16 executes the battle process using the team based on the data for which the update is completed in the training part. Further, the CPU 16 executes a battle process using at least a part (for example, an ordered character) of the plurality of characters (trained characters) included in the team.
 対戦が終了すると、CPU16は、対戦結果(勝敗等)に基づく情報の出力とデータの更新を行う(ステップS280)。例えば、CPU16は、対戦結果(勝敗等)に基づく情報を表示部13に表示させる。また、CPU16は、対戦結果(勝敗等)に基づいて、チームデータを更新する。 When the battle is over, the CPU 16 outputs information and updates the data based on the battle result (win / loss, etc.) (step S280). For example, the CPU 16 causes the display unit 13 to display information based on the battle result (win / loss, etc.). Further, the CPU 16 updates the team data based on the battle result (win / loss, etc.).
 なお、ステップS240、S250のオーダー設定(オーダー変更)の処理は、ステップS270の対戦処理の中で実行されてもよい。 Note that the process of order setting (order change) in steps S240 and S250 may be executed in the battle process of step S270.
 〔6-3.利用設定処理の動作〕
 次に、本実施形態に係る利用設定処理の動作を説明する。
 図38は、本実施形態に係る利用設定処理の一例を示すフローチャートである。
 CPU16は、表示部13の表示画面を利用設定画面D1000(図21参照)に遷移させ、利用設定を行う高校(シナリオ)及びチーム(育成済チーム)を提示する(ステップS4301)。
[6-3. Operation of usage setting process]
Next, the operation of the usage setting process according to the present embodiment will be described.
FIG. 38 is a flowchart showing an example of the usage setting process according to the present embodiment.
The CPU 16 transitions the display screen of the display unit 13 to the usage setting screen D1000 (see FIG. 21), and presents the high school (scenario) and the team (trained team) for which the usage setting is performed (step S4301).
 CPU16は、利用設定画面D1000において、高校選択R1030に表示されている各高校(シナリオ)に対応するアイコンのいずれかを選択する操作に基づいて、選択された高校で利用設定可能なチーム(育成済チーム)の選択肢を表示させる(ステップS4303)。例えば、CPU16は、利用設定画面D1000において、選択された高校で利用設定可能なチームの選択肢を、「現在のチーム」の情報R1010、及び「入れ替えるチーム」の情報R1020に表示させる。 The CPU 16 is a team (trained) that can be set to be used at the selected high school based on the operation of selecting one of the icons corresponding to each high school (scenario) displayed on the high school selection R1030 on the usage setting screen D1000. The choices of (team) are displayed (step S4303). For example, the CPU 16 causes the selection of teams that can be set to be used in the selected high school to be displayed on the usage setting screen D1000 on the information R1010 of the "current team" and the information R1020 of the "replacement team".
 CPU16は、上記ユーザの操作に基づいて、他ユーザにより実行される対戦パートで当該他ユーザの対戦相手として使用され得るチームを、複数のチーム(育成済チーム)のうちから予め設定(利用設定)する処理を実行する(ステップS4305)。例えば、CPU16は、図21を参照して前述した利用設定画面G1000に対するユーザの操作に基づいて、高校ごとにチームの利用設定を行い、チームデータD156(図30参照)の利用フラグを設定する。 Based on the operation of the user, the CPU 16 presets (use setting) a team that can be used as an opponent of the other user in the battle part executed by the other user from among a plurality of teams (trained teams). (Step S4305). For example, the CPU 16 sets the team usage for each high school based on the user's operation on the usage setting screen G1000 described above with reference to FIG. 21, and sets the usage flag of the team data D156 (see FIG. 30).
 なお、この利用設定処理においても、オーダー設定処理が可能であってもよい。例えば、CPU16は、利用設定したチーム(育成済チーム)のオーダー設定を、ステップS4307及びステップS4309の処理で実行してもよい。このステップS4307及びステップS4309の処理は、図37に示すステップS240及びステップS250の処理と同様であり、その説明を省略する。 Note that the order setting process may also be possible in this usage setting process. For example, the CPU 16 may execute the order setting of the team (trained team) that has been set to be used in the processes of steps S4307 and S4309. The processing of step S4307 and step S4309 is the same as the processing of step S240 and step S250 shown in FIG. 37, and the description thereof will be omitted.
 CPU16は、ユーザの操作に基づいて、利用設定を終了する充足されたか否かを判定する(ステップS4311)。CPU16は、終了条件が充足されていないと判定された場合(ステップS4311:NO)、利用設定処理を継続する。一方、CPU16は、終了条件が充足されたと判定された場合(ステップS4311:YES)、利用設定を終了する。例えば、CPU16は、利用設定画面D1000において、「戻る」が表示されたアイコンP1013に対する操作がされた場合(ステップS4311:YES)、利用設定を終了する。 The CPU 16 determines whether or not the usage setting is completed is satisfied based on the user's operation (step S4311). When it is determined that the end condition is not satisfied (step S4311: NO), the CPU 16 continues the usage setting process. On the other hand, when it is determined that the end condition is satisfied (step S4311: YES), the CPU 16 ends the usage setting. For example, when the operation for the icon P1013 in which "return" is displayed is performed on the usage setting screen D1000 (step S4311: YES), the CPU 16 ends the usage setting.
 〔6-4.強化アイテム処理の動作〕
 次に、対戦パートにおいて、一時的に(その対戦のみに限って)チーム(育成済チーム)に関連付けられたデータを変更する強化アイテム処理の動作を説明する。
 図39は、本実施形態に係る強化アイテム処理の一例を示すフローチャートである。
 CPU16は、対戦処理中に、所定のユーザの操作に基づいて、対戦中のキャラクタを選択する (ステップS2711)。また、CPU16は、ユーザデータD152を参照して、ユーザに関連付けられているアイテムのリストをユーザに提示(表示)し、所定のユーザの操作に基づいてアイテム(強化アイテム)を選択する(ステップS2713)。
[6-4. Enhanced item processing behavior]
Next, in the battle part, the operation of the enhanced item processing that temporarily (only for the battle) changes the data associated with the team (trained team) will be described.
FIG. 39 is a flowchart showing an example of enhanced item processing according to the present embodiment.
During the battle process, the CPU 16 selects the character in the battle based on the operation of a predetermined user (step S2711). Further, the CPU 16 refers to the user data D152, presents (displays) a list of items associated with the user to the user, and selects an item (enhanced item) based on a predetermined user's operation (step S2713). ).
 CPU16は、対戦パートにおいて使用するチーム(育成済チーム)に関連付けられたデータを一時的に変更する処理を実行する(ステップS2715)。例えば、CPU16は、選択されたアイテム(強化アイテム)に関連付けられた強化条件に基づいて、選択された育成済キャラクタの能力パラメータを一時的に向上させる。このとき、CPU16は、チームメンバデータD157のデータは変更せずに、対戦処理においてのみ変更したデータを保持する。 The CPU 16 executes a process of temporarily changing the data associated with the team (trained team) used in the battle part (step S2715). For example, the CPU 16 temporarily improves the ability parameters of the selected trained character based on the enhancement conditions associated with the selected item (enhancement item). At this time, the CPU 16 does not change the data of the team member data D157, but holds the changed data only in the battle process.
 CPU16は、対戦が終了したか否かを判定する(ステップS2717)。CPU16は、対戦が終了していないと判定した場合(ステップS2717:NO)、ステップS2717の判定処理を継続する。一方、CPU16は、対戦が終了したと判定した場合(ステップS2717:YES)、保持した変更データをクリアして強化アイテム処理を終了する(ステップS2719)。 The CPU 16 determines whether or not the match has ended (step S2717). When it is determined that the battle is not completed (step S2717: NO), the CPU 16 continues the determination process in step S2717. On the other hand, when the CPU 16 determines that the battle has ended (step S2717: YES), the CPU 16 clears the retained change data and ends the enhanced item processing (step S2719).
 なお、強化アイテムを用いて一時的に変更するデータは、キャラクタの能力パラメータに限られるものではなく、キャラクタの特殊能力データであってもよいし、チームの能力パラメータであってもよい。また、1つのアイテムの使用により対戦に使用されるチーム(育成済チーム)に含まれる育成済キャラクタの全てに、同一の効果が付与されるようにしてもよい。 Note that the data temporarily changed by using the enhancement item is not limited to the character's ability parameter, but may be the character's special ability data or the team's ability parameter. Further, the same effect may be given to all the trained characters included in the team (trained team) used for the battle by using one item.
 〔7.変形例〕
 以上、この発明の実施形態について図面を参照して詳述してきたが、具体的な構成は上述の実施形態に限られるものではなく、この発明の要旨を逸脱しない範囲の設計等も含まれる。例えば、上述の実施形態において説明した各構成または処理は、任意に組み合わせることができる。
[7. Modification example]
Although the embodiments of the present invention have been described in detail with reference to the drawings, the specific configuration is not limited to the above-described embodiments, and includes designs and the like within a range that does not deviate from the gist of the present invention. For example, the configurations or processes described in the above embodiments can be arbitrarily combined.
 なお、上記実施形態において、本発明を野球ゲームに適用した例について主に説明したが、野球ゲーム以外のゲームにも本発明を適用できる。例えば、サッカーゲーム、バスケットボールゲーム、又はアイスホッケーゲーム等の野球ゲーム以外のスポーツゲームにも本発明を適用できる。また、スポーツゲーム以外のゲームにも本発明を適用できる。スポーツゲームおける集合体は主にチームであるが、チームに限られるもではなく、グループ、団体、班、組、または地域や国であってもよい。また、集合体に含まれる構成要素は、人物(または、動物、物体(例えば、乗り物))等のキャラクタに限られるもではなく、パーツ(部品)や、アイテム等であってもよい。例えば、本発明は、戦車に含まれる構成要素である複数のパーツ(部品)に関連付けられたデータを第1パートで更新(例えば、強化)することにより、当該複数のパーツ(部品)が含まれる集合体である戦車に関連付けられたデータを更新(例えば、強化)し、第2パートでは、第1パートでデータを更新した戦車を使用して対戦相手(例えば、敵の戦車等)と対戦処理を行なうようなゲームに適用することもできる。また、第2パートは、対戦処理を行なうゲームに限られるものではなく、第1パートでデータを更新した集合体を使用する処理であれば、どのような処理であってもよい。例えば、第2パートは、第1パートでデータを更新した集合体(例えば、チーム)を使用して、探検、謎解き、クイズ、または何らかの課題(お題)に挑戦する処理を行なうようなアドベンチャーゲーム、ロールプレイングゲーム、クイズゲーム、チャレンジゲーム、教育(知育)ゲーム等、或いはそれらを複合したゲームであってもよい。 Although the example in which the present invention is applied to a baseball game has been mainly described in the above embodiment, the present invention can be applied to games other than the baseball game. For example, the present invention can be applied to sports games other than baseball games such as soccer games, basketball games, and ice hockey games. The present invention can also be applied to games other than sports games. Aggregates in sports games are primarily teams, but are not limited to teams and may be groups, groups, teams, teams, or regions or countries. Further, the component included in the aggregate is not limited to a character such as a person (or an animal or an object (for example, a vehicle)), but may be a part or an item. For example, the present invention includes the plurality of parts (parts) by updating (for example, strengthening) the data associated with the plurality of parts (parts) which are the components included in the tank in the first part. The data associated with the tanks that are the aggregate is updated (for example, enhanced), and in the second part, the tanks whose data was updated in the first part are used to fight against the opponent (for example, enemy tanks). It can also be applied to games that perform. Further, the second part is not limited to the game in which the battle processing is performed, and may be any processing as long as it is a processing using an aggregate whose data is updated in the first part. For example, the second part is an adventure in which the aggregate (for example, a team) whose data was updated in the first part is used to explore, solve a mystery, quiz, or challenge some task (theme). It may be a game, a role-playing game, a quiz game, a challenge game, an educational (educational) game, or a combination thereof.
 また、上記実施形態では、チームの属性が、高校である例を説明したが、これに限られるものではない。属性は、大学又は企業、又はプロ野球のリーグであってもよい。または、属性は、軍隊、地域、国等であてもよい。 Further, in the above embodiment, an example in which the attribute of the team is high school has been described, but the present invention is not limited to this. The attribute may be a college or company, or a league of professional baseball. Alternatively, the attributes may be military, region, country, etc.
 上記実施形態では、例えば上述の制御部160の機能を実現するためのプログラムをコンピュータ読み取り可能な記録媒体に記録して、この記録媒体に記録されたプログラムをコンピュータシステムに読み込ませ、実行することにより制御部160としての処理を行う。ここで、「記録媒体に記録されたプログラムをコンピュータシステムに読み込ませ、実行する」とは、コンピュータシステムにプログラムをインストールすることを含む。ここでいう「コンピュータシステム」とは、OSや周辺機器等のハードウェアを含むものとする。また、「コンピュータシステム」は、インターネットやWAN、LAN、専用回線等の通信回線を含むネットワークを介して接続された複数のコンピュータ装置を含んでもよい。また、「コンピュータ読み取り可能な記録媒体」とは、フレキシブルディスク、光磁気ディスク、ROM、CD-ROM等の可搬媒体、コンピュータシステムに内蔵されるハードディスク等の記憶装置のことをいう。このように、プログラムを記憶した記録媒体は、CD-ROM等の非一過性の記録媒体であってもよい。また、記録媒体には、当該プログラムを配信するために配信サーバからアクセス可能な内部または外部に設けられた記録媒体も含まれる。配信サーバの記録媒体に記憶されるプログラムのコードは、端末装置10で実行可能な形式のプログラムのコードと異なるものでもよい。すなわち、配信サーバからダウンロードされて端末装置10で実行可能な形でインストールができるものであれば、配信サーバで記憶される形式は問わない。なお、プログラムを複数に分割し、それぞれ異なるタイミングでダウンロードした後に端末装置10で合体される構成や、分割されたプログラムのそれぞれを配信する配信サーバが異なっていてもよい。さらに「コンピュータ読み取り可能な記録媒体」とは、ネットワークを介してプログラムが送信された場合のサーバやクライアントとなるコンピュータシステム内部の揮発性メモリ(RAM)のように、一定時間プログラムを保持しているものも含むものとする。また、上記プログラムは、上述した機能の一部を実現するためのものであってもよい。さらに、上述した機能をコンピュータシステムに既に記録されているプログラムとの組み合わせで実現できるもの、いわゆる差分ファイル(差分プログラム)であってもよい。 In the above embodiment, for example, a program for realizing the function of the control unit 160 described above is recorded on a computer-readable recording medium, and the program recorded on the recording medium is read by a computer system and executed. The processing as the control unit 160 is performed. Here, "loading a computer system a program recorded on a recording medium and executing it" includes installing the program in the computer system. The term "computer system" as used herein includes hardware such as an OS and peripheral devices. Further, the "computer system" may include a plurality of computer devices connected via a network including a communication line such as the Internet, WAN, LAN, and a dedicated line. Further, the "computer-readable recording medium" refers to a portable medium such as a flexible disk, a magneto-optical disk, a ROM, or a CD-ROM, or a storage device such as a hard disk built in a computer system. As described above, the recording medium in which the program is stored may be a non-transient recording medium such as a CD-ROM. The recording medium also includes an internal or external recording medium that can be accessed from the distribution server to distribute the program. The code of the program stored in the recording medium of the distribution server may be different from the code of the program in a format that can be executed by the terminal device 10. That is, the format stored in the distribution server does not matter as long as it can be downloaded from the distribution server and installed in a form that can be executed by the terminal device 10. The program may be divided into a plurality of parts, downloaded at different timings, and then combined by the terminal device 10, or the distribution server for distributing each of the divided programs may be different. Furthermore, a "computer-readable recording medium" is a volatile memory (RAM) inside a computer system that serves as a server or client when a program is transmitted via a network, and holds the program for a certain period of time. It shall include things. Further, the above program may be for realizing a part of the above-mentioned functions. Further, a so-called difference file (difference program) may be used, which can realize the above-mentioned functions in combination with a program already recorded in the computer system.
 また、上述の制御部160の一部または全部の機能を、LSI(Large Scale Integration)等の集積回路として実現してもよい。上述した各機能は個別にプロセッサ化してもよいし、一部、または全部を集積してプロセッサ化してもよい。また、集積回路化の手法はLSIに限らず専用回路、または汎用プロセッサで実現してもよい。また、半導体技術の進歩によりLSIに代替する集積回路化の技術が出現した場合、当該技術による集積回路を用いてもよい。 Further, a part or all of the functions of the above-mentioned control unit 160 may be realized as an integrated circuit such as an LSI (Large Scale Integration). Each of the above-mentioned functions may be made into a processor individually, or a part or all of them may be integrated into a processor. Further, the method of making an integrated circuit is not limited to LSI, and may be realized by a dedicated circuit or a general-purpose processor. Further, when an integrated circuit technology that replaces an LSI appears due to advances in semiconductor technology, an integrated circuit based on this technology may be used.
 また、上述の制御部160の一部の機能を、サーバ装置30が備えてもよい。例えば、育成パート処理部163、利用チーム設定部164、オーダー設定部165、対戦パート処理部166の一部または全部をサーバ装置30が備え、端末装置10は、育成パート処理部163、利用チーム設定部164、オーダー設定部165、対戦パート処理部166の一部または全部の処理結果をサーバ装置30から取得してもよい。例えば、サーバ装置30が処理を行なうゲーム処理の表示画像の取得と、当該ゲーム処理における操作を受け付けてサーバ装置30へ送信する処理を端末装置10が行うような所謂ブラウザゲームであってもよい。 Further, the server device 30 may have some functions of the control unit 160 described above. For example, the server device 30 includes a part or all of the training part processing unit 163, the usage team setting unit 164, the order setting unit 165, and the battle part processing unit 166, and the terminal device 10 includes the training part processing unit 163 and the usage team setting. The processing results of a part or all of the unit 164, the order setting unit 165, and the battle part processing unit 166 may be acquired from the server device 30. For example, it may be a so-called browser game in which the terminal device 10 performs a process of acquiring a display image of a game process processed by the server device 30 and receiving an operation in the game process and transmitting the operation to the server device 30.
 〔8.付記〕
 以上の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添付図面の参照符号を便宜的に括弧書きにて付記するが、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。
[8. Addendum]
From the above description, the present invention can be grasped as follows, for example. Reference numerals in the accompanying drawings are added in parentheses for convenience in order to facilitate understanding of the present invention, but the present invention is not limited to the illustrated mode.
 (付記A1)本発明の一態様に係るゲームプログラムは、コンピュータに、集合体(例えば、チーム(育成対象チーム))に含まれる複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))に関連付けられるデータの更新を指示するステップ(S110、S1339)と、前記指示するステップによる1回(例えば、1ターン)の指示に応じて、前記集合体に含まれる2以上の構成要素のそれぞれに関連付けられるデータを更新するステップ(S110、S1341)と、前記指示するステップによる1回の指示機会を、ユーザに所定回数(例えば、120ターン)を上限とした複数回提供するステップ(S110、S140、S143)と、を実行させる。 (Appendix A1) The game program according to one aspect of the present invention is associated with a computer with a plurality of components (for example, characters (characters to be trained)) included in an aggregate (for example, a team (team to be trained)). Data associated with each of the two or more components included in the aggregate in response to a step (S110, S1339) instructing data update and one instruction (for example, one turn) by the instructing step. (S110, S1341), and a step (S110, S140, S143) of providing the user with one instruction opportunity by the instruction step a plurality of times up to a predetermined number of times (for example, 120 turns). To execute.
 付記A1の構成によれば、集合体の単位で構成要素のデータを更新(例えば、強化、育成)するため、効率的に集合体を強化(育成)することができる。 According to the configuration of Appendix A1, since the data of the components is updated (for example, strengthening and nurturing) in units of the aggregate, the aggregate can be efficiently strengthened (cultivated).
 (付記A2)また、本発明の一態様は、付記A1に記載のゲームプログラムであって、前記指示するステップ(S110、S1339)において、前記集合体(例えば、チーム(育成対象チーム))に含まれる複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))のいずれかが関連付けられた選択肢(例えば、練習項目のアイコンP631、P632、P633、P634)を含む複数の選択肢のうち、ユーザにより選択された選択肢に関連付けられた構成要素に対して前記更新を指示する。 (Appendix A2) Further, one aspect of the present invention is the game program described in Appendix A1 and is included in the aggregate (for example, a team (team to be trained)) in the step (S110, S1339) instructed. A user selects from a plurality of options including an option (for example, practice item icons P631, P632, P633, P634) associated with any of a plurality of components (for example, a character (character to be trained)). Instruct the update to the component associated with the option.
 付記A2の構成によれば、ユーザが複数の選択肢の中から練習項目を選択することができるため、集合体の強化したいデータや強化したい構成要素を効率的に強化(育成)することができる。 According to the configuration of Appendix A2, since the user can select a practice item from a plurality of options, it is possible to efficiently strengthen (cultivate) the data to be strengthened and the components to be strengthened in the aggregate.
 (付記A3)また、本発明の一態様は、付記A2に記載のゲームプログラムであって、前記指示するステップ(S110、S1339)において、前記複数の選択肢のそれぞれに対して設定された更新条件(例えば、「経験値」及び「練習値」の増加量)に基づいて、ユーザにより選択された選択肢に関連付けられた構成要素(例えば、キャラクタ(育成対象キャラクタ))のそれぞれに対して、当該選択肢に設定された更新条件に基づく前記更新を指示する。 (Appendix A3) Further, one aspect of the present invention is the game program described in Appendix A2, and the update conditions (update conditions) set for each of the plurality of options in the step (S110, S1339) instructed. For example, for each of the components (for example, a character (character to be trained)) associated with the option selected by the user based on the increase amount of the "experience value" and the "practice value"), the option is selected. Instruct the update based on the set update conditions.
 付記A3の構成によれば、ユーザにより選択された選択肢の更新条件で当該選択肢に関連付けられた構成要素のデータを更新するため、集合体単位でデータを更新する際にも、更新条件及び更新する構成要素についてバリエーションを持たすことができる。 According to the configuration of Appendix A3, since the data of the component associated with the option is updated by the update condition of the option selected by the user, the update condition and the update are also performed when the data is updated in the aggregate unit. You can have variations on the components.
 (付記A4)また、本発明の一態様は、付記A3に記載のゲームプログラムであって、前記更新条件は、対応する選択肢に関連付けられた構成要素に基づいて設定される。 (Appendix A4) Further, one aspect of the present invention is the game program described in Appendix A3, and the update conditions are set based on the components associated with the corresponding options.
 付記A4の構成によれば、構成要素の種類(例えば、投手、野手等)や特性(例えば、コントロール重視の投手等)に応じて効率的に集合体を強化(育成)することができる。 According to the configuration of Appendix A4, the aggregate can be efficiently strengthened (cultivated) according to the types of components (for example, pitchers, fielders, etc.) and characteristics (for example, pitchers who emphasize control).
 (付記A5)また、本発明の一態様は、付記A3または付記A4に記載のゲームプログラムであって、前記コンピュータに、前記複数の選択肢のそれぞれに対して設定された更新条件を、ユーザに認識可能に提示するステップ(S1331)、を実行させる。 (Appendix A5) Further, one aspect of the present invention is the game program according to the appendix A3 or the appendix A4, and the computer recognizes to the user the update conditions set for each of the plurality of options. The step (S1331), which is presented as possible, is executed.
 付記A5の構成によれば、ユーザが更新条件を考慮して複数の選択肢の中から練習項目を選択することができるため、効率的に集合体を強化(育成)することができる。 According to the configuration of Appendix A5, the user can select a practice item from a plurality of options in consideration of the update condition, so that the aggregate can be efficiently strengthened (cultivated).
 (付記A6)また、本発明の一態様は、付記A3から付記A5のいずれか一に記載のゲームプログラムであって、前記指示するステップ(S110、S1339)において、ユーザにより選択された選択肢に設定された更新条件とユーザにより選択されなかった選択肢に設定された更新条件とのうちの少なくとも一方を変更した更新条件のそれぞれに基づいて、ユーザにより選択された選択肢に関連付けられた構成要素(例えば、キャラクタ(育成対象キャラクタ))のそれぞれに対して前記更新を指示するとともに、ユーザにより選択されなかった選択肢に関連付けられた構成要素のそれぞれに対して前記更新を指示し、前記少なくとも一方の更新条件の変更は、ユーザにより選択された選択肢の方がユーザにより選択されなかった選択肢より有利な変更である。 (Supplementary Note A6) Further, one aspect of the present invention is the game program according to any one of Supplementary notes A3 to A5, and is set to the option selected by the user in the step (S110, S1339) instructed. Components associated with the choices selected by the user (eg, for example) based on each of the update conditions that have changed at least one of the update conditions that have been set and the update conditions that have been set for the choices that were not selected by the user. Each of the characters (characters to be trained) is instructed to update, and each of the components associated with the options not selected by the user is instructed to update, and the update condition of at least one of the above is satisfied. The change is a change in which the choices selected by the user are more favorable than the choices not selected by the user.
 付記A6の構成によれば、選択の有無に関わらず複数の選択肢に関連付けられた構成要素を強化(育成)できるとともに、選択された選択肢に関連付けられた構成要素をより強化(育成)できるため、ユーザの意思を尊重しつつ効率的に集合体を強化(育成)することができる。 According to the configuration of Appendix A6, the components associated with a plurality of options can be strengthened (cultivated) regardless of whether or not they are selected, and the components associated with the selected options can be further strengthened (cultivated). It is possible to efficiently strengthen (cultivate) the aggregate while respecting the user's intention.
 (付記A7)また、本発明の一態様は、付記A6に記載のゲームプログラムであって、前記コンピュータに、ユーザの操作に基づいて、前記複数の選択肢のいずれかを仮選択する操作と仮選択された選択肢を選択決定する操作とを受け付けるステップ(S1333、S1337)と、前記複数の選択肢のそれぞれに設定された更新条件をユーザに認識可能に提示するとともに、いずれかの選択肢がユーザの操作に基づいて仮選択された場合、前記少なくとも一方の選択肢に設定された更新条件が変更されたそれぞれの更新条件をユーザに認識可能に提示するステップ(S1335)と、を実行させる。 (Appendix A7) Further, one aspect of the present invention is the game program described in Appendix A6, in which an operation and a provisional selection of one of the plurality of options are provisionally selected on the computer based on a user's operation. The step (S1333, S1337) for accepting the operation of selecting and determining the selected option and the update condition set for each of the plurality of options are recognizable to the user, and one of the options is used for the user's operation. When the tentative selection is made based on the above, the step (S1335) of presenting to the user recognizablely each update condition in which the update condition set in at least one of the options has been changed is executed.
 付記A7の構成によれば、ユーザが、選択することにより変更される更新条件を確認した上でどの選択肢(練習項目)を選択するかを決定できる。 According to the configuration of Appendix A7, the user can decide which option (practice item) to select after confirming the update condition changed by the selection.
 (付記A8)また、本発明の一態様は、付記A1から付記A7のいずれか一に記載のゲームプログラムであって、前記コンピュータに、ユーザに前記集合体(例えば、チーム(育成対象チーム))の属性(例えば、高校(シナリオ))を選択させるステップ(S101、S103)と、ユーザにより選択された前記集合体の属性に応じて定まる構成要素(例えば、高校キャラクタ)と、ユーザに関連付けられているデータのうちからユーザにより選択されたデータに応じて定まる構成要素(例えば、任意キャラクタ)とを、前記集合体に含まれる複数の構成要素として設定するステップ(S105)と、を実行させる。 (Appendix A8) Further, one aspect of the present invention is the game program according to any one of the appendices A1 to A7, and the computer has the user the aggregate (for example, a team (team to be trained)). (For example, high school (scenario)) is selected by the step (S101, S103), and the component (for example, high school character) determined according to the attribute of the aggregate selected by the user is associated with the user. A step (S105) of setting a component (for example, an arbitrary character) determined according to data selected by the user from among the existing data as a plurality of components included in the aggregate is executed.
 付記A8の構成によれば、第1パート(例えば、育成パート)でデータを更新する集合体に、ユーザが選択した属性に特有の構成要素とユーザに関連付けられているデータから選択した構成要素とを含めることができるため、属性の特徴を持たせつつユーザの意思も入れた集合体作りを行うことができる。また、ユーザに関連付けられている構成要素から集合体に含まれる構成要素の一部を選択するため、構成要素を取得するための抽選を行う動機付けをユーザに持たせることもできる。 According to the configuration of Appendix A8, the aggregate for which data is updated in the first part (for example, the training part) includes a component specific to the attribute selected by the user and a component selected from the data associated with the user. Can be included, so it is possible to create an aggregate that includes the user's intention while having the characteristics of the attributes. In addition, since a part of the components included in the aggregate is selected from the components associated with the user, the user can be motivated to draw a lottery to acquire the components.
 (付記A9)また、本発明の一態様は、付記A1から付記A8のいずれか一に記載のゲームプログラムであって、前記コンピュータに、前記更新するステップ(S110、S1341)により構成要素に関連付けられるデータが更新された前記集合体(例えば、チーム(育成済チーム))を、複数管理するステップ(S150)と、ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから対戦で使用する一の集合体を選択するステップ(S210、S230)と、前記選択された前記集合体に含まれる複数の構成要素(例えば、キャラクタ(育成済キャラクタ))のうちの少なくとも一部を使用して対戦処理を行なうステップ(S270)と、を実行させる。 (Supplementary Note A9) Further, one aspect of the present invention is the game program according to any one of Supplementary notes A1 to A8, which is associated with the component by the updating step (S110, S1341) to the computer. In a battle between the step (S150) of managing a plurality of the aggregates whose data has been updated (for example, a team (trained team)) and the plurality of the managed aggregates based on the user's operation. The step of selecting one aggregate to be used (S210, S230) and at least a part of a plurality of components (for example, a character (cultivated character)) contained in the selected aggregate are used. The step (S270) of performing the battle process is executed.
 付記A9の構成によれば、集合体単位で構成要素のデータを更新(例えば、強化、育成)した複数の集合体を保持し、その中から対戦に使用する構成要素を選択できるため、データを更新した構成要素を用いて編成された集合体を使用したプレイを多様化することができる。また、集合体単位で複数の集合体を効率的に強化(育成)することができる。 According to the configuration of Appendix A9, it is possible to hold a plurality of aggregates whose component data has been updated (for example, strengthened and nurtured) for each aggregate, and select the component to be used for the battle from among them. It is possible to diversify the play using the aggregate organized by using the updated components. In addition, it is possible to efficiently strengthen (nurture) a plurality of aggregates in units of aggregates.
 (付記A10)また、本発明の一態様は、付記A9に記載のゲームプログラムであって、前記管理するステップ(S150)において、前記更新が完了した前記集合体(例えば、チーム(育成済チーム))のデータを管理し、前記対戦処理を行なうステップ(S270)において、前記管理されている前記集合体を使用した対戦処理を前記更新が完了したデータに基づいて行ない、前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない。 (Appendix A10) Further, one aspect of the present invention is the game program described in Appendix A9, and the aggregate (for example, a team (trained team)) whose update has been completed in the management step (S150). In the step (S270) of managing the data of) and performing the battle processing, the battle processing using the managed aggregate is performed based on the data for which the update has been completed, and is managed by the management step. The data of the aggregate for which the update has been completed is not updated again.
 付記A10の構成によれば、第1パートにおいて、集合体に含まれる構成要素をまとめてデータの更新(例えば、強化、育成)ができる反面、個々の構成要素をそれぞれ更新できないため、集合体に含まれるすべての構成要素を高いレベルにして強力な集合体を作り上げることの困難性が上がり、第1パートをプレイする動機付けを高めることができる。また、第1パートで一旦データの更新が完了した集合体は、それ以降はデータの更新ができないため、より強力な集合体を作るためには、繰り返し第1パートをプレイする必要があるため、第1パートをプレイする動機付けを高めることができる。また、第1パートにおいて、集合体単位で複数の集合体を効率的に強化(育成)することができる。 According to the configuration of Appendix A10, in the first part, the components included in the aggregate can be collectively updated (for example, strengthening and nurturing), but the individual components cannot be updated individually. It increases the difficulty of building a strong aggregate by raising all the components included to a high level, and can increase the motivation to play the first part. In addition, since the aggregate whose data has been updated once in the first part cannot be updated after that, it is necessary to repeatedly play the first part in order to create a stronger aggregate. You can increase your motivation to play the first part. Further, in the first part, a plurality of aggregates can be efficiently strengthened (cultivated) in units of aggregates.
 (付記A11)本発明の一態様に係るゲーム処理方法は、コンピュータにより実行されるゲーム処理方法であって、集合体(例えば、チーム(育成対象チーム))に含まれる複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))に関連付けられるデータの更新を指示するステップ(S110、S1339)と、前記指示するステップによる1回(例えば、1ターン)の指示に応じて、前記集合体に含まれる2以上の構成要素のそれぞれに関連付けられるデータを更新するステップ(S110、S1341)と、前記指示するステップによる1回の指示機会を、ユーザに所定回数(例えば、120ターン)を上限とした複数回提供するステップ(S110、S140、S143)と、を含む。 (Appendix A11) The game processing method according to one aspect of the present invention is a game processing method executed by a computer, and is a plurality of components (for example, a team to be trained) included in an aggregate (for example, a team (team to be trained)). 2 included in the aggregate in response to a step (S110, S1339) instructing the update of data associated with the character (character to be trained) and one instruction (for example, one turn) by the instructed step. The step of updating the data associated with each of the above components (S110, S1341) and one instruction opportunity by the instruction step are provided to the user a plurality of times up to a predetermined number of times (for example, 120 turns). Steps (S110, S140, S143) and the like.
 付記A11の構成によれば、集合体の単位で構成要素のデータを更新(例えば、強化、育成)するため、効率的に集合体を強化(育成)することができる。 According to the configuration of Appendix A11, since the data of the components is updated (for example, strengthening and nurturing) in units of the aggregate, the aggregate can be efficiently strengthened (cultivated).
 (付記A12)本発明の一態様に係るゲーム装置(10)は、ゲームプログラムを実行するゲーム装置であって、集合体(例えば、チーム(育成対象チーム))に含まれる複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))に関連付けられるデータの更新を指示する指示部(1632)と、前記指示部による1回(例えば、1ターン)の指示に応じて、前記集合体に含まれる2以上の構成要素のそれぞれに関連付けられるデータを更新する更新部(1633)と、前記指示部による1回の指示機会を、ユーザに所定回数(例えば、120ターン)を上限とした複数回提供する提供部(1634)と、を備える。 (Appendix A12) The game device (10) according to one aspect of the present invention is a game device that executes a game program, and is a plurality of components (for example, a team to be trained) included in an aggregate (for example, a team (a team to be trained)). , An instruction unit (1632) that instructs the update of data associated with the character (character to be trained), and two or more included in the aggregate in response to one instruction (for example, one turn) by the instruction unit. An update unit (1633) that updates the data associated with each of the components of the above, and a provision unit that provides the user with a single instruction opportunity by the instruction unit a predetermined number of times (for example, 120 turns). (1634) and.
 付記A12の構成によれば、集合体の単位で構成要素のデータを更新(例えば、強化、育成)するため、効率的に集合体を強化(育成)することができる。 According to the configuration of Appendix A12, since the data of the components is updated (for example, strengthening and nurturing) in units of the aggregate, the aggregate can be efficiently strengthened (cultivated).
 (付記B1)本発明の一態様に係るゲームプログラムは、複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))を含んで構成される一の集合体(例えば、チーム(育成対象チーム))に関連付けられるデータを更新する第1パート(例えば、育成パート)と、前記第1パートにより更新された前記集合体(例えば、チーム(育成済チーム))同士で対戦する第2パート(例えば、対戦パート)を含むゲームのゲームプログラムであって、コンピュータに、前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップ(S110、S1341)と、前記第1パートにおいて更新した前記集合体を複数管理するステップ(S150)と、ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから前記第2パートで対戦に使用する一の集合体を選択するステップ(S210、S213)と、を実行させる。 (Appendix B1) The game program according to one aspect of the present invention is formed into one aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)). The first part (for example, a training part) that updates the associated data and the second part (for example, a battle part) in which the aggregate (for example, a team (trained team)) updated by the first part competes with each other. ) Is included in the game program of the game, wherein the computer has a step (S110, S1341) of updating the data associated with the aggregate in the first part, and a plurality of the aggregate updated in the first part. A step of managing (S150) and a step (S210, S213) of selecting one aggregate to be used for the battle in the second part from the plurality of managed aggregates based on the user's operation. To execute.
 付記B1の構成によれば、集合体単位で構成要素のデータを更新(例えば、強化、育成)した複数の集合体を保持し、その中から対戦に使用する集合体を選択できるため、育成した構成要素を用いて編成された集合体を使用したプレイを多様化することができる。 According to the configuration of Appendix B1, a plurality of aggregates whose component data has been updated (for example, strengthened and nurtured) can be held for each aggregate, and the aggregate to be used for the battle can be selected from among them. It is possible to diversify the play using the aggregate organized by using the components.
 (付記B2)また、本発明の一態様は、付記B1に記載のゲームプログラムであって、前記コンピュータに、ユーザの操作に基づいて、他ユーザにより実行される前記第2パートで当該他ユーザの対戦相手として使用され得る集合体(例えば、チーム(育成済チーム))を、複数の前記集合体のうちから予め設定するステップ(S4305)、を実行させる。 (Appendix B2) Further, one aspect of the present invention is the game program described in Appendix B1, which is executed by another user on the computer based on the operation of the user in the second part of the other user. An aggregate (for example, a team (trained team)) that can be used as an opponent is made to execute a step (S4305) of presetting from the plurality of the aggregates.
 付記B2の構成によれば、非同期で行われる他ユーザにより実行される対戦処理において、対戦に使用される集合体をユーザが予め決めておくことができる。 According to the configuration of Appendix B2, the user can predetermine the aggregate to be used for the battle in the battle process executed by another user asynchronously.
 (付記B3)また、本発明の一態様は、付記B2に記載のゲームプログラムであって、前記コンピュータに、ユーザに前記集合体(例えば、チーム(育成対象チーム))の属性(例えば、高校(シナリオ))を選択させるステップ(S101、S103)を実行させ、更新するステップ(S110、S1341)において、前記選択された属性に応じた集合体に関連付けられるデータを更新し、前記管理するステップ(S150)において、複数の前記集合体(例えば、チーム(育成済チーム))のそれぞれを前記属性ごとに管理し、前記設定するステップ(S4305)において、ユーザの操作に基づいて、他ユーザにより実行される前記第2パートで他ユーザの対戦相手として使用され得る集合体を、異なる前記属性のそれぞれにおいて、複数の前記集合体(例えば、チーム(育成済チーム))のうちから予め設定する。 (Appendix B3) Further, one aspect of the present invention is the game program described in Appendix B2, in which the computer has an attribute of the aggregate (for example, a team (training target team)) to the user (for example, a high school (for example) In the step (S110, S1341) of executing the step (S101, S103) for selecting (scenario)) and updating, the step (S150) of updating and managing the data associated with the aggregate according to the selected attribute. ), Each of the plurality of the aggregates (for example, a team (trained team)) is managed for each of the attributes, and in the step (S4305) of the setting, the operation is executed by another user based on the user's operation. An aggregate that can be used as an opponent of another user in the second part is preset from among a plurality of the aggregates (for example, a team (trained team)) in each of the different attributes.
 付記B3の構成によれば、属性ごとに集合体に関連付けられるデータを更新(例えば、強化、育成)した複数の集合体を保持し、その中から他ユーザにより実行される対戦処理において対戦に使用される集合体を属性ごとにユーザが予め決めておくことができる。 According to the configuration of Appendix B3, a plurality of aggregates whose data associated with the aggregates are updated (for example, strengthened and nurtured) for each attribute are held and used for battles in the battle processing executed by other users. The user can determine in advance the aggregate to be created for each attribute.
 (付記B4)また、本発明の一態様は、付記B3に記載のゲームプログラムであって、前記選択するステップ(S101、S103)において選択された集合体(例えば、チーム(育成済チーム))の対戦相手として、当該選択された集合体と同一の属性を有する他ユーザにより予め設定された集合体を決定するステップ(S260)、を実行させる。 (Appendix B4) Further, one aspect of the present invention is the game program described in Appendix B3, which is an aggregate (for example, a team (trained team)) selected in the selected steps (S101, S103). As an opponent, a step (S260) of determining an aggregate preset by another user having the same attributes as the selected aggregate is executed.
 付記B4の構成によれば、同一属性の他ユーザの集合体と対戦が行われることにより、ユーザが強化(育成)した集合体の能力が対戦結果に影響することとなるため、第1パートをプレイする動機付けを高めることができる。 According to the configuration of Appendix B4, the ability of the aggregate strengthened (cultivated) by the user will affect the result of the battle by playing against the aggregate of other users with the same attribute. You can increase your motivation to play.
 (付記B5)また、本発明の一態様は、付記B4に記載のゲームプログラムであって、 前記決定するステップ(S260)において、前記設定するステップにより前記属性ごとに設定された集合体(例えば、チーム(育成済チーム))に基づいて、複数の他ユーザのうちから対戦相手となるユーザを決定する。 (Appendix B5) Further, one aspect of the present invention is the game program described in Appendix B4, and in the step (S260) of the determination, an aggregate (for example, an aggregate) set for each attribute by the step to be set. Based on the team (trained team)), a user to be an opponent is determined from among a plurality of other users.
 付記B5の構成によれば、対戦相手との能力差が大きくなりすぎないように対戦相手を決定することができる。 According to the configuration of Appendix B5, the opponent can be determined so that the ability difference with the opponent does not become too large.
 (付記B6)また、本発明の一態様は、付記B3から付記B5のいずれか一に記載のゲームプログラムであって、前記管理するステップ(S150)において、前記第1パートによる前記集合体(例えば、チーム(育成対象チーム))の更新が行われる前から、前記属性ごとに所定の集合体(例えば、デフォルトチーム)を前記第2パートで対戦に使用される集合体として予め関連付けて管理している。 (Appendix B6) Further, one aspect of the present invention is the game program according to any one of the appendices B3 to B5, and in the management step (S150), the aggregate (for example, the aggregate) according to the first part. , Team (team to be trained)) is managed in advance by associating a predetermined aggregate (for example, the default team) for each attribute as an aggregate used for the battle in the second part. There is.
 付記B6の構成によれば、第1パートにおいて集合体の更新実績がない高校(シナリオ)についても、他ユーザと対戦することができる。 According to the configuration of Appendix B6, even a high school (scenario) that has not updated the aggregate in the first part can play against other users.
 (付記B7)また、本発明の一態様は、付記B1から付記B6のいずれか一に記載のゲームプログラムであって、前記集合体(例えば、チーム(育成対象チーム))に含まれる構成要素(例えば、キャラクタ(育成対象キャラクタ))には、前記第1パートの開始時点で、前記第1パートにより更新される期間(例えば、育成期間)が異なることにより初期状態のデータが異なる複数の構成要素が含まれる。 (Appendix B7) Further, one aspect of the present invention is the game program according to any one of Appendix B1 to Appendix B6, and is a component (for example, a team (team to be trained)) included in the aggregate (for example, a team to be trained). For example, a character (character to be trained) has a plurality of components having different initial state data due to a difference in the period updated by the first part (for example, a training period) at the start of the first part. Is included.
 付記B7の構成によれば、第1パートの開始時点で、第1パートにより更新される期間及びデータが異なる構成要素が含まれるため、集合体に含まれる構成要素を多様化することができる。 According to the configuration of Appendix B7, at the start of the first part, components having different periods and data updated by the first part are included, so that the components included in the aggregate can be diversified.
 (付記B8)本発明の一態様に係るゲーム処理方法は、複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))を含んで構成される一の集合体(例えば、チーム(育成対象チーム))に関連付けられるデータを更新する第1パート(例えば、育成パート)と、前記第1パートにより更新された前記集合体(例えば、チーム(育成済チーム))同士で対戦する第2パート(例えば、対戦パート)を含むゲームのゲームプログラムに基づいてコンピュータにより実行されるゲーム処理方法であって、前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップ(S110、S1341)と、前記第1パートにおいて更新した前記集合体を、複数管理するステップ(S150)と、ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから前記第2パートで対戦に使用する一の集合体を選択するステップ(S210、S213)と、を含む。 (Appendix B8) The game processing method according to one aspect of the present invention is an aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)). The first part (for example, a training part) that updates the data associated with the first part and the second part (for example, a battle) in which the aggregate (for example, a team (trained team)) updated by the first part competes with each other. A game processing method executed by a computer based on a game program of a game including a part), wherein in the first part, steps (S110, S1341) for updating data associated with the aggregate, and the first part. Based on the step (S150) of managing a plurality of the aggregates updated in the part and the operation of the user, one aggregate used for the battle in the second part from among the plurality of the managed aggregates. (S210, S213), and the like.
 付記B8の構成によれば、集合体単位で構成要素のデータを更新(例えば、強化、育成)した複数の集合体を保持し、その中から対戦に使用する集合体を選択できるため、育成した構成要素を用いて編成された集合体を使用したプレイを多様化することができる。 According to the configuration of Appendix B8, a plurality of aggregates whose component data has been updated (for example, strengthened and nurtured) can be held for each aggregate, and the aggregate to be used for the battle can be selected from the aggregates. It is possible to diversify the play using the aggregate organized by using the components.
 (付記B9)本発明の一態様に係るゲーム装置(10)は、複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))を含んで構成される一の集合体(例えば、チーム(育成対象チーム))に関連付けられるデータを更新する第1パート(例えば、育成パート)と、前記第1パートにより更新された前記集合体(例えば、チーム(育成済チーム))同士で対戦する第2パート(例えば、対戦パート)を含むゲームのゲームプログラムを実行するゲーム装置であって、前記第1パートにおいて、前記集合体に関連付けられるデータを更新する更新部(1633)と、前記第1パートにおいて更新した前記集合体を、複数管理する管理部(1635)と、ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから前記第2パートで対戦に使用する一の集合体を選択する選択部(1661)と、を備える。 (Appendix B9) The game device (10) according to one aspect of the present invention is an aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)). ))) The first part (for example, the training part) that updates the data associated with) and the second part (for example, the training team) that competes with the aggregate (for example, the team (trained team)) updated by the first part. , A game device that executes a game program of a game including a battle part), the update unit (1633) that updates data associated with the aggregate in the first part, and the update unit (1633) that is updated in the first part. A management unit (1635) that manages a plurality of aggregates, and a selection that selects one aggregate to be used in the battle in the second part from the plurality of managed aggregates based on the operation of the user. A unit (1661) is provided.
 付記B9の構成によれば、集合体単位で構成要素のデータを更新(例えば、強化、育成)した複数の集合体を保持し、その中から対戦に使用する集合体を選択できるため、育成した構成要素を用いて編成された集合体を使用したプレイを多様化することができる。 According to the configuration of Appendix B9, a plurality of aggregates whose component data has been updated (for example, strengthened and nurtured) can be held for each aggregate, and the aggregate to be used for the battle can be selected from the aggregates. It is possible to diversify the play using the aggregate organized by using the components.
 (付記C1)本発明の一態様に係るゲームプログラムは、複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))を含んで構成される一の集合体(例えば、チーム(育成対象チーム))に関連付けられるデータを更新する第1パート(例えば、育成パート)と、前記第1パートにより更新された前記集合体(例えば、チーム(育成済チーム))を使用する第2パート(例えば、対戦パート)を含むゲームのゲームプログラムであって、コンピュータに、前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップ(S110、S1341)と、前記第1パートの終了に応じて更新が完了した前記集合体(例えば、チーム(育成済チーム))のデータを管理するステップ(S150)と、前記第2パートにおいて、前記管理されている前記集合体を使用した処理を前記更新が完了したデータに基づいて行なうステップ(S270)と、を実行させ、前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない。 (Appendix C1) The game program according to one aspect of the present invention is formed into one aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)). A first part (eg, a training part) that updates the associated data and a second part (eg, a competition part) that uses the aggregate (eg, a team (trained team)) updated by the first part. In the game program of the game including, in the first part, the update is completed in accordance with the step (S110, S1341) of updating the data associated with the aggregate and the end of the first part. In the step (S150) of managing the data of the aggregate (for example, the team (trained team)) and the second part, the processing using the managed aggregate is converted into the updated data. The data of the aggregate for which the update is completed, which is managed by the step of executing the step (S270) and the step of managing the data, is not updated again.
 付記C1の構成によれば、第1パートにおいて、集合体に含まれる構成要素をまとめてデータの更新(例えば、強化、育成)ができる反面、個々の構成要素をそれぞれ更新できないため、集合体に含まれるすべての構成要素を高いレベルにして強力な集合体を作り上げることの困難性が上がり、第1パートをプレイする動機付けを高めることができる。また、第1パートで一旦データの更新が完了した集合体は、それ以降はデータの更新ができないため、より強力な集合体を作るためには、繰り返し第1パートをプレイする必要があるため、第1パートをプレイする動機付けを高めることができる。 According to the configuration of Appendix C1, in the first part, the components included in the aggregate can be collectively updated (for example, strengthening and nurturing), but the individual components cannot be updated individually. It increases the difficulty of building a strong aggregate by raising all the components included to a high level, and can increase the motivation to play the first part. In addition, since the aggregate whose data has been updated once in the first part cannot be updated after that, it is necessary to repeatedly play the first part in order to create a stronger aggregate. You can increase your motivation to play the first part.
 (付記C2)また、本発明の一態様は、付記C1に記載のゲームプログラムであって、前記管理するステップ(S150)において、前記集合体(例えば、チーム(育成済チーム))を複数管理し、前記コンピュータに、ユーザの操作に基づいて、前記管理されている複数の集合体のうちから、前記第2パートで使用する一の集合体を選択するステップ(S210、S213)を実行させる。 (Appendix C2) Further, one aspect of the present invention is the game program described in Appendix C1, in which a plurality of the aggregates (for example, teams (trained teams)) are managed in the management step (S150). , The computer is made to execute the step (S210, S213) of selecting one aggregate to be used in the second part from the plurality of managed aggregates based on the operation of the user.
 付記C2の構成によれば、第1パートでデータを更新(例えば、強化、育成)した複数の集合体を管理し、その中から対戦に使用する集合体を選択できるため、育成した集合体を使用したプレイを多様化することができる。 According to the configuration of Appendix C2, it is possible to manage a plurality of aggregates whose data has been updated (for example, strengthened and nurtured) in the first part, and select the aggregate to be used for the battle from among them. The play used can be diversified.
 (付記C3)また、本発明の一態様は、付記C1または付記C2に記載のゲームプログラムであって、前記更新するステップ(S110、S1341)において、所定の期間(例えば、育成期間)、前記集合体(例えば、チーム(育成対象チーム))に関連付けられるデータを更新する。 (Appendix C3) Further, one aspect of the present invention is the game program described in Appendix C1 or Appendix C2, and in the updating step (S110, S1341), the set for a predetermined period (for example, a growing period). Update the data associated with the body (eg, team (team to be trained)).
 付記C3の構成によれば、集合体に関連付けられるデータを更新する期間(例えば、育成期間)が限られているため、他ユーザに対して勝利するために、限られた期間内で最大限集合体を強化しようとする意欲をユーザに持たせることができる。よって、第1パートをプレイする動機付けを高めることができる。 According to the configuration of Appendix C3, since the period for updating the data associated with the aggregate (for example, the training period) is limited, the maximum number of aggregates is set within the limited period in order to win against other users. The user can be motivated to strengthen the body. Therefore, the motivation to play the first part can be increased.
 (付記C4)また、本発明の一態様は、付記C3に記載のゲームプログラムであって、前記コンピュータに、前記第1パートにおいて、前記所定の期間の途中に、前記更新の対象として前記集合体(例えば、チーム(育成対象チーム))に含まれる構成要素(例えば、キャラクタ(育成対象キャラクタ))を追加するステップ(S1481)と、前記第1パートにおいて、前記所定の期間の途中に、前記更新の対象として前記集合体に含まれる構成要素を前記更新の対象から除外するステップ(S1473)とを実行させる。 (Appendix C4) Further, one aspect of the present invention is the game program described in Appendix C3, in which the assembly is to be updated on the computer in the first part during the predetermined period. In the step (S1481) of adding a component (for example, a character (training target character)) included in (for example, a team (training target team)) and the update in the middle of the predetermined period in the first part. The step (S1473) of excluding the components included in the aggregate as the target of the update from the target of the update is executed.
 付記C4の構成によれば、集合体に関連付けられるデータを更新する期間(例えば、育成期間)の途中でも、上記更新対象の構成要素に変化があるため、育成パートにおけるプレイを多様化することができる。 According to the configuration of Appendix C4, even during the period for updating the data associated with the aggregate (for example, the training period), the components to be updated are changed, so that the play in the training part can be diversified. it can.
 (付記C5)また、本発明の一態様は、付記C3から付記C4のいずれか一に記載のゲームプログラムであって、前記更新するステップ(S110、S1341)において、前記所定の期間内の前記第1パートの進行に従って、前記集合体(例えば、チーム(育成対象チーム))に含まれる構成要素(例えば、キャラクタ(育成対象キャラクタ))に関連付けられるデータを更新する。 (Supplementary Note C5) Further, one aspect of the present invention is the game program according to any one of Supplementary notes C3 to C4, and in the updating step (S110, S1341), the first aspect within the predetermined period. As the progress of one part, the data associated with the components (for example, the character (character to be trained)) included in the aggregate (for example, the team (team to be trained)) is updated.
 付記C5の構成によれば、第1パートの進行に従って、集合体に含まれる構成要素を強化(育成)することができる。 According to the configuration of Appendix C5, the components included in the aggregate can be strengthened (cultivated) as the first part progresses.
 (付記C6)また、本発明の一態様は、付記C1から付記C5のいずれか一に記載のゲームプログラムであって、前記集合体(例えば、チーム(育成対象チーム))に含まれる構成要素(例えば、キャラクタ(育成対象キャラクタ))には、前記第1パートの開始時点で、前記第1パートにより更新される期間(例えば、育成期間)が異なることにより初期状態のデータが異なる複数の構成要素が含まれる。 (Appendix C6) Further, one aspect of the present invention is the game program according to any one of the appendices C1 to C5, and is a component (for example, a team (team to be trained)) included in the aggregate (for example, a team to be trained). For example, a character (character to be trained) has a plurality of components having different initial state data due to a difference in the period updated by the first part (for example, a training period) at the start of the first part. Is included.
 付記C6の構成によれば、第1パートの開始時点で、第1パートにより更新される期間及びデータが異なる構成要素が含まれるため、集合体に含まれる構成要素を多様化することができる。 According to the configuration of Appendix C6, at the start of the first part, components having different periods and data updated by the first part are included, so that the components included in the aggregate can be diversified.
 (付記C7)また、本発明の一態様は、付記C1から付記C6のいずれか一に記載のゲームプログラムであって、前記処理を行なうステップ(S270)において、前記第2パートでは、前記集合体(例えば、チーム(育成済チーム))に含まれる複数の構成要素(例えば、キャラクタ(育成済キャラクタ))のうちの少なくとも一部を使用した処理を行ない、前記コンピュータに、ユーザの操作に基づいて、前記集合体に含まれる複数の構成要素のうち前記第2パートで使用する構成要素を設定するステップ(S4305)を実行させる。 (Appendix C7) Further, one aspect of the present invention is the game program according to any one of the appendices C1 to C6, and in the step (S270) of performing the process, the aggregate is described in the second part. A process using at least a part of a plurality of components (for example, a character (trained character)) included in (for example, a team (trained team)) is performed, and the computer is subjected to processing based on a user operation. , The step (S4305) of setting the component to be used in the second part among the plurality of components included in the aggregate is executed.
 付記C7の構成によれば、集合体に含まれる構成要素の中から試合に出場する構成要素のオーダーをユーザが設定することができる。よって、第2パートにおいて、ユーザが集合体の編成を考えてプレイすることができる。 According to the configuration of Appendix C7, the user can set the order of the components to participate in the game from the components included in the aggregate. Therefore, in the second part, the user can think about the formation of the aggregate and play.
 (付記C8)また、本発明の一態様は、付記C7に記載のゲームプログラムであって、前記コンピュータに、遊技価値(例えば、課金、またはゲームの進行に応じて入手されるゲーム内のコインやメダル、ポイント、チケット、またはアイテム等)の消費と引換えに特定の構成要素(例えば、イベキャラ)を示すデータをユーザに関連付けるステップ、を実行させ、前記更新するステップ(S110、S1341)において、前記ユーザに関連付けられたデータに基づいて前記集合体(例えば、チーム(育成対象チーム))に含まれる構成要素(例えば、キャラクタ(育成対象キャラクタ))として選択された前記特定の構成要素に関連付けられるデータを更新し、前記設定するステップ(S4305)において、前記更新するステップでデータが更新された前記特定の構成要素を、ユーザの操作に基づいて前記第2パートで使用する構成要素(例えば、キャラクタ(育成済キャラクタ))として設定する。 (Appendix C8) Further, one aspect of the present invention is the game program described in Appendix C7, such as in-game coins obtained from the computer according to game value (for example, billing or progress of the game). In the step of associating the user with data indicating a specific component (for example, an event character) in exchange for the consumption of medals, points, tickets, items, etc., and updating the user (S110, S1341), the user Data associated with the particular component selected as a component (eg, character (training target character)) included in the aggregate (eg, team (training target team)) based on the data associated with In the step (S4305) of updating and setting, the specific component whose data has been updated in the updating step is used in the second part based on the operation of the user (for example, a character (cultivation)). Completed character))).
 付記C8の構成によれば、遊技価値の消費と引換えに取得するイベキャラを育成パートで強化(育成)し対戦パートで使用できるため、イベキャラを取得することへの動機付けをユーザに持たせることもできる。 According to the configuration of Appendix C8, the Ibe character to be acquired in exchange for the consumption of the game value can be strengthened (cultivated) in the training part and used in the battle part, so that the user can be motivated to acquire the Ibe character. it can.
 (付記C9)また、本発明の一態様は、付記C8に記載のゲームプログラムであって、前記設定するステップ(S4305)において、前記第2パートで使用する構成要素(例えば、キャラクタ(育成済キャラクタ))として設定する前記特定の構成要素(例えば、イベキャラ)を、前記集合体(例えば、チーム(育成済チーム))に含まれる構成要素の一部に制限する。 (Appendix C9) Further, one aspect of the present invention is the game program described in Appendix C8, and is a component (for example, a character (trained character)) used in the second part in the step (S4305) to be set. ))) The specific component (for example, Ivechara) set as) is limited to a part of the components included in the aggregate (for example, a team (trained team)).
 付記C9の構成によれば、第2パートで使用する特定の構成要素の数に制限を設けるため、遊技価値の消費による集合体の能力に与える影響が大きくなりすぎないようにすることができる。 According to the configuration of Appendix C9, since the number of specific components used in the second part is limited, it is possible to prevent the influence of the consumption of the game value on the ability of the aggregate from becoming too large.
 (付記C10)また、本発明の一態様は、付記C1から付記C9のいずれか一に記載のゲームプログラムであって、前記コンピュータに、前記第2パートにおいて使用する前記集合体(例えば、チーム(育成済チーム))に関連付けられたデータを、一時的に変更するステップ(S2715)を実行させる。 (Supplementary Note C10) Further, one aspect of the present invention is the game program according to any one of Supplementary note C1 to Supplementary note C9, and the computer is used with the aggregate (for example, a team (for example, a team)) used in the second part. The step (S2715) of temporarily changing the data associated with the trained team)) is executed.
 付記C10の構成によれば、第2パートにおけるプレイを多様化することができる。また、強化アイテムの取得の動機付けを与えることができる。 According to the configuration of Appendix C10, the play in the second part can be diversified. It can also motivate the acquisition of enhanced items.
 (付記C11)本発明の一態様に係るゲーム処理方法は、複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))を含んで構成される一の集合体(例えば、チーム(育成対象チーム))に関連付けられるデータを更新する第1パート(例えば、育成パート)と、前記第1パートにより更新された前記集合体(例えば、チーム(育成済チーム))を使用する第2パート(例えば、対戦パート)を含むゲームのゲームプログラムに基づいてコンピュータにより実行されるゲーム処理方法であって、前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップ(S110、S1341)と、前記第1パートの終了に応じて更新が完了した前記集合体のデータを管理するステップ(S150)と、前記第2パートにおいて、前記管理されている前記集合体を使用した処理を前記更新が完了したデータに基づいて行なうステップ(S270)と、を含み、前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない。 (Appendix C11) The game processing method according to one aspect of the present invention is an aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)). A first part (eg, a training part) that updates the data associated with, and a second part (eg, a competition part) that uses the aggregate (eg, a team (trained team)) updated by the first part. A game processing method executed by a computer based on a game program of a game including), wherein in the first part, steps (S110, S1341) for updating data associated with the aggregate, and the first part. Based on the step (S150) of managing the data of the aggregate whose update has been completed according to the end of the above, and the process using the managed aggregate in the second part, based on the data for which the update has been completed. The data of the aggregate that has been updated and is managed by the management step, including the step (S270) to be performed, is not updated again.
 付記C11の構成によれば、第1パートにおいて、集合体に含まれる構成要素をまとめてデータの更新(例えば、強化、育成)ができる反面、個々の構成要素をそれぞれ更新できないため、集合体に含まれるすべての構成要素を高いレベルにして強力な集合体を作り上げることの困難性が上がり、第1パートをプレイする動機付けを高めることができる。また、第1パートで一旦データの更新が完了した集合体は、それ以降はデータの更新ができないため、より強力な集合体を作るためには、繰り返し第1パートをプレイする必要があるため、第1パートをプレイする動機付けを高めることができる。 According to the configuration of Appendix C11, in the first part, the components included in the aggregate can be collectively updated (for example, strengthening and nurturing), but the individual components cannot be updated, so that the aggregate can be used. It increases the difficulty of building a strong aggregate by raising all the components included to a high level, and can increase the motivation to play the first part. In addition, since the aggregate whose data has been updated once in the first part cannot be updated after that, it is necessary to repeatedly play the first part in order to create a stronger aggregate. You can increase your motivation to play the first part.
 (付記C12)本発明の一態様に係るゲーム装置(10)は、複数の構成要素(例えば、キャラクタ(育成対象キャラクタ))を含んで構成される一の集合体(例えば、チーム(育成対象チーム))に関連付けられるデータを更新する第1パート(例えば、育成パート)と、前記第1パートにより更新された前記集合体(例えば、チーム(育成済チーム))を使用する第2パート(例えば、対戦パート)を含むゲームのゲームプログラムを実行するゲーム装置であって、前記第1パートにおいて、前記集合体(例えば、チーム(育成済チーム))に関連付けられるデータを更新する更新部(1633)と、前記第1パートの終了に応じて更新が完了した前記集合体のデータを管理する管理部(1635)と、前記第2パートにおいて、前記管理されている前記集合体を使用した処理を前記更新が完了したデータに基づいて行なう処理部(1663)と、を備え、前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない。 (Appendix C12) The game device (10) according to one aspect of the present invention is an aggregate (for example, a team (training target team)) composed of a plurality of components (for example, a character (training target character)). ))) And a second part (eg, a trained team) that uses the aggregate (eg, a team (trained team)) updated by the first part. A game device that executes a game program of a game including a battle part), and in the first part, with an update unit (1633) that updates data associated with the aggregate (for example, a team (trained team)). The management unit (1635) that manages the data of the aggregate whose update is completed according to the end of the first part, and the update of the process using the managed aggregate in the second part. The data of the aggregate that has completed the update and is managed by the step of managing the data, which includes a processing unit (1663) that performs based on the completed data, is not updated again.
 付記C12の構成によれば、第1パートにおいて、集合体に含まれる構成要素をまとめてデータの更新(例えば、強化、育成)ができる反面、個々の構成要素をそれぞれ更新できないため、集合体に含まれるすべての構成要素を高いレベルにして強力な集合体を作り上げることの困難性が上がり、第1パートをプレイする動機付けを高めることができる。また、第1パートで一旦データの更新が完了した集合体は、それ以降はデータの更新ができないため、より強力な集合体を作るためには、繰り返し第1パートをプレイする必要があるため、第1パートをプレイする動機付けを高めることができる。 According to the configuration of Appendix C12, in the first part, the components included in the aggregate can be collectively updated (for example, strengthening and nurturing), but the individual components cannot be updated individually. It increases the difficulty of building a strong aggregate by raising all the components included to a high level, and can increase the motivation to play the first part. In addition, since the aggregate whose data has been updated once in the first part cannot be updated after that, it is necessary to repeatedly play the first part in order to create a stronger aggregate. You can increase your motivation to play the first part.
 1 ゲームシステム、10 端末装置、30 サーバ装置、11 通信部、12 入力部、13 表示部、14 音声出力部、15 記憶部、16 CPU、150 データ記憶部、151 キャラクタデータ記憶部、152 ユーザデータ記憶部、153 所有キャラクタデータ記憶部、154 高校データ記憶部、155 育成データ記憶部、156 チームデータ記憶部、157 チームメンバデータ記憶部、160 制御部、161 操作受付部、162 表示制御部、163 育成パート処理部、1631 選択部、1632 更新指示部、1633 更新部、1634 育成提供部、1635 データ管理部、1636 育成キャラクタ設定部、1637 追加部、1638 解除部、164 利用チーム設定部、165 オーダー設定部、166 対戦パート処理部、1661 チーム選択部、1662 対戦相手決定部、1663 対戦処理部、1664 アイテム処理部 1 game system, 10 terminal device, 30 server device, 11 communication unit, 12 input unit, 13 display unit, 14 audio output unit, 15 storage unit, 16 CPU, 150 data storage unit, 151 character data storage unit, 152 user data Storage unit, 153 Owned character data storage unit, 154 High school data storage unit, 155 Training data storage unit, 156 Team data storage unit, 157 Team member data storage unit, 160 Control unit, 161 Operation reception unit, 162 Display control unit, 163 Training part processing department, 1631 selection department, 1632 update instruction department, 1633 update department, 1634 training provision department, 1635 data management department, 1636 training character setting department, 1637 addition department, 1638 release department, 164 user team setting department, 165 order Setting unit, 166 battle part processing department, 1661 team selection department, 1662 opponent determination department, 1663 battle processing department, 1664 item processing department

Claims (33)

  1.  コンピュータに、
     集合体に含まれる複数の構成要素に関連付けられるデータの更新を指示するステップと、
     前記指示するステップによる1回の指示に応じて、前記集合体に含まれる2以上の構成要素のそれぞれに関連付けられるデータを更新するステップと、
     前記指示するステップによる1回の指示機会を、ユーザに所定回数を上限とした複数回提供するステップと、
     を実行させるためのゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    A step that directs the update of data associated with multiple components contained in an aggregate, and
    A step of updating the data associated with each of the two or more components contained in the aggregate in response to one instruction by the instructed step.
    A step of providing the user with one instruction opportunity by the instruction step a plurality of times up to a predetermined number of times.
    A non-temporary storage medium that stores a game program for executing.
  2.  前記指示するステップにおいて、前記集合体に含まれる複数の構成要素のいずれかが関連付けられた選択肢を含む複数の選択肢のうち、ユーザにより選択された選択肢に関連付けられた構成要素に対して前記更新を指示する、
     請求項1に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the step of instructing, the update is made to the component associated with the option selected by the user among the plurality of options including the option associated with any of the plurality of components included in the aggregate. Instruct,
    A non-temporary storage medium that stores the game program according to claim 1.
  3.  前記指示するステップにおいて、前記複数の選択肢のそれぞれに対して設定された更新条件に基づいて、ユーザにより選択された選択肢に関連付けられた構成要素のそれぞれに対して、当該選択肢に設定された更新条件に基づく前記更新を指示する、
     請求項2に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the step of instructing, the update condition set for the option is set for each of the components associated with the option selected by the user based on the update condition set for each of the plurality of options. Instruct the update based on
    A non-temporary storage medium that stores the game program according to claim 2.
  4.  前記更新条件は、対応する選択肢に関連付けられた構成要素に基づいて設定される、
     請求項3に記載のゲームプログラムを記憶した非一時的記憶媒体。
    The update conditions are set based on the components associated with the corresponding choices.
    A non-temporary storage medium that stores the game program according to claim 3.
  5.  前記コンピュータに、
     前記複数の選択肢のそれぞれに対して設定された更新条件を、ユーザに認識可能に提示するステップ、
     を実行させる請求項3に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    A step of recognizablely presenting the update conditions set for each of the plurality of options to the user.
    A non-temporary storage medium that stores the game program according to claim 3.
  6.  前記指示するステップにおいて、
     ユーザにより選択された選択肢に設定された更新条件とユーザにより選択されなかった選択肢に設定された更新条件とのうちの少なくとも一方を変更した更新条件のそれぞれに基づいて、ユーザにより選択された選択肢に関連付けられた構成要素のそれぞれに対して前記更新を指示するとともに、ユーザにより選択されなかった選択肢に関連付けられた構成要素のそれぞれに対して前記更新を指示し、
     前記少なくとも一方の更新条件の変更は、ユーザにより選択された選択肢の方がユーザにより選択されなかった選択肢より有利な変更である、
     請求項3に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the step indicated above
    To the option selected by the user, based on each of the update conditions set for the options selected by the user and the update conditions set for the options not selected by the user, which are modified at least one of them. Instructing each of the associated components to update, and instructing each of the components associated with an option not selected by the user to update.
    The change of at least one of the update conditions is a change in which the option selected by the user is more advantageous than the option not selected by the user.
    A non-temporary storage medium that stores the game program according to claim 3.
  7.  前記コンピュータに、
     ユーザの操作に基づいて、前記複数の選択肢のいずれかを仮選択する操作と仮選択された選択肢を選択決定する操作とを受け付けるステップと、
     前記複数の選択肢のそれぞれに設定された更新条件をユーザに認識可能に提示するとともに、いずれかの選択肢がユーザの操作に基づいて仮選択された場合、前記少なくとも一方の選択肢に設定された更新条件が変更されたそれぞれの更新条件をユーザに認識可能に提示するステップと、
     を実行させる請求項6に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    A step of accepting an operation of temporarily selecting one of the plurality of options and an operation of selecting and determining the temporarily selected option based on the user's operation.
    When the update condition set for each of the plurality of options is recognizable to the user and one of the options is tentatively selected based on the user's operation, the update condition set for at least one of the options is set. Steps to recognizablely present to the user each update condition that has changed
    A non-temporary storage medium that stores the game program according to claim 6.
  8.  前記コンピュータに、
     ユーザに前記集合体の属性を選択させるステップと、
     ユーザにより選択された前記集合体の属性に応じて定まる構成要素と、ユーザに関連付けられているデータのうちからユーザにより選択されたデータに応じて定まる構成要素とを、前記集合体に含まれる複数の構成要素として設定するステップと、
     を実行させる請求項1に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    Steps to let the user select the attributes of the aggregate,
    A plurality of components included in the aggregate, which are determined according to the attributes of the aggregate selected by the user and the components determined according to the data selected by the user from the data associated with the user. Steps to set as components of
    A non-temporary storage medium that stores the game program according to claim 1.
  9.  前記コンピュータに、
     前記更新するステップにより構成要素に関連付けられるデータが更新された前記集合体を、複数管理するステップと、
     ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから対戦で使用する一の集合体を選択するステップと、
     前記選択された前記集合体に含まれる複数の構成要素のうちの少なくとも一部を使用して対戦処理を行なうステップと、
     を実行させる請求項1に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    A step of managing a plurality of the aggregates whose data associated with the components has been updated by the updating step, and
    A step of selecting one aggregate to be used in the battle from the plurality of managed aggregates based on the user's operation, and
    A step of performing a battle process using at least a part of a plurality of components contained in the selected aggregate, and
    A non-temporary storage medium that stores the game program according to claim 1.
  10.  前記管理するステップにおいて、前記更新が完了した前記集合体のデータを管理し、
     前記対戦処理を行なうステップにおいて、前記管理されている前記集合体を使用した対戦処理を前記更新が完了したデータに基づいて行ない、
     前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない、
     請求項9に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the management step, the data of the aggregate for which the update has been completed is managed, and the data is managed.
    In the step of performing the battle process, the battle process using the managed aggregate is performed based on the updated data.
    The data of the aggregate whose update has been completed, which is managed by the management step, is not updated again.
    A non-temporary storage medium that stores the game program according to claim 9.
  11.  コンピュータにより実行されるゲーム処理方法であって、
     集合体に含まれる複数の構成要素に関連付けられるデータの更新を指示するステップと、
     前記指示するステップによる1回の指示に応じて、前記集合体に含まれる2以上の構成要素のそれぞれに関連付けられるデータを更新するステップと、
     前記指示するステップによる1回の指示機会を、ユーザに所定回数を上限とした複数回提供するステップと、
     を含むゲーム処理方法。
    A game processing method executed by a computer
    A step that directs the update of data associated with multiple components contained in an aggregate, and
    A step of updating the data associated with each of the two or more components contained in the aggregate in response to one instruction by the instructed step.
    A step of providing the user with one instruction opportunity by the instruction step a plurality of times up to a predetermined number of times.
    Game processing methods including.
  12.  ゲームプログラムを実行するゲーム装置であって、
     集合体に含まれる複数の構成要素に関連付けられるデータの更新を指示する指示部と、
     前記指示部による1回の指示に応じて、前記集合体に含まれる2以上の構成要素のそれぞれに関連付けられるデータを更新する更新部と、
     前記指示部による1回の指示機会を、ユーザに所定回数を上限とした複数回提供する提供部と、
     を備えるゲーム装置。
    A game device that executes a game program
    An indicator that directs the update of data associated with multiple components contained in the aggregate,
    An update unit that updates data associated with each of the two or more components included in the aggregate in response to a single instruction by the instruction unit.
    A providing unit that provides the user with a single instruction opportunity by the instruction unit a plurality of times up to a predetermined number of times.
    A game device equipped with.
  13.  前記ゲームプログラムは、複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体同士で対戦する第2パートを含むゲームのゲームプログラムであって、
     コンピュータに、
     前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップと、
     前記第1パートにおいて更新した前記集合体を複数管理するステップと、
     ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから前記第2パートで対戦に使用する一の集合体を選択するステップと、
     を実行させるための請求項1に記載のゲームプログラムを記憶した非一時的記憶媒体。
    The game program includes a first part for updating data associated with an aggregate composed of a plurality of components, and a second part for competing with each other updated by the first part. It is a game program of the game including
    On the computer
    In the first part, the step of updating the data associated with the aggregate,
    A step of managing a plurality of the aggregates updated in the first part, and
    A step of selecting one aggregate to be used for the battle in the second part from the plurality of managed aggregates based on the user's operation.
    A non-temporary storage medium that stores the game program according to claim 1.
  14.  前記コンピュータに、
     ユーザの操作に基づいて、他ユーザにより実行される前記第2パートで当該他ユーザの対戦相手として使用され得る集合体を、複数の前記集合体のうちから予め設定するステップ、
     を実行させるための請求項13に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    A step of presetting an aggregate that can be used as an opponent of the other user in the second part executed by the other user based on the operation of the user from among the plurality of the aggregates.
    A non-temporary storage medium that stores the game program according to claim 13.
  15.  前記コンピュータに、
     ユーザに前記集合体の属性を選択させるステップを実行させ、
     前記更新するステップにおいて、前記選択された属性に応じた集合体に関連付けられるデータを更新し、
     前記管理するステップにおいて、複数の前記集合体のそれぞれを前記属性ごとに管理し、
     前記設定するステップにおいて、ユーザの操作に基づいて、他ユーザにより実行される前記第2パートで他ユーザの対戦相手として使用され得る集合体を、異なる前記属性のそれぞれにおいて、複数の前記集合体のうちから予め設定する、
     請求項14に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    Have the user perform the step of selecting the attributes of the aggregate
    In the updating step, the data associated with the aggregate according to the selected attribute is updated.
    In the management step, each of the plurality of the aggregates is managed for each of the attributes.
    In the step of setting, an aggregate that can be used as an opponent of another user in the second part executed by another user based on the operation of the user is a plurality of the aggregates in each of the different attributes. Set in advance from our house
    A non-temporary storage medium that stores the game program according to claim 14.
  16.  前記選択するステップにおいて選択された集合体の対戦相手として、当該選択された集合体と同一の属性を有する他ユーザにより予め設定された集合体を決定するステップ、
     を実行させる請求項15に記載のゲームプログラムを記憶した非一時的記憶媒体。
    A step of determining an aggregate preset by another user having the same attributes as the selected aggregate as an opponent of the aggregate selected in the selection step.
    A non-temporary storage medium that stores the game program according to claim 15.
  17.  前記コンピュータに、
     前記決定するステップにおいて、前記設定するステップにより前記属性ごとに設定された集合体に基づいて、複数の他ユーザのうちから対戦相手となるユーザを決定する、
     請求項16に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    In the step of determining, a user to be an opponent is determined from a plurality of other users based on the aggregate set for each of the attributes by the step of setting.
    A non-temporary storage medium that stores the game program according to claim 16.
  18.  前記管理するステップにおいて、前記第1パートによる前記集合体の更新が行われる前から、前記属性ごとに所定の集合体を前記第2パートで対戦に使用される集合体として予め関連付けて管理している、
     請求項15に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the management step, before the update of the aggregate by the first part is performed, a predetermined aggregate for each of the attributes is managed in advance as an aggregate used for the battle in the second part. Yes,
    A non-temporary storage medium that stores the game program according to claim 15.
  19.  前記集合体に含まれる構成要素には、前記第1パートの開始時点で、前記第1パートにより更新される期間が異なることにより初期状態のデータが異なる複数の構成要素が含まれる、
     請求項13に記載のゲームプログラムを記憶した非一時的記憶媒体。
    The components included in the aggregate include a plurality of components having different initial state data due to different update periods by the first part at the start of the first part.
    A non-temporary storage medium that stores the game program according to claim 13.
  20.  複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体同士で対戦する第2パートを含むゲームのゲームプログラムに基づいてコンピュータにより実行されるゲーム処理方法であって、
     前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップと、
     前記第1パートにおいて更新した前記集合体を、複数管理するステップと、
     ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから前記第2パートで対戦に使用する一の集合体を選択するステップと、
     を含むゲーム処理方法。
    A game program of a game including a first part for updating data associated with one aggregate including a plurality of components and a second part for competing with each other updated by the first part. A game processing method executed by a computer based on
    In the first part, the step of updating the data associated with the aggregate,
    A step of managing a plurality of the aggregates updated in the first part, and
    A step of selecting one aggregate to be used for the battle in the second part from the plurality of managed aggregates based on the user's operation.
    Game processing methods including.
  21.  複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体同士で対戦する第2パートを含むゲームのゲームプログラムを実行するゲーム装置であって、
     前記第1パートにおいて、前記集合体に関連付けられるデータを更新する更新部と、
     前記第1パートにおいて更新した前記集合体を、複数管理する管理部と、
     ユーザの操作に基づいて、前記管理された複数の前記集合体のうちから前記第2パートで対戦に使用する一の集合体を選択する選択部と、
     を備えるゲーム装置。
    A game program of a game including a first part for updating data associated with one aggregate composed of a plurality of components and a second part for competing with each other updated by the first part. Is a game device that executes
    In the first part, an update unit that updates the data associated with the aggregate, and
    A management unit that manages a plurality of the aggregates updated in the first part, and
    A selection unit that selects one aggregate to be used for the battle in the second part from the plurality of managed aggregates based on the user's operation.
    A game device equipped with.
  22.  前記ゲームプログラムは、複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体を使用する第2パートを含むゲームのゲームプログラムであって、
     コンピュータに、 
     前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップと、
     前記第1パートの終了に応じて更新が完了した前記集合体のデータを管理するステップと、
     前記第2パートにおいて、前記管理されている前記集合体を使用した処理を前記更新が完了したデータに基づいて行なうステップと、
     を実行させ、
     前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない、
     請求項1に記載のゲームプログラムを記憶した非一時的記憶媒体。
    The game program includes a first part that updates data associated with an aggregate composed of a plurality of components, and a second part that uses the aggregate updated by the first part. It ’s a game program for games,
    On the computer
    In the first part, the step of updating the data associated with the aggregate,
    A step of managing the data of the aggregate whose update is completed according to the end of the first part, and
    In the second part, a step of performing a process using the managed aggregate based on the data for which the update has been completed, and
    To execute,
    The data of the aggregate whose update has been completed, which is managed by the management step, is not updated again.
    A non-temporary storage medium that stores the game program according to claim 1.
  23.  前記管理するステップにおいて、前記集合体を複数管理し、
     前記コンピュータに、
     ユーザの操作に基づいて、前記管理されている複数の集合体のうちから、前記第2パートで使用する一の集合体を選択するステップ、
     を実行させる請求項22に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the management step, a plurality of the aggregates are managed, and the aggregate is managed.
    On the computer
    A step of selecting one aggregate to be used in the second part from the plurality of managed aggregates based on the user's operation.
    A non-temporary storage medium that stores the game program according to claim 22.
  24.  前記更新するステップにおいて、所定の期間、前記集合体に関連付けられるデータを更新する、
     請求項22に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the updating step, the data associated with the aggregate is updated for a predetermined period of time.
    A non-temporary storage medium that stores the game program according to claim 22.
  25.  前記コンピュータに、
     前記第1パートにおいて、前記所定の期間の途中に、前記更新の対象として前記集合体に含まれる構成要素を追加するステップと、
     前記第1パートにおいて、前記所定の期間の途中に、前記更新の対象として前記集合体に含まれる構成要素を前記更新の対象から除外するステップと、
     を実行させる請求項24に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    In the first part, in the middle of the predetermined period, a step of adding a component included in the aggregate as a target of the update, and
    In the first part, in the middle of the predetermined period, a step of excluding the components included in the aggregate as the target of the update from the target of the update, and
    24. A non-temporary storage medium that stores the game program according to claim 24.
  26.  前記更新するステップにおいて、前記所定の期間内の前記第1パートの進行に従って、前記集合体に含まれる構成要素に関連付けられるデータを更新する、
     請求項24に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the updating step, as the first part progresses within the predetermined period, the data associated with the components contained in the aggregate is updated.
    A non-temporary storage medium that stores the game program according to claim 24.
  27.  前記集合体に含まれる構成要素には、前記第1パートの開始時点で、前記第1パートにより更新される期間が異なることにより初期状態のデータが異なる複数の構成要素が含まれる、
     請求項22に記載のゲームプログラムを記憶した非一時的記憶媒体。
    The components included in the aggregate include a plurality of components having different initial state data due to different update periods by the first part at the start of the first part.
    A non-temporary storage medium that stores the game program according to claim 22.
  28.  前記処理を行なうステップにおいて、前記第2パートでは、前記集合体に含まれる複数の構成要素のうちの少なくとも一部を使用した処理を行ない、
     前記コンピュータに、
     ユーザの操作に基づいて、前記集合体に含まれる複数の構成要素のうち前記第2パートで使用する構成要素を設定するステップ、
     を実行させる請求項22に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the step of performing the process, in the second part, a process using at least a part of the plurality of components included in the aggregate is performed.
    On the computer
    A step of setting a component to be used in the second part among a plurality of components included in the aggregate based on a user's operation.
    A non-temporary storage medium that stores the game program according to claim 22.
  29.  前記コンピュータに、
     遊技価値の消費と引換えに特定の構成要素を示すデータをユーザに関連付けるステップ、
     を実行させ、
     前記更新するステップにおいて、前記ユーザに関連付けられたデータに基づいて前記集合体に含まれる構成要素として選択された前記特定の構成要素に関連付けられるデータを更新し、
     前記設定するステップにおいて、前記更新するステップでデータが更新された前記特定の構成要素を、ユーザの操作に基づいて前記第2パートで使用する構成要素として設定する、
     請求項28に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    A step of associating a user with data representing a particular component in exchange for the consumption of game value,
    To execute,
    In the updating step, the data associated with the particular component selected as a component included in the aggregate is updated based on the data associated with the user.
    In the step of setting, the specific component whose data has been updated in the step of updating is set as the component to be used in the second part based on the operation of the user.
    A non-temporary storage medium that stores the game program according to claim 28.
  30.  前記設定するステップにおいて、前記第2パートで使用する構成要素として設定する前記特定の構成要素を、前記集合体に含まれる構成要素の一部に制限する、
     請求項29に記載のゲームプログラムを記憶した非一時的記憶媒体。
    In the step of setting, the specific component to be set as a component used in the second part is limited to a part of the components included in the aggregate.
    A non-temporary storage medium that stores the game program according to claim 29.
  31.  前記コンピュータに、
     前記第2パートにおいて使用する前記集合体に関連付けられたデータを、一時的に変更するステップ、
     を実行させる請求項22に記載のゲームプログラムを記憶した非一時的記憶媒体。
    On the computer
    A step of temporarily changing the data associated with the aggregate used in the second part,
    A non-temporary storage medium that stores the game program according to claim 22.
  32.  複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体を使用する第2パートを含むゲームのゲームプログラムに基づいてコンピュータにより実行されるゲーム処理方法であって、
     前記第1パートにおいて、前記集合体に関連付けられるデータを更新するステップと、
     前記第1パートの終了に応じて更新が完了した前記集合体のデータを管理するステップと、
     前記第2パートにおいて、前記管理されている前記集合体を使用した処理を前記更新が完了したデータに基づいて行なうステップと、
     を含み、
     前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない、
     ゲーム処理方法。
    In a game program of a game including a first part that updates data associated with an aggregate composed of a plurality of components and a second part that uses the aggregate updated by the first part. A game processing method that is executed by a computer based on
    In the first part, the step of updating the data associated with the aggregate,
    A step of managing the data of the aggregate whose update is completed according to the end of the first part, and
    In the second part, a step of performing a process using the managed aggregate based on the data for which the update has been completed, and
    Including
    The data of the aggregate whose update has been completed, which is managed by the management step, is not updated again.
    Game processing method.
  33.  複数の構成要素を含んで構成される一の集合体に関連付けられるデータを更新する第1パートと、前記第1パートにより更新された前記集合体を使用する第2パートを含むゲームのゲームプログラムを実行するゲーム装置であって、
     前記第1パートにおいて、前記集合体に関連付けられるデータを更新する更新部と、
     前記第1パートの終了に応じて更新が完了した前記集合体のデータを管理する管理部と、
     前記第2パートにおいて、前記管理されている前記集合体を使用した処理を前記更新が完了したデータに基づいて行なう処理部と、
     を備え、
     前記管理するステップにより管理されている前記更新が完了した前記集合体のデータについては、再び更新されない、
     ゲーム装置。
    A game program of a game including a first part that updates data associated with an aggregate composed of a plurality of components and a second part that uses the aggregate updated by the first part. A game device to run
    In the first part, an update unit that updates the data associated with the aggregate, and
    A management unit that manages the data of the aggregate that has been updated according to the end of the first part, and
    In the second part, a processing unit that performs processing using the managed aggregate based on the data for which the update has been completed, and a processing unit.
    With
    The data of the aggregate whose update has been completed, which is managed by the management step, is not updated again.
    Game device.
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