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TWI696483B - Game controlling apparatus, game system and computer program product - Google Patents

Game controlling apparatus, game system and computer program product Download PDF

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Publication number
TWI696483B
TWI696483B TW107144543A TW107144543A TWI696483B TW I696483 B TWI696483 B TW I696483B TW 107144543 A TW107144543 A TW 107144543A TW 107144543 A TW107144543 A TW 107144543A TW I696483 B TWI696483 B TW I696483B
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Taiwan
Prior art keywords
game
user
processing information
processing
effect
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TW107144543A
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Chinese (zh)
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TW201936242A (en
Inventor
沖塩豊武
三浦陵介
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日商科樂美數碼娛樂股份有限公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The moving unit (120) moves the user position among the plurality of positions including the position to which the processing information is associated based on the game operation. The execution unit (140) executes game processing based on the processing information associated with the first position in accordance with the movement of the user position to the first position among the plurality of positions. The changing unit (160) changes the processing information associated with the second position on the passing route from the user position before the movement to the first position. In response to the movement of the user position to the second position after the processing information associated with the second position is changed, the execution unit (140) executes game processing based on the changed processing information associated with the second position.

Description

遊戲控制裝置、遊戲系統、及電腦程式產品 Game control devices, game systems, and computer program products

本發明係關於遊戲控制裝置、遊戲系統及電腦程式產品。 The invention relates to a game control device, a game system and a computer program product.

已知有一種遊戲,該遊戲係使移動體(棋子等)根據用戶的遊戲操作在設定有複數個格子的路徑上移動,且執行預先設定於移動體所停留之格子的遊戲處理(遊戲參數的變化或遊戲道具的給予等)。一般而言,在這樣的遊戲中,設定於格子之遊戲處理的內容為可視覺辨認,用戶可掌握到移動體停留在哪一個格子,就會執行什麼樣的遊戲處理。 There is known a game that moves a mobile body (chess pieces, etc.) on a path where a plurality of grids are set according to a user's game operation, and executes a game process (a game parameter is set in advance in a grid where the mobile body stays) Changes or giving of game items, etc.). In general, in such games, the content of the game processing set in the grid is visually recognizable, and the user can grasp which grid the mobile body stays in, and what kind of game processing will be executed.

[現有技術文獻] [Prior Art Literature] [專利文獻] [Patent Literature]

專利文獻1:日本特開第2013-188268號公報 Patent Document 1: Japanese Patent Laid-Open No. 2013-188268

以往,在如上述的遊戲中,用戶僅需對移動體所停留的格子加以關注即可,也僅需單純以設定有期望之遊戲處理的格子作為移動目的地(移動目標)來進行遊戲操作即可,所以當持續遊戲,就形成單調地反復遊戲操作,會有用戶在興趣點上感到不滿足的疑慮。 In the past, in the above-mentioned game, the user only needs to pay attention to the grid where the mobile body stays, and only needs to simply use the grid with the desired game processing as the movement destination (movement target) to perform the game operation. Yes, so when the game continues, the game operation will be repeated monotonously, and there will be doubts that the user will be dissatisfied with the point of interest.

本發明係有鑑於上述課題所研創者,目的在於提供一種對於在含有與關於遊戲處理之處理資訊相關聯之位置的複數個位置之間根據遊戲操作使用戶位置移動的遊戲,能夠提升該遊戲的興趣的遊戲控制裝置、遊戲系統、及電腦程式產品。 The present invention was developed in view of the above-mentioned problems, and an object of the present invention is to provide a game that can move a user's position according to a game operation between a plurality of positions including positions associated with processing information about game processing, and can improve the game Interested in game control devices, game systems, and computer program products.

為了解決上述課題,本發明之一態樣的遊戲控制裝置係含有:移動手段,係在含有與關於遊戲處理之處理資訊相關聯之位置的複數個位置之間,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置中之第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段,係變更與位於從前述移動前之前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊;其中,前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段所變更後之前述處理資訊,執行前述遊戲處理。 In order to solve the above-mentioned problems, a game control device of one aspect of the present invention includes: moving means, which moves the user's position according to game operations between a plurality of positions containing positions associated with processing information about game processing; The execution means is to execute the game processing according to the movement of the user's position to the first position among the plurality of positions, and based on the processing information associated with the first position; The processing information associated with the second position on the passing path from the user position before the movement to the first position; wherein, the execution means is in response to changing the processing associated with the second position by the changing means After the information, the user position moves to the second position, and the game process is executed according to the processing information changed by the changing means associated with the second position.

本發明之一態樣的遊戲系統係含有:移動手段,係在含有與關於遊戲處理之處理資訊相關聯之位置的複數個位置之間,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置中之 第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段,係變更與位於從前述移動前之前述用戶位置至前述第一位置為止的通過路徑上的第二位置相關聯的前述處理資訊;其中,前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段所變更後之前述處理資訊,執行前述遊戲處理。 A game system according to one aspect of the present invention includes: a moving means that moves a user's position according to a game operation between a plurality of positions including positions associated with processing information about game processing; and the execution means is based on the foregoing The user's position to one of the aforementioned multiple positions The movement of the first position, and the execution of the game process based on the processing information associated with the first position; and the changing means is to change and pass the path from the user position before the movement to the first position The processing information associated with the second position on the above; wherein, the execution means corresponds to the movement of the user position to the second position after the processing information associated with the second position is changed by the changing means, and The game processing is executed based on the processing information changed by the changing means associated with the second position.

1‧‧‧遊戲系統 1‧‧‧Game system

N‧‧‧網路 N‧‧‧ Internet

10‧‧‧遊戲終端機 10‧‧‧Game terminal

11‧‧‧控制部 11‧‧‧Control Department

12‧‧‧記憶部 12‧‧‧ Memory Department

13‧‧‧通信部 13‧‧‧Ministry of Communications

14‧‧‧操作部 14‧‧‧Operation Department

15‧‧‧顯示部 15‧‧‧Display

16‧‧‧聲音輸出部 16‧‧‧Sound output section

30‧‧‧伺服器 30‧‧‧Server

31‧‧‧控制部 31‧‧‧Control Department

32‧‧‧記憶部 32‧‧‧ Memory Department

33‧‧‧通信部 33‧‧‧ Ministry of Communications

34‧‧‧資料庫 34‧‧‧ Database

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

110‧‧‧受理部 110‧‧‧ Acceptance Department

120‧‧‧移動部 120‧‧‧Mobile

130‧‧‧判定部 130‧‧‧Judgment Department

140‧‧‧執行部 140‧‧‧ Executive Department

150‧‧‧第一變更部 150‧‧‧ First Change Department

160‧‧‧第二變更部 160‧‧‧Second Change Department

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

D102‧‧‧格子效果資料 D102‧‧‧ lattice effect data

D103‧‧‧格子資料 D103‧‧‧ lattice data

D104‧‧‧事件牌組資料 D104‧‧‧Event deck information

D105‧‧‧培育狀況資料 D105‧‧‧Cultivation status information

G100‧‧‧詳細影像 G100‧‧‧Detailed image

G200‧‧‧設定影像 G200‧‧‧Set image

A230‧‧‧事件牌組區域 A230‧‧‧Event deck area

G300‧‧‧主指令影像 G300‧‧‧ main command image

A340‧‧‧指令區域 A340‧‧‧ Command area

G400‧‧‧練習指令影像 G400‧‧‧ Practice instruction image

A410‧‧‧指令區域 A410‧‧‧ Command area

A430‧‧‧遊戲人物區域 A430‧‧‧Game character area

G500‧‧‧移動結果影像 G500‧‧‧Movement result image

G600‧‧‧練習結果影像 G600‧‧‧Practice result video

G700‧‧‧能力提升影像 G700‧‧‧ Ability to enhance images

A710‧‧‧第一區域 A710‧‧‧The first area

A720‧‧‧第二區域 A720‧‧‧Second area

P110、P120、P130、P140、P210、P220、P240、P250、P310、P320、P330、P341、P342、P343、P344、P345、P346、P411、P412、P413、P414、P415、P416、P417、P418、P420、P431-1、P431-2、P432-1、P432-2、P440、P450、P510、P510-1、P510-2、P510-3、P610、P723-1、P723-2、P723-3、P723-4、P723-5、P723-6、P723-7、P724-1、P724-2、P724-3、P724-4、P724-5、P724-6‧‧‧組件 P110, P120, P130, P140, P210, P220, P240, P250, P310, P320, P330, P341, P342, P343, P344, P345, P346, P411, P412, P413, P414, P415, P416, P417, P418, P420, P431-1, P431-2, P432-1, P432-2, P440, P450, P510, P510-1, P510-2, P510-3, P610, P723-1, P723-2, P723-3, P723-4, P723-5, P723-6, P723-7, P724-1, P724-2, P724-3, P724-4, P724-5, P724-6

P231-1、P231-2、P231-3、P231-4、P231-5、P232‧‧‧設定框 P231-1, P231-2, P231-3, P231-4, P231-5, P232

P441‧‧‧框 P441‧‧‧frame

P460‧‧‧圓盤 P460‧‧‧Disc

P461-1、P461-2、P461-3、P461-4、P461-5、P461-6、P461-7、P461-8、P461-9、P461-10、P461-11、P461-12‧‧‧格子 P461-1, P461-2, P461-3, P461-4, P461-5, P461-6, P461-7, P461-8, P461-9, P461-10, P461-11, P461-12‧‧‧ lattice

P462‧‧‧游標 P462‧‧‧Cursor

P463‧‧‧突起部 P463‧‧‧Protrusion

P464‧‧‧中心 P464‧‧‧ Center

P465‧‧‧框 P465‧‧‧frame

P711‧‧‧投手能力欄標 P711‧‧‧Pitcher ability column

P712‧‧‧野手能力欄標 P712‧‧‧Fielder Ability Column

P721‧‧‧基本能力欄標 P721‧‧‧Basic ability column

P722‧‧‧特殊能力欄標 P722‧‧‧Special ability column

第1圖顯示本發明之實施形態的遊戲系統的整體構成圖。 Fig. 1 shows an overall configuration diagram of a game system according to an embodiment of the present invention.

第2圖顯示詳細影像的一例之圖。 Figure 2 shows an example of a detailed image.

第3圖係顯示設定影像的一例之圖。 Figure 3 is a diagram showing an example of setting images.

第4圖係顯示主指令影像的一例之圖。 Figure 4 is a diagram showing an example of the main command image.

第5圖係顯示練習指令影像的一例之圖。 Fig. 5 is a diagram showing an example of an exercise instruction image.

第6圖係顯示練習指令影像的一例之圖。 Fig. 6 is a diagram showing an example of an exercise instruction image.

第7圖係顯示練習指令影像之一部分(圓盤)的顯示內容的一例之圖。 FIG. 7 is a diagram showing an example of the display content of a part (disk) of the exercise instruction image.

第8圖係顯示練習指令影像之一部分的顯示內容的一例之圖。 FIG. 8 is a diagram showing an example of the display content of a part of the exercise instruction image.

第9圖係顯示移動結果影像的一例之圖。 Fig. 9 is a diagram showing an example of the moving result image.

第10圖係顯示練習結果影像的一例之圖。 Figure 10 is a diagram showing an example of an exercise result image.

第11圖係顯示練習指令影像的一部分的顯示內容變化的一例之圖。 FIG. 11 is a diagram showing an example of changes in the display contents of a part of the exercise instruction video.

第12圖係顯示練習指令影像的一部分(圓盤)的顯示內容變化的一例之 圖。 Figure 12 is an example of a change in the display content of a part (disk) of the exercise instruction image Figure.

第13圖係顯示移動結果影像的一例之圖。 Fig. 13 is a diagram showing an example of the moving result image.

第14圖係顯示能力提升影像的一例之圖。 Fig. 14 is a diagram showing an example of an image with improved capability.

第15圖係顯示能力提升影像的一例之圖。 Fig. 15 is a diagram showing an example of an image with improved capability.

第16圖係本發明之實施形態的遊戲系統之功能方塊圖。 Fig. 16 is a functional block diagram of a game system according to an embodiment of the present invention.

第17圖係顯示練習效果資料的一例之圖。 Figure 17 is a diagram showing an example of practice effect data.

第18圖係顯示格子效果資料的一例之圖。 Figure 18 is a diagram showing an example of lattice effect data.

第19圖係顯示格子資料的一例之圖。 Figure 19 is a diagram showing an example of grid data.

第20圖係顯示事件牌組資料的一例之圖。 Figure 20 is a diagram showing an example of event deck data.

第21圖係顯示培育狀況資料的一例之圖。 Figure 21 is a diagram showing an example of cultivation status data.

第22A圖係顯示利用遊戲系統執行之處理的一例之圖。 Fig. 22A is a diagram showing an example of processing executed by the game system.

第22B圖係顯示利用遊戲系統執行之處理的一例之圖。 Fig. 22B is a diagram showing an example of processing executed by the game system.

以下,根據圖式說明本發明之實施形態之例。 Hereinafter, an example of an embodiment of the present invention will be described based on the drawings.

[1.遊戲系統的構成] [1. Composition of game system]

第1圖係顯示本發明之實施形態的遊戲系統之構成。如第1圖所示,本實施形態的遊戲系統1係含有遊戲終端機10及伺服器30。遊戲終端機10係能夠與伺服器30經由網路N彼此進行資料通信。 Figure 1 shows the structure of a game system according to an embodiment of the present invention. As shown in FIG. 1, the game system 1 of this embodiment includes a game terminal 10 and a server 30. The game terminal 10 is capable of data communication with the server 30 via the network N.

遊戲終端機10係用以讓用戶遊玩遊戲所使用的電腦。例如,遊戲終端機10為行動電話機(包含智慧型手機(smartphone))、可攜式資訊終端機(包含平板(tablet)型電腦)、桌上(desktop)型電腦、膝上(laptop) 型電腦、家庭用遊戲機(靜置型遊戲機)、可攜用遊戲機或設置於遊戲設施等的業務用遊戲機。 The gaming terminal 10 is a computer used by users to play games. For example, the game terminal 10 is a mobile phone (including a smartphone), a portable information terminal (including a tablet computer), a desktop computer, and a laptop Computer, home game machine (stationary game machine), portable game machine, or business game machine installed in a game facility.

如第1圖所示、遊戲終端機10係包含:控制部11、記憶部12、通信部13、操作部14、顯示部15、及聲音輸出部16。控制部11係包含至少一個微處理器(microprocessor)(CPU(Central Processing Unit;中央處理單元)),且按照記憶於記憶部12的程式來執行處理。記憶部12係包含主記憶部(例如RAM(Random Access Memory;隨機存取記憶體)及輔助記憶部(例如,非揮發性之半導體記憶體、硬碟機(hard disk drive)或固態硬碟機(solid state drive)),且用以記憶程式或資料。通信部13係用以經由網路N來與其他之裝置進行資料通信者。 As shown in FIG. 1, the game terminal 10 includes a control unit 11, a memory unit 12, a communication unit 13, an operation unit 14, a display unit 15, and a sound output unit 16. The control unit 11 includes at least one microprocessor (CPU (Central Processing Unit)), and executes processing according to a program stored in the memory unit 12. The memory section 12 includes a main memory section (eg, RAM (Random Access Memory)) and an auxiliary memory section (eg, non-volatile semiconductor memory, hard disk drive), or solid state drive (solid state drive)) and used to memorize programs or data. The communication unit 13 is used to communicate data with other devices via the network N.

操作部14係供用戶進行各種操作。顯示部15係用以顯示各種影像的裝置,例如是液晶顯示器(display)或有機EL(Electro Luminescence;電致發光)顯示器等。第1圖中,個別地顯示操作部14與顯示部15,惟操作部14與顯示部15亦可以觸控面板(touch panel)的方式一體地構成。將操作部14與顯示部15以觸控面板的方式一體地構成之態樣並非必須者,操作部14亦可例如以按鍵(button或key)、搖桿(lever或stick)、觸控板(TouchPad或TrackPad)或滑鼠(mouse)等,獨立於顯示部15而設置。操作部14亦可供用戶藉由聲音或手勢(gesture)進行操作。聲音輸出部16係用以輸出聲音資料,例如是喇叭(speaker)或頭戴式耳機(headphone)等。操作部14、顯示部15及聲音輸出部16係可設置於遊戲終端機10本身,亦可設置為與遊戲終端機10連接的外部裝置。 The operation unit 14 allows the user to perform various operations. The display unit 15 is a device for displaying various images, such as a liquid crystal display (display) or an organic EL (Electro Luminescence) display. In FIG. 1, the operation unit 14 and the display unit 15 are individually displayed, but the operation unit 14 and the display unit 15 may be integrally configured as a touch panel. It is not necessary for the operation unit 14 and the display unit 15 to be integrally configured as a touch panel, and the operation unit 14 may be, for example, a button (key or key), a lever (lever or stick), or a touch panel ( TouchPad or TrackPad), mouse, etc. are provided independently of the display unit 15. The operation unit 14 can also be operated by the user by sound or gesture. The sound output unit 16 is used to output sound data, such as a speaker or a headset. The operation unit 14, the display unit 15, and the sound output unit 16 may be provided in the game terminal 10 itself, or may be provided as an external device connected to the game terminal 10.

伺服器30例如為伺服器電腦(server computer)。如第1圖 所示,伺服器30係含有:控制部31、記憶部32及通信部33。控制部31、記憶部32及通信部33係與遊戲終端機10的控制部11、記憶部12及通信部13相同。伺服器30係可對資料庫34進行存取。資料庫34亦可建構於伺服器30內,亦可獨立於伺服器30而建構於另一個伺服器電腦內。 The server 30 is, for example, a server computer. As shown in Figure 1 As shown, the server 30 includes a control unit 31, a memory unit 32, and a communication unit 33. The control unit 31, the memory unit 32, and the communication unit 33 are the same as the control unit 11, the memory unit 12, and the communication unit 13 of the game terminal 10. The server 30 can access the database 34. The database 34 can also be constructed in the server 30 or can be constructed independently of the server 30 and in another server computer.

程式或資料係經由網路N從遠端供給至遊戲終端機10或伺服器30,並記憶於記憶部12或記憶部32。再者,用以讀取記憶於資訊記憶媒體(例如光碟或記憶卡(memory card)等)的程式或資料的構成要素(例如光碟機或記憶卡插槽(memory card slot)等)亦可備置於遊戲終端機10或伺服器30。並且,程式或資料亦可經由資訊記憶媒體亦可備置於遊戲終端機10或伺服器30。 The program or data is supplied to the game terminal 10 or the server 30 from the remote via the network N, and is stored in the memory section 12 or the memory section 32. In addition, the components of programs or data (such as optical drives or memory card slots, etc.) used to read information stored on information storage media (such as optical discs or memory cards) can also be prepared For game terminal 10 or server 30. In addition, the program or data may be stored in the game terminal 10 or the server 30 via the information storage medium.

另外,以下係假定遊戲終端機10為具備有觸控面板的智慧型手機或平板型電腦的情況。 In the following, it is assumed that the game terminal 10 is a smartphone or a tablet computer equipped with a touch panel.

[2.遊戲之概要] [2. Summary of the game]

在遊戲系統1中,係在遊戲終端機10執行程式,藉此執行遊戲。遊戲亦可為在遊戲終端機10單體執行,亦可在遊戲終端機10與伺服器30之間以進行資料通信的方式來執行。 In the game system 1, a game terminal 10 executes a program, thereby executing a game. The game may be executed by the game terminal 10 alone, or may be executed between the game terminal 10 and the server 30 by data communication.

在遊戲系統1中係能夠執行各種遊戲。例如,運動遊戲(以棒球、足球(soccer)、網球(tennis)、美式足球(American football)、籃球(basketball)、排球(volleyball)等作為題材的遊戲)、冒險遊戲(adventure game)、模擬遊戲(simulation game)、角色扮演遊戲(role-playing game)或者培育遊戲,不論遊戲形式及類型(genre)都能夠執行各式各樣的遊戲。以下,針對用戶位置根據遊戲操作而移動的遊戲作為在遊戲系統1所執行之 遊戲的一例加以說明。具體而言,針對具有如在複數個位置之間根據遊戲操作來移動用戶位置之遊戲部分的棒球遊戲加以說明。 In the game system 1, various games can be executed. For example, sports games (games with baseball, soccer, tennis, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games (simulation game), role-playing game (role-playing game) or nurturing game, regardless of the form and type of the game (genre) can perform a variety of games. In the following, the game where the user's position moves according to the game operation is executed in the game system 1 An example of the game will be explained. Specifically, a baseball game having a game portion that moves a user's position according to a game operation between a plurality of positions will be described.

在此說明的棒球遊戲係具備有培育部分與對戰部分。培育部分係用戶培育遊戲人物,來作成個人獨有的原創的遊戲人物的遊戲部分。另一方面,對戰部分係採用用戶使用在培育部分所作成的原創人物所編成的隊伍來與對戰對手隊伍進行對戰的遊戲部分。 The baseball game system described here includes a cultivation part and a battle part. The cultivating part is the user cultivating the game character to create the game part of the original game character unique to the individual. On the other hand, the battle part is a game part in which the user uses a team composed of original characters created in the cultivation part to play against the opponent team.

以下,針對培育部分加以詳細說明。在培育部分中,用戶一面按著劇本(scenario)前進,一面令遊戲人物(以下,稱為「主角人物」)進行練習等,藉此培育主角人物,以作成個人獨有的原創人物。例如,在培育部分中,係執行以下劇本:主角人物隸屬於高中的棒球社,與隊友一面累積練習,一面參賽棒球錦標賽,在高中三年級的秋天被發掘為職業棒球選手為目標。 Hereinafter, the cultivation part will be described in detail. In the cultivation part, the user advances the scenario (scenario) while instructing the game characters (hereinafter referred to as "protagonist characters") to practice, etc., thereby cultivating the protagonist characters to create their own unique original characters. For example, in the cultivation part, the department executes the following script: The protagonist belongs to a high school baseball club, accumulates practice with teammates while participating in a baseball tournament, and was discovered as a professional baseball player in the fall of high school third grade.

[2-1]在說明培育部分之流程之前,預先說明由培育部分所作成之原創人物的一例。 [2-1] Before explaining the flow of the cultivation part, an example of original characters created by the cultivation part will be explained in advance.

第2圖係顯示原創人物(主角人物)之詳細資訊的一例。如第2圖所示,詳細影像G100係含有:組件P110、P120。另外,「組件」構成影像的元件,例如文字、影像或區域等。組件P110係顯示原創人物的影像,組件P120係顯示原創人物的姓名、防守位置、打擊姿勢及慣用手。 Figure 2 is an example showing detailed information of original characters (protagonist characters). As shown in FIG. 2, the detailed image G100 includes components P110 and P120. In addition, "components" constitute elements of images, such as text, images, or regions. Component P110 displays the image of the original character, and component P120 displays the original character's name, defensive position, strike posture, and dominant hand.

而且,詳細影像G100係含有組件P130。組件P130係顯示原創人物的基本能力參數。在第2圖所示之例中係顯示有:彈道、打擊範圍、爆發力、跑速、臂力、守備力、捕球參數,每個各基本能力參數顯示數值及字母。數值顯示基本能力參數之值,字母(例如:S、A、B、C、D、 E、F、G)係顯示基本能力之高低的等級(段階)。「S」係顯示基本能力非常高,「G」顯示基本能力非常低。 Furthermore, the detailed video G100 includes the component P130. Component P130 displays the basic ability parameters of original characters. In the example shown in Figure 2, it shows: trajectory, impact range, explosive force, running speed, arm strength, defense force, ball catching parameters, and each basic ability parameter displays values and letters. The value shows the value of the basic ability parameters, letters (for example: S, A, B, C, D, E, F, G) show the level of basic ability (level). "S" indicates that the basic ability is very high, and "G" indicates that the basic ability is very low.

彈道參數係顯示原創人物的擊球的爬昇程度。彈道參數之值愈高,顯示擊球愈高飛。打擊範圍參數係顯示原創人物的打擊範圍力(球棒碰到投手投出之球的能力)。打擊範圍參數之值愈高,顯示打擊範圍力愈高。爆發力參數係顯示原創人物的爆發力(球棒打擊投手投出之球而遠飛的能力)。爆發力參數之值愈高,顯示原創人物以球棒打擊的球愈容易遠飛。 The ballistic parameter shows the degree of climb of the original character's shot. The higher the value of the trajectory parameter, the higher the shot hits. The hit range parameter shows the original person's hit range force (the ability of the bat to hit the ball thrown by the pitcher). The higher the value of the attack range parameter, the higher the display attack range power. The explosive power parameter shows the explosive power of the original character (the ability of the bat to hit the ball thrown by the pitcher and fly far). The higher the value of the explosiveness parameter, the easier it is for the original character to hit the ball with the bat.

跑速參數係顯示原創人物之腳程的速度。跑速參數之值愈高,顯示腳程愈快。臂力參數係顯示原創人物之傳球的速度。臂力參數之值愈高,顯示傳球愈快。守備力參數係顯示原創人物之守備的技巧度。守備力參數之值愈高,顯示守備愈有技巧。捕球參數係顯示原創人物之捕球的技巧度。捕球參數之值愈高,顯示捕球愈有技巧(很難出現失誤)。 The running speed parameter shows the speed of the original character's footwork. The higher the value of the running speed parameter, the faster the displayed foot distance. The arm strength parameter shows the speed of the original character's pass. The higher the value of the arm strength parameter, the faster the display passes. The defensive power parameter shows the skill level of the original character's defensive power. The higher the value of the defense force parameter, the more skillful the defense is. The ball catching parameter shows the skill of catching the ball of the original character. The higher the value of the catching parameter, the more skillful it is (it is difficult to make mistakes).

再者,詳細影像G100係含有組件P140。組件P140係顯示原創人物所獲取的特殊能力。在第2圖所示之例中,特殊能力顯示有:「機會◎」、「對左投手○」、「盜壘○」。「◎」及「○」係顯示特殊能力的高低程度,「◎」係顯示特殊能力的高低程度比「○」還高。 Furthermore, the detailed image G100 includes the component P140. Component P140 displays special abilities acquired by original characters. In the example shown in Figure 2, the special abilities are displayed as: "Opportunity ◎", "Left-hander ○", "Pirate base ○". "◎" and "○" show the level of special ability, "◎" shows the level of special ability is higher than "○".

「機會◎」係極能在機會中有優異表現的特殊能力。當原創人物獲取了「機會◎」時,在機會時原創人物的基本能力會大幅上昇。「對左投手○」係對左投手較強之特殊能力。當原創人物獲取了「對左投手○」時,在對戰對手的投手為左投手時,原創人物的基本能力變高。「盜壘○」係盜壘愈容易成功之特殊能力。當原創人物獲取了「盜壘○」時,原創人物盜壘愈容易成功。 "Opportunity◎" is a special ability that has excellent performance in opportunities. When the original character obtains the "opportunity ◎", the basic ability of the original character will greatly increase at the opportunity. "To the left shooter ○" is a strong special ability to the left shooter. When the original character obtains the "left-handed pitcher ○", when the opponent's pitcher is the left-handed pitcher, the basic ability of the original character becomes higher. "Pirate base ○" is a special ability that makes piracy base easier to succeed. When the original character obtains "Pirate Base ○", the easier it is for the original character to steal the base.

另外,在第2圖所示例係顯示原創人物為野手的情形,因而表示關於野手的基本能力或特殊能力。當原創人物為投手的情形,係表示關於投手的基本能力或特殊能力。 In addition, the example shown in FIG. 2 shows the case where the original character is a fielder, and therefore represents the basic ability or special ability of the fielder. When the original character is a pitcher, it means the basic ability or special ability of the pitcher.

[2-2]用戶遊玩培育部分並培育主角人物,從而作成如上述的原創人物。當培育部分(劇本)開始時,用戶設定事件牌組(事件發生用的遊戲人物群組)。 [2-2] The user plays the nurturing part and nurtures the main character, thereby creating the original character as described above. When the cultivation part (script) starts, the user sets an event deck (a group of game characters for event occurrence).

在此,先予說明「事件牌組」。在劇本中,會發生對主角人物的能力的提升有利或不利的事件等的各種事件。這點,在本實施型態中,於劇本中發生的事件並不是固定性,而是因應排入在事件牌組的一個或複數個遊戲人物,來改變在劇本發生的事件。也就是,在劇本中,排入事件牌組的遊戲人物會以主角人物的隊友等方式出現,發生與該遊戲人物相關的事件。因此,用戶選擇排入事件牌組的遊戲人物,藉此可選擇可在劇本中發生的事件。另外,在以下,能夠排入於事件牌組的遊戲人物(換句話說,事件發生用的遊戲人物)稱為「事件人物」。 Here, the "event deck" will be explained first. In the script, various events, such as favorable or unfavorable events that enhance the protagonist's ability, will occur. In this regard, in this embodiment, the events that occur in the script are not fixed, but the events that occur in the script are changed according to one or more game characters that are included in the event deck. That is to say, in the script, the game characters ranked in the event deck will appear as team members of the protagonist character, etc., and events related to the game character will occur. Therefore, the user selects the game characters lined up in the event deck, thereby selecting the events that can occur in the script. In addition, in the following, game characters (in other words, game characters for event occurrence) that can be included in the event deck are referred to as "event characters".

第3圖係顯示用戶設定事件牌組用的設定影像的一例。如第3圖所示,設定影像G200係包含組件P210、P220。組件210係顯示事件牌組的名稱。此外,組件P220係與用以顯示變更事件牌組之名稱用的影像的處理相關聯。用戶選擇組件P220時(也就是,對組件P220進行單次觸控操作(僅短時間的觸控操作))時,於顯示部15顯示變更事件牌組名稱用的影像,用戶就可變更事件牌組的名稱。 Figure 3 shows an example of a setting image for a user to set an event deck. As shown in FIG. 3, the setting video G200 includes components P210 and P220. The component 210 displays the name of the event deck. In addition, the component P220 is associated with processing for displaying an image for changing the name of the event deck. When the user selects the component P220 (that is, performs a single touch operation on the component P220 (only a short-time touch operation)), an image for changing the name of the event deck is displayed on the display unit 15 and the user can change the event card The name of the group.

此外,設定影像G200包含事件牌組區域A230。於事件牌組區域A230設置有供以設定成為事件牌組的成員的事件人物用的六個設 定框P231-1、P231-2、P231-3、P231-4、P231-5、P232。 In addition, the setting image G200 includes the event deck area A230. In the event deck area A230, six devices for setting the event characters who are members of the event deck are provided Frame P231-1, P231-2, P231-3, P231-4, P231-5, P232.

在本實施形態中,在用戶初次遊玩此棒球遊戲時,會給予用戶預定數量的事件人物。而且,用戶可藉由抽選來得到事件人物,以遊戲中的報酬的方式來得到事件人物,或者從其他用戶得到事件人物。該點,在本實施形態中,用戶可由用戶本身所具有的事件人物當中,任意地對事件牌組排入最多五人的事件人物。設定框P231-1至P231-5係用以將用戶本身所具有的事件人物設定為事件牌組的成員用的框。 In this embodiment, when the user plays this baseball game for the first time, the user is given a predetermined number of event characters. Moreover, the user can obtain the event character by lottery, get the event character by way of remuneration in the game, or obtain the event character from other users. At this point, in this embodiment, the user can arbitrarily arrange up to five event characters in the event deck from among the event characters possessed by the user himself. The setting frames P231-1 to P231-5 are frames for setting the event character possessed by the user himself as a member of the event deck.

而且,在本實施形態中,可僅將一個其他用戶所具有的事件人物作為幫手,並排入事件牌組。設定框P232為對其他用戶所具有的事件人物設定為事件牌組的成員用的框。 Furthermore, in this embodiment, only one event character possessed by another user may be used as a helper and arranged in the event deck. The setting frame P232 is a frame for setting an event character owned by another user as a member of the event deck.

當用戶對設定框P231-1、P231-2、P231-3、P231-4、P231-5、P232的任一個框進行單次觸控時,於顯示部15顯示用以選擇對該設定框設定的事件人物,或將要設定於該設定框的事件人物變更為另一事件人物用的影像。於設定框P231-1、P231-2、P231-3、P231-4、P231-5、P232顯示著被設定於該設定框之事件人物的影像,並且顯示著該事件人物的等級及稀有度。 When the user performs a single touch on any frame of the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, P232, a display on the display section 15 is used to select the setting of the setting frame The event person in the event, or change the event person to be set in the setting frame to another event person's image. In the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232, images of the event person set in the setting frame are displayed, and the level and rarity of the event person are displayed.

「等級」係顯示事件人物的等級。事件人物的等級愈高,由事件人物所發生事件的效果會變得愈強烈。而且,「稀有度」係顯示例如事件人物的得到難易度。事件人物的稀有度愈高,則顯示難以得到此事件人物。例如,有PSR(特級超稀有(Powerful Super Rare))、SR(超稀有(Super Rare))、PR(優質稀有(Powerful Rare))、R(稀有(Rare))、PN(優質普通(Powerful Normal))、N(普通(Normal))之複數階段的稀有度之中任一個程 度係與各事件人物相關聯。若依高至低的順序排列時為:PSR、SR、PR、R、PN、N。 "Level" shows the level of the event character. The higher the level of the event character, the stronger the effect of the event occurred by the event character. In addition, "Rarity" indicates, for example, the difficulty of obtaining the character of the event. The higher the rarity of the event character, the more difficult it is to obtain the event character. For example, there are PSR (Powerful Super Rare), SR (Super Rare), PR (Powerful Rare), R (Rare), PN (Powerful Normal) )), N (Normal) in any of the rarities of the plural stages The degree system is associated with each event character. If arranged in the order of high to low: PSR, SR, PR, R, PN, N.

而且,設定影像G200係含有組件P240。組件P240係與用以配合用戶的期望自動地設定事件牌組的處理相關聯。若用戶選擇組件P240時,由電腦選擇適當的事件人物,並排入至事件牌組。 Furthermore, the set image G200 includes the component P240. The component P240 is associated with a process for automatically setting the event deck in accordance with the user's desire. If the user selects the component P240, the computer selects the appropriate event character and arranges it into the event deck.

再者,設定影像G200係含有組件P250。組件P250係顯示排入至事件牌組之事件人物的擅長練習。在本實施形態中,就各事件人物的擅長練習設定有:「打擊」、「肌力」、「跑壘」、「臂力」、「守備」、「心智」、「球速」、「控球」、「持久力」、「變化球」之十種類型的練習當中的任一類型練習。 Furthermore, it is assumed that the video G200 includes the component P250. The component P250 shows the good practice of the event characters lined up in the event deck. In this embodiment, the good practice settings for the characters of each event are: "strike", "muscle strength", "run base", "arm strength", "defense", "mind", "ball speed", "ball control" , "Endurance", "Change Ball" any of the ten types of exercises.

在第3圖所示之例中,顯示設定十種類型的練習當中,未與叉號相關聯的「打擊」、「肌力」、「跑壘」及「臂力」係作為排入至事件牌組的事件人物的擅長練習。而且,在第3圖所示的例中,與各個「肌力」及「臂力」相關聯並顯示數值(2)。這是顯示:排入至事件牌組的事件人物當中,設定「肌力」為擅長練習的事件人物含有兩人,設定「臂力」為擅長練習的事件人物含有兩人。 In the example shown in Figure 3, it is shown that among the ten types of exercises, "strike", "muscle strength", "run base", and "arm strength" that are not associated with crosses are included as event cards. Group of event characters are good at practicing. Furthermore, in the example shown in FIG. 3, the numerical value (2) is displayed in association with each of "muscle strength" and "arm strength". This is to show that among the event characters ranked in the event deck, the event character who set "muscle strength" as being good at practicing contains two people, and the event character who sets "arm strength" to be good at practicing contains two people.

[2-3]事件牌組的設定後,劇本開始。如上述,例如開始下述的劇本:主角人物隸屬於高中的棒球社,並與隊友一面累積練習一面爭取先發,並參賽錦標賽(區域選拔大會及全國大會),而以成為職業選手為目標。 [2-3] After setting the event deck, the script begins. As described above, for example, the following script is started: the protagonist is affiliated with a high school baseball club, accumulates exercises with his teammates and strives to start, and participates in tournaments (regional selection conferences and national conventions), with the goal of becoming a professional player.

劇本中,會出現排入至事件牌組的事件人物。例如,排入至事件牌組的事件人物係以主角人物的隊友或主角人物所屬的棒球社的經理 (manager)出現。 In the script, there will be event characters sorted into the event deck. For example, the event characters lined up in the event deck are the teammates of the main character or the manager of the baseball club to which the main character belongs (manager) appears.

而且,劇本中,預先設定有預定的遊戲人物(例如,總教練一人、球探一人、經理一人、隊友選手4人至8人)作為出現人物。這些遊戲人物即使未排入至事件牌組,也會出現在遊戲。因此,排入至事件牌組的事件人物可作為出現人物而追加的遊戲人物。 Furthermore, in the script, predetermined game characters (for example, one head coach, one scout, one manager, and 4 to 8 teammate players) are set as appearance characters. These game characters will appear in the game even if they are not included in the event deck. Therefore, the event characters ranked in the event deck can be added as game characters.

在本實施形態中,藉由用戶反復選擇令主角人物行的行動(練習、休養或遊憩等)從而進行劇本。具體而言,劇本是由複數回合所構成。例如,一回合係對應於遊戲內的一週。每一回合結束,遊戲內的假想時間進行一周,藉此來進行劇本。另外,一回合亦可對應於遊戲內的一日等。 In the present embodiment, the script is performed by the user repeatedly selecting actions (exercise, recuperation, recreation, etc.) for the protagonist to perform. Specifically, the script is composed of multiple rounds. For example, a round corresponds to a week in the game. At the end of each round, the imaginary time in the game is carried out for a week to take the script. In addition, one round can also correspond to a day in the game.

在各回合中,用戶從關於主角人物的行動的複數個選項當中選擇任一個選項作為要讓主角人物進行的行動。第4圖係顯示選擇要主角人物的行動用的主指令影像的一例。 In each round, the user selects any one of a plurality of options regarding the action of the protagonist character as the action to be performed by the protagonist character. FIG. 4 shows an example of the main command image for selecting the action of the main character.

如第4圖所示,主指令影像G300係含有組件P310、組件P320。組件P310係顯示剩餘回合數及於遊戲內的時點。而且,組件P320係顯示主角人物的體力參數的計量表影像。例如,主角人物進行練習時,體力參數的值減少,而當主角人物休假而不進行練習時,體力參數的值增加(回復)。另外,當體力參數的值變低時,主角人物在練習中受傷的機率變高。 As shown in FIG. 4, the main command image G300 includes a component P310 and a component P320. Component P310 displays the number of remaining rounds and the time within the game. Furthermore, the component P320 displays a meter image of the physical parameters of the main character. For example, when the protagonist is practicing, the value of the physical strength parameter decreases, while when the protagonist is on vacation and not practicing, the value of the physical strength parameter increases (replies). In addition, when the value of the physical strength parameter becomes lower, the probability of the protagonist being injured during the exercise becomes higher.

而且,主指令影像G300係含有組件P330。組件P330係顯示:主角人物的姓名(田中)、防守位置(一壘手)、慣用手(左)、基本能力參數(彈道、打擊範圍、爆發力、跑速、臂力及守備力參數)。 Furthermore, the main command video G300 includes the component P330. Component P330 shows: the character's name (Tanaka), defensive position (first baseman), dominant hand (left), basic ability parameters (ballistic, strike range, explosive force, running speed, arm strength and defense force parameters).

再者,主指令影像G300係含有指令區域A340。指令區域A340係含有組件P341、P342、P343、P344、P345、P346。 Furthermore, the main command image G300 includes a command area A340. The command area A340 contains components P341, P342, P343, P344, P345, and P346.

組件P341係與用以要主角人物進行練習的處理相關聯,藉由用戶選擇組件P341,從而可令主角人物進行練習。詳細茲容後陳述(參照第5至13圖)。 The component P341 is associated with a process for requiring the protagonist character to practice. By the user selecting the component P341, the protagonist character can be practiced. Please state it in detail (refer to Figures 5 to 13).

組件P342係與用以使主角人物休假的處理相關聯,藉由用戶選擇組件P342,從而可使主角人物休假。當主角人物休假時,會使主角人物的體力參數增加(回復)。 The component P342 is associated with a process for taking the protagonist's character on vacation. By the user selecting the component P342, the protagonist's character can be taken on vacation. When the protagonist is on vacation, the protagonist's physical parameters will be increased (recovered).

組件P343係與用以使主角人物送醫的處理相關聯,藉由用戶選擇組件P343,從而可使主角人物送醫。例如,主角人物生病或有運動傷害時,使主角人物送醫,從而可治療疾病或運動傷害。 The component P343 is associated with a process for sending the protagonist character to medical treatment. By the user selecting the component P343, the protagonist character can be sent to medical treatment. For example, when the protagonist is sick or has sports injuries, the protagonist can be sent to the doctor to treat the disease or sports injuries.

組件P344係與用以使主角人物遊憩之處理相關聯,藉由用戶選擇組件P344,從而可使主角人物遊憩。當主角人物遊憩時,主角人物的幹勁參數會增加。另外,幹勁參數係顯示主角人物的幹勁(狀況)的參數。例如,幹勁參數的值愈高,則顯示主角人物的幹勁愈高。如後述,在本實施形態中,在各回合中,主角人物進行練習,藉此點給予主角人物經驗點(參照第10圖)。此時,主角人物的幹勁越高,則給予主角人物愈多的經驗點。 The component P344 is associated with a process for allowing the protagonist character to relax, and the user selects the component P344 so that the protagonist character can relax. When the protagonist is relaxing, the protagonist's motivation parameters will increase. In addition, the motivation parameter is a parameter showing the motivation (status) of the main character. For example, the higher the value of the motivation parameter, the higher the motivation of the main character. As will be described later, in this embodiment, in each round, the protagonist character exercises to give the protagonist character experience points (see FIG. 10). At this time, the higher the motivation of the protagonist, the more experience points the protagonist is given.

組件P345係與使主角人物進行約會的處理相關聯,藉由用戶選擇組件P345,從而可使主角人物進行約會。 The component P345 is associated with the process of making the protagonist character date. By selecting the component P345, the user can make the protagonist character date.

組件P346係與用以使主角人物的能力提升用的處理相關聯,藉由用戶選擇組件P346,從而可使主角人物的能力提升。詳細茲容後陳述(參照第14、15圖)。 The component P346 is associated with a process for improving the protagonist's ability. By the user selecting the component P346, the protagonist's ability can be improved. Please give a detailed statement afterwards (refer to Figures 14 and 15).

第5圖係顯示要主角人物進行練習用的練習指令影像的一例。當主指令影像G300的組件P341被選擇時,於顯示部15顯示第5圖所示的練習指令影像G400。 Fig. 5 shows an example of a practice instruction image for the protagonist to practice. When the component P341 of the main command video G300 is selected, the exercise command video G400 shown in FIG. 5 is displayed on the display unit 15.

如第5圖所示,練習指令影像G400係含有與主指令影像G300相同的組件P310、P320以及指令區域A410。 As shown in FIG. 5, the practice instruction image G400 includes the same components P310 and P320 as the main instruction image G300 and the instruction area A410.

指令區域A410係含有分別與複數個練習項目相對應的組件P411、P412、P413、P414、P415、P416。在本實施形態中,對各練習項目設定有等級,且組件P411至P416各自顯示有相關聯的練習項目的名稱及等級。當該練習進行的次數達預定次數時,練習項目的等級會提升。 The instruction area A410 includes components P411, P412, P413, P414, P415, and P416 corresponding to a plurality of exercise items, respectively. In this embodiment, a level is set for each exercise item, and each of the components P411 to P416 displays the name and level of the associated exercise item. When the number of times that the exercise is performed reaches a predetermined number, the level of the exercise item will increase.

組件P411係與要主角人物進行打擊練習之處理相關聯。組件P412係與要主角人物進行肌力練習之處理相關聯。組件P413係與要主角人物進行跑壘練習之處理相關聯。組件P414係與要主角人物進行臂力練習之處理相關聯。組件P415係與要主角人物進行守備練習之處理相關聯。組件P416係與要主角人物進行心智練習之處理相關聯。 The component P411 is associated with the process of asking the protagonist to perform percussion exercises. The component P412 is associated with the process of requiring the protagonist to perform muscle strength exercises. The component P413 is associated with the process of asking the protagonist to perform base practice. Component P414 is associated with the process of requiring the main character to perform arm exercises. Component P415 is associated with the process of requiring the protagonist to perform defense exercises. Component P416 is associated with the process of asking the protagonist to perform mental exercises.

例如,欲要主角人物進行跑壘練習時,首先,用戶選擇對應於跑壘練習的組件P413。此時,組件P414為備選的狀態。在該狀態,組件P413的顯示與其他組件P411、P412、P414至P416不同,顯示組件P413為備選中。在第5圖所示的例中,組件P413的畫面縱方向的位置與其他的組件P411、P412、P414至P416不同,並且相當於游標的組件P417係與組件P413相關聯。而且,在該狀態下,在練習中顯示受傷機率的組件P418係與組件P413相關聯而顯示。該機率係根據主角人物的體力參數的值而決定。主角人物的體力參數的值愈小,則練習中受傷的機率變高。 For example, when the protagonist is required to perform base running exercises, first, the user selects the component P413 corresponding to the base running exercises. At this time, the component P414 is in an alternative state. In this state, the display of the component P413 is different from other components P411, P412, P414 to P416, and the display component P413 is an alternative. In the example shown in FIG. 5, the position of the component P413 in the longitudinal direction of the screen is different from other components P411, P412, P414 to P416, and the component P417 corresponding to the cursor is associated with the component P413. Furthermore, in this state, the component P418 showing the probability of injury during the exercise is displayed in association with the component P413. The probability is determined based on the value of the protagonist's physical parameters. The smaller the value of the protagonist's physical parameter, the higher the chance of injury during practice.

練習指令影像G400係含有組件P420。組件P420係顯示主角人物的經驗點(也就是,主角人物目前保有的經驗點)。在本實施形態中設定有肌力、敏捷、技術、變化球及精神分數之五種類型的經驗點。第5圖係顯示主角人物的肌力、敏捷、技術、變化球及精神分數分別為:17分、0分、40分、0分、及8分的情形。 The practice instruction image G400 contains the component P420. The component P420 displays the experience points of the main character (that is, the current experience points of the main character). In this embodiment, five types of experience points are set: muscle strength, agility, technique, change ball, and mental score. Figure 5 shows the protagonist's muscle strength, agility, technique, change ball and mental score: 17 points, 0 points, 40 points, 0 points, and 8 points.

在第5圖所示的例中,分別與肌力及敏捷分數相關聯而顯示「+4」及「+12」。這是顯示,在執行了備選的練習項目(跑壘練習)時,主角人物的肌力分數會增加4分,敏捷分數會增加12分。 In the example shown in Figure 5, "+4" and "+12" are displayed in association with muscle strength and agility score, respectively. This shows that when the alternative practice item (baseball practice) is performed, the protagonist's muscle strength score will increase by 4 points, and the agility score will increase by 12 points.

在本實施形態中,依每個練習項目規定有藉由執行該練習而增加的經驗點的類型及其增加量(參照第17圖)。如上述,在進行了跑壘練習時肌力及敏捷分數會增加。而且,例如當進行了打擊練習時,肌力、技術及精神分數會增加。另外,練習項目的等級愈高,則進行了該練習時的經驗點的增加量會變多。 In this embodiment, the type of experience points added by performing the exercise and the amount of increase are specified for each exercise item (see FIG. 17). As mentioned above, muscle strength and agility score will increase when performing base running exercises. Moreover, for example, when percussion exercises are performed, muscle strength, technique, and mental score will increase. In addition, the higher the level of the practice item, the greater the amount of increase in experience points when the practice is performed.

此外,練習指令影像G400還含有遊戲人物區域A430。在本實施形態中,對各練習項目分配有主角人物以外的遊戲人物(隊友、總教練或球探等),主角人物以外的遊戲人物亦以參與任何一個的練習或觀察之方式演出。這點,在遊戲人物區域A430顯示有被分配至備選的練習項目的遊戲人物。另外,被分配至各練習項目的遊戲人物會每回合變化。 In addition, the practice instruction video G400 also includes a game character area A430. In this embodiment, game characters other than the protagonist characters (teammates, head coaches, scouts, etc.) are assigned to each practice item, and the game characters other than the protagonist characters also perform by participating in any one of the exercises or observations. At this point, in the game character area A430, the game character assigned to the alternative practice item is displayed. In addition, the game characters assigned to each practice item change every round.

在第5圖所示之例中,由於跑壘練習成為備選,所以於遊戲人物區域A430顯示著分配給跑壘練習的遊戲人物。在第5圖所示的例中,於遊戲人物區域A430顯示著分別與分配給跑壘練習的兩名遊戲人物相對應的組件P431-1、P431-2。 In the example shown in FIG. 5, since the base running practice is a candidate, the game character area A430 displays the game character assigned to the base running practice. In the example shown in FIG. 5, in the game character area A430, the components P431-1 and P431-2 corresponding to the two game characters assigned to the base exercise are displayed, respectively.

組件P431-1係顯示遊戲人物的影像、姓名(矢部)以及擅長練習(跑壘練習)。此外,組件P431-1還有相當於計量表影像的組件P432-1。組件P432-1係顯示遊戲人物對於主角人物的評價。組件P432-1內的計量表(在第5圖所示之例中斜線部分)愈長,顯示遊戲人物對於主角人物的評價愈高。組件P431-2也與組件P431-1同樣,於組件P431-2所含有的組件P432-2也與組件P431-2同樣。另外,擅長練習係僅顯示於屬於排入至事件牌組的事件人物的情形。由於組件P431-2係對應於事件人物以外的遊戲人物,所以組件P431-2不會顯示擅長練習。 The component P431-1 displays the image of the game character, name (Yabe), and good at practice (baseball practice). In addition, the component P431-1 has a component P432-1 equivalent to the meter image. The component P432-1 displays the character's evaluation of the main character. The longer the meter (the slashed part in the example shown in FIG. 5) in the component P432-1, the higher the evaluation of the protagonist character by the game character. The component P431-2 is also the same as the component P431-1, and the component P432-2 contained in the component P431-2 is also the same as the component P431-2. In addition, the proficiency practice system is displayed only for the event characters belonging to the event deck. Since the component P431-2 corresponds to a game character other than the event character, the component P431-2 does not show good practice.

當主角人物進行練習,會使遊戲人物(隊友、經理、總教練及球探)對於主角人物的評價些許上昇。這點,關於與主角人物進行的練習相關聯的遊戲人物,對於主角人物的評價會比通常還大幅上昇。 When the protagonist is practicing, the game characters (teammates, managers, head coaches, and scouts) will slightly increase the evaluation of the protagonist. At this point, regarding the game characters associated with the practice performed by the protagonist, the evaluation of the protagonist will be significantly higher than usual.

此外,在第5圖所示的例中,顯示於組件P431-1的擅長練習(跑壘練習)與為備選的練習(跑壘練習)一致。也就是,設定跑壘練習為擅長練習的遊戲人物(事件人物)會被分配至跑壘練習。在這樣的狀態下,主角人物進行跑壘練習時,經驗點的增加量會比通常的情形變多。 In addition, in the example shown in FIG. 5, the good practice (run base practice) shown in the component P431-1 coincides with the optional exercise (run base practice). That is, game characters (event characters) who set the base running practice to be good at practice are assigned to the base running practice. In this state, when the protagonist performs base running exercises, the amount of experience points will increase more than usual.

而且,在上述的狀態下主角人物進行跑壘練習時,若設定跑壘練習為擅長練習的遊戲人物(事件人物)的對於主角人物的評價比預定的基準還高,會發生特殊事件(以下記為特別協力加成(special tag bonus)事件)。當發生特別協力加成事件時,經驗點的增加量會比通常的情形變多。 In addition, when the main character performs base running exercises in the above-mentioned state, if the running character is set to be a game character (event character) who is good at practicing, the evaluation of the main character is higher than a predetermined benchmark, and a special event will occur (the following It is a special tag bonus event). When a special synergy bonus event occurs, the amount of experience points will increase more than usual.

另外,在第5圖所示的例中,分配與遊戲人物(事件人物)自我的擅長練習相同的練習項目,但不限定為對遊戲人物分配與自我擅長練習相同的練習項目,亦會有分配與自我擅長練習不同的練習項目的情形。 如前述,遊戲人物要分配哪一個練習項目係每回合根據機率資訊來決定。 In addition, in the example shown in FIG. 5, the same practice items as the game character (event character)’s own good practice are assigned, but it is not limited to assigning the same practice items to the game character as the self-excellent practice, there will also be assigned The situation is different from self-adept practice. As mentioned above, which practice item the game character should assign is determined based on probability information every round.

再者,練習指令影像G400係含有組件P440、P450。在第5圖中省略組件P440的顯示內容。組件P440的詳細茲容後述(參照第8圖)。組件P450係與切換練習指令影像G400之顯示內容用的處理相關聯。因此,藉由用戶對組件P450的選擇,從而可切換練習指令影像G400的顯示內容。 Furthermore, the exercise instruction video G400 includes components P440 and P450. In Fig. 5, the display content of the component P440 is omitted. The details of the module P440 are described later (see FIG. 8). The component P450 is associated with a process for switching the display content of the practice instruction image G400. Therefore, according to the selection of the component P450 by the user, the display content of the exercise instruction image G400 can be switched.

第6圖係顯示經切換顯示內容的練習指令影像G400之一例。如第6圖所示,該情形的練習指令影像G400係含有屬於組件之一的圓盤P460,以取代組件P420、P440。在第6圖中,省略圓盤P460的顯示內容。 Fig. 6 shows an example of the practice instruction image G400 with the display content switched. As shown in FIG. 6, the practice instruction image G400 in this case includes a disk P460 that is one of the components, instead of the components P420 and P440. In Fig. 6, the display content of the disk P460 is omitted.

第7圖係顯示圓盤P460的顯示內容的一例。圓盤P460係含有:排列成圓狀而配置的十二個格子P461-1至P461-12以及游標P462。格子P461-1至P461-12係沿著圓狀的游標P462的外周而配置,且由該等格子P461-1至P461-12構成圓狀的移動路徑。另外,以下,會有將各個格子P461-1至P461-12統稱記載為「格子P461」的情形。 FIG. 7 shows an example of the display content of the disk P460. The disk P460 includes twelve lattices P461-1 to P461-12 arranged in a circle and a cursor P462. The lattices P461-1 to P461-12 are arranged along the outer circumference of the circular cursor P462, and the lattices P461-1 to P461-12 constitute a circular movement path. In addition, in the following, each of the lattices P461-1 to P461-12 will be collectively referred to as "lattice P461".

在本實施形態中,用戶位置在格子P461-1至P461-12上移動。例如,用戶位置的初期位置設定於格子P461-1,且用戶位置係在格子P461-1至P461-12上沿著預定方向(順時鐘方向)移動。用戶位置到達至格子P461-12(最終位置)之後,移動至格子P461-1,而形成用戶位置反復在格子P461-1至P461-12上移動。 In this embodiment, the user position moves on the grids P461-1 to P461-12. For example, the initial position of the user position is set in the grid P461-1, and the user position moves on the grids P461-1 to P461-12 in a predetermined direction (clockwise direction). After the user position reaches the grid P461-12 (final position), it moves to the grid P461-1, and the user position is repeatedly moved on the grids P461-1 to P461-12.

各格子P461係與關於遊戲上之效果的效果資訊相關聯。當用戶位置停留在任一個格子P461時,會根據與格子P461相關聯的效果資 訊來發生效果。格子P461係有與對用戶有利的效果資訊相關聯的情形,也有與對用戶不利的效果資訊相關聯的情形。 Each grid P461 is associated with effect information about effects on the game. When the user's position stays on any grid P461, it will be based on the performance data associated with grid P461. The news comes to effect. Lattice P461 is associated with the effect information that is beneficial to the user, and is also associated with the effect information that is unfavorable to the user.

在第7圖所示的例中,效果的類型及等級作為效果資訊並與各格子P461相關聯,且在各格子P461上顯示與該格子P461相關聯的效果的類型及等級。因此,用戶可掌握與各格子P461相關聯之效果的類型及等級。另外,效果的等級愈高,效果的程度愈變大。 In the example shown in FIG. 7, the effect type and level are associated with each grid P461 as effect information, and the type and level of the effect associated with the grid P461 are displayed on each grid P461. Therefore, the user can grasp the type and level of the effect associated with each grid P461. In addition, the higher the level of the effect, the greater the degree of the effect.

例如,格子P461-1、P461-8係與「增加精神分數」及「等級1」的效果資訊相關聯。格子P461-2、P461-6係與「增加肌力分數」及「等級1」的效果資訊相關聯。格子P461-4、P461-9、P461-12係與「增加技術分數」及「等級1」的效果資訊相關聯。格子P461-5係與「回復(增加)體力參數」及「等級1」的效果資訊相關聯。格子P461-11係與「增加幹勁參數」及「等級1」的效果資訊相關聯。該等效果資訊為對用戶有利的效果資訊。 For example, grids P461-1 and P461-8 are associated with the effect information of "Increase Spirit Score" and "Level 1". The grids P461-2 and P461-6 are related to the effect information of "Increase Muscle Strength Score" and "Level 1". The grids P461-4, P461-9, and P461-12 are associated with the effect information of "Increase Technical Score" and "Level 1". The grid P461-5 is associated with the effect information of "Restore (Increase) Physical Parameters" and "Level 1". Box P461-11 is associated with the effect information of "Increase Motivation Parameter" and "Level 1". Such effect information is effect information beneficial to users.

另外,格子P461-7係與「獲得用以獲取特殊能力的要領」及「等級1」的效果資訊相關聯。該效果資訊亦為對用戶有利的效果資訊。「用以獲取特殊能力的要領」茲容後述。 In addition, the grid P461-7 is associated with the effect information of "Obtaining Essentials" and "Level 1". The effect information is also effect information beneficial to users. "The essentials for acquiring special abilities" will be described later.

另一方面,格子P461-3係與「減少體力參數」及「等級1」的效果資訊相關聯。格子P461-10係與「減少幹勁參數」及「等級1」的效果資訊相關聯。該等的效果資訊為對用戶不利的效果資訊。 On the other hand, grid P461-3 is associated with the effect information of "reduced physical parameters" and "level 1." Box P461-10 is associated with the effect information of "Reducing Motivation Parameters" and "Level 1". Such effect information is effect information that is harmful to users.

與各格子P461相關聯的效果類型係根據機率資訊從複數個效果類型(參照第18圖)當中選出。該機率資訊係根據排入至事件牌組的事件人物來設定。例如,以與排入至事件牌組的事件人物相關聯之效果的選 出機率更高於其他效果的方式,設定機率資訊。具體而言,依每一擅長練習決定關聯性較高經驗點的類型,且以使與排入至事件牌組的事件人物的擅長練習相關的經驗點的增加之效果的選出機率更高於其他效果的方式(也就是,以與排入至事件牌組的事件人物的擅長練習相關的經驗點的增加之效果比其他效果還容易選出的方式),設定機率資訊。 The effect type associated with each grid P461 is selected from a plurality of effect types (refer to FIG. 18) based on probability information. The probability information is set according to the event characters sorted into the event deck. For example, the selection of the effect associated with the event character queued to the event deck Probability information is set higher than other effects. Specifically, the type of experience points with higher relevance is determined according to each good practice, and the selection probability of the effect of increasing the experience points related to the good practice of the event characters ranked in the event deck is higher than that of other The way of the effect (that is, the way in which the effect of increasing the experience points related to the good practice of the event characters ranked in the event deck is easier to select than other effects), sets the probability information.

例如,在第3圖所示的事件牌組中,於事件牌組排入有設定「打擊」、「跑壘」、「肌力」、「臂力」為擅長練習的事件人物,所以與「打擊」、「跑壘」、「肌力」、「臂力」相關的經驗點的增加之效果的選出機率會設定得比其他效果還高。而且,在第3圖所示的事件牌組中,設定「肌力」為擅長練習的事件人物含有兩人,設定「臂力」為擅長練習的事件人物含有兩人,所以與「肌力」、「臂力」相關的經驗點的增加之效果的選出機率設定得比與「打擊」、「跑壘」相關的經驗點的增加之效果還更高。 For example, in the event deck shown in Figure 3, the event deck is lined with event characters with the settings "strike", "run base", "muscle strength", and "arm strength". ", "Running base", "Muscle strength", "arm strength" experience point increase effect selection probability will be set higher than other effects. Moreover, in the event deck shown in Figure 3, the event character set "muscular strength" as good at practicing contains two people, and the event character set "arm strength" is good for practicing contains two people, so it is the same as "muscular strength", The selection probability of the increase effect of experience points related to "arm strength" is set to be higher than the increase effect of experience points related to "strike" and "run base".

游標P462顯示目前的用戶位置。游標P462係含有突起部P463,且突起部P463指示目前的用戶位置。第7圖所示的例中,突起部P463指示格子P461-1,顯示目前的用戶位置為在格子P461-1。游標P462以中心點P464的法線方向延伸的直線為旋轉軸而順時鐘旋轉。也就是,游標P462因應用戶位置的移動沿順時鐘旋轉,從而使突起部P463指示目前的用戶位置。另外,亦可將用戶位置所停留之格子P461的顯示態樣(顏色等)與其他的格子P461不同,藉此區別顯示用戶位置所停留的格子P461。 Cursor P462 displays the current user location. The cursor P462 includes a protrusion P463, and the protrusion P463 indicates the current user position. In the example shown in FIG. 7, the protrusion P463 indicates the grid P461-1, and the current user position is displayed as the grid P461-1. The cursor P462 rotates clockwise using a straight line extending in the normal direction of the center point P464 as a rotation axis. That is, the cursor P462 rotates clockwise in response to the movement of the user position, so that the protrusion P463 indicates the current user position. In addition, the display pattern (color, etc.) of the grid P461 where the user position stays may be different from other grids P461, thereby distinguishing the grid P461 where the user position stays.

在本實施形態中,用戶位置移動達對應於主角人物所執行之練習項目之等級的數量的格子。例如,主角人物所執行的練習項目的等級 為「3」時,用戶位置前進三格子。如此,藉由用戶選擇練習項目,可指定用戶位置的移動格子數,所以用戶可以將用戶位置停留在任意的格子P461。如前述,用戶可掌握與各格子P461相關聯的效果的類型及等級,所以選擇到達與期望之效果相關聯之格子P461的格子數所對應之等級的練習項目,藉此可將用戶位置停留在與期望之效果相關聯的格子P461。 In the present embodiment, the user's position moves by a grid corresponding to the number of levels of the exercise items performed by the main character. For example, the level of the exercises performed by the main character When it is "3", the user position advances by three squares. In this way, by the user selecting the practice item, the number of moving grids of the user's position can be specified, so the user can stay at the arbitrary grid P461. As mentioned above, the user can grasp the type and level of the effect associated with each grid P461, so select the practice item that reaches the level corresponding to the grid number of the grid P461 associated with the desired effect, thereby keeping the user's position at The grid P461 associated with the desired effect.

這點,圓盤P460係含有框P465,該框P465係顯示備選的練習項目執行時之用戶位置的移動目的地。例如,第5、6圖所示的例子中跑壘練習為備選,跑壘練習的等級為「3」,所以框P465與自格子P461-1起前進三個之格子P461-4相關聯。因此,用戶參照圓盤P460,藉此可掌握當執行為備選之練習項目時的用戶位置的移動目的地,或與該移動目的地相關聯之效果的類型及等級。另外,亦可以與框P465一併顯示或將框P465代換成:使當執行備選的練習項目時的用戶位置的移動目的地的格子P461的顯示態樣(顏色等)與其他的格子P461不同,藉此區別顯示移動目的地的格子P461。或者是,亦可以沿著圓盤P460的外周(或內周),顯示如從對應於目前的用戶位置的格子P461的位置朝對應於移動目的地的格子P461流動的特效(effect)(光等),藉此用戶可直覺地掌握屬於目前的用戶位置的格子P461、屬於用戶位置的移動目的地的格子P461或用戶位置所通過的格子P461。該情形,特效顯示在格子P461之外,所以容易觀看格子P461內的顯示內容。 At this point, the disk P460 includes a frame P465 that displays the movement destination of the user's position when the alternative exercise item is executed. For example, in the examples shown in FIGS. 5 and 6, the base running exercise is an alternative, and the level of the base running exercise is "3", so the frame P465 is associated with the grid P461-4 that advances three times from the grid P461-1. Therefore, the user refers to the disc P460, whereby the user can grasp the movement destination of the user's position when performing the alternative exercise item, or the type and level of the effect associated with the movement destination. In addition, it may be displayed together with the frame P465 or the frame P465 may be replaced with: the display state (color, etc.) of the grid P461 of the movement destination of the user position when executing the alternative exercise item and other grids P461 Different, thereby distinguishing the grid P461 showing the movement destination. Alternatively, along the outer circumference (or inner circumference) of the disk P460, an effect (light, etc.) that flows from the position of the grid P461 corresponding to the current user position toward the grid P461 corresponding to the movement destination may be displayed. ), by which the user can intuitively grasp the grid P461 belonging to the current user position, the grid P461 belonging to the movement destination of the user position, or the grid P461 through which the user position passes. In this case, the special effects are displayed outside the grid P461, so it is easy to view the display content in the grid P461.

當選擇了第6圖所示之練習指令影像G400的組件P450時,練習指令影像G400會返回至第5圖所示的狀態。在此,說明第5圖所示之練習指令影像G400的組件P440。組件P440顯示從目前的用戶位 置起移動可能性較高的格子P461。具體而言,組件P440顯示格子P461-1至P461-12當中,自目前的用戶位置起前進一至六個的格子P461。 When the component P450 of the exercise instruction image G400 shown in FIG. 6 is selected, the exercise instruction image G400 returns to the state shown in FIG. 5. Here, the component P440 of the exercise command image G400 shown in FIG. 5 will be described. Component P440 displays bits from the current user Set up a grid P461 with a high possibility of movement. Specifically, the component P440 displays a grid P461 that advances one to six from the current user position among the grids P461-1 to P461-12.

第8圖顯示組件P440的顯示內容的一例。第8圖所示的例與第7圖同樣地,顯示目前的用戶位置為格子P461-1的情形。因此,在第8圖所示的例中,於組件P440顯示自格子P461-1起前進一至六個的格子P461-2至P461-7。也就是,於組件P440顯示有與格子P461-2至P461-7的各格賦予關聯關係之效果的類型及等級。 FIG. 8 shows an example of the display content of the component P440. The example shown in FIG. 8 shows the case where the current user position is grid P461-1, similar to FIG. 7. Therefore, in the example shown in FIG. 8, the cells P461-2 to P461-7 that advance one to six from the cell P461-1 are displayed on the component P440. That is, the component P440 displays the types and levels of effects that are associated with the cells P461-2 to P461-7.

此外,組件P440係含有框P441,該框P441係顯示執行備選的練習項目時之用戶位置的移動目的地。例如,在第5、6圖所示的例中跑壘練習為備選,跑壘練習的等級為「3」,所以框P441與自格子P461-1起前進三個的格子P461-4相關聯。因此,用戶即使參照組件P440,也可掌握執行備選的練習項目時的用戶位置的移動目的地,或與該移動目的地相關聯的效果的類型及等級。另外,亦可以與P441一併顯示,或將框P441代換成:使當執行備選的練習項目時的用戶位置的移動目的地的格子P461的顯示態樣(顏色等)與其他的格子P461不同,藉此區別顯示移動目的地的格子P461。或者是,亦可以沿著圓盤P440的外周(在第8圖所示的例中上側或下側),顯示如朝對應於移動目的地的格子P461流動的特效(effect)(光等),藉此用戶可直覺地掌握屬於用戶位置的移動目的地的格子P461或用戶位置所通過的格子P461。該情形,特效顯示在格子P461之外,所以容易觀看格子P461內的顯示內容。 In addition, the component P440 includes a frame P441 that displays the movement destination of the user's position when the alternative exercise item is executed. For example, in the example shown in Figs. 5 and 6, the base running exercise is an alternative, and the level of the base running exercise is "3", so the frame P441 is associated with the grid P461-4 that advances three times from the grid P461-1 . Therefore, even if the user refers to the component P440, the user can grasp the movement destination of the user position when executing the alternative exercise item, or the type and level of the effect associated with the movement destination. In addition, it may be displayed together with P441, or the frame P441 may be replaced with: the display state (color, etc.) of the grid P461 of the movement destination of the user position when executing the alternative exercise item and other grids P461 Different, thereby distinguishing the grid P461 showing the movement destination. Alternatively, along the outer circumference of the disk P440 (upper or lower side in the example shown in FIG. 8), an effect (light, etc.) flowing toward the grid P461 corresponding to the movement destination may be displayed, With this, the user can intuitively grasp the grid P461 belonging to the movement destination of the user position or the grid P461 through which the user position passes. In this case, the special effects are displayed outside the grid P461, so it is easy to view the display content in the grid P461.

如以上的方式,在本實施形態中,要讓主角人物執行的練習項目的選擇操作,也相當於指定用戶位置的移動目的地的操作,所以用戶 必須一面觀看圓盤P460或組件P440,一面考慮練習項目的效果與作為用戶位置的移動目的地的格子P461的效果的兩方,來進行練習項目的選擇操作。 As described above, in this embodiment, the selection operation of the exercise item to be performed by the main character is also equivalent to the operation of specifying the movement destination of the user's position, so the user It is necessary to select both the effect of the exercise item and the effect of the grid P461 as the movement destination of the user position while viewing the disk P460 or the component P440.

在備選了任一個練習項目的狀態下,用戶進一步選擇該練習項目時,會確定該練習項目為要主角人物執行的練習項目,而主角人物執行該練習。例如,在備選了跑壘練習的狀態(也就是,組件P417指示對應於跑壘練習之組件P413的狀態),用戶進一步選擇組件P413時,會確定跑壘練習為要主角人物執行的練習項目,而主角人物執行跑壘練習。 In a state where any one of the exercise items is selected, when the user further selects the exercise item, it will be determined that the exercise item is an exercise item to be performed by the main character, and the main character performs the exercise. For example, in the state where the base running practice is selected (that is, the component P417 indicates the state of the component P413 corresponding to the base running practice), when the user further selects the component P413, it will be determined that the base running exercise is an exercise item to be performed by the main character , And the main character performs base running exercises.

此外,當確定了任一個練習項目為要主角人物執行的練習項目時,會確定自目前的用戶位置的格子P461起,前進達對應於練習項目之等級的格子數的格子P461為用戶位置的移動目的地。例如,在執行等級3的跑壘練習時,確定自目前的用戶位置的格子P461-1前進三格子的格子P461-4為用戶位置的移動目的地。另外,當發生顯示主角人物於練習中傷的受傷事件時,不會移動用戶位置。 In addition, when it is determined that any one of the exercise items is an exercise item to be performed by the main character, it will be determined that the grid P461 that advances by the grid number corresponding to the level of the practice item from the current user position grid is the movement of the user position destination. For example, when performing level 3 base running exercises, it is determined that the grid P461-4 that advances from the grid P461-1 of the current user position by three grids is the movement destination of the user position. In addition, when an injury occurs that shows the protagonist's character being injured in practice, the user's position will not be moved.

當確定了用戶位置的移動目的地時,於顯示部15顯示移動結果影像,該移動結果影像係顯示用戶位置的移動結果。第9圖顯示移動結果影像的一例。如第9圖所示,移動結果影像G500係含有:與主指令影像G300相同的組件P310、P320,及與練習指令影像G400相同的指令區域A410(組件P431至P438)。 When the movement destination of the user's position is determined, the movement result image is displayed on the display unit 15, and the movement result image displays the movement result of the user position. Figure 9 shows an example of the moving result image. As shown in FIG. 9, the movement result image G500 includes the same components P310 and P320 as the main command image G300, and the same instruction area A410 (components P431 to P438) as the exercise command image G400.

移動結果影像G500還含有圓盤P460。圓盤P460係與練習指令影像G400的圓盤P460相同,惟在移動結果影像G500的圓盤P460中,用戶位置係被更新。於第9圖所示之例係顯示執行了等級3的跑壘練 習的情形。因此,在第9圖所示的例中,用戶位置從格子P461-1移動至往前進三個之格子P461-4,且游標P462指示著格子P461-4。 The movement result image G500 also contains a disk P460. The disk P460 is the same as the disk P460 of the exercise instruction image G400, but the user position is updated in the disk P460 of the movement result image G500. The example shown in Figure 9 shows the level 3 running Situation. Therefore, in the example shown in FIG. 9, the user position moves from the grid P461-1 to the grid P461-4 that advances three times, and the cursor P462 indicates the grid P461-4.

如上述,當用戶位置停留在任一個格子P461時,會根據與該格子P461相關聯的效果資訊來發生效果。移動結果影像G500係含有組件P510,該組件P510顯示如上述之效果的發生。 As described above, when the user's position stays in any grid P461, the effect will occur according to the effect information associated with the grid P461. The movement result image G500 includes a component P510 which shows the occurrence of the effect as described above.

例如,當用戶位置停留在格子P461-4時,會根據與格子P461-4相關聯的效果資訊來發生效果。如第7圖所示,格子P461-4係與「增加技術分數」及「等級1」的效果資訊相關聯,所以會根據該效果資訊來發生效果,結果,技術分數會增加。因此,在第9圖所示的例中顯示組件P510,該組件P510係顯示發生上述效果,技術分數會增加5分。 For example, when the user's position stays in the grid P461-4, the effect will occur according to the effect information associated with the grid P461-4. As shown in Figure 7, the grid P461-4 is associated with the "Increase Technical Score" and "Level 1" effect information, so the effect will occur based on the effect information, and as a result, the technical score will increase. Therefore, in the example shown in FIG. 9, the component P510 is displayed. The component P510 shows that the above effect occurs, and the technical score is increased by 5 points.

當顯示了移動結果影像G500之後,於組件P510顯示練習結果影像,該練習結果影像係顯示主角人物的練習結果。第10圖顯示練習結果影像的一例。如第10圖所示,練習結果影像G600係含有與主指令影像G300相同的組件P310、P320。但是,就因執行練習而使主角人物的體力參數減少的結果而言,組件P320內的計量表會比第5、6圖縮短。 After the movement result image G500 is displayed, an exercise result image is displayed on the component P510. The exercise result image displays the exercise result of the main character. Figure 10 shows an example of an exercise result image. As shown in FIG. 10, the exercise result image G600 includes the same components P310 and P320 as the main command image G300. However, as a result of performing exercises to reduce the physical parameters of the protagonist, the gauge in the component P320 will be shorter than that in Figures 5 and 6.

如第10圖所示,練習結果影像G600係含有組件P610,該組件P610係顯示主角人物的練習結果。組件P610係含有文字(text),該文字係顯示由主角人物進行練習所造成之各種參數的變化內容。 As shown in FIG. 10, the practice result image G600 includes a component P610, which displays the practice result of the main character. The component P610 contains text, which displays the changes of various parameters caused by the protagonist's practice.

第10圖與第9圖同樣,顯示主角人物執行等級3的跑壘練習的情形。因此,在第10圖所示的例中,在組件P610內顯示有:(a)顯示用戶位置移動至格子P461-4,藉此技術分數上昇5分的文字;(b)顯示主角人物進行跑壘練習,藉此肌力分數上昇4分,敏捷分數上昇12分,而體力 參數減少25分的文字;(c)顯示分配給跑壘練習之事件人物(矢部)的對於主角人物的評價上昇7分的文字;(d)顯示總教練及隊友的對主角人物的評價上昇1分的文字;(e)顯示用戶位置前進3格子的文字。 Figure 10, like Figure 9, shows the situation where the main character performs a level 3 base running exercise. Therefore, in the example shown in FIG. 10, in the component P610, there are displayed: (a) a text showing that the user's position is moved to the grid P461-4, thereby increasing the technical score by 5 points; (b) displaying the protagonist character running Base practice, by which the muscle strength score increases by 4 points, the agility score increases by 12 points, and the physical strength The text of the parameter is reduced by 25 points; (c) The text of the event character assigned to the running base practice (Yabe) is increased by 7 points; (d) The evaluation of the head coach and teammates is increased by 1 Divided text; (e) Display text that advances by 3 grids at the user position.

顯示練習結果影像G600之後,再次於顯示部15顯示主指令影像G300。此時,當要選擇組件P341(練習)時,再次於顯示部15顯示練習指令影像G400。 After displaying the practice result video G600, the main command video G300 is displayed on the display unit 15 again. At this time, when the component P341 (exercise) is to be selected, the exercise instruction video G400 is displayed on the display unit 15 again.

第11圖,顯示此時要顯示於練習指令影像G400的組件P440的一例。例如,如在第5至10圖說明之例,當用戶位置往格子P461-4移動時,如第11圖所示,組件P440顯示自格子P461-4開始至前進一至六個的格子P461-5至P461-10。而且,此時,若為備選等級3的練習項目的狀態,框P441係與自格子P461-4開始前進三個的格子P461-7相關聯而被顯示。 FIG. 11 shows an example of the component P440 to be displayed on the exercise instruction image G400 at this time. For example, as illustrated in Figures 5 to 10, when the user's position moves toward the grid P461-4, as shown in Figure 11, the component P440 displays the grid P461-5 from the grid P461-4 to one to six advances To P461-10. Furthermore, at this time, if it is the state of the practice item of the alternative level 3, the frame P441 is displayed in association with the grid P461-7 that has advanced three times from the grid P461-4.

此外,第12圖顯示上述的情形中之顯示於練習指令影像G400的圓盤P460的一例。例如,在第5圖至第10圖說明之例,當用戶位置從格子P461-1往格子P461-4移動時,如第12圖所示,游標P462(突起部P463)會變為指示格子P461-4。 In addition, FIG. 12 shows an example of the disk P460 displayed on the exercise instruction image G400 in the above-mentioned case. For example, in the example illustrated in FIGS. 5 to 10, when the user position moves from the grid P461-1 to the grid P461-4, as shown in FIG. 12, the cursor P462 (protrusion P463) becomes the indication grid P461 -4.

在本實施形態中,當根據與格子P461相關聯的效果資訊來發生效果時,會重置(reset)與該格子P461相關聯的效果資訊。此時,根據機率資訊從複數個效果類型中選出重新與該格子P461相關聯的效果類型,且與該格子P461相關聯的效果類型會更換成選出的效果類型,且使與該格子P461相關聯的效果等級初始化為「1」。也就是,即使在重置前格子P461的效果等級為「2」或「3」,格子P461的效果等級均會初始化 為「1」。另外,亦可控制成重新與格子P461相關聯的效果類型,與原本與該格子P461相關聯的效果類型相同的情形,亦可控制成不同的效果類型、效果等級。 In this embodiment, when an effect occurs based on the effect information associated with the grid P461, the effect information associated with the grid P461 is reset. At this time, the effect type re-associated with the grid P461 is selected from the plurality of effect types according to the probability information, and the effect type associated with the grid P461 will be replaced with the selected effect type, and associated with the grid P461 The effect level is initialized to "1". That is, even if the effect level of grid P461 is "2" or "3" before resetting, the effect level of grid P461 is initialized Is "1". In addition, it can also be controlled to the effect type associated with the lattice P461 again, and it can be controlled to a different effect type and effect level if it is the same as the effect type originally associated with the lattice P461.

例如,當根據與格子P461-4相關聯的效果資訊來發生效果時,會重置與格子P461-4相關聯的效果資訊。在第7圖所示的例中,「增加技術分數」及「等級1」的效果資訊與格子P461-4相關聯,相對於此,在第12圖所示的例中,與格子P461-4相關聯的效果資訊係重置成「敏捷分數的增加」及「等級1」。 For example, when an effect occurs based on the effect information associated with lattice P461-4, the effect information associated with lattice P461-4 is reset. In the example shown in FIG. 7, the effect information of "increasing the technical score" and "level 1" is associated with the grid P461-4. In contrast, in the example shown in FIG. 12, it is related to the grid P461-4 The associated effect information is reset to "Increase Agility Score" and "Level 1."

此外,在本實施形態中,與用戶位置所通過的格子P461相關聯的效果等級會上昇。 In addition, in this embodiment, the effect level associated with the grid P461 through which the user position passes increases.

例如,在第5圖至第10圖說明之例,當用戶位置從格子P461-1往格子P461-4移動時,與用戶位置所通過的格子P461-2、P461-3相關聯的效果等級會上昇。因此,在第7圖所示的例中,格子P461-2、P461-3的效果等級為「1」,相對於此,在第12圖所示的例中,因用戶位置所通過格子P461-2、P461-3,從而使格子P461-2、P461-3的效果等級從「1」上昇至「2」。如此,用戶使用戶位置所通過格子P461,藉此可使該格子P461的效果等級上昇。但是,效果等級的上限為「3」,所以格子P461的效果等級不會超過「3」而上昇。也就是,格子P461的效果等級初始設定為「1」或重置之後,第一次的通過使格子P461的效果等級上昇為「2」,第二次的通過使格子P461的效果等級上昇為「3」,惟在第三次以後的通過中,格子P461的效果等級就不會上昇。 For example, in the example illustrated in FIGS. 5 to 10, when the user position moves from the grid P461-1 to the grid P461-4, the effect levels associated with the grids P461-2 and P461-3 through which the user position passes rise. Therefore, in the example shown in FIG. 7, the effect levels of the grids P461-2 and P461-3 are "1". On the other hand, in the example shown in FIG. 12, the grid P461- 2. P461-3, so that the effect level of grids P461-2 and P461-3 rises from "1" to "2". In this way, the user passes the user position through the grid P461, thereby increasing the effect level of the grid P461. However, the upper limit of the effect level is "3", so the effect level of the grid P461 will not rise above "3". That is, after the initial setting of the effect level of the grid P461 is "1" or after resetting, the effect level of the grid P461 is increased to "2" for the first pass, and the effect level of the grid P461 is increased to "for the second pass. 3”, but in the third and subsequent passages, the effect level of P461 will not increase.

再者,本實施形態中,如上述方式,若主角人物與對主角人 物高度評價的隊友(事件人物)一起進行該隊友的擅長練習時,會發生屬於特殊的事件的特別協力加成事件,當發生特別協力加成事件時,不僅發生根據與用戶位置停留之格子P461相關聯的效果資訊的效果,而且還發生也根據與用戶位置所通過之格子P461相關聯的效果資訊的效果。此外,在該情形中,若於用戶位置停留的格子P461或用戶位置所通過的格子P461,係與對用戶不利的效果資訊相關聯的情形,會抑制發生根據該效果資訊之效果,而改以根據對用戶有利的效果資訊來發生效果。 Furthermore, in this embodiment, as described above, if the protagonist character and the protagonist character When a teammate (event character) who is highly rated by an object performs the teammate’s good practice together, a special cooperative bonus event belonging to a special event will occur. When a special cooperative bonus event occurs, not only the grid P461 that stays according to the user’s position The effect of the associated effect information also occurs according to the effect information associated with the grid P461 through which the user's position passes. In addition, in this case, if the grid P461 staying at the user's location or the grid P461 passing through the user's location is associated with the effect information that is unfavorable to the user, the occurrence of the effect based on the effect information will be suppressed and changed to The effect occurs according to the effect information beneficial to the user.

第13圖係顯示當發生特別協力加成事件時之移動結果影像G500的一例。第13圖係顯示如第5至10圖說明之例,用戶位置從格子P461-1往格子P461-4移動,並且發生特別協力加成事件時的移動結果影像G500。 Figure 13 shows an example of the movement result image G500 when a special collaborative bonus event occurs. Fig. 13 shows an example of the movement result image G500 when the user's position moves from the grid P461-1 to the grid P461-4, and a special cooperative bonus event occurs as shown in the examples illustrated in Figs. 5 to 10.

當用戶位置從格子P461-1往格子P461-4移動時,通常(未發生特別協力加成事件的情形)而言,會發生與格子P461-4賦予關聯關係的效果資訊的效果。然而,當發生特別協力加成事件時,不僅發生根據與格子P461-4相關聯之效果資訊的效果,還會發生根據與用戶位置所通過之格子P461-2、P461-3的各格相關聯的效果資訊的效果。 When the user's position moves from the grid P461-1 to the grid P461-4, usually (in the case where no special synergy bonus event occurs), the effect of the effect information that is associated with the grid P461-4 will occur. However, when a special synergy bonus event occurs, not only the effects based on the effect information associated with the grid P461-4, but also the grids P461-2 and P461-3 associated with the user's location The effect of the effect information.

此點,如第7圖所示,格子P461-2係與「增加肌力分數」及「等級1」的效果資訊相關聯,該效果資訊為對用戶有利的效果資訊,所以該情形,會根據該效果資訊來發生效果,且肌力分數會增加。因此,在第13圖所示的例中顯示組件P510-1,該組件P510-1係顯示就根據與「肌力分數的增加」及「等級1」的效果資訊來發生效果的結果,肌力分數會增加5分。 At this point, as shown in Figure 7, the grid P461-2 is associated with the effect information of "Increase Muscle Score" and "Level 1". The effect information is effect information that is beneficial to the user, so the situation will be based on The effect information will take effect and the muscle strength score will increase. Therefore, in the example shown in FIG. 13, the component P510-1 is displayed, and the component P510-1 displays the result of the effect occurring according to the effect information related to "increasing muscle strength score" and "level 1". The score will increase by 5 points.

另一方面,如第7圖所示,格子P461-3係與「體力參數的減少」及「等級1」的效果資訊相關聯,惟該效果資訊對用戶不利的效果資訊,此時,會抑制發生根據該效果資訊的效果,而改以根據對用戶有利的效果資訊來發生效果。例如,根據與「增加全經驗點」及「等級1」的效果資訊來發生效果。因此,在第13圖所示的例中顯示組件P510-2,該組件P510-2係顯示就根據與「增加全經驗點」及「等級1」的效果資訊來發生效果的結果,全經驗點(肌力、敏捷、技術、變化球及精神分數)會分別增加5分。另外,亦可根據顯示與對格子P461-3相關聯的效果資訊相反之效果的效果資訊來發生效果,而並非根據與「增加全經驗點」及「等級1」的效果資訊。也就是,亦可為顯示組件P510-2,該組件P510-2係顯示根據與「增加體力參數」及「等級1」的效果資訊來發生效果,且主角人物的體力參數回復(增加)。另外,亦可為單純地不發生與格子P461-3相關聯之不利的效果資訊。 On the other hand, as shown in Figure 7, the grid P461-3 is associated with the effect information of "reduction of physical parameters" and "level 1", but the effect information is harmful to the user, and at this time, it will be suppressed The effect based on the effect information occurs, and the effect occurs based on the effect information beneficial to the user. For example, the effect occurs based on the effect information related to "Increase All Experience Points" and "Level 1". Therefore, in the example shown in FIG. 13, the component P510-2 is displayed, and the component P510-2 displays the result of the effect occurring according to the effect information of "increasing all experience points" and "level 1". All experience points (Muscle strength, agility, technique, change ball and mental score) will increase by 5 points. In addition, effects can be generated based on the effect information that displays the effect opposite to the effect information associated with the grid P461-3, rather than based on the effect information of "Increase All Experience Points" and "Level 1." That is, it may also be a display component P510-2, which displays that the effect occurs according to the effect information of "increase physical parameter" and "level 1", and the physical parameter of the protagonist character is restored (increased). In addition, the adverse effect information associated with lattice P461-3 does not simply occur.

此外,如第7圖所示,格子P461-4係與「增加技術分數」及「等級1」的效果資訊相關聯,該效果資訊為對用戶有利的效果資訊,所以該情形,根據該效果資訊來發生效果,技術分數會增加。因此,在第13圖所示的例中顯示組件P510-3,該組件P510-3係顯示就根據與「增加技術分數」及「等級1」的效果資訊來發生效果的結果,技術分數會增加5分。 In addition, as shown in Figure 7, the grid P461-4 is associated with the effect information of "increasing the technical score" and "level 1". The effect information is effect information beneficial to the user, so in this case, according to the effect information To effect, the technical score will increase. Therefore, in the example shown in FIG. 13, the component P510-3 is displayed. The component P510-3 displays the result of the effect occurring according to the effect information of "increasing the technical score" and "level 1", and the technical score will increase. 5 points.

另外,在第7圖所示的例中,對用戶有利的效果資訊係與用戶位置停留的格子P461-4相關聯,惟亦會有對用戶不利的效果資訊係與格子P461-4相關聯的情形。這樣的情形,通常而言,根據與格子P461-4相 關聯的效果資訊,發生對用戶不利的效果,惟當發生特別協力加成事件時,會抑制發生根據與格子P461-4相關聯的效果資訊(對用戶不利的效果資訊)的效果,而改以根據對用戶有利的效果資訊來發生效果。例如,根據與「增加全經驗點」及「等級1」的效果資訊來發生效果。此外,根據顯示與格子P461-4相關聯的效果資訊相反之效果的效果資訊來發生效果。另外,亦可為單純地不發生與格子P461-4相關聯之不利的效果資訊。 In addition, in the example shown in Figure 7, the effect information system that is beneficial to the user is associated with the grid P461-4 where the user stays, but there will also be an effect information system that is detrimental to the user associated with the grid P461-4. situation. Such a situation, generally speaking, according to the The related effect information will produce an unfavorable effect for the user, but when a special collaborative bonus event occurs, the effect based on the effect information associated with the grid P461-4 (unfavorable effect information for the user) will be suppressed and changed to The effect occurs according to the effect information beneficial to the user. For example, the effect occurs based on the effect information related to "Increase All Experience Points" and "Level 1". In addition, the effect occurs based on the effect information showing the effect opposite to the effect information associated with the grid P461-4. In addition, it may be that no adverse effect information associated with lattice P461-4 simply occurs.

[2-4]用戶使用(消耗)如上述方式所賦予的經驗點,藉此可提升主角人物的能力。 [2-4] The user uses (consumes) the experience points given in the above manner, thereby improving the character's ability.

第14圖及第15圖係顯示使主角人物的能力提升用的能力提升影像的一例。於第14、15圖所示的能力提升影像G700係於選擇了主指令影像G300的組件P346時,顯示於顯示部15。 Figures 14 and 15 show an example of an ability-enhancing image for improving the ability of the main character. The capability enhancement image G700 shown in FIGS. 14 and 15 is displayed on the display unit 15 when the component P346 of the main command image G300 is selected.

如第14、15圖所示,能力提升影像G700係含有第一區域A710,且第一區域A710係含有投手能力欄標P711及野手能力欄標P712。投手能力欄標P711顯示與投手能力相關的基本能力參數的變更內容,野手能力欄標P712顯示與野手能力相關的基本能力參數的變更內容。如第14、15圖所示,野手能力欄標P712顯示有:屬於與野手能力相關之基本能力參數的彈道、打擊範圍、爆發力、跑速、臂力、守備力及捕球參數的各個參數變更前的值及變更後的值。 As shown in FIGS. 14 and 15, the ability enhancement image G700 includes a first area A710, and the first area A710 includes a pitcher ability column P711 and a field player ability column P712. The pitcher ability column P711 displays the change content of the basic ability parameter related to the pitcher ability, and the field player ability column P712 displays the change content of the basic ability parameter related to the fielder ability. As shown in Figures 14 and 15, the field ability column P712 shows: before the change of the ballistic, attack range, explosive force, running speed, arm strength, defense force and ball catching parameters, which are the basic ability parameters related to the field ability And the changed value.

能力提升影像G700係含有第二區域A720,且第二區域A720係含有基本能力欄標P721及特殊能力欄標P722。如第14圖所示,基本能力欄標P721顯示著主角人物目前保有的經驗點(肌力、敏捷、技術、變化球及精神分數)。第14圖係顯示主角人物目前保有的肌力、敏捷、技 術、變化球及精神分數分別為27分、20分、24分、0分、0分的狀態。 The ability-enhancing image G700 contains the second area A720, and the second area A720 contains the basic ability column P721 and the special ability column P722. As shown in Figure 14, the basic ability column P721 shows the current experience points (muscle strength, agility, technique, change ball and mental score) of the protagonist. Figure 14 shows the current strength, agility and skill of the protagonist Surgery, change ball and mental score were 27 points, 20 points, 24 points, 0 points, 0 points.

在基本能力欄標P721中,可兌換主角人物目前保有的經驗點的一部份或全部,使主角人物的基本能力參數(彈道、打擊範圍、爆發力、跑速、臂力、守備力及捕球參數)的值上昇。 In the basic ability column P721, you can exchange part or all of the current experience points of the protagonist character, so that the protagonist character's basic ability parameters (ballistic, attack range, explosive power, running speed, arm strength, defense force and ball capture parameters ) Value increases.

在基本能力欄標P721中與各基本能力參數相關聯,而顯示著該基本能力參數的值從目前值上昇1分所需的能力值。在第13圖所示的基本能力欄標P721中顯示:例如為了使彈道參數的值從目前值上昇1分,肌力、技術及精神分數分別必須為30分。 The basic ability column P721 is associated with each basic ability parameter, and shows the ability value required to increase the value of the basic ability parameter by 1 point from the current value. The basic ability column P721 shown in Figure 13 shows that, for example, in order to increase the value of the ballistic parameter by 1 point from the current value, the muscle strength, skill, and mental score must be 30 points, respectively.

再者,在基本能力欄標P721中與各基本能力參數相關聯,而顯示著組件P723-1、P723-2、P723-3、P723-4、P723-5、P723-6、P723-7。 In addition, the basic capability column P721 is associated with each basic capability parameter, and the components P723-1, P723-2, P723-3, P723-4, P723-5, P723-6, and P723-7 are displayed.

例如,組件P723-1係與彈道參數相關聯,而組件P723-1係與用以兌換預定的經驗點而使彈道參數上昇1分之處理相關聯。藉由用戶選擇組件P723-1,藉此可兌換肌力分數:30分、技術分數:30分及精神分數:30分,來使彈道參數從目前值上昇1分。此時,彈道參數會上昇1分,其結果顯示於第一區域A710,並且從第二區域A720中的「目前的經驗點」減去所需的經驗點。 For example, the component P723-1 is associated with a ballistic parameter, and the component P723-1 is associated with a process of redeeming a predetermined experience point and increasing the ballistic parameter by 1 point. By selecting the component P723-1, the user can exchange the muscle strength score: 30 points, the technical score: 30 points, and the mental score: 30 points to increase the ballistic parameter by 1 point from the current value. At this time, the ballistic parameter will increase by 1 point, and the result is displayed in the first area A710, and the required experience point is subtracted from the "current experience point" in the second area A720.

與組件P723-1同樣,其他的組件P723-2至P723-7各自係與打擊範圍、爆發力、跑速、臂力、守備力及捕球參數相關聯,且組件P723-2至P723-7係與用以兌換預訂的經驗點而使該等參數上昇1分之處理相關聯。 Similar to the component P723-1, the other components P723-2 to P723-7 are each related to the attack range, explosive force, running speed, arm strength, defense force, and ball catching parameters, and the components P723-2 to P723-7 are related to The process of redeeming the experience points of the booking and making these parameters increase by 1 point is associated.

在第14圖所示的狀態,若用戶選擇特殊能力欄標P722時,切換成第15圖所示的狀態。如第15圖所示,特殊能力欄標P722亦顯示 有主角人物目前保有的經驗點(肌力、敏捷、技術、變化球及精神分數)。 In the state shown in FIG. 14, if the user selects the special ability column P722, it switches to the state shown in FIG. 15. As shown in Figure 15, the special ability column P722 is also displayed There are experience points currently maintained by the protagonist (muscle strength, agility, technique, change ball and mental score).

在特殊能力欄標P722中,可兌換主角人物目前保有的經驗點的一部份或全部,來使主角人物獲取特殊能力。在第15圖所示的例中,就主角人物能夠獲取的特殊能力顯示有「機會○」、「對左投手○」、「盜壘○」、「跑壘○」、「傳球○」、「不易受傷度◎」、「平均型打者」。「機會○」係於機會會有較佳表現的特殊能力。「對左投手○」係面對左投手時會有較佳表現的特殊能力。「盜壘○」係盜壘會變得優秀的特殊能力。「傳球○」係傳球不易偏離的特殊能力。「不易受傷度◎」係很少會受傷的特殊能力。「平均型打者」係擊中性的擊球容易出現的特殊能力。 In the special ability column P722, part or all of the experience points currently maintained by the protagonist character can be exchanged to enable the protagonist character to acquire special abilities. In the example shown in Figure 15, the special abilities that the protagonist character can obtain are "opportunity ○", "left-hander ○", "stealing base ○", "running base ○", "passing ○", "Not easy to hurt ◎", "Average type hitter". "Opportunity ○" refers to the special ability of the opportunity to have better performance. "To the left shooter ○" is a special ability that will perform better when facing the left shooter. "Pirate base ○" is a special ability that steals base will become excellent. "Passing ○" is a special ability to pass the ball easily. "Not easy to hurt ◎" is a special ability that rarely hurts. The "average hitter" is a special ability that is prone to hitting hits.

在特殊能力欄標P722中與各的特殊能力相關聯,而顯示用以使主角人物獲取該特殊能力所需的能力值。在第15圖所示之特殊能力欄標P722中顯示例如為了使主角人物獲取「機會○」,敏捷、技術、及精神分數分別必須為15分、30分、105分。而且,顯示例如為了使主角人物獲取「傳球○」,肌力、敏捷及技術分數分別必須為48分。另外,就關於主角人物完成獲取的特殊能力,顯示已完成獲取的內容。 The special ability column P722 is associated with each special ability, and displays the ability value required for the main character to acquire the special ability. In the special ability column P722 shown in FIG. 15, for example, in order to allow the protagonist character to obtain “opportunity ○”, the agility, skill, and mental score must be 15 points, 30 points, and 105 points, respectively. In addition, for example, in order for the protagonist to obtain "pass ○", the muscle strength, agility, and skill scores must be 48 points, respectively. In addition, regarding the special ability of the main character to complete the acquisition, the content that has been acquired is displayed.

再者,在特殊能力欄標P722中,與各特殊能力相關聯,並顯示組件P724-1、P724-2、P724-3、P724-4、P724-5、P724-6。 Furthermore, the special ability column P722 is associated with each special ability and displays components P724-1, P724-2, P724-3, P724-4, P724-5, and P724-6.

例如,組件P724-1係與「機會○」相關聯,且組件P724-1係與用以兌換預定的經驗點而使主角人物獲取「機會○」之處理相關聯。藉由用戶選擇組件P724-1,可兌換敏捷分數:15分、技術分數:30分及精神分數:105分,來使主角人物獲取「機會○」。 For example, the component P724-1 is associated with "opportunity ○", and the component P724-1 is associated with a process for redeeming a predetermined experience point so that the protagonist character obtains "opportunity ○". By the user selecting the component P724-1, the agility score: 15 points, technical score: 30 points, and mental score: 105 points can be exchanged to enable the protagonist character to obtain "opportunity ○".

與組件P724-1同樣地,其他的組件P724-2至P724-6各自 係與「對左投手○」、「盜壘○」、「跑壘○」、「傳球○」、「平均型打者」相關聯,且組件P724-2至P724-6係與兌換預定的經驗點而使主角人物獲取這些特殊能力之處理相關聯。主角人物已經完成學習「不易受傷度◎」的特殊能力,因此「不易受傷度◎」不與組件相關聯。 Similar to the component P724-1, each of the other components P724-2 to P724-6 It is associated with "left-handed shooter ○", "stealing base ○", "running base ○", "passing ○", "average hitter", and components P724-2 to P724-6 are related to the exchange experience Point to associate the protagonist’s ability to acquire these special abilities. The protagonist has completed the special ability to learn "Not easy to hurt ◎", so "Not easy to hurt ◎" is not associated with the component.

另外,在第15圖所示的例中,與「跑壘○」相關聯並顯示「Lv.1」。其中,「Lv.1」係顯示「跑壘○」的要領等級。 In addition, in the example shown in Fig. 15, "Lv.1" is displayed in association with "run base ○". Among them, "Lv.1" shows the essential level of "run base ○".

要領等級係顯示主角人物是否有掌握獲得特殊能力用的要領,以及主角人物所掌握住的要領的程度。要領等級為1以上的情形,係指主角人物有掌握住獲得特殊能力用的要領的情形,要領等級愈高,顯示主角人物所掌握住的要領的程度愈大。要領等級愈高,用以使主角人物獲取特殊能力所需的經驗點愈減輕。在第15圖所示的狀態,用以使主角人物獲取「跑壘○」所需的經驗點會比通常還少。 The essentials hierarchy shows whether the protagonist has the essentials for acquiring special abilities, and the degree to which the protagonist possesses the essentials. The case where the essential level is 1 or higher refers to the situation where the main character has mastered the essentials for obtaining special abilities. The higher the essential level, the greater the degree of mastering the essential character. The higher the level of essentials, the less the experience points required for the protagonist to acquire special abilities. In the state shown in Figure 15, the protagonist character needs less experience points to get "run base ○" than usual.

培育部分開始最初,各特殊能力的要領等級係設定為零。例如,在培育部分中,顯示對主角人物教導要領之效果的效果資訊會有與圓盤P460內的格子P461賦予關聯關係的情形,根據該效果資訊來發生效果,藉此會有使主角人物掌握住獲得特殊能力用的要領的情形。在第7圖所示的例中,顯示對主角人物教導要領之效果的效果資訊係與格子P461-7相關聯,所以當用戶位置停留在格子P461-7時,根據該效果資訊來發生效果,而特殊能力的要領等級會上昇。另外,在培育部分中,會有發生事件人物對主角人物教導特殊能力的要領的事件的情形,當發生如此事件時,特殊能力的要領等級也會上昇。 At the beginning of the cultivation part, the level of essential points of each special ability is set to zero. For example, in the cultivation part, the effect information showing the effect of the teaching method of the protagonist character may be associated with the grid P461 in the disk P460, and the effect will be generated according to the effect information, thereby allowing the protagonist character to grasp The case of living the essentials for obtaining special abilities. In the example shown in FIG. 7, the effect information showing the effect on the protagonist character teaching method is associated with the grid P461-7, so when the user's position stays in the grid P461-7, the effect is generated based on the effect information, The level of essentials of special abilities will rise. In addition, in the cultivation part, there may be an event where an event character teaches the main character the method of special ability. When such an event occurs, the level of the method of special ability will also increase.

如以上之方式,在培育部分中,根據用戶所選擇的選項(練 習項目等)來對主角人物賦予經驗點,用戶可使用經驗點來使主角人物的能力提升(例如,能夠使主角人物的基本能力上昇,或使主角人物獲取特殊能力)。當劇本進行到最後時,主角人物的培育結束,而完成例如第2圖所示的主角人物。經培育完成的主角人物係作為原創人物而登錄。培育部分結束後,再次從最初開始培育部分,從而可培育另一位原創人物。 As above, in the cultivation part, according to the options Learning items, etc.) to give experience points to the protagonist, the user can use the experience points to enhance the protagonist's ability (for example, can increase the protagonist's basic ability, or enable the protagonist to acquire special abilities). When the script proceeds to the end, the cultivation of the protagonist character ends, and, for example, the protagonist character shown in FIG. 2 is completed. The character series that has been cultivated is registered as an original character. After the cultivation part is finished, the cultivation part is started again from the beginning, so that another original character can be cultivated.

[2-5]在上述遊戲中,例如,不僅因應從格子P461-1往格子P461-4之用戶位置的移動,根據格子P461-4的效果資訊來發生效果,還變更用戶位置所通過之格子P461-2、P461-3的效果資訊。結果,用戶不僅要關注用戶位置停留的格子P461,還需要關注用戶位置所通過的格子P461,並依此進行遊戲操作(選擇練習項目的操作)。因此,可給予用戶「不僅要關注用戶位置停留的格子P461,還要關注用戶位置所通過的格子P461,並依此進行遊戲操作」的興趣,可使遊戲的興趣提升。 [2-5] In the above game, for example, not only responding to the movement from the grid P461-1 to the user position of the grid P461-4, the effect is generated according to the effect information of the grid P461-4, but also the grid through which the user position passes is changed Information on the effects of P461-2 and P461-3. As a result, the user not only needs to pay attention to the grid P461 where the user's position stays, but also needs to pay attention to the grid P461 through which the user's position passes, and accordingly performs game operations (operations for selecting practice items). Therefore, the user can be given the interest of "not only paying attention to the grid P461 where the user stays, but also the grid P461 passing through the user's position, and performing game operations accordingly", which can increase the interest of the game.

而且,在上述遊戲中,用戶位置所通過的格子P461的效果資訊會變更成比目前的效果資訊還對用戶有利的效果資訊。具體而言,用戶位置所通過的格子P461的效果等級會上昇1階段。結果,可給予用戶「為了將格子P461的效果資訊變更成對用戶更有利的效果資訊,而特意進行遊戲操作俾使用戶位置通過該格子P461」的興趣。也就是,可給予用戶「即便處於賦予著期望之效果相關聯的格子P461,還特意要用戶位置通過格子P461,來使該格子P461的效果增大」的興趣。 Moreover, in the above game, the effect information of the grid P461 passing through the user's position will be changed to effect information that is more beneficial to the user than the current effect information. Specifically, the effect level of the grid P461 passing through the user's position will increase by one stage. As a result, the user can be given the interest of "in order to change the effect information of the grid P461 into effect information more beneficial to the user, and deliberately perform game operations so that the user's position passes through the grid P461." That is, the user can be given interest in "even if the grid P461 is associated with the desired effect, and the user's position is intentionally passed through the grid P461 to increase the effect of the grid P461."

再者,在上述遊戲中,用戶位置每通過格子P461,該格子P461的效果等級會逐次上昇1階段。結果,用戶係可藉由使用戶位置反復通過格子P461,而使該格子P461的效果等級提高複數階段。結果,可給 予用戶「藉由使用戶位置反復通過格子P461,而使該格子P461的效果等級提高複數階段」的興趣。 In addition, in the above game, each time the user position passes through the grid P461, the effect level of the grid P461 increases one stage at a time. As a result, the user system can increase the effect level of the lattice P461 by plural stages by repeatedly passing the user position through the lattice P461. As a result, you can give To the user's interest in "increasing the effect level of the lattice P461 by plural stages by repeatedly passing the user's position through the lattice P461".

而且,在上述遊戲中,用戶位置移動達對應於經確定為執行對象之練習項目的等級之數量的格子數。因此,用戶必須一面考慮練習項目的效果及設定於作為用戶位置的移動目的地的格子P46的效果的兩方,而一面選擇執行對象的練習項目。因此,可對用戶提供:「一面考慮練習項目的效果及設定於作為用戶位置的移動目的地的格子P461的效果的兩方,而一面選擇執行對象的練習項目」的興趣。 Moreover, in the above game, the user position is moved by the number of grids corresponding to the number of levels of the practice item determined as the execution target. Therefore, the user must select both the exercise object to be executed while considering both the effect of the exercise item and the effect of the grid P46 set as the movement destination of the user's position. Therefore, it is possible to provide the user with the interest of "choosing both the effect of the practice item and the effect of the grid P461 set as the movement destination of the user's position while selecting the exercise item to be executed".

而且,在上述遊戲中,在用戶位置從格子P461-1往格子P461-4移動中,若滿足特別協力加成事件的發生條件時,不僅發生根據格子P461-4之效果資訊的效果,還發生根據用戶位置所通過的格子P461-2、P461-3之效果資訊的效果。結果,在特別協力加成事件的發生條件滿足的情形,會發生比通常的情形(未滿足特別協力加成事件的發生條件的情形)還多的效果。結果,可提升用戶以滿足特別欄標加成事件的發生條件為目標的意願。 Moreover, in the above game, when the user's position moves from grid P461-1 to grid P461-4, if the conditions for the occurrence of the special cooperative bonus event are met, not only the effect based on the effect information of grid P461-4, but also The effect of the effect information of the grids P461-2 and P461-3 passing through the user's location. As a result, in the case where the conditions for the occurrence of the special cooperative bonus event are satisfied, more effects occur than in the normal case (when the conditions for the occurrence of the special cooperative bonus event are not satisfied). As a result, the user's willingness to meet the conditions for the occurrence of the special column addition event can be promoted.

而且,在上述遊戲中,在滿足特別協力加成事件的發生條件的情形中,即使移動目的地的格子P461-4及與用戶位置所通過的格子P461-2、P461-3與對用戶不利的效果資訊相關聯,根據該效果資訊的效果也不會發生,且取代該效果資訊,根據對用戶有利的效果資訊來發生效果。結果,可提升用戶以滿足特別協力加成事件為目標的意願。當滿足別協力加成事件的發生條件時,若發生對用戶不利的效果,亦會有讓以滿足特別協力加成事件為目標的用戶感到不滿的疑慮。這點,在上述遊戲中,可減 輕如此之用戶的不滿。 Moreover, in the above game, in the case where the occurrence condition of the special cooperative bonus event is met, even if the moving destination grid P461-4 and the grid P461-2, P461-3 passing through the user's position are not good for the user The effect information is related, and the effect according to the effect information does not occur, and instead of the effect information, the effect occurs according to the effect information beneficial to the user. As a result, the user's willingness to meet the special cooperative bonus event can be enhanced. When the conditions for the occurrence of other collaborative bonus events are met, if an adverse effect occurs to the user, there will be doubts that users who meet the goal of the special collaborative bonus event will be dissatisfied. This, in the above game, can be reduced Dissatisfaction with such users.

另外,在上述說明的例中,格子P461-1至P461-12配置成圓狀,惟格子P461-1至P461-12並不必配置成圓狀,亦可配置成例如四方形或三角形。此外,例如,格子P461-1至P461-12亦可配置成線狀。該情形,亦可使用戶位置在格子P461-1至P461-12往復移動(鐘擺移動),藉此使用戶位置在格子P461-1至P461-12上反復移動。也就是,亦可當用戶位置從格子P461-1移動到格子P461-12時,使用戶位置從格子P461-12朝格子P461-1移動,進而當用戶位置移動至格子P461-1時,再次使用戶位置從格子P461-1朝格子P461-12移動。或者,亦可當用戶位置從格子P461-1移動到格子P461-12時,使用戶位置返回到格子P461-1,再次使用戶位置從格子P461-1朝格子P461-12移動,藉此使用戶位置在格子P461-1至P461-12上反復移動。此外,格子P461的數量亦不限定為12個,格子P461的數量亦可為13個以上,亦可為11個以下。 In addition, in the example described above, the lattices P461-1 to P461-12 are arranged in a circular shape, but the lattices P461-1 to P461-12 do not have to be arranged in a circular shape, and may be arranged in a square or triangular shape, for example. In addition, for example, the lattices P461-1 to P461-12 may be arranged in a linear shape. In this case, the user position can also be moved back and forth (pendulum movement) on the lattices P461-1 to P461-12, thereby repeatedly moving the user position on the lattices P461-1 to P461-12. That is, when the user position moves from the grid P461-1 to the grid P461-12, the user position may be moved from the grid P461-12 toward the grid P461-1, and when the user position moves to the grid P461-1, it may be used again The home position moves from the grid P461-1 toward the grid P461-12. Alternatively, when the user position moves from the grid P461-1 to the grid P461-12, the user position may be returned to the grid P461-1, and the user position may be moved from the grid P461-1 toward the grid P461-12 again, thereby allowing the user The position repeatedly moves on the grids P461-1 to P461-12. In addition, the number of lattices P461 is not limited to 12, and the number of lattices P461 may be 13 or more, or 11 or less.

此外,在上述的說明例中,例如,用戶位置從格子P461-1往格子P461-4移動時,就用戶位置所通過的所有格子P461-2、P461-3提高效果等級,惟亦可僅就用戶位置所通過格子P461-2、P461-3之中的一部分的格子P461提高效果等級。同樣地,在上述說明的例中,在用戶位置從格子P461-1往格子P461-4移動的情形中,當滿足特別協力加成事件的發生條件時,就用戶位置所通過的所有的格子P461-2、P461-3,會發生根據效果資訊的效果,惟亦可僅就用戶位置所通過的格子P461-2、P461-3之中的一部分格子P461,發生根據效果資訊的效果。 In addition, in the above description example, for example, when the user position moves from the grid P461-1 to the grid P461-4, the effect level is increased for all the grids P461-2 and P461-3 that the user's position passes, but only A part of grid P461 among the grids P461-2 and P461-3 through which the user position passes increases the effect level. Similarly, in the example described above, in the case where the user position moves from the grid P461-1 to the grid P461-4, when the conditions for the occurrence of the special cooperative bonus event are satisfied, all the grids P461 passing through the user position -2, P461-3, the effect based on the effect information will occur, but only a part of the grid P461 among the grids P461-2 and P461-3 passing through the user's position may generate the effect based on the effect information.

而且,在上述說明的例中,係提高與用戶位置所通過的格子 P461相關聯的效果等級,惟亦可增加與用戶位置所通過的格子P461相關聯的效果類型的數量。例如,如第7圖所示,在「增加技術分數」的效果類型與格子P461-2相關聯的狀態下,當用戶位置通過格子P461-2時,除「增加技術分數」的效果類型之外,亦可使例如「增加技術分數」之另一效果類型與格子P461-2相關聯。 Furthermore, in the example described above, the grid passing through the user's position is raised The effect level associated with P461, but can also increase the number of effect types associated with the grid P461 through which the user's location passes. For example, as shown in Figure 7, in the state where the effect type of "Increase Technical Score" is associated with P461-2, when the user's position passes through P461-2, in addition to the effect type of "Increase Technical Score" It is also possible to associate another effect type such as "increasing the technical score" with the grid P461-2.

而且,在上述所示的例中,全部的格子P461雖都與效果資訊相關聯(參照第7、12圖),惟亦可存在未與效果資訊有相關聯的格子P461。例如,亦可使特定的格子P461不與效果資訊相關聯。此外,例如亦可在初始設定各格子P461的效果資訊時,根據機率資訊(換言之,以隨機之方式),使至少一個格子P461不與效果資訊相關聯。另外,在該態樣中,當用戶位置停留在未與效果資訊相關聯的格子P461時,亦可使該格子P461變化成有與效果資訊相關聯的狀態。或者,當用戶位置通過未與效果資訊相關聯的格子P461時,亦可使該格子P461變化成賦予著效果資訊關聯的狀態。而且,例如,當用戶位置停留在與效果資訊相關聯的格子P461,且發生根據該效果資訊的效果之後,在重置該格子P461的效果資訊時,亦可使該格子P461變化成未與效果資訊相關聯的狀態。 Furthermore, in the example shown above, although all the lattices P461 are associated with the effect information (see FIGS. 7 and 12), there may be a lattice P461 that is not associated with the effect information. For example, a specific grid P461 may not be associated with effect information. In addition, for example, when initially setting the effect information of each grid P461, at least one grid P461 may not be associated with the effect information according to the probability information (in other words, in a random manner). In addition, in this aspect, when the user's position stays in the grid P461 that is not associated with the effect information, the grid P461 can also be changed to a state associated with the effect information. Alternatively, when the user position passes through the grid P461 that is not associated with the effect information, the grid P461 can also be changed to a state where the effect information is associated. Moreover, for example, when the user's position stays in the grid P461 associated with the effect information, and after the effect according to the effect information occurs, when resetting the effect information of the grid P461, the grid P461 can also be changed to the unrelated effect The status associated with the news.

而且,在上述所述之例中,用戶位置移動達對應於主角人物執行之練習項目的等級的數量的格子,惟不限定為這樣的態樣。例如,亦可與等級分開獨立地,對各練習項目設定顯示移動格子數量的移動格子數量資訊,且將該資訊與各練習項目相關聯而顯示,並使用戶位置移動達設定於主角人物執行之練習項目的上述資訊所示的格子。另外,這樣的態樣中,亦可根據機率資訊(換言之,以隨機之方式)設定各練習項目的移動格 子數量資訊。而且,在這樣的態樣中,亦可依每預定時序,使設定於各練習項目的移動格子數量變化。例如,亦可依每執行預定次數(可為一次、可為複數次)的練習,或是依預定次數的每回合,使設定於各練習項目的移動格子數量變化。 Moreover, in the above-mentioned example, the user's position is moved by a grid corresponding to the number of levels of the exercise items performed by the main character, but it is not limited to such a form. For example, it is also possible to set the mobile grid number information that displays the number of mobile grids for each exercise item independently of the level, and display the information in association with each exercise item, and move the user's position up to the character set by the protagonist. The grid shown in the above information of the practice item. In addition, in this aspect, the mobile grid of each exercise item can also be set according to the probability information (in other words, in a random manner) Sub-quantity information. Furthermore, in such an aspect, the number of moving grids set in each exercise item may be changed every predetermined timing. For example, the number of movement grids set for each exercise item may be changed every time a predetermined number of exercises (which may be one or a plurality of times) are performed, or every round of a predetermined number of times.

[3.功能方塊] [3. Function block]

第16圖為功能方塊圖,該功能方塊係顯示在遊戲系統1所實現之功能方塊當中,與培育部分相關之功能方塊。 FIG. 16 is a functional block diagram showing the functional blocks related to the cultivation part among the functional blocks implemented in the game system 1.

如第16圖所示,遊戲系統1係含有:資料記憶部100、受理部110、移動部120、判定部130、執行部140、第一變更部150以及第二變更部160。資料記憶部100係藉由記憶部12、記憶部32及資料庫34的至少一者來實現。此外,資料記憶部100以外的功能方塊係由控制部11和控制部31的至少一者來實現。也就是,資料記憶部100以外全部的功能方塊既可由控制部11來實現,全部的功能方塊亦可由控制部31來實現,亦可為一部分的功能方塊由控制部11來實現,剩餘的功能方塊由控制部31來實現。 As shown in FIG. 16, the game system 1 includes a data storage unit 100, a receiving unit 110, a moving unit 120, a determination unit 130, an execution unit 140, a first modification unit 150, and a second modification unit 160. The data memory unit 100 is implemented by at least one of the memory unit 12, the memory unit 32, and the database 34. In addition, functional blocks other than the data storage unit 100 are implemented by at least one of the control unit 11 and the control unit 31. That is, all the functional blocks except the data storage unit 100 can be realized by the control unit 11, all the functional blocks can also be realized by the control unit 31, or a part of the functional blocks can be realized by the control unit 11, the remaining functional blocks It is realized by the control unit 31.

[3-1.資料記憶部] [3-1. Data Memory Department]

資料記憶部100係記憶為了執行遊戲所需的資料。對此,作為記憶於資料記憶部100的資料之一例,說明為了執行前述之棒球遊戲的培育部分所需的資料。例如,資料記憶部100記憶:顯示利用遊戲系統1遊玩遊戲之用戶的列表(list)的資料,顯示各用戶所具有的事件人物的列表的資料,及顯示各用戶所具有之原創人物(由各用戶所作成的原創人物)的列表的資料。除了此等的資料外,如第16圖所示,資料記憶部100係記憶:練習效 果資料D101、格子效果資料D102、格子資料D103、事件牌組資料D104及培育狀況資料D105。 The data memory section 100 memorizes the data necessary to execute the game. In this regard, as an example of the data stored in the data storage unit 100, the data required to execute the cultivation portion of the aforementioned baseball game will be described. For example, the data storage section 100 memorizes: displays data of a list of users who play games using the game system 1, displays data of a list of event characters possessed by each user, and displays original characters possessed by each user (by each A list of original characters created by users. In addition to these data, as shown in Figure 16, the data memory section 100 memory: practice effect Fruit data D101, lattice effect data D102, lattice data D103, event deck data D104 and cultivation status data D105.

[3-1-1]第17圖係顯示練習效果資料D101的一例。練習效果資料D101係顯示與各練習項目相關聯的效果資訊。如第17圖所示,練習效果資料D101係含有:「練習ID」、「名稱」及「效果」欄位。 [3-1-1] Figure 17 shows an example of practice effect data D101. The practice effect data D101 displays the effect information associated with each practice item. As shown in Figure 17, the practice effect data D101 contains: "Exercise ID", "Name" and "Effect" fields.

「練習ID」欄位係顯示用以唯一指定各練習項目的識別資訊。「名稱」欄位係顯示練習項目的名稱。「效果」欄位係顯示效果資訊。如第17圖所示,「效果」欄位的次欄位係含有:「Lv.1」、「Lv.2」、「Lv.3」、「Lv.4」及「Lv.5」欄位。「Lv.1」欄位係顯示於執行等級1的練習時發生的效果內容。也就是,當「Lv.1」欄位係顯示在執行等級1的練習時,肌力、敏捷、技術、變化球、精神分數當中的哪一個經驗點增加了多少。例如,「肌力+2」顯示肌力分數增加2分。「Lv.2」、「Lv.3」、「Lv.4」及「Lv.5」欄位亦與「Lv.1」欄位相同。 The "Exercise ID" field displays identification information for uniquely specifying each exercise item. The "Name" field displays the name of the exercise item. The "Effect" field displays the effect information. As shown in Figure 17, the sub-fields of the "Effect" field contain: "Lv.1", "Lv.2", "Lv.3", "Lv.4" and "Lv.5" fields . The "Lv.1" field displays the content of effects that occur when performing level 1 exercises. That is, when the "Lv.1" field shows which experience points of muscle strength, agility, technique, change ball, and mental score have increased when performing level 1 exercises. For example, "Muscle Strength + 2" shows that the muscle strength score is increased by 2 points. The "Lv.2", "Lv.3", "Lv.4" and "Lv.5" fields are also the same as the "Lv.1" fields.

另外,顯示於練習效果資料D101的效果為基本效果,實際發生的效果,會有根據主角人物的幹勁參數或與練習項目相關聯的遊戲人物的人數或參數等而增加(或減少)的情形。例如,在第17圖所示的例中,就等級1的跑壘練習的效果設定「肌力+2,敏捷+8」,但實際執行等級1的跑壘練習時,會有依據與跑壘練習相關聯之遊戲人物的類型或人數等,並根據主角人物的幹勁參數或與練習項目相關聯之遊戲人物的人數或參數等,而使肌力分數多於2分(或變少),或使敏捷分數多於8分(或變少)的情形。 In addition, the effect displayed in the practice effect data D101 is a basic effect, and the actual effect may increase (or decrease) according to the motivation parameters of the protagonist characters or the number or parameters of game characters associated with the practice items. For example, in the example shown in Figure 17, the effect of level 1 base running exercises is set to "muscle strength +2, agility +8", but when actually performing level 1 base running exercises, there will be a basis and a base Practice the type or number of game characters associated with the game, and make the muscle strength score more than 2 points (or less) according to the protagonist parameters of the protagonist characters or the number or parameters of game characters associated with the practice items, or A situation where the agility score is more than 8 points (or less).

[3-1-2]第18圖係顯示格子效果資料D102的一例。格子效 果資料D102係顯示會有與各格子P461相關聯之可能性的效果資訊。如第18圖所示,格子效果資料D102係含有:「效果ID」、「名稱」、「類別」及「効果」欄位。 [3-1-2] Figure 18 shows an example of lattice effect data D102. Lattice effect If the data D102 shows the effect information that there is a possibility of being associated with each grid P461. As shown in Figure 18, the grid effect data D102 contains: "Effect ID", "Name", "Category" and "Effect" fields.

「效果ID」欄位係顯示用以唯一指定各效果的識別資訊。「名稱」欄位係顯示效果名稱。「類別」欄位係顯示是對用戶有利的效果或是對用戶不利的效果。例如,屬於對用戶有利的效果的情形以值「1」登錄於「類別」欄位,而屬於對用戶不利的效果的情形,以值「0」登錄於「類別」欄位。 The "Effect ID" field displays identification information used to uniquely specify each effect. The "Name" field displays the name of the effect. The "Category" field shows whether the effect is beneficial to the user or is unfavorable to the user. For example, a case that belongs to an effect that benefits the user is registered in the "category" field with a value of "1", and a case that belongs to an effect that is harmful to the user is registered in the "category" field with a value of "0".

「效果」欄位係顯示效果資訊。如第18圖所示,「効果」欄位的次欄位係含有:「Lv.1」、「Lv.2」及「Lv.3」欄位。「Lv.1」欄位係顯示當效果等級為「1」時發生的效果內容。也就是,「Lv.1」欄位係顯示當效果等級為「1」時,肌力分數、敏捷分數、技術分數、變化球分數、精神分數、體力參數及幹勁參數當中的哪一者會增加還是減少。例如,「肌力+5」係顯示肌力分數會增加5分。另外,關於效果「要領GET」,「Lv.1」欄位係顯示在效果等級為「1」時,有給予主角人物之可能性的要領的列表。「Lv.2」及「Lv.3」欄位亦與「Lv.1」欄位相同。 The "Effect" field displays the effect information. As shown in Figure 18, the secondary field of the "Effect" field contains: "Lv.1", "Lv.2" and "Lv.3" fields. The "Lv.1" field displays the content of the effect that occurs when the effect level is "1". That is, the "Lv.1" field shows when the effect level is "1", which one of the muscle strength score, agility score, technical score, change ball score, mental score, physical parameters and motivation parameters will increase Still reduced. For example, "Muscle Strength +5" shows that the muscle strength score will increase by 5 points. In addition, regarding the effect "point GET", the "Lv.1" field displays a list of points that may give the protagonist character when the effect level is "1". The "Lv.2" and "Lv.3" fields are also the same as the "Lv.1" fields.

[3-1-3]第19圖係顯示格子資料D103的一例。格子資料D103係顯示圓盤P460內之關於各格子P461的資訊。第19圖所示,格子資料D103係含有「格子ID」、「效果ID」、「效果等級」及「用戶位置排名(rank)」。 [3-1-3] Figure 19 shows an example of grid data D103. The grid data D103 displays information about each grid P461 in the disk P460. As shown in FIG. 19, the grid data D103 includes "Grid ID", "Effect ID", "Effect Level", and "User Position Rank (rank)".

「格子ID」欄位係顯示用以唯一識別各格子P461的識別資訊。另外,格子ID的遞升次序係相當於用戶位置應移動之格子P461的順 序,「格子ID」欄位亦顯示用戶位置應移動之格子P461的順序。在第19圖所示的例中,格子ID「1」係對應於格子P461-1。同樣地,格子ID「2」至「12」係分別對應於格子P461-2至P461-12。 The "Grid ID" field displays the identification information used to uniquely identify each grid P461. In addition, the ascending order of the grid ID corresponds to the order of the grid P461 where the user's position should move Sequence, the "Grid ID" column also shows the sequence of grid P461 where the user's position should move. In the example shown in FIG. 19, the lattice ID "1" corresponds to the lattice P461-1. Similarly, lattice IDs "2" to "12" correspond to lattices P461-2 to P461-12, respectively.

「效果ID」欄位顯示與格子P461相關聯之效果的效果ID。「效果等級」欄位係顯示與格子P461相關聯之效果的等級。「用戶位置旗標」欄位係顯示用戶位置目前停留的格子P461。例如,關於用戶位置目前停留的格子P461,以值「1」登錄於「用戶位置旗標」欄位,而關於用戶位置目前未停留的格子P461,以值「0」登錄於「用戶位置旗標」欄位。 The "Effect ID" field displays the effect ID of the effect associated with P461. The "Effect Level" field displays the level of the effect associated with P461. The "User Location Flag" column shows the grid P461 where the user location currently stays. For example, the grid P461 where the user's location currently stays is registered in the "user location flag" field with a value of "1", and the grid P461 about the user's current location is not registered in the "user location flag" with the value "0" "Field.

[3-1-4]第20圖係顯示事件牌組資料D104的一例。事件牌組資料D104係顯示排入至事件牌組的事件人物。如第20圖所示,事件牌組資料D104係含有「設定框」、「事件人物ID」、「所有者」、「名稱」、「稀有度」、「屬性」、「防守位置」、「擅長練習」、「經驗值」、「等級」、「能力參數」、「事件」欄位等。 [3-1-4] Figure 20 shows an example of event deck data D104. The event deck data D104 displays event characters lined up to the event deck. As shown in Figure 20, the event deck data D104 contains "Setting Frame", "Event Character ID", "Owner", "Name", "Rarity", "Attribute", "Defensive Position", "Good at "Exercise", "Experience", "Level", "Ability Parameter", "Event" fields, etc.

「設定框」欄位所顯示的資訊係顯示設定影像G200中之事件牌組區域A230內的設定框P231-1、P231-2、P231-3、P231-4、P231-5、P232的任何一者。在第20圖所示的例中,設定框「1」至「5」分別相當於設定框P231-1至P231-5,而設定框「6」相當於設定框P232。 The information displayed in the "Setting Frame" field displays any of the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, P232 in the event deck area A230 in the setting image G200 By. In the example shown in FIG. 20, the setting frames "1" to "5" correspond to the setting frames P231-1 to P231-5, respectively, and the setting frame "6" corresponds to the setting frame P232.

「事件人物ID」、「所有者」、「名稱」、「稀有度」、「防守位置」、「擅長練習」、「經驗值」、「等級」、「能力參數」、「事件」欄位係各自顯示設定於設定框之事件人物的事件人物ID、所有者、名稱、稀有度、屬性、防守位置、擅長練習、經驗值及等級。「屬性」欄位係顯示設定於設定框的事件人物屬於「選手」還是屬於「經理」等。 "Event Character ID", "Owner", "Name", "Rarity", "Defensive Position", "Excellent Practice", "Experience Value", "Level", "Ability Parameter", "Event" Field System Each displays the event character ID, owner, name, rarity, attribute, defensive position, good at practice, experience value, and level of the event character set in the setting frame. The "attribute" field shows whether the event character set in the setting frame belongs to "player" or "manager".

「能力參數」欄位係顯示設定於設定框之事件人物的能力參數。例如,當在培育部分發生比賽事件時,排入至事件牌組的事件人物以主角人物的隊友參加比賽。當執行此種比賽事件時,參照事件人物的能力參數。 The "Ability Parameter" field displays the ability parameters of the event character set in the setting frame. For example, when a game event occurs in the cultivation part, the event characters lined up in the event deck participate in the game as the teammates of the main character. When performing such a match event, refer to the ability parameters of the event person.

「事件」欄位係顯示關於與設定於設定框之事件人物相關聯之事件的事件資訊。換句話說,「事件」欄位係顯示關於當事件人物排入至事件牌組時,可在遊戲中發生之事件的事件資訊。事件資訊係顯示事件的名稱或內容(效果)的資訊。例如,事件資訊係含有:關於因事件的發生,而給予主角人物的經驗分數或能力參數的類型及分數量的資訊。另外,「事件」欄位還儲存有顯示事件所發生的機率或條件的資訊。 The "Event" field displays event information about the event associated with the event person set in the setting frame. In other words, the "Event" field displays event information about events that can occur in the game when the event character is queued to the event deck. Event information is information showing the name or content (effect) of the event. For example, the event information contains: information about the type and number of experience points or ability parameters given to the protagonist due to the occurrence of the event. In addition, the "event" field also stores information showing the probability or condition of the event.

[3-1-5]第21圖係顯示培育狀況資料D105的一例。培育狀況資料D105係顯示培育中的主角人物的培育狀況。如第21圖所示,培育狀況資料D105係含有下述的欄位。 [3-1-5] Figure 21 shows an example of the cultivation status data D105. The cultivation status data D105 shows the cultivation status of the leading character in cultivation. As shown in Figure 21, the cultivation status data D105 contains the following fields.

「名稱」欄位係顯示主角人物的名稱。「防守位置」欄位係顯示主角人物所擅長之棒球的防守位置。「姿勢」及「慣用手」欄位係顯示主角人物的姿勢(打擊姿勢或投球姿勢)及慣用手。「幹勁參數」及「體力參數」欄位係顯示現在時間點的主角人物的幹勁參數及體力參數。「評價」欄位係顯示在現在時間點其他遊戲人物(隊友、經理、總教練、或球探)對於主角人物的評價。「要領」欄位係顯示至現在時間點為止主角人物所獲得的要領。 The "Name" field displays the name of the main character. The "Defensive Position" column shows the defensive position of the baseball the protagonist is good at. The "posture" and "dominant hand" fields show the protagonist's posture (strike posture or pitching posture) and dominant hand. The "Energetic Parameters" and "Physical Strength Parameters" fields show the energy parameters and physical strength parameters of the main character at the present time. The "Evaluation" column shows the evaluation of the main character by other game characters (teammates, managers, head coaches, or scouts) at the current time. The "Essentials" field displays the essentials obtained by the main character up to the present time.

「經驗點」欄位係顯示在現在時間點主角人物所具有的經驗點(肌力、敏捷、技術、變化球及精神分數)。另外,「經驗點分數」欄位 還可儲存有:在現在時間點主角人物所具有的經驗點(也就是,在現在時間點所剩餘的經驗點),以及在現在時間點為止主角人物所獲得的經驗點的累計。 The "Experience Point" column shows the experience points (muscle strength, agility, technique, change ball and mental score) of the protagonist at the current time point. In addition, the "Experience Points Score" field There can also be stored: the experience points possessed by the main character at the current time point (that is, the experience points remaining at the current time point), and the accumulated experience points obtained by the main character at the current time point.

「基本能力參數」欄位係顯示現在時間點的主角人物的基本能力參數(彈道、打擊範圍、爆發力、跑速、臂力、守備力、及捕球參數)。 The "Basic Ability Parameters" column displays the basic ability parameters of the protagonist at the current time (ballistic, strike range, explosive power, running speed, arm strength, defense force, and ball capture parameters).

「特殊能力參數」欄位係顯示現在時間點的主角人物的特殊能力參數。特殊能力參數係顯示:特殊能力的獲取之有無以及所獲取的特殊能力之等級的參數。例如,當主角人物完成獲取特殊能力「機會◎」時,會於「特殊能力參數」欄位內的「機會」欄位登錄「2」。而且,例如當主角人物獲取特殊能力「對左投手○」時,會於「特殊能力參數」欄位內的「對左投手」欄位登錄「1」。而且,例如當主角人物未獲取特殊能力「推打」時,會於「特殊能力參數」欄位內的「推打」欄位登錄「0」。 The "Special Ability Parameters" field displays the special ability parameters of the main character at the current time. The special ability parameters are displayed: the availability of the special ability and the level of the special ability acquired. For example, when the protagonist finishes acquiring the special ability "opportunity ◎", he will register "2" in the "opportunity" field in the "special ability parameter" field. In addition, for example, when the protagonist character acquires the special ability "Left pitcher ○", "1" is registered in the "Left pitcher" field in the "Special ability parameter" field. Moreover, for example, when the protagonist character does not acquire the special ability "push and hit", "0" is registered in the "push and hit" field in the "special ability parameter" field.

「練習執行狀況」欄位係顯示到現在時間點之練習的執行狀況(執行履歷)。「練習執行狀況」欄位係針對各練習項目登錄有:現在時間點的等級、執行練習的累計次數以及在目前的回合與練習項目相關聯的遊戲人物(隊友、經理、總教練或球探)。而且,「進行狀況」欄位係顯示目前的進行狀況。例如,「進行状況」欄位係顯示剩餘的回合數或目前的遊戲內時間等。 The "exercise execution status" field shows the execution status (execution history) of the exercise up to the present time. The "Exercise Execution Status" field is registered for each exercise item: the current time level, the cumulative number of execution exercises, and the game character (teammate, manager, head coach, or scout) associated with the exercise item in the current round . Furthermore, the "Progress Status" field displays the current progress status. For example, the "Progress Status" field displays the number of remaining rounds or the current in-game time.

[3-1-6]另外,資料記憶部100記憶有如以上說明的資料外,其他還記憶有:例如,關於預先設定為劇本的登場人物的遊戲人物(排入至事件牌組的事件人物以外的遊戲人物)的資料等。 [3-1-6] In addition, the data storage unit 100 stores the data as described above, and also stores: For example, game characters (other than the event characters arranged in the event deck) that are pre-set characters in the script Of game characters) etc.

[3-2.受理部及移動部] [3-2. Reception Department and Mobile Department]

受理部110係受理從複數個選項中進行的選擇,該複數個選項係含有與關於遊戲處理之處理資訊(第一種處理資訊)相關聯之選項。 The accepting unit 110 accepts a selection from a plurality of options, the plurality of options including options associated with processing information (first type of processing information) regarding game processing.

而且,移動部120係進行在含有與關於遊戲處理之處理資訊(第二種處理資訊)相關聯之位置的複數個位置之間,根據遊戲操作來移動用戶位置。例如,移動部120係根據從複數個選項當中所選擇的選項,來決定用戶位置的移動目的地,再使用戶位置從目前位置移動至該移動目的地。 Moreover, the moving unit 120 moves the user's position according to the game operation between a plurality of positions including positions associated with processing information (second type processing information) regarding game processing. For example, the moving unit 120 determines the moving destination of the user's location based on the option selected from the plurality of options, and then moves the user's location from the current location to the moving destination.

[3-2-1]「複數個選項」係指要作為由用戶所選擇的對象。「複數個選項」可僅含有與處理資訊(第一種處理資訊)相關聯的選項,亦可含有與處理資訊(第一種處理資訊)相關聯的選項及未與處理資訊(第一種處理資訊)相關聯的選項的兩方。 [3-2-1] "Plurality of options" refers to the objects selected by the user. "Multiple Options" may contain only options associated with processing information (first processing information), or options associated with processing information (first processing information) and non-processing information (first processing) Information) The two parties associated with the option.

例如,藉由用戶選擇顯示於畫面之複數個命令之中的一個命令來進行的遊戲的情形,複數個命令相當於「複數個選項」的一例。前述的棒球遊戲的例中,練習指令影像G400的組件P411至P416係相當於「複數個選項」的一例。也就是,練習項目的選項相當於「複數個選項」的一例。 For example, in the case of a game played by the user selecting one of a plurality of commands displayed on the screen, the plurality of commands corresponds to an example of "plural options". In the aforementioned baseball game example, the components P411 to P416 of the practice command image G400 correspond to an example of "plural options". That is, the options of the practice item correspond to an example of "plural options".

「受理從複數個選項中進行的選擇」係指受理用以從複數個選項之中選擇一個的選擇操作。而且,「受理從複數個選項中進行的選擇」係亦可為受理顯示選擇了複述個選項當中之一個選項的選擇資料。既可僅容許從複述個選項當中選擇一個,又可容許從複數個選項當中選擇複數個選項。 "Accepting a selection from a plurality of options" refers to accepting a selection operation to select one from a plurality of options. In addition, "accepting the selection from a plurality of options" can also be the selection data of one of the repeating options selected for the display of the acceptance. It is not only allowed to choose one of the options, but also allows you to choose a plurality of options from the plurality of options.

[3-2-2]「複數個位置」係指用戶位置能夠移動的位置。換 句話說,用戶位置能夠停留的位置。再者,又可說「複數個位置」係指設定於用戶位置移動用的路徑的複數個位置。「複數個位置」亦可僅含有與處理資訊相關聯的位置,又可含有與處理資訊相關聯之位置及不與處理資訊相關聯之位置的兩方。 [3-2-2] "plural position" refers to the position where the user's position can move. change In other words, the location where the user's location can stay. Furthermore, it can also be said that "plural positions" refers to a plurality of positions set on a path for user position movement. The "plural number of locations" may also contain only the locations associated with the processing information, and may also contain both the locations associated with the processing information and the locations not associated with the processing information.

例如,「複數個位置」係構成為用戶位置會在這些複數個位置當中的至少一部分的位置移動(通過)複數次。也就是,用戶位置係從複數個位置當中的初始位置朝預定方向移動,而用戶位置到達到複數個位置當中的預定位置時,用戶位置返回初始位置(或者,途中位置:位於初始位置與預定位置之間的另一個位置)。例如,複數個位置設定為圓狀,用戶位置從初始位置起繞順時鐘(繞逆時鐘)一周而返回至初始位置。而且,例如複數個位置設定為直線狀,當用戶位置從一方端位置(第一端位置)起移動,而用戶位置到達至另一方端位置(第二端位置)時,用戶位置返回至第一端位置(或者第一端位置與第二端位置之間的任一部位的位置)。另外,當用戶位置到達至第二端位置時,用戶位置亦可從第二端位置朝向第一端位置移動。 For example, the "plural positions" is configured such that the user's position will move (pass) a plurality of times at least a part of these plural positions. That is, the user position moves from the initial position among the plurality of positions toward the predetermined direction, and when the user position reaches the predetermined position among the plurality of positions, the user position returns to the initial position (or, the position on the way: between the initial position and the predetermined position Between another location). For example, a plurality of positions are set in a circular shape, and the user position returns to the initial position around the clockwise (counterclockwise) circle from the initial position. Moreover, for example, a plurality of positions are set to be linear, and when the user position moves from one end position (first end position) and the user position reaches the other end position (second end position), the user position returns to the first position End position (or any position between the first end position and the second end position). In addition, when the user position reaches the second end position, the user position may also move from the second end position toward the first end position.

而且,例如「複數個位置」係以複數個格子來表示。而且,列如「複數個位置」亦可以彼此連結的複數個節點來表示。在前述的棒球遊戲之例中,練習指令影像G400的圓盤P460內的格子P461-1至P461-12係相當於「複數個位置」的一例。 Moreover, for example, "plural positions" are represented by plural grids. Moreover, a sequence such as "plural positions" can also be represented by plural nodes connected to each other. In the aforementioned baseball game example, the grids P461-1 to P461-12 in the disc P460 of the practice instruction video G400 correspond to an example of "plural positions".

[3-2-3]「用戶位置」係指根據用戶的操作而移動的位置。換言之,「用戶位置」係指複數個位置當中之目前與用戶相關聯的位置。進一步換言之,「用戶位置」係指複數個位置當中之用戶目前停留的位置。 [3-2-3] "User position" refers to a position that moves according to the user's operation. In other words, "user location" refers to the location currently associated with the user among the plurality of locations. In other words, "user location" refers to the location where the user currently stays among the plurality of locations.

例如,根據用戶的操作,在複數個位置當中使移動體(例如,棋子、遊戲人物或者游標)移動的遊戲的情形,移動體的目前位置相當於「用戶位置」。也就是,移動體目前停留的位置相當於「用戶位置」。 For example, in the case of a game in which a mobile body (for example, a chess piece, a game character, or a cursor) is moved among a plurality of positions according to the user's operation, the current position of the mobile body corresponds to the "user position". That is, the position where the mobile body currently stays corresponds to the "user position".

而且,在根據用戶的操作,複數個位置當中被區別顯示的位置會變化的遊戲的情形,區別顯示的位置相當於「用戶位置」。另外,「區別顯示的位置」係指例如設定為與其他位置不同顏色的位置或設定為閃爍的位置等。 In addition, in the case of a game where the position displayed differently among the plurality of positions changes according to the user's operation, the position displayed differently corresponds to the "user position". In addition, the "distinct display position" refers to, for example, a position set to a color different from other positions or a position set to blink.

而且,於顯示部顯示指示複數個位置當中的任一個位置的物件(object),且根據用戶的操作,使由該物件所指示的位置變化的遊戲的情形,藉由該物件所指示的位置係相當於「用戶位置」。例如,於顯示部顯示有設定成圓狀的複數個位置(格子等)以及可繞著該圓的中心軸旋轉的指示部,且根據用戶的操作,指示部繞著中心軸旋轉,使由指示部所指示的位置變化的遊戲的情形,由指示部所指示的位置係相當於「用戶位置」。在前述的棒球遊戲之例中,圓盤P460內的游標P462係相當於上述「物件」的一例,突起部P463係相當於上述「指示部」的一例,由游標P462(突起部P463)所指示的格子P461係相當於「用戶位置」的一例。 Furthermore, an object indicating any one of the plurality of positions is displayed on the display unit, and according to the user's operation, the situation of the game in which the position indicated by the object is changed is determined by the position indicated by the object. Equivalent to "user location". For example, a plurality of positions (grids, etc.) set in a circle and an indicator that can rotate around the central axis of the circle are displayed on the display, and the indicator rotates around the central axis according to the user's operation. In the case of a game where the position indicated by the section changes, the position indicated by the indication section corresponds to the "user position". In the aforementioned baseball game example, the cursor P462 in the disk P460 corresponds to an example of the above-mentioned "object", and the protrusion P463 corresponds to an example of the above-mentioned "instruction", which is indicated by the cursor P462 (protrusion P463) The grid P461 corresponds to an example of "user position".

[3-2-4]「遊戲操作」係指與用戶位置的移動有關的操作。例如,「遊戲操作」亦可指指定用戶位置的移動目的地的操作。換言之,「遊戲操作」亦可指指定使用戶位置移動之距離的操作。而且,例如,「遊戲操作」還可指單純地指示用戶位置之移動的操作(例如,用以擲出顯示於顯示部之假想的骰子的操作或用以轉動假想的輪盤(roulette)的操作等)。此時用戶位置的移動目的地或移動距離亦可由電腦來隨機地決定。在前述的 棒球遊戲之例中,選擇練習指令影像G400的組件P411至P416中的任一個組件的操作係相當於「遊戲操作」的一例。 [3-2-4] "Game operation" refers to an operation related to the movement of the user's position. For example, "game operation" may also refer to the operation of specifying the destination of the user's location. In other words, "game operation" can also refer to an operation that specifies the distance to move the user's position. Also, for example, "game operation" may also refer to an operation that simply indicates the movement of the user's position (for example, an operation to roll an imaginary dice displayed on the display unit or an operation to rotate an imaginary roulette) Wait). At this time, the moving destination or moving distance of the user's position may also be randomly determined by the computer. In the aforementioned In the example of a baseball game, the operation of selecting any one of the components P411 to P416 of the practice instruction image G400 is equivalent to an example of "game operation".

[3-2-5]「根據所選擇的選項,決定用戶位置的移動目的地」係指例如根據所選擇的選項,決定用戶位置的移動距離,決定從目前的用戶位置起行進所決定之移動距離的位置為移動目的地。而且,亦可例如根據所選擇的選項,決定用戶位置的移動方向,並決定從目前的用戶位置起朝所決定的移動方向行進的位置為移動目的地。 [3-2-5] "Depending on the selected option, determine the destination of the user's location" refers to, for example, determining the distance traveled by the user's location based on the selected option, deciding to move from the current user's location The location of the distance is the moving destination. Furthermore, for example, the moving direction of the user position may be determined according to the selected option, and the position traveling from the current user position in the determined moving direction may be determined as the moving destination.

在前述的棒球遊戲之例中,根據與從練習指令影像G400的組件P411至P416當中選擇的組件相對應之練習項目的等級,決定用戶位置的移動目的地。具體而言,移動部120係決定從目前的用戶位置的格子P461起移動達相當於上述等級之格子數的格子P461為移動目的地。 In the aforementioned baseball game example, the destination of the user's location is determined based on the level of the practice item corresponding to the component selected from the components P411 to P416 of the practice instruction image G400. Specifically, the moving unit 120 determines that the grid P461 moving from the grid P461 at the current user position by the number of grids corresponding to the above-mentioned rank is the destination of the movement.

[3-2-6]「遊戲處理」係指在遊戲中執行的處理。例如,「遊戲處理」係包含使遊戲上的效果發生的效果發生處理。「遊戲上的效果」係指在遊戲中發生的效果。就「遊戲上的效果」而言,可因應遊戲的內容來設定各式各樣內容的效果。 [3-2-6] "Game processing" refers to processing executed in a game. For example, "game processing" includes effect generation processing that generates effects on the game. "In-game effects" refer to the effects that occur in the game. With regard to "effects in games", various effects can be set according to the content of the game.

例如,使遊戲參數變化係相當於「遊戲上的效果」的一例。「遊戲參數」係指與遊戲相關的參數。例如,根據用戶的遊戲操作而變化的參數係相當於「遊戲參數」的一例。其他,作為遊戲處理的基礎所使用的參數亦相當於「遊戲參數」的一例。例如,顯示遊戲的難易度的難易度參數亦相當於「遊戲參數」的一例。在前述的棒球遊戲之例中,主角人物的經驗點、體力參數、幹勁參數或能力參數(基本能力參數或特殊能力參數)等係相當於「遊戲參數」的一例。並且,使主角人物的經驗點增加,使主 角人物的體力參數增加(或減少),或者是使主角人物的幹勁參數增加(或減少)等係相當於「遊戲上的效果」的一例。 For example, changing the game parameters corresponds to an example of "game effects". "Game parameters" refer to parameters related to the game. For example, the parameter system that changes according to the user's game operation corresponds to an example of "game parameter". In addition, the parameters used as the basis of game processing also correspond to an example of "game parameters". For example, the difficulty parameter that shows the difficulty of the game is also equivalent to an example of "game parameter". In the aforementioned baseball game example, the protagonist's experience points, physical strength parameters, motivation parameters, or ability parameters (basic ability parameters or special ability parameters) are examples of "game parameters." Also, increase the experience points of the main character, so that the main character An increase (or decrease) in the physical parameters of the horn character, or an increase (or decrease) in the motivation parameter of the protagonist, etc. is equivalent to an example of "an effect on the game".

而且,例如給予遊戲物件(或沒收)係相當於「遊戲上的效果」的一例。「遊戲物件」係指在遊戲中為使用的對象。換言之,「遊戲物件」係指在遊戲中作為給予用戶之對象等。例如,遊戲分數、遊戲道具、遊戲人物或遊戲卡等係相當於「遊戲物件」的一例。在前述的棒球遊戲之例中,主角人物的經驗點或者獲得特殊能力用的要領等係相當於「遊戲物件」的一例。並且,對主角人物(用戶)給予經驗點或要領等係相當於「遊戲上的效果」的一例。 Moreover, for example, giving a game object (or confiscation) corresponds to an example of "effect on game". "Game object" means an object used in a game. In other words, "game object" refers to an object given to the user in the game. For example, game scores, game items, game characters, or game cards are equivalent to an example of "game objects". In the aforementioned baseball game example, the experience points of the protagonist characters or the essentials for obtaining special abilities are equivalent to an example of "game objects". Furthermore, giving the protagonist character (user) experience points or essentials is equivalent to an example of "effect on the game".

而且,例如,將遊戲的狀態設為特定的狀態,或使用戶位置變化等係相當於「遊戲上的效果」的一例。「將遊戲的狀態設為特定的狀態」係指例如將遊戲的狀態設為對用戶有利的狀態,或將遊戲的狀態設為對用戶不利的狀態等。此外,「使用戶位置變化」係指用戶位置從目前的位置強制性地變更到另一個位置。 Moreover, for example, setting the state of the game to a specific state, or changing the user's position corresponds to an example of "effect on the game". "Setting the state of the game to a specific state" means, for example, setting the state of the game to a state favorable to the user, or setting the state of the game to a state unfavorable to the user, etc. In addition, "changing the user's location" means that the user's location is forcibly changed from the current location to another location.

「遊戲處理」既可為對用戶有利的遊戲處理,又可為對用戶不利的遊戲處理。 "Game processing" can be either a game processing that is good for users or a game processing that is bad for users.

「對用戶有利的遊戲處理」係指藉由遊戲處理的執行,而在以達成遊戲中之目標為目的上,成為對用戶有利的遊戲處理。 "Game processing beneficial to the user" refers to the execution of the game processing, and in order to achieve the goal in the game, the game processing becomes beneficial to the user.

遊戲中,配合遊戲的內容,例如設定有提高(或降低)遊戲參數,得到預定的遊戲道具,獲得高得分,或者消滅敵人等的「目標」。在用戶培育遊戲人物的遊戲,或用戶強化遊戲卡或遊戲道具的遊戲的情形,提升顯示遊戲人物、遊戲卡或遊戲道具的性能的遊戲參數(性能參數)係相 當於「目標」。此外,以提升用戶與遊戲人物的親密度為目的之遊戲的情形,提升顯示與遊戲人物之親密度的遊戲參數(親密度參數)係相當於「目標」。在前述的棒球遊戲(培育部分)的例中,提升主角人物的能力參數(基本能力參數及特殊能力參數)係相當於「目標」。 In the game, according to the content of the game, for example, a "goal" is set to increase (or decrease) game parameters, obtain a predetermined game item, obtain a high score, or eliminate an enemy. In the case of a game in which a user cultivates a game character, or a game in which a user enhances a game card or game item, the game parameters (performance parameters) that display the performance of the game character, game card, or game item are related Should be "target". In addition, in the case of a game for the purpose of improving the intimacy of the user and the game character, the game parameter (intimacy parameter) for increasing the display intimacy with the game character is equivalent to the "goal". In the example of the aforementioned baseball game (breeding part), the enhancement of the protagonist's ability parameters (basic ability parameters and special ability parameters) is equivalent to "target".

例如,使對用戶有利之效果發生的效果發生處理係相當於「對用戶有利的遊戲處理」的一例。「對用戶有利的效果」係指成為在達成遊戲中之目標為目的上對用戶有利的效果。也就是,使目標達成變容易的效果。 For example, the effect generation processing that generates effects that are beneficial to the user is equivalent to an example of "game processing that is beneficial to the user." "Effects that are beneficial to the user" refer to effects that are beneficial to the user for the purpose of achieving the goal in the game. That is, to make the goal easier to achieve.

遊戲參數的提高相當於「目標」的情形,提高遊戲參數,給予提高遊戲參數用的遊戲物件及設成遊戲參數為容易上升(或難以下降)狀態(例如,遊戲參數的上昇率設得比通常還高,放寬用以提高遊戲參數所要滿足的條件,或者提升有助於提高遊戲參數之遊戲事件的發生機率等)係相當於「對用戶有利的效果」的一例。在前述的棒球遊戲之例中,使主角人物的經驗點增加,使主角人的體力參數增加,使主角人物的幹勁參數增加,或者給予主角人物獲得特殊能力用的要領等係相當於「對用戶有利的效果」的一例。 The increase in game parameters is equivalent to the "target" situation. Increase the game parameters, give the game objects to increase the game parameters, and set the game parameters to a state that is easy to rise (or difficult to fall) (for example, the rate of increase of the game parameters is set to be higher than usual It is also high. Relaxing the conditions for improving the game parameters, or increasing the probability of game events that help to increase the game parameters, etc.) is an example of "a beneficial effect for the user." In the aforementioned baseball game example, increasing the protagonist’s experience points, increasing the protagonist’s physical parameters, increasing the protagonist’s motivation parameters, or giving the protagonist the ability to gain special abilities are equivalent to “for users An example of beneficial effects".

其他,將遊戲的難易度下降等亦相當於「對用戶有利的效果」的一例。 In addition, reducing the difficulty of the game is equivalent to an example of "advantageous effects for users."

另一面,「對用戶不利的遊戲處理」係指藉由遊戲處理的執行,而在以達成遊戲之目標為目的上,成為對用戶不利的遊戲處理。 On the other hand, "game processing unfavorable to the user" refers to the execution of the game processing, and in order to achieve the goal of the game, it becomes a game processing unfavorable to the user.

例如,使對用戶不利的效果發生的效果發生處理係相當於「對用戶不利的遊戲處理」的一例。「對用戶不利的效果」係指在以達成 遊戲之目標為目的上,成為對用戶不利的效果。也就是,使目標達成變難的效果。 For example, an effect generation process that causes an effect that is unfavorable to the user is equivalent to an example of "game process unfavorable to the user." "Unfavorable effects for users" means The goal of the game is to make it unfavorable to users. That is, making the goal difficult to achieve.

在提高遊戲參數相當於「目標」的情形,遊戲參數的降低及設成遊戲參數為難以上升(或容易下降)狀態(例如,遊戲參數的上昇率設得比通常還低,使用以提高遊戲參數所要滿足的條件變得嚴峻,或者提升妨礙遊戲參數之上昇之遊戲事件的發生機率等)係相當於「對用戶不利的效果」的一例。在前述的棒球遊戲之例中,使主角人物的體力參數減少,或使主角人物的幹勁參數減少等係相當於「對用戶不利的效果」的一例。 In the case where increasing the game parameters is equivalent to the "goal", the game parameters are reduced and the game parameters are set to a state that is difficult to increase (or easy to decrease) (for example, the rate of increase of the game parameters is set to be lower than usual, use to increase the game parameters The conditions to be met become severe, or the occurrence probability of game events that hinder the rise of game parameters, etc.) is equivalent to an example of "unfavorable effects to users". In the aforementioned example of a baseball game, reducing the physical parameters of the protagonist or reducing the motivation parameters of the protagonist is equivalent to an example of "unfavorable effects to the user".

其他,遊戲的難易度的提高等亦相當於「對用戶不利的效果」的一例。 In addition, the increase in the difficulty of the game is equivalent to an example of "unfavorable effects for users."

[3-2-7]「處理資訊」係指為了執行遊戲處理所使用的資訊。例如,「處理資訊」係指顯示應執行之遊戲處理之內容的資訊。「處理資訊」亦可指顯示遊戲處理之執行的有無的資訊。也就是,亦可存在與顯示不執行遊戲處理之處理資訊相關聯的選項或位置。「處理資訊」亦可為顯示執行遊戲處理之機率的資訊。也就是,亦可根據該機率,來決定是否執行遊戲處理。執行遊戲處理的機率亦可依每個選項或位置不同。 [3-2-7] "Processing information" refers to the information used to perform game processing. For example, "processing information" refers to information that shows the content of game processing that should be performed. "Processing information" may also refer to information showing the presence or absence of game processing. That is, there may also be options or locations associated with displaying processing information that does not perform game processing. "Processing Information" can also be information showing the probability of performing game processing. That is, it is also possible to decide whether to execute game processing based on the probability. The probability of executing game processing can also vary according to each option or location.

遊戲處理包含效果發生處理的情形,「處理資訊」係含有關於遊戲上之效果的效果資訊。「效果資訊」係用以發生效果所使用的資訊。 Game processing includes situations where effects occur, and "processing information" contains effect information about effects on the game. "Effect Information" is the information used to generate the effect.

例如,「效果資訊」係顯示應發生之效果的內容的資訊。「顯示應發生之效果的內容的資訊」係指例如顯示應發生之效果的類型及程度的資訊。另外,「顯示應發生之效果的內容的資訊」亦可指顯示應發生之效果的類型及程度的其中一方的資訊。 For example, "effect information" is information that shows the content of the effect that should occur. "Information showing the content of effects that should occur" refers to, for example, information showing the type and degree of effects that should occur. In addition, "information showing the content of the effect that should occur" may also refer to information showing one of the type and degree of the effect that should occur.

此外,例如,「效果資訊」亦可為顯示效果之發生的有無的資訊。也就是,亦可存在與顯示不使效果發生之效果資訊相關聯的位置。此外,「效果資訊」亦可為顯示效果之發生機率的資訊。也就是,亦可根據該機率,決定是否使效果發生。效果的發生機率亦可依每個選項或位置不同。 In addition, for example, "effect information" may also be information showing the presence or absence of effects. That is, there may also be a position associated with displaying effect information that does not cause the effect to occur. In addition, "effect information" can also be information that shows the probability of the effect occurring. That is, it is also possible to decide whether to make an effect occur based on the probability. The probability of the effect occurring can also vary according to each option or location.

「第一種處理資訊」係指與選項相關聯的處理資訊。另一面,「第二種處理資訊」係指與位置相關聯的處理資訊。「第一種處理資訊」與「第二種處理資訊」既可均為關於相同類型之遊戲處理的處理資訊,又可為關於不同類型之遊戲處理的處理資訊。 "First Processing Information" refers to processing information associated with options. On the other hand, "second processing information" refers to processing information associated with a location. The "first processing information" and "second processing information" can be both processing information about the same type of game processing or processing information about different types of game processing.

例如,「第一種處理資訊」與「第二種處理資訊」既均可作為關於提高遊戲參數的處理的處理資訊,「第一種處理資訊」與「第二種處理資訊」又可為一方作為關於提高遊戲參數的處理的處理資訊,而另一方作為關於給予遊戲道具之處理的處理資訊。 For example, "First Processing Information" and "Second Processing Information" can both be used as processing information for processing to improve game parameters, and "First Processing Information" and "Second Processing Information" can also be a party As the processing information about the process of raising game parameters, and the other party as the processing information about the process of giving game items.

另外,即使「第一種處理資訊」與「第二種處理資訊」為關於相同類型之遊戲處理的處理資訊的情形,遊戲處理的內容仍會在「第一種處理資訊」與「第二種處理資訊」呈現不同。例如,即使「第一種處理資訊」與「第二種處理資訊」屬於均為關於提高遊戲參數的處理的處理資訊的情形,作為對象的遊戲參數或上昇的程度等仍會在「第一種處理資訊」與「第二種處理資訊」呈現不同。例如,「第一種處理資訊」係關於提高第一遊戲參數的處理的處理資訊,「第二種處理資訊」係關於提高第二遊戲參數的處理的處理資訊。或者,例如「第一種處理資訊」係關於將遊戲參數提高第一量之處理的處理資訊,「第二種處理資訊」係關於將遊戲參 數提高第二量之處理的處理資訊。 In addition, even if the "first processing information" and "second processing information" are processing information about the same type of game processing, the content of the game processing will still be in the "first processing information" and "second type "Processing information" is presented differently. For example, even if the "first type processing information" and "second type processing information" belong to the processing information about the processing of increasing game parameters, the target game parameters or the degree of increase will remain in the "first type "Processing information" is different from "second processing information". For example, "first-type processing information" is processing information about processing to increase the first game parameter, and "second-type processing information" is processing information about processing to increase the second game parameter. Or, for example, "the first processing information" is processing information about processing to increase the game parameters by the first amount, and the "second processing information" is processing information about the game The processing information for the processing that increases the number by the second amount.

在前述的棒球遊戲中,與對應於練習指令影像G400之各個組件P411至P416的練習項目相關聯的效果資訊(参照第17圖)係相當於「第一種處理資訊」。而且,與練習指令影像G400中之圓盤P460的各格子P461相關聯的效果資訊(参照第18、19圖)係相當於「第二種處理資訊」的一例。 In the aforementioned baseball game, the effect information (refer to FIG. 17) associated with the practice items corresponding to the respective components P411 to P416 of the practice instruction image G400 is equivalent to "first-type processing information". Moreover, the effect information (refer to FIGS. 18 and 19) associated with each grid P461 of the disk P460 in the exercise instruction image G400 is an example of "second processing information".

[3-2-8]在前述的棒球遊戲的例中,受理部110係受理練習指令影像G400的組件P411至P416中的選擇。此外,移動部120係在練習指令影像G400中之圓盤P460的格子P461-1至P461-12之間,根據遊戲操作來移動用戶位置。例如,移動部120係根據與從組件P411至P416當中所選擇之組件相對應的練習項目的等級,來使用戶位置移動。具體而言,移動部120係決定從屬於目前的用戶位置的格子P461起移動達相當於上述等級之格子數量的格子P461作為移動目的地,使用戶位置從目前位置移動至該移動目的地。 [3-2-8] In the example of the aforementioned baseball game, the accepting unit 110 accepts the selection of the components P411 to P416 of the practice instruction video G400. In addition, the moving unit 120 moves the user's position according to the game operation between the grids P461-1 to P461-12 of the disk P460 in the exercise instruction video G400. For example, the moving part 120 moves the position of the user according to the level of the exercise item corresponding to the component selected from the components P411 to P416. Specifically, the moving unit 120 determines that the grid P461 moving from the grid P461 belonging to the current user position by the number of grids corresponding to the above-mentioned rank is the moving destination, and moves the user position from the current position to the moving destination.

[3-3.執行部]執行部140係因應用戶位置往複數個位置當中的第一位置的移動,根據與第一位置相關聯的處理資訊(第二種處理資訊),來執行遊戲處理。另外,執行部140亦可根據與從複數個選項當中所選擇的選項相關聯的第一種處理資訊以及與第一位置相關聯的第二種處理資訊,來執行遊戲處理。 [3-3. Execution section] The execution section 140 executes game processing based on the processing information (second processing information) associated with the first position in response to the movement of the first position among the reciprocating positions of the user. In addition, the execution unit 140 may also execute game processing based on the first type of processing information associated with the option selected from the plurality of options and the second type of processing information associated with the first position.

[3-3-1]「第一位置」係指複數個位置當中的一個位置,且與處理資訊相關聯的位置。「第一位置」係指能夠從目前的用戶位置移動的位置。例如,於移動路徑上設定有複數個位置,且在移動路徑僅可朝預 定方向移動的情形,「第一位置」為離目前的用戶位置位於預定方向的位置。而且,「往第一位置之用戶位置的移動」係指用戶位置成為停留在第一位置的狀態。 [3-3-1] "First position" refers to a position among a plurality of positions and is associated with processing information. "First position" refers to a position that can be moved from the current user's position. For example, a plurality of positions are set on the moving path, and only In the case of moving in a certain direction, the "first position" is a position in a predetermined direction away from the current user position. Moreover, "movement to the user position of the first position" refers to a state where the user position stays at the first position.

[3-3-2]「因應用戶位置往第一位置的移動,來執行遊戲處理」係指將用戶位置往第一位置之移動作為觸發,來執行遊戲處理。 [3-3-2] "The game process is executed in response to the movement of the user's position to the first position" refers to the execution of the game process using the movement of the user's position to the first position as a trigger.

例如,當用戶位置往第一位置移動時,執行部140執行戲處理。執行部140既可在用戶位置往第一位置移動後,立刻執行遊戲處理,又可在用戶位置往第一位置移動後,等待預定的執行條件滿足,再執行遊戲處理。 For example, when the user's position moves to the first position, the execution unit 140 executes the drama process. The execution unit 140 can execute the game process immediately after the user position moves to the first position, or wait for the predetermined execution condition to be satisfied after the user position moves to the first position, and then execute the game process.

而且,例如,執行部140亦可在確定用戶位置往第一位置移動時(決定第一位置作為用戶位置的移動目的地的情形),執行遊戲處理。也就是,執行部140亦可在確定用戶位置移動至第一位置後,在用戶位置實際開始往第一位置移動之前,執行遊戲處理。或者是,執行部140亦可確定用戶位置往第一位置移動之後,在用戶位置朝向第一位置移動的過程中,執行遊戲處理。 Moreover, for example, the execution unit 140 may execute the game process when it is determined that the user's position moves to the first position (when the first position is determined as the movement destination of the user's position). That is, the execution unit 140 may execute the game process after determining that the user's position has moved to the first position, and before the user's position actually starts moving to the first position. Alternatively, the execution unit 140 may also determine that after the user's position moves toward the first position, the game process is executed while the user's position moves toward the first position.

[3-3-3]「根據與第一位置相關聯的處理資訊,執行遊戲處理」係指執行根據與第一位置相關聯的處理資訊的遊戲處理。例如,「根據與第一位置相關聯的處理資訊,執行遊戲處理」係指執行與第一位置相關聯之處理資訊所示之內容的遊戲處理。 [3-3-3] "Perform game processing based on processing information associated with the first location" refers to executing game processing based on processing information associated with the first location. For example, "execution of game processing based on processing information associated with the first location" refers to execution of game processing of the content indicated by the processing information associated with the first location.

另外,當與第一位置相關聯的處理資訊顯示遊戲處理之執行的有無或執行機率時,「根據與第一位置相關聯的處理資訊,執行遊戲處理」亦可指根據與第一位置相關聯的處理資訊,決定遊戲處理是否執行, 當決定遊戲處理的執行時,執行遊戲處理。 In addition, when the processing information associated with the first location shows the presence or probability of execution of the game processing, "based on the processing information associated with the first location, executing the game processing" may also refer to the association with the first location The processing information determines whether the game processing is executed, When the execution of the game process is decided, the game process is executed.

例如,與第一位置相關聯的處理資訊包含效果資訊時,執行部140係根據與第一位置相關聯的效果資訊,執行遊戲處理。「根據與第一位置相關聯的處理資訊,執行遊戲處理」係指根據與第一位置相關聯的效果資訊,執行效果發生處理。 For example, when the processing information associated with the first location includes effect information, the execution unit 140 executes game processing based on the effect information associated with the first location. "Perform game processing based on processing information associated with the first location" refers to performing effect generation processing based on the effect information associated with the first location.

「根據與第一位置相關聯的效果資訊,執行效果發生處理」係指在遊戲中發生根據與第一位置相關聯的效果資訊的效果。例如,「根據與第一位置相關聯的效果資訊,執行效果發生處理」係指發生與第一位置相關聯之效果資訊所示的效果。也就是「根據與第一位置相關聯的效果資訊,執行效果發生處理」係指使與第一位置相關聯的效果資訊所示的類型或程度的效果發生,或是使與第一位置相關聯的效果資訊所示的類型及程度的效果發生。 "Perform the effect generation processing based on the effect information associated with the first position" means that the effect according to the effect information associated with the first position occurs in the game. For example, "perform the effect generation processing based on the effect information associated with the first position" means that the effect indicated by the effect information associated with the first position occurs. That is, "perform the effect generation processing based on the effect information associated with the first position" means that the effect of the type or degree shown in the effect information associated with the first position occurs, or the effect associated with the first position Effects of the type and degree shown in the effect information occur.

另外,與第一位置相關聯的效果資訊顯示效果的發生的有無或發生機率時,「根據與第一位置相關聯的效果資訊,執行效果發生處理」亦可指根據與第一位置相關聯的效果資訊,來決定效果發生處理是否執行,當決定執行效果發生處理時,執行效果發生處理。 In addition, when the effect information associated with the first location shows the presence or probability of the occurrence of the effect, "perform the effect generation processing based on the effect information associated with the first location" may also refer to the The effect information determines whether the effect generation process is executed, and when the effect generation process is determined to be executed, the effect generation process is executed.

[3-3-4]「根據與所選擇的選項相關聯的第一種處理資訊,及與第一位置相關聯的第二種處理資訊,來執行遊戲處理」係指例如根據與所選擇的選項相關聯的第一種處理資訊來執行遊戲處理(第一遊戲處理),且根據與第一位置相關聯的第二種處理資訊來執行遊戲處理(第二遊戲處理)。 [3-3-4] "Perform game processing based on the first processing information associated with the selected option and the second processing information associated with the first position" means, for example, based on the selected The first type of processing information associated with the option performs game processing (first game processing), and the game processing (second game processing) is performed based on the second type of processing information associated with the first position.

此時,第一遊戲處理與第二遊戲處理既可並行執行,且可在 一方執行後,再執行另一方。 At this time, the first game processing and the second game processing can be executed in parallel, and can be After one party executes, the other party executes.

而且,此時,第一遊戲處理亦可在決定用戶位置的移動目的地之前的時間點執行。也就是,亦可執行第一遊戲處理,之後,決定用戶位置的移動目的地,並因應用戶位置往移動目的地(第一位置)的移動,來執行第二遊戲處理。 Furthermore, at this time, the first game process may be executed at a time before the destination of the user's location is determined. That is, the first game process may be executed, and then, the destination of the user's position is determined, and the second game process is executed in response to the movement of the user's position to the destination (first position).

而且,此時,第一遊戲處理的結果與第二遊戲處理的結果既可區別顯示於顯示部,且可彙集成一個來顯示。例如,第一遊戲處理的結果為「遊戲分數X上昇10分」,第二遊戲處理的結果為「遊戲分數X上昇20分」時,亦可於顯示部顯示遊戲分數X上昇10分後,再於顯示部15顯示遊戲分數X上昇20分。另外,顯示順序亦可相反。此外,亦可於不同的顯示區域同時顯示遊戲分數X上昇10分及遊戲分數X上昇20分。或者是,亦可將第一遊戲處理的結果與第二遊戲處理的結果彙集成一個,而於顯示部15顯示遊戲分數X上昇30分。 In addition, at this time, the result of the first game process and the result of the second game process may be displayed on the display unit differently, and may be aggregated and displayed. For example, when the result of the first game processing is "game score X rises by 10 points" and the result of the second game processing is "game score X rises by 20 points", it may be displayed on the display unit after the game score X rises by 10 points. The display unit 15 displays that the game score X has risen by 20 points. In addition, the display order can also be reversed. In addition, it is also possible to simultaneously display that the game score X rises by 10 points and the game score X rises by 20 points in different display areas. Alternatively, the result of the first game process and the result of the second game process may be merged into one, and the game point X may be displayed on the display unit 15 to increase by 30 points.

[3-3-5]在前述的棒球遊戲之例中,例如在第5至8圖所示的狀態選擇練習指令影像G400的組件P413,當用戶位置移動至格子P461-4(第一位置的一例)時,執行部140執行與格子P461-4相關聯的效果資訊之效果的發生處理。例如,若為第7圖所示的狀態,執行部140執行使技術分數增加5分的處理(第二遊戲處理的一例)(参照第10圖)。再者,執行部140係執行對應於與組件P413相關聯之練習項目的效果的發生處理。例如,執行部140係執行使肌力分數增加4分,使敏捷分數增加12分,使體力參數降低25分的處理(第一遊戲處理的一例)(参照第10圖)。 [3-3-5] In the example of the aforementioned baseball game, for example, selecting the component P413 of the practice instruction image G400 in the state shown in FIGS. 5 to 8, when the user position moves to the grid P461-4 (the first position of In one example), the execution unit 140 executes the effect generation processing of the effect information associated with the grid P461-4. For example, in the state shown in FIG. 7, the execution unit 140 executes a process of increasing the technical score by 5 points (an example of the second game process) (see FIG. 10 ). Furthermore, the execution unit 140 executes the generation processing corresponding to the effect of the exercise item associated with the component P413. For example, the execution unit 140 executes processing (an example of the first game processing) to increase the muscle strength score by 4 points, increase the agility score by 12 points, and reduce the physical strength parameter by 25 points (see FIG. 10 ).

[3-4.第一變更部] [3-4. First Change Department]

第一變更部150係因應根據與位置(例如第一位置等)相關聯的處理資訊的遊戲處理的執行,來變更與該位置相關聯的處理資訊(第二種處理資訊)。 The first changing unit 150 changes the processing information (the second type of processing information) associated with the position according to the execution of the game processing of the processing information associated with the position (for example, the first position, etc.).

「變更與位置相關聯的處理資訊」係指重新決定與位置相關聯的處理資訊,將該處理資訊與該位置相關聯,藉此將與該位置相關聯的處理資訊變更成該重新決定的處理資訊。 "Changing the processing information associated with a location" means re-determining the processing information associated with a location, associating the processing information with the location, thereby changing the processing information associated with the location to the re-determined processing News.

「因應根據與位置相關聯之處理資訊的遊戲處理的執行,來變更與該位置相關聯的處理資訊」係指以根據與位置相關聯之處理資訊的遊戲處理的執行為觸發,來變更與該位置相關聯的處理資訊。 "Change the processing information associated with the location in response to the execution of the game processing associated with the processing information of the location" refers to the change of the processing information associated with the location triggered by the execution of the game processing based on the processing information associated with the location Processing information associated with the location.

例如,當第一變更部150根據與位置相關聯的處理資訊來執行遊戲處理時,執行與該位置相關聯之處理資訊的變更。第一變更部150既可在根據與位置相關聯的處理資訊來執行遊戲處理之後,立即執行變更,又可在根據與第一位置相關聯的處理資訊來執行遊戲處理之後,等待預定的變更條件滿足,而執行變更。 For example, when the first changing unit 150 executes game processing based on the processing information associated with the location, it executes the change of the processing information associated with the location. The first change unit 150 can execute the change immediately after executing the game process based on the processing information associated with the location, or wait for the predetermined change condition after executing the game process based on the processing information associated with the first location Satisfy and execute the change.

在前述的棒球遊戲之例中,例如,當發生根據與格子P461-4(第一位置的一例)相關聯的效果資訊的效果時,第一變更部150重置與格子P461-4相關聯的效果資訊。例如,第一變更部150就要與格子P461-4相關聯之新的效果類型,根據機率資訊從複數個效果類型(第17圖)中選出任一個,使選出的效果類型與格子P461-4相關聯。而且,此時,第一變更部150係將與格子P461-4相關聯的效果等級初始化為「1」。 In the aforementioned example of the baseball game, for example, when an effect according to the effect information associated with the grid P461-4 (an example of the first position) occurs, the first changing unit 150 resets the one associated with the grid P461-4 Performance information. For example, the first changing unit 150 is to select a new effect type associated with the grid P461-4, and select any one of the plurality of effect types (Figure 17) based on the probability information, so that the selected effect type is related to the grid P461-4. Associated. At this time, the first changing unit 150 initializes the effect level associated with the grid P461-4 to "1".

在第12圖所示的例中,選出「增加敏捷分數」作為要與格子P461-4相關聯之新的效果類型,且以「增加敏捷分數」及「等級1」作 為新的效果資訊來與格子P461-4相關聯。結果,與格子P461相關聯的效果資訊係從「增加技術分數」及「等級1」變更成「增加敏捷分數」及「等級1」(参照第7、12圖)。 In the example shown in Figure 12, select "Increase Agility Score" as the new effect type to be associated with P461-4, and use "Increase Agility Score" and "Level 1" Associated with P461-4 for new effect information. As a result, the effect information associated with the grid P461 was changed from "increased technical score" and "level 1" to "increased agility score" and "level 1" (see Figures 7 and 12).

[3-5.第二變更部] [3-5. Second Change Department]

第二變更部160係變更與第二位置相關聯的處理資訊(第二種處理資訊),該第二位置係位於從往第一位置移動前的用戶位置到第一位置的經過路徑上。 The second changing unit 160 changes the processing information (second type of processing information) associated with the second position, which is located on the passing path from the user position before moving to the first position to the first position.

[3-5-1]「位於從移動前的用戶位置到第一位置的經過路徑上的第二位置」係指位於移動前的用戶位置與第一位置之間的位置,並位於移動前的用戶位置及第一位置以外的位置。換言之,「第二位置」係指用戶位置從移動前的用戶位置移動到第一位置之間會通過的位置。 [3-5-1] "The second position on the passing path from the user position before the move to the first position" refers to the position between the user position before the move and the first position, and is located before the move Location other than the user's location and the first location. In other words, the "second position" refers to the position where the user's position will pass from the position before the movement to the first position.

另外,在移動前的用戶位置與第一位置之間存在複數個位置時,既可使這些複數個位置全部相當於「第二位置」,又可僅使這些複數個位置當中的一部分相當於「第二位置」。也就是,當在移動前的用戶位置與第一位置之間存在有複數個位置時,既可針對這些複數個位置全部進行處理資訊的變更,又可僅針對這些複數個位置的一部份的位置進行處理資訊的變更。 In addition, when there are a plurality of positions between the user position before the movement and the first position, both the plurality of positions may be equivalent to the "second position", or only a part of the plurality of positions may be equivalent to the " Second position". That is, when there are a plurality of positions between the user position before the movement and the first position, the processing information can be changed for all of the plurality of positions, or only for a part of the plurality of positions Change the processing information.

[3-5-2]「變更與第二位置相關聯的處理資訊」係指因應用戶位置往第一位置的移動,來變更與第二位置相關聯的處理資訊。換言之,「因應用戶位置往第一位置的移動,來變更與第二位置相關聯的處理資訊」係指以用戶位置往第一位置的移動為觸發,來變更與第二位置相關聯的處理資訊。 [3-5-2] "Changing the processing information associated with the second location" refers to changing the processing information associated with the second location in response to the movement of the user's location to the first location. In other words, "change the processing information associated with the second location in response to the movement of the user's location to the first location" refers to changing the processing information associated with the second location with the user's location moving to the first location as a trigger .

例如,當用戶位置往第一位置移動時,第二變更部160係執行與第二位置相關聯的處理資訊的變更。第二變更部160既可在用戶位置往第一位置移動之後立刻執行變更,又可在用戶位置往第一位置移動之後,等待預定的執行條件滿足,來執行變更。 For example, when the user's position moves to the first position, the second changing unit 160 changes the processing information associated with the second position. The second changing unit 160 may perform the change immediately after the user position moves to the first position, or may wait for a predetermined execution condition to be satisfied after the user position moves to the first position to execute the change.

而且,例如,第二變更部160亦可在用戶位置往第一位置移動後,確定用戶位置往第一位置移動時,執行與第二位置相關聯的處理資訊的變更。也就是,第二變更部160亦可在確定用戶位置往第一位置移動之後,且用戶位置實際開始往第一位置移動之前,執行變更。或者是,第二變更部160亦可在確定用戶位置往第一位置移動之後,用戶位置朝向第一位置移動的過程中,執行變更。例如,第二變更部160亦可在用戶位置快要通過第二位置之前、剛通過之後或者通過的過程中,執行變更。 Furthermore, for example, the second changing unit 160 may execute the change of the processing information associated with the second position when it is determined that the user position moves to the first position after the user position moves to the first position. That is, the second changing unit 160 may perform the change after determining that the user position moves to the first position and before the user position actually starts moving to the first position. Alternatively, the second changing unit 160 may perform the change while the user's position is moving toward the first position after determining that the user's position is moving to the first position. For example, the second changing unit 160 may perform the change immediately before, immediately after, or during the passing of the user's position.

另外,由第二變更部160所進行的變更(與第二位置相關聯之處理資訊的變更),以及由執行部140所進行的遊戲處理的執行(執行根據與第一位置相關聯之處理資訊的遊戲處理),既可在相同時序執行,又可在不同時序執行。 In addition, the changes made by the second changing unit 160 (changes in the processing information associated with the second position) and the execution of the game processing performed by the execution unit 140 (the execution is based on the processing information associated with the first location) Game processing), it can be executed at the same timing or at different timings.

[3-5-3]「變更與第二位置相關聯的處理資訊」,係指例如將與第二位置相關聯的處理資訊變更成顯示與目前相關聯之處理資訊所示的遊戲處理不同之遊戲處理之處理資訊。 [3-5-3] "Changing the processing information associated with the second location" means, for example, changing the processing information associated with the second location to display the game processing that is different from the currently associated processing information. Processing information for game processing.

「變更與第二位置相關聯的處理資訊」亦可指自第二位置未與處理資訊相關聯的狀態,變更成第二位置有與處理資訊相關聯的狀態。此外,「變更與第二位置相關聯的處理資訊」亦可指自第二位置有與處理資訊相關聯的狀態,變更成第二位置未與處理資訊相關聯的狀態。 "Changing the processing information associated with the second location" may also refer to a state where the second location is not associated with processing information and changed to a state where the second location is associated with processing information. In addition, "changing the processing information associated with the second location" may also refer to the state associated with the processing information from the second location, changing to the state where the second location is not associated with the processing information.

而且,當與第二位置相關聯的處理資訊係顯示遊戲處理之執行的有無或執行機率的情形,「變更與第二位置相關聯的處理資訊」亦可指改變遊戲處理之執行的有無或者執行機率。 Moreover, when the processing information associated with the second location indicates the presence or probability of execution of game processing, "changing the processing information associated with the second location" may also refer to changing the presence or execution of game processing Probability.

與第二位置相關聯的處理資訊含有效果資訊的情形,「變更與第二位置相關聯的處理資訊」亦可指變更與第二位置相關聯的效果資訊。「變更與第二位置相關聯的效果資訊」係指將與第二位置相關聯的效果資訊變更成顯示與目前相關聯之效果資訊所示的效果不同之效果之效果資訊。 In the case where the processing information associated with the second location contains effect information, "changing the processing information associated with the second location" may also refer to changing the effect information associated with the second location. "Changing the effect information associated with the second location" refers to changing the effect information associated with the second location to display effect information that is different from the effect shown in the currently associated effect information.

例如,「變更與第二位置相關聯的效果資訊」係指以效果增大的方式變更與第二位置相關聯的效果資訊。另外,「以效果增大的方式變更與第二位置相關聯的效果資訊」,係指例如將與第二位置相關聯的效果資訊變更成顯示與第二位置目前相關聯之效果資訊所示類型相同類型的效果,並且比第二位置目前相關聯之效果資訊所示之程度還大之程度的效果之效果資訊。 For example, "changing the effect information associated with the second location" refers to changing the effect information associated with the second location in such a way that the effect increases. In addition, "change the effect information associated with the second location in such a way that the effect increases" refers to, for example, changing the effect information associated with the second location to display the type of effect information currently associated with the second location The effect information of the same type of effect, and an effect of a greater degree than that shown in the currently associated effect information of the second location.

而且,「變更與第二位置相關聯的效果資訊」亦可指以效果減少的方式變更與第二位置相關聯的效果資訊。另外,「以效果減少的方式變更與第二位置相關聯的效果資訊」,係指例如將與第二位置相關聯的效果資訊變更成顯示與第二位置目前相關聯之效果資訊所示類型相同類型的效果,並且比與第二位置目前相關聯之效果資訊所示之程度還小之程度的效果之效果資訊。 Moreover, "changing the effect information associated with the second location" may also refer to changing the effect information associated with the second location in a manner that reduces the effect. In addition, "change the effect information associated with the second location in such a way that the effect is reduced" refers to, for example, changing the effect information associated with the second location to display the same type of effect information currently associated with the second location. The effect information of the type, and the effect of the effect is smaller than the degree shown by the effect information currently associated with the second position.

另外,「變更與第二位置相關聯的效果資訊」亦可指自第二位置未與效果資訊相關聯的狀態,變更成第二位置有與效果資訊相關聯的 狀態。此外,「變更與第二位置相關聯的果資訊」亦可指自第二位置有與效果資訊相關聯的狀態,變更成第二位置未與效果資訊相關聯的狀態。 In addition, "changing the effect information associated with the second location" can also refer to the state where the second location is not associated with the effect information, and the change to the second location is associated with the effect information status. In addition, "changing the fruit information associated with the second location" may also refer to the state associated with the effect information from the second location, and changed to the state where the second location is not associated with the effect information.

例如,第二變更部160係將與第二位置相關聯的處理資訊變更成比第二位置目前相關聯的處理資訊更對用戶有利之遊戲處理相關的處理資訊。也就是,第二變更部160係將與第二位置相關聯的處理資訊變更成比目前相關聯之處理資訊所示的遊戲處理更對用戶有利之遊戲處理的處理資訊。 For example, the second changing unit 160 changes the processing information associated with the second location to processing information related to game processing that is more beneficial to the user than the processing information currently associated with the second location. That is, the second changing unit 160 changes the processing information associated with the second location to processing information that is more beneficial to the user than the game processing indicated by the currently associated processing information.

與第二位置相關聯的處理資訊含有效果資訊的情形,第二變更部160係將與第二位置相關聯的效果資訊變更成比目前相關聯之效果資訊更對用戶有利之效果的效果資訊。例如,當關於對用戶有利之效果的效果資訊與第二位置相關聯的情形,第二變更部160係以效果增大的方式變更與第二位置相關聯的效果資訊。此外,例如,當關於對用戶不利的效果的效果資訊與第二位置相關聯的情形,第二變更部160亦可以效果減少的方式變更與第二位置相關聯的效果資訊。此外,例如第二變更部160亦可將與第二位置相關聯的效果資訊變更成顯示比目前相關聯之效果資訊所示的類型更對用戶有利之類型之效果的效果資訊。 When the processing information associated with the second location contains effect information, the second changing unit 160 changes the effect information associated with the second location to effect information that is more beneficial to the user than the currently associated effect information. For example, when the effect information about the effect beneficial to the user is associated with the second location, the second changing unit 160 changes the effect information associated with the second location in such a way that the effect increases. In addition, for example, when the effect information about the effect adverse to the user is associated with the second location, the second changing unit 160 may also change the effect information associated with the second location in a manner that reduces the effect. In addition, for example, the second changing unit 160 may also change the effect information associated with the second position to display effect information of a type that is more beneficial to the user than the type shown in the currently associated effect information.

此外,例如第二變更部160亦可將與第二位置相關聯的處理資訊變更成顯示比目前相關聯之處理資訊所示的遊戲處理更對用戶不利之遊戲處理的處理資訊。 In addition, for example, the second changing unit 160 may change the processing information associated with the second location to display processing information that is more unfavorable to the user than the game processing indicated by the currently associated processing information.

當與第二位置相關聯的處理資訊含有效果資訊的情形,第二變更部160亦可將與第二位置相關聯效果資訊變更成:比賦予目前關聯之效果資訊更對用戶不利的效果的效果資訊。例如,當關於對用戶不利的效 果的效果資訊為與第二位置相關聯的情形,第二變更部160亦可以效果增大的方式變更與第二位置相關聯的效果資訊。此外,例如當關於對用戶有利之效果的效果資訊與第二位置相關聯的情形,第二變更部160亦可以效果減少的方式變更與第二位置相關聯的效果資訊。此外,例如第二變更部160亦可將與第二位置相關聯的效果資訊變更成顯示比目前相關聯之效果資訊所示的類型更對用戶不利之類型之效果的效果資訊。 When the processing information associated with the second location contains effect information, the second changing unit 160 may also change the effect information associated with the second location to an effect that is more harmful to the user than the currently associated effect information News. For example, when it comes to If the effect information is related to the second position, the second changing unit 160 may also change the effect information related to the second position in such a way that the effect is increased. In addition, for example, when the effect information about the effect beneficial to the user is associated with the second location, the second changing unit 160 may also change the effect information associated with the second location in a manner that reduces the effect. In addition, for example, the second changing unit 160 may also change the effect information associated with the second position to display effect information of a type that is more unfavorable to the user than the type shown in the currently associated effect information.

[3-5-4]第二變更部160係將與第二位置相關聯的處理資訊變更成與戶位置所通過第二位置之次數相對應的處理資訊。 [3-5-4] The second changing unit 160 changes the processing information associated with the second location to the processing information corresponding to the number of times the household location passes the second location.

例如,第二變更部160係依每次用戶位置通過位置,根據預定的變更規則,變更與該位置相關聯的處理資訊。 For example, the second changing unit 160 changes the processing information associated with the position according to a predetermined change rule every time the user passes the position.

當處理資訊含有效果資訊的情形,第二變更部160係依每次用戶位置通過位置,以效果增大的方式,變更與該位置相關聯的效果資訊。例如,第二變更部160係以依每次用戶位置通過位置就使效果的程度變大的方式(例如,效果的程度提高1階段的方式),變更與該位置相關聯的效果資訊。另外,第二變更部160亦可以依每次用戶位置通過位置舊使效果減少的方式,變更與該位置相關聯的效果資訊。 When the processing information contains effect information, the second changing unit 160 changes the effect information associated with the position in a manner that the effect increases each time the user position passes through the position. For example, the second changing unit 160 changes the effect information associated with the position in such a manner that the degree of the effect is increased every time the user passes the position (for example, the degree of the effect is increased by one stage). In addition, the second changing unit 160 may also change the effect information associated with the position every time the user position reduces the effect through the position.

此外,第二變更部160亦可計數用戶位置通過位置的通過次數,且特別指定與該通過次數相對應的處理資訊,而使該處理資訊與該位置相關聯。 In addition, the second changing unit 160 may also count the number of times that the user's position passes through the position, and specify the processing information corresponding to the number of times of passing, so as to associate the processing information with the position.

當處理資訊含有效果資訊的情形,第二變更部160亦可計數用戶位置通過位置的通過次數,特別指定與該通過次數相對應之效果的內容(程度或類型),且使顯示該內容的效果資訊與該位置相關聯。 When the processing information contains effect information, the second changing unit 160 may also count the number of passes of the user's position passing position, specify the content (degree or type) of the effect corresponding to the number of passes, and cause the effect of displaying the content The information is associated with the location.

另外,當位置的通過次數超過上限次數時,亦可自此不變更與該位置相關聯的處理資訊。 In addition, when the number of passes of a location exceeds the upper limit, the processing information associated with the location may not be changed from then on.

[3-5-5]在前述的棒球遊戲之例中,第二變更部160係在用戶位置每次通過格子P461,將與該格子P461相關聯的效果等級提高1階段。另外,由於與格子P461相關聯的效果等級之上限為「3」,所以即便用戶位置通過效果等級「3」相關聯的格子P461,第二變更部160亦不提高與該格子相關聯的效果等級。 [3-5-5] In the example of the aforementioned baseball game, the second changing unit 160 passes the grid P461 every time at the user position, and increases the effect level associated with the grid P461 by one stage. In addition, since the upper limit of the effect level associated with the grid P461 is "3", even if the user position passes through the grid P461 associated with the effect level "3", the second changing unit 160 does not increase the effect level associated with the grid .

例如,如在第5至12圖說明之例,當用戶位置從格子P461-1移動至格子P461-4(第一位置的一例)的情形,第二變更部160係將與用戶位置所通過之格子P461-2、P461-3(第二位置的一例)相關聯的效果等級提高1階段。也就是,如第12圖所示,第二變更部160係不改變與格子P461-2相關聯的效果類型(增加肌力分數),而將效果等級「1」提高1階段成「2」,且不改變與格子P461-3相關聯的效果類型(增加肌力分數),而將效果等級「1」提高1階段成「2」。 For example, as in the example illustrated in FIGS. 5 to 12, when the user position moves from the grid P461-1 to the grid P461-4 (an example of the first position), the second changing unit 160 passes the user position The effect level associated with grids P461-2 and P461-3 (an example of the second position) is increased by 1 level. That is, as shown in FIG. 12, the second changing unit 160 does not change the effect type (increasing muscle strength score) associated with the grid P461-2, but increases the effect level "1" by 1 stage to "2", Without changing the effect type associated with P461-3 (increasing muscle strength score), the effect level "1" is increased by 1 stage to "2".

另外,此時,因應於藉由第二變更部160變更與格子P461-2、P461-3(第二位置的一例)相關聯的效果資訊(處理資訊的一例)後之用戶位置往格子P461-2或P461-3的移動,執行部140係根據與格子P461-2或P461-3相關聯之由第二變更部160所進行之變更後的效果資訊,執行效果發生處理(遊戲處理的一例)。 In addition, at this time, the user position after changing the effect information (an example of processing information) associated with the grids P461-2 and P461-3 (an example of the second position) by the second changing unit 160 is shifted to the grid P461- 2 or the movement of P461-3, the execution unit 140 executes the effect generation process (an example of game processing) based on the changed effect information by the second change unit 160 associated with the grid P461-2 or P461-3 .

也就是,當藉由第二變更部160使與格子P461-2相關聯的效果等變更為「2」之後,用戶位置停留在格子P461-2的情形,執行部140係根據與對格子P461-2相關聯之「增加肌力分數」及「等級2」的效果資 訊來發生效果。而且,當藉由第二變更部160使與格子P461-3相關聯的效果等級變更為「2」之後,用戶位置停留在格子P461-3的情形,執行部140係根據與對格子P461-3相關聯之「體力參數的減少」及「等級2」的效果資訊來發生效果。 That is, when the effect and the like associated with the grid P461-2 are changed to "2" by the second changing unit 160, and the user's position stays in the grid P461-2, the execution unit 140 checks and compares the grid P461- 2 The related "Increase Muscle Score" and "Level 2" effect data The news comes to effect. Moreover, when the effect level associated with the grid P461-3 is changed to "2" by the second changing unit 160, and the user's position stays in the grid P461-3, the execution unit 140 checks and controls the grid P461-3 The effect is generated by the effect information of "Reduction of physical parameters" and "Level 2".

[3-6.判定部及執行部] [3-6. Judgment Department and Execution Department]

判定部130係在遊戲中判定預定條件是否滿足。 The determination unit 130 determines whether the predetermined condition is satisfied in the game.

執行部140在滿足預定條件的情形,因應用戶位置往第一位置的移動,並根據與第一位置相關聯的處理資訊(第二種處理資訊),以及與位於往第一位置之移動前的用戶位置至第一位置的通過路徑上的位置相關聯的處理資訊(第二種處理資訊),執行遊戲處理。 The execution unit 140 responds to the movement of the user's position to the first position when the predetermined condition is met, and according to the processing information (the second type of processing information) associated with the first position, and the position before the movement to the first position The processing information (the second type of processing information) associated with the position on the passing path from the user position to the first position performs game processing.

此外,執行部140亦可在滿足預定條件的情形中,當位於上述通過路徑上的位置與關於對用戶不利的遊戲處理的處理資訊相關聯時,限制根據該處理資訊之遊戲處理的執行。例如,執行部140亦可在滿足預定條件的情形中,當位於上述通過路徑上的位置與關於對用戶不利之遊戲處理的處理資訊相關聯時,取代該處理資訊,而根據關於對用戶有利之遊戲處理的處理資訊,來執行遊戲處理。 In addition, the execution unit 140 may also restrict execution of the game processing based on the processing information when the position on the above-mentioned passing path is associated with the processing information about the game processing unfavorable to the user when the predetermined condition is satisfied. For example, the execution unit 140 may also replace the processing information when the position on the above-mentioned passing path is associated with the processing information about the game processing unfavorable to the user when the predetermined condition is satisfied, and according to Game processing information to execute game processing.

此外,執行部140亦可在滿足預定條件的情形中,當第一位置與關於對用戶不利的效果的處理資訊相關聯時,限制根據該處理資訊之遊戲處理的執行。例如,執行部140亦可在滿足預定條件的情形中,當第一位置與關於對用戶不利的效果的處理資訊相關聯時,取代該處理資訊,而根據關於對用戶有利的遊戲處理的處理資訊,來執行遊戲處理。 In addition, the execution unit 140 may also limit the execution of game processing based on the processing information when the first position is associated with the processing information about the effect that is harmful to the user when the predetermined condition is satisfied. For example, the execution unit 140 may replace the processing information when the first position is associated with the processing information about the effect unfavorable to the user when the predetermined condition is satisfied, and according to the processing information about the game processing beneficial to the user To execute game processing.

[3-6-1]「預定條件」係指為了根據與位於通過路徑上之位 置相關聯的處理資訊來執行遊戲處理而應滿足的條件。就「預定條件」而言,可配合遊戲的內容來設定各種條件。例如,從複數個選項當中選擇位於特別狀態的選項係相當於「預定條件」的一例。此外,用戶位置的移動目的地(第一位置)屬於特別的位置係相當於「預定條件」的一例。在前述的棒球遊戲之例中,特別協力加成事件的發生條件係相當於「預定條件」的一例。 [3-6-1] "Scheduled conditions" refer to the position based on Set the relevant processing information to perform the game processing and the conditions that should be met. In terms of "predetermined conditions", various conditions can be set according to the content of the game. For example, selecting an option in a special state from a plurality of options is equivalent to an example of "predetermined condition". In addition, the movement destination (first position) of the user's position belongs to a special position system and corresponds to an example of "predetermined condition". In the example of the aforementioned baseball game, the conditions for the occurrence of the special cooperative bonus event correspond to an example of "predetermined conditions".

[3-6-2]「位於通過路徑上之位置」係指可為位於在通過路徑上全部的位置,亦可為位於通過路徑上之位置當中的一部分。 [3-6-2] "Position on the passing path" means all positions on the passing path, or a part of the positions on the passing path.

[3-6-2-1]例如,亦可在通過路徑上存在有位置A、B時,根據與位置A、B各自相關聯的處理資訊來執行遊戲處理。此時,與位置A、B相關聯的處理資訊係成為藉由第一變更部150來變更。也就是,重新選出的處理資訊會與對位置A、B相關聯。 [3-6-2-1] For example, when there are positions A and B on the passing path, the game processing may be executed based on the processing information associated with each of the positions A and B. At this time, the processing information associated with the positions A and B is changed by the first changing unit 150. That is, the re-selected processing information will be associated with the positions A and B.

當根據與位置A、B各自相關聯的處理資訊來執行遊戲處理時,根據與位置A相關聯之處理資訊的遊戲處理以及根據與位置B相關聯之處理資訊的遊戲處理可並行執行,亦可在一方執行後再執行另一方。 When the game processing is executed based on the processing information associated with each of positions A and B, the game processing based on the processing information associated with position A and the game processing based on the processing information associated with position B can be executed in parallel or After one party executes, the other party executes.

此外,當根據與位置A、B各自相關聯的處理資訊來執行遊戲處理的情形,可將根據與位置A相關聯之處理資訊的遊戲處理的結果與根據與位置B相關聯之處理資訊的遊戲處理的結果予以區別顯示於顯示部15,亦可將該等結果彙集成一個顯示於顯示部15。 In addition, when the game processing is executed based on the processing information associated with each of positions A and B, the result of the game processing based on the processing information associated with position A can be compared with the game based on the processing information associated with position B The results of the processing are separately displayed on the display unit 15, and the results may be aggregated and displayed on the display unit 15.

例如,根據與位置A相關聯之處理資訊的遊戲處理的結果為「遊戲分數X增加5分」,根據與位置B相關聯之處理資訊的遊戲處理的結果為「遊戲分數X增加10分」的情形,亦可於顯示部15顯示遊戲分 數X增加5分之後,再於顯示部15顯示遊戲分數X增加10分(顯示順序亦可反向)。此外,亦可於不同顯示區域同時顯示遊戲分數X增加5分及遊戲分數X增加10分。或者是,亦可將這些結果彙集成一個,而於顯示部15顯示遊戲分數X增加15分。 For example, the result of the game processing based on the processing information associated with position A is "game score X increased by 5 points", and the result of the game processing based on the processing information associated with position B is "game score X increased by 10 points." In this case, the game points can also be displayed on the display unit 15 After the number X increases by 5 points, the display portion 15 displays that the game score X increases by 10 points (the display order may also be reversed). In addition, the game score X can be increased by 5 points and the game score X can be increased by 10 points in different display areas. Alternatively, these results may be aggregated into one, and the game point X may be increased by 15 points on the display unit 15.

[3-6-2-2]此外,例如當在通過路徑上存在有位置A、B的情形,亦可僅根據與位置A相關聯的處理資訊來執行遊戲處理。該情形,與位置A相關聯的處理資訊係由第一變更部150來變更,而與位置B相關聯的處理資訊係由第二變更部160來變更。也就是,重新選出的處理資訊會與位置A相關聯,而與位置B相關聯的處理資訊係更新成對用戶有利的處理資訊(例如,以效果增大的方式來更新)。 [3-6-2-2] In addition, for example, when there are positions A and B on the passing path, the game processing may be executed based only on the processing information associated with the position A. In this case, the processing information associated with the location A is changed by the first changing unit 150, and the processing information associated with the location B is changed by the second changing unit 160. That is, the re-selected processing information is associated with location A, and the processing information associated with location B is updated to processing information that is beneficial to the user (eg, updated in a manner that increases the effect).

[3-6-3]「根據與第一位置相關聯的處理資訊以及與位於通過路徑上之位置相關聯的處理資訊,來執行遊戲處理」,可為並行執行根據與第一位置相關聯之處理資訊的遊戲處理以及根據與位於通過路徑上之位置相關聯之處理資訊的遊戲處理,亦可在一方執行後,再執行另一方。 [3-6-3] "According to the processing information associated with the first position and the processing information associated with the position on the passing path, the game processing is executed", which may be based on the Information processing game processing and game processing based on processing information associated with the position on the passing path may also be executed after one party executes the other party.

該情形,可將根據與第一位置相關聯之處理資訊的遊戲處理的結果以及根據與位於通過路徑上之位置相關聯之處理資訊的遊戲處理的結果區別顯示於顯示部15,亦可將這些結果彙集成一個並顯示於顯示部15。 In this case, the results of the game processing based on the processing information associated with the first location and the results of the game processing based on the processing information associated with the location on the passing path may be displayed on the display unit 15 differently, or these The results are aggregated and displayed on the display unit 15.

例如,根據與第一位置相關聯之處理資訊的遊戲處理的結果為「遊戲分數X增加20分」,根據與位於通過路徑上之位置相關聯之處理資訊的遊戲處理的結果為「遊戲分數X增加15分」的情形,亦可在顯示部15顯示遊戲分數X增加20分後,再於顯示部15顯示遊戲分數X增 加15分(顯示順序亦可相反)。此外,亦可於不同顯示位置同時顯示遊戲分數X增加20分及遊戲分數X增加15分。或者是,亦可將這些結果彙集成一個,而於顯示部15顯示遊戲分數X增加35分。 For example, the result of the game processing based on the processing information associated with the first position is "increasing the game score X by 20 points", and the result of the game processing based on the processing information associated with the location on the passing path is "game score X "Increase by 15 points", you can also display the game score X increase by 20 points on the display 15 and then display the game score X increase on the display 15 Add 15 points (the display order can also be reversed). In addition, the game score X can be increased by 20 points and the game score X can be increased by 15 points at different display positions. Alternatively, these results may be aggregated into one, and the game point X may be increased by 35 points on the display unit 15.

[3-6-4]「關於對用戶不利的遊戲處理的處理資訊」係指顯示行應執行對用戶不利的遊戲處理的資訊。 [3-6-4] "Processing information about game processing unfavorable to the user" refers to the information that the display line should execute game processing unfavorable to the user.

[3-6-5]「限制根據處理資訊之遊戲處理的執行」係指例如不執行根據處理資訊的遊戲處理。此外,亦可為如處理資訊所示而不執行遊戲處理。亦可降低對用戶不利的程度而執行遊戲處理。 [3-6-5] "Limit execution of game processing based on processing information" means, for example, that game processing based on processing information is not executed. In addition, the game processing may not be executed as shown in the processing information. It is also possible to reduce the degree of disadvantage to the user and execute game processing.

另外,當處理資訊含有關於對用戶不利的效果的效果資訊的情形,由該效果資訊所示的效果不會依原始效果直接發生,而使效果的程度下降來發生效果係相當於「降低對用戶不利的程度來執行遊戲處理」的一例。例如,當在處理資訊包含有關於將遊戲參數X降低N1分之效果的效果資訊的情形,遊戲參數X下降N1分的效果並不會依原效果直接發生,而使遊戲參數X下降比N1分還少之N2分的效果係相當於「降低對用戶不利之程度來執行遊戲處理」的一例。 In addition, when the processing information contains effect information about effects that are detrimental to the user, the effect shown by the effect information does not directly occur according to the original effect, and reducing the degree of the effect to produce the effect is equivalent to "reducing the effect on the user." An example of performing game processing at an unfavorable level". For example, when the processing information includes effect information about the effect of reducing the game parameter X by N1 points, the effect of the game parameter X decreasing by N1 points does not directly occur according to the original effect, and the game parameter X decreases by more than N1 points. The effect of N2 points, which is still small, is equivalent to an example of "reducing the degree of disadvantage to users to execute game processing."

[3-6-6]「關於對用戶有利的遊戲處理的處理資訊」係顯示應執行對用戶有利的遊戲處理的資訊。 [3-6-6] "Processing information about game processing advantageous to the user" is information showing that game processing beneficial to the user should be executed.

「取代關於對用戶不利的效果的處理資訊,而根據關於對用戶有利的遊戲處理的處理資訊,來執行遊戲處理」之情形中的「關於對用戶有利的遊戲處理的處理資訊」,係指可為與「關於對用戶不利的遊戲處理的處理資訊」相關,亦可為與「關於對用戶不利的遊戲處理的處理資訊」無關。 "Instead of processing information about effects that are detrimental to the user, and performing game processing based on processing information about game processing that is beneficial to the user," "processing information about game processing that is beneficial to the user" in the case of "means In order to be related to "processing information about game processing unfavorable to users", it may not be related to "processing information about game processing unfavorable to users".

例如,當「關於對用戶不利的遊戲處理的處理資訊」顯示降低遊戲參數X的情形,亦可將顯示提高遊戲參數X的處理資訊設定為「關於對用戶有利的遊戲處理的處理資訊」。如此,亦可取代「關於對用戶有利的遊戲處理的處理資訊」,而設定與該「關於對用戶不利的遊戲處理的處理資訊」相關的「關於對用戶有利的遊戲處理的處理資訊」。 For example, when "processing information about game processing unfavorable to the user" shows a case where the game parameter X is lowered, the processing information showing that the game parameter X is increased can also be set to "processing information about the game processing beneficial to the user". In this way, instead of "processing information about game processing beneficial to the user", "processing information about game processing beneficial to the user" related to the "processing information about game processing disadvantageous to the user" may be set.

此外,例如當「關於對用戶不利的遊戲處理的處理資訊」係顯示降低遊戲參數X的情形,亦可將顯示提高與遊戲參數X不同之遊戲參數Y的處理資訊,或顯示給予用戶遊戲道具的處理資訊設定為「關於對用戶有利的遊戲處理的處理資訊」。如此,可取代「關於對用戶有利的遊戲處理的處理資訊」,設定沒有與該「關於對用戶不利的遊戲處理的處理資訊」相關的「關於對用戶不利的遊戲處理的處理資訊」。 In addition, for example, when "processing information about game processing unfavorable to the user" indicates that the game parameter X is lowered, processing information to increase the game parameter Y that is different from the game parameter X may also be displayed or displayed to the user for game props The processing information is set to "processing information about game processing beneficial to users". In this way, instead of "processing information about game processing advantageous to the user", "processing information about game processing harmful to the user" that is not related to the "processing information about game processing harmful to the user" can be set.

[3-6-7]「取代關於對用戶不利的遊戲處理的處理資訊,而根據關於對用戶有利的遊戲處理的處理資訊,來執行遊戲處理」係指不執行根據關於對用戶不利的遊戲處理的處理資訊的遊戲處理(對用戶不利的遊戲處理),而改以執行根據關於對用戶有利的遊戲處理之處理資訊的遊戲處理(對用戶有利的遊戲處理)。 [3-6-7] "Instead of processing information about game processing that is unfavorable to users, and performing game processing based on processing information about game processing that is beneficial to users" means not performing processing based on game processing that is harmful to users Game processing (game processing that is unfavorable to the user) of the processing information, instead of performing game processing (game processing favorable to the user) according to the processing information on the game processing favorable to the user.

[3-6-8]在前述的棒球遊戲之例中,用戶位置係從格子P461-1往格子P461-4移動,並且,當發生特別協力加成事件時,執行部140進行如下述的動作。 [3-6-8] In the aforementioned baseball game example, the user position moves from grid P461-1 to grid P461-4, and when a special cooperative bonus event occurs, the execution unit 140 performs the following actions .

通常的情形(未發生特別協力加成事件的情形),執行部140僅執行根據與格子P461-4相關聯的效果資訊的效果發生處理,惟當發生特別協力加成事件的情形,執行部140不僅執行根據與格子P461-4相關聯的 效果資訊的效果發生處理,還執行根據與用戶位置所通過之格子P461-2、P461-3各自相關聯的效果資訊的效果發生處理。 Under normal circumstances (when no special synergy bonus event occurs), the execution unit 140 only performs effect generation processing based on the effect information associated with the grid P461-4, but when a special synergy bonus event occurs, the execution unit 140 Not only does it execute according to the The effect generation processing of the effect information also executes the effect generation processing based on the effect information associated with each of the grids P461-2 and P461-3 through which the user's position passes.

而且,通常的情形,若格子P461與對用戶不利的效果資訊相關聯,執行部140會根據該效果資訊,執行對用戶不利的效果的發生處理,惟當發生特別協力加成事件的情形,執行部140不執行根據與格子P461相關聯的效果資訊之對用戶不利的效果的發生處理,而改以根據對用戶有利的效果資訊,執行對用戶有利的效果的發生處理。 In addition, under normal circumstances, if the grid P461 is associated with the effect information that is unfavorable to the user, the execution unit 140 will execute the generation process of the effect that is unfavorable to the user according to the effect information, but when a special cooperative bonus event occurs, the execution The unit 140 does not execute the occurrence processing of the effect that is unfavorable to the user based on the effect information associated with the grid P461, but instead performs the generation processing of the effect that is advantageous to the user based on the effect information beneficial to the user.

在第7圖所示的例中,格子P461-2與「增加肌力分數」及「等級1」之效果資訊相關聯,該效果資訊為對用戶有利的效果資訊,所以當發生特別協力加成事件的情形,執行部140執行根據該效果資訊之效果的發生處理。換言之,執行部140係執行肌力分數的增加處理。 In the example shown in Figure 7, the grid P461-2 is associated with the "Increase Muscle Score" and "Level 1" effect information, which is information that is beneficial to the user, so when a special synergy bonus occurs In the event of an event, the execution unit 140 executes an effect generation process based on the effect information. In other words, the execution unit 140 executes the increase process of the muscle strength score.

另一方面,格子P461-3與「體力參數的減少」及「等級1」之效果資訊相關聯,惟該效果資訊為對用戶不利的效果資訊,所以當發生特別協力加成事件的情形,執行部140不執行根據該效果資訊之效果的發生處理,而改以執行對用戶有利的效果的發生處理。例如,執行部140係執行全部的經驗點的增加處理。此外,執行部140亦可執行與格子P461-3相關聯之效果資訊所示之效果相反的效果的發生處理。換言之,執行部140亦可執行體力參數的增加(回復)處理。 On the other hand, lattice P461-3 is associated with the effect information of "reduction of physical parameters" and "level 1", but the effect information is effect information that is unfavorable to the user, so when a special cooperative bonus event occurs, execute The unit 140 does not execute the generation process of the effect based on the effect information, but instead executes the generation process of the effect beneficial to the user. For example, the execution unit 140 executes all experience point addition processing. In addition, the execution unit 140 may also execute the generation process of the effect opposite to the effect indicated by the effect information associated with the grid P461-3. In other words, the execution unit 140 may also perform an increase (recovery) process of the physical parameter.

此外,格子P461-4與「增加技術分數」及「等級1」之效果資訊相關聯,該效果資訊為對用戶有利的效果資訊,所以執行部140執行根據該效果資訊之效果的發生處理。換言之,執行部140係執行技術分數的增加處理。另外,如果格子P461-4與如「體力參數(或者幹勁參數)的 減少」之對用戶不利的效果資訊相關聯,執行部140係不執行根據該效果資訊之效果的發生處理,而改以執行對用戶有利的效果的發生處理。 In addition, the lattice P461-4 is associated with the effect information of "increasing the technical score" and "level 1", and the effect information is effect information advantageous to the user, so the execution unit 140 executes the generation process of the effect based on the effect information. In other words, the execution unit 140 performs the process of increasing the technical score. In addition, if the grid P461-4 and the "physical parameters (or motivation parameters) "Reduction" is related to the effect information that is unfavorable to the user, and the execution unit 140 does not execute the generation process of the effect based on the effect information, but instead executes the generation process of the effect beneficial to the user.

[4.處理] [4. Processing]

接著,說明在遊戲系統1所執行的處理。第22A圖及第22B圖顯示:在練習指令影像G400顯示於顯示部15的狀態中,於當執行對象的練習項目被確定時要執行之處理的一例。例如,遊戲終端機10(遊戲控制裝置的一例)的控制部11根據程式執行第22A圖、第22B圖所示的處理,從而使控制部11作為第16圖所示的功能方塊機能(資料記憶部100除外)並發揮功能。於第22A圖及第22B圖所示之各步驟的處理係根據記憶於資料記憶部100的資料來執行。 Next, the processing executed in the game system 1 will be described. FIGS. 22A and 22B show an example of processing to be executed when an exercise item to be executed is specified in the state where the exercise instruction image G400 is displayed on the display unit 15. For example, the control unit 11 of the game terminal 10 (an example of a game control device) executes the processes shown in FIGS. 22A and 22B according to the program, so that the control unit 11 functions as a functional block shown in FIG. 16 (data memory (Except for section 100) and function. The processing of each step shown in FIGS. 22A and 22B is performed based on the data stored in the data storage unit 100.

如第22A圖所示,當練習指令影像G400顯示於顯示部15的情形,控制部11係監視是否有確定任一個練習項目為執行對象(S100)。例如,當在練習指令影像G400之組件P411至P416的任一個組件為備選的狀態下並且選擇該組件的情形,控制部11係判定已確定執行對象的練習項目。 As shown in FIG. 22A, when the exercise instruction video G400 is displayed on the display unit 15, the control unit 11 monitors whether any of the exercise items is specified as the execution target (S100). For example, when any one of the components P411 to P416 of the exercise instruction video G400 is an alternative and the component is selected, the control unit 11 determines that the exercise item of the execution target has been determined.

當確定任一個練習項目為執行對象時(S100:是(Yes)),控制部11係判定特別協力加成事件之發生條件的滿足與否(S102)。也就是,控制部11係根據培育狀況資料D105(練習執行狀況欄位),來判定被確定為執行對象的練習項目是否與設定有該練習項目為擅長練習的事件人物相關聯。此外,控制部11係根據培育狀況資料D105(評價欄位),來判定該事件人物對於主角人物的評價是否為預定的基準以上。並且,當被確定為執行對象的練習項目與設定有該練習項目為擅長練習的事件人物相關聯, 並且該事件人物對於主角人物的評價為預定之基準以上時,控制部11判定特別協力加成事件的發生條件滿足。 When it is determined that any one of the exercise items is the execution target (S100: Yes), the control unit 11 determines whether or not the occurrence condition of the special cooperative bonus event is satisfied (S102). That is, the control unit 11 determines whether the exercise item determined as the execution target is associated with the event person who is set to be good at practice based on the cultivation status data D105 (execution execution status field). In addition, the control unit 11 determines whether the evaluation of the protagonist character by the event character is greater than or equal to a predetermined criterion based on the cultivation status data D105 (evaluation field). And, when the exercise item determined as the execution target is associated with the event person who set the exercise item as good at practice, When the evaluation of the character of the event by the protagonist is greater than or equal to a predetermined criterion, the control unit 11 determines that the conditions for the occurrence of the special cooperative bonus event are satisfied.

當判定特別協力加成事件的發生條件未滿足的情形(S102:否(No)),控制部11係根據培育狀況資料D105(練習執行狀況欄位),來取得被確定為執行對象的練習項目的等級(S104)。而且,控制部11係根據練習效果資料D101,取得與被確定為執行對象之練習項目相對應的效果資訊(S106)。 When it is determined that the occurrence conditions of the special cooperative bonus event are not satisfied (S102: No), the control unit 11 obtains the exercise items identified as the execution target based on the cultivation status data D105 (execution execution status field) Level (S104). Then, the control unit 11 obtains the effect information corresponding to the exercise item specified as the execution target based on the exercise effect data D101 (S106).

此外,控制部11係根據在步驟S104所取得的等級,來指定出用戶位置的移動目的地格子(S108)。例如,控制部11係根據格子資料D103,來指定出屬於目前之用戶位置的格子P461(以下稱為「目前格子」)。並且,控制部11係指定出從目前格子起移動達與在步驟S104所取得之等級相對應格子數的格子P461為移動目的地格子。例如,當在步驟S104所取得的等級為「2」時,控制部11係指定出從目前格子前進兩個的格子P461為移動目的地格子。 In addition, the control unit 11 specifies the destination grid of the user position based on the level acquired in step S104 (S108). For example, the control unit 11 specifies the grid P461 belonging to the current user position (hereinafter referred to as "current grid") based on the grid data D103. In addition, the control unit 11 designates the grid P461 moving from the current grid by the number of grids corresponding to the level acquired in step S104 as the destination grid. For example, when the level acquired in step S104 is "2", the control unit 11 designates the grid P461 that advances two from the current grid as the movement destination grid.

步驟S108的執行後,控制部11係將位於自目前格子到移動目的地格子之間的格子P461(以下稱「通過格子」。)的效果等級提高1階段(S110)。控制部11係存取格子資料D103,且將通過格子的效果等級提高1階段。但是,當通過格子的效果等級已為「3」時,控制部11不會將該通過格子的效果等級提高1階段。 After the execution of step S108, the control unit 11 increases the effect level of the grid P461 (hereinafter referred to as "passing grid") between the current grid and the movement destination grid (S110). The control unit 11 accesses the lattice data D103 and increases the effect level through the lattice by one stage. However, when the effect level of the passing grid is already "3", the control unit 11 does not increase the effect level of the passing grid by one stage.

此外,控制部11係根據格子資料D103,取得與移動目的格子相關聯的效果資訊(S112)。也就是,控制部11係取得對應於與移動目的地格子相關聯的效果ID及效果等級的效果資訊。 In addition, the control unit 11 obtains the effect information associated with the moving destination grid based on the grid data D103 (S112). That is, the control unit 11 acquires the effect information corresponding to the effect ID and effect level associated with the destination grid.

此外,控制部11係使用戶位置從目前格子往移動目的地格子移動(S114)。例如,控制部11係存取格子資料D103,將目前格子的用戶位置旗標更新為「0」,且將移動目的地格子的用戶位置旗標更新為「1」。 In addition, the control unit 11 moves the user's position from the current grid to the mobile destination grid (S114). For example, the control unit 11 accesses the grid data D103, updates the user position flag of the current grid to "0", and updates the user position flag of the destination grid to "1".

步驟S114的執行後,控制部11係於顯示部15顯示移動結果影像G500(参照第9圖)(S116)。該情形,移動結果影像G500係根據格子資料D103來顯示。而且,組件P510係根據在步驟S112所取得的效果資訊來顯示。 After the execution of step S114, the control unit 11 displays the movement result image G500 (see FIG. 9) on the display unit 15 (S116). In this case, the movement result image G500 is displayed based on the grid data D103. Moreover, the component P510 is displayed based on the effect information obtained in step S112.

此外,控制部11係根據在步驟S106、S112所取得的效果資訊,來執行效果發生處理等(S118)。也就是,控制部11係根據在步驟S106所取得的效果資訊,來增加登錄於培育狀況資料D105(經驗點欄位)之肌力、敏捷、技術、變化球及精神分數當中的至少一者的值。此外,控制部11係根據在步驟S112所取得的效果資訊,來增加或減少登錄於培育狀況資料D105(經驗點、體力參數及幹勁參數欄位)之肌力分數、敏捷分數、技術分數、變化球分數、精神分數、體力參數或幹勁參數的任一者的值,或對培育狀況資料D105(要領欄位)追加登錄要領。 In addition, the control unit 11 executes effect generation processing and the like based on the effect information acquired in steps S106 and S112 (S118). That is, the control unit 11 increases at least one of the muscle strength, agility, technique, change ball, and mental score registered in the cultivation status data D105 (experience point field) based on the effect information obtained in step S106 value. In addition, the control unit 11 increases or decreases the muscle strength score, agility score, technical score, and change registered in the cultivation status data D105 (experience points, physical parameters, and motivation parameter fields) based on the effect information obtained in step S112. The value of any of the ball score, the mental score, the physical parameter, or the motivation parameter, or an additional registration method is added to the cultivation status data D105 (the method field).

以上的處理之外,控制部11還執行如下述之其他的處理。例如,控制部11係存取培育狀況資料D105(練習執行狀況欄位),使經執行之練習項目的執行次數增加1,當該執行次數達到預定次數,將該練習項目的等級提高1階段。此外,控制部11為因應練習的執行要使主角人物的體力參數減少,而存取培育狀況資料D105(體力參數欄位),使體力參數的值減少。再者,控制部11係存取培育狀況資料D105(評價欄位),且更新與執行練習項目相關聯的遊戲人物所對於主角人物的評價。此外,控制 部11亦存取培育狀況資料D105(評價欄位),更新其他遊戲人物對於主角人物的評價。 In addition to the above processing, the control unit 11 executes other processing as described below. For example, the control unit 11 accesses the cultivation status data D105 (exercise execution status field) to increase the number of executions of the executed exercise item by one, and when the number of executions reaches a predetermined number, increases the level of the exercise item by one stage. In addition, the control unit 11 accesses the cultivation status data D105 (physical parameter field) to reduce the value of the physical parameter in order to reduce the physical parameter of the main character in accordance with the execution of the exercise. Furthermore, the control unit 11 accesses the cultivation status data D105 (evaluation field), and updates the evaluation of the protagonist character by the game character associated with the execution of the exercise item. In addition, control The unit 11 also accesses the cultivation status data D105 (evaluation field), and updates other game characters' evaluations of the main character.

步驟S118的執行後,控制部11係根據步驟S118的執行結果,於顯示部15顯示練習結果影像G600(S120)。 After the execution of step S118, the control unit 11 displays the exercise result image G600 on the display unit 15 according to the execution result of step S118 (S120).

而且,控制部11係重置與在步驟S108所指定之移動目的地格子(移動後的目前格子)相關聯的效果資訊(S122)。例如,控制部11係根據機率資訊從登錄於格子效果資料D102之複數個效果類型當中選出任一個類型。於是,控制部11係存取格子資料D103,就移動目的地格子(移動後的目前格子)的效果ID及效果等級,登錄選擇的效果類型的效果ID及等級1。 Furthermore, the control unit 11 resets the effect information associated with the movement destination grid (current grid after movement) specified in step S108 (S122). For example, the control unit 11 selects any one of a plurality of effect types registered in the lattice effect data D102 based on the probability information. Then, the control unit 11 accesses the lattice data D103, and registers the effect ID and level 1 of the selected effect type with respect to the effect ID and effect level of the destination grid (the current grid after movement).

步驟S122的執行後,控制部11係於顯示部15顯示主指令影像G300(S124)。主指令影像G300係根據培育狀況資料D105來顯示。 After the execution of step S122, the control unit 11 displays the main command video G300 on the display unit 15 (S124). The main command image G300 is displayed based on the cultivation status data D105.

另一方面,在步驟S102中,當判定特別協力加成事件的發生條件滿足時(S102:是(Yes))。如第22B圖所示,控制部11係根據培育狀況資料D105(練習執行狀況欄位),來取得確定為執行對象之練習項目的等級(S126)。此外,控制部11係根據練習效果資料D101,來取得與確定為執行對象之練習項目相對應的效果資訊(S128)。此外,控制部11係根據在步驟S126所取得的等級,來指定用戶位置的移動目的地格子(S130)。步驟S126至S130係與步驟S104至S108相同。 On the other hand, in step S102, when it is determined that the occurrence conditions of the special cooperative bonus event are satisfied (S102: Yes). As shown in FIG. 22B, the control unit 11 obtains the level of the exercise item identified as the execution target based on the cultivation status data D105 (exercise execution status field) (S126). In addition, the control unit 11 obtains the effect information corresponding to the exercise item specified as the execution target based on the exercise effect data D101 (S128). In addition, the control unit 11 specifies the destination grid of the user's position based on the level acquired in step S126 (S130). Steps S126 to S130 are the same as steps S104 to S108.

步驟S130的執行後,控制部11係根據格子資料D103及格子效果資料D102(類別欄位),來判定與通過格子相關聯的效果資訊是否屬於對用戶不利的效果資訊(S132)。 After the execution of step S130, the control unit 11 determines whether the effect information associated with the passing grid belongs to the effect information that is unfavorable to the user based on the grid data D103 and the grid effect data D102 (category field) (S132).

當判定為與通過格子相關聯的效果資訊並不是對用戶不利的效果資訊時(S132:否(No)),控制部11係根據格子資料D103及格子效果資料D102,來取得與通過格子相關聯的效果資訊(S134)。 When it is determined that the effect information associated with the passing grid is not harmful information to the user (S132: No (No)), the control unit 11 obtains the association with the passing grid based on the lattice data D103 and the lattice effect data D102 Effect information (S134).

另一面,當判定為與通過格子相關聯的效果資訊屬於對用戶不利的效果資訊時(S132:是(Yes)),控制部11係取代該效果資訊,而取得對用戶有利的效果資訊,(S136)。例如,控制部11係取得預先決定之效果類型(例如增加全經驗點)以及與通過格子相關聯的效果等來作為效果資訊。此外,例如,控制部11亦可根據格子資料D103及格子效果資料D102,來取得顯示與通過格子相關聯的效果資訊相反之效果的效果資訊。例如,效果類型及效果等級為「體力參數(或幹勁參數)的減少」及「等級2」係與通過格子相關聯時,控制部11亦可取得「增加體力參數(或幹勁參數)」及「等級2」作為效果資訊。 On the other hand, when it is determined that the effect information associated with the passing grid belongs to the effect information unfavorable to the user (S132: Yes (Yes)), the control unit 11 replaces the effect information and obtains the effect information beneficial to the user, ( S136). For example, the control unit 11 acquires as a piece of effect information a predetermined effect type (for example, adding all experience points) and an effect associated with passing through a grid. In addition, for example, the control unit 11 may obtain the effect information that displays the effect opposite to the effect information associated with the grid based on the grid data D103 and the grid effect data D102. For example, when the effect type and effect level are "decrease in physical parameters (or motivation parameters)" and "level 2" are associated with passing through the grid, the control unit 11 may also obtain "increased physical parameters (or motivation parameters)" and " Level 2" is the effect information.

步驟S134或S136的執行後,控制部11係根據格子資料D103及格子效果資料D102(類別欄位),來判定與移動目的地格子相關聯的效果資訊是否屬於對用戶不利的效果資訊(S138)。 After the execution of steps S134 or S136, the control unit 11 determines whether the effect information associated with the mobile destination grid belongs to the effect information unfavorable to the user based on the grid data D103 and the grid effect data D102 (category field) (S138) .

當判定為與移動目的地格子相關聯的效果資訊不屬於對用戶不利的效果資訊時(S138:否(No)),控制部11係根據格子資料D103及格子效果資料D102,來取得與移動目的地格子相關聯的效果資訊(S140)。另一面,當判定為與移動目的地格子相關聯的效果資訊屬於對用戶有利的效果資訊時(S138:是(Yes)),控制部11係取代該效果資訊,而取得對用戶有利的效果資訊(S142)。步驟S142係與步驟S136相同。 When it is determined that the effect information associated with the movement destination grid does not belong to the effect information unfavorable to the user (S138: No (No)), the control unit 11 obtains the movement purpose based on the grid data D103 and the grid effect data D102 The effect information related to the grid (S140). On the other hand, when it is determined that the effect information associated with the movement destination grid belongs to the effect information beneficial to the user (S138: Yes), the control unit 11 replaces the effect information and obtains the effect information advantageous to the user (S142). Step S142 is the same as step S136.

步驟S140或S142的執行後,控制部11係使用戶位置往移 動目的地格子移動(S144)。該步驟S144係與步驟S114相同。 After the execution of steps S140 or S142, the control unit 11 moves the user position forward The destination grid moves (S144). This step S144 is the same as step S114.

步驟S144的執行後,控制部11係於顯示部15顯示移動結果影像G500(参照第13圖)(S146)。此時,移動結果影像G500係根據格子資料D103來顯示。組件P510-1、P510-2係根據在步驟S134或S136所取得的效果資訊來顯示,而組件P510-3係根據在步驟S140或S142所取得的效果資訊來顯示。 After the execution of step S144, the control unit 11 displays the movement result image G500 (see FIG. 13) on the display unit 15 (S146). At this time, the movement result image G500 is displayed based on the grid data D103. The components P510-1 and P510-2 are displayed based on the effect information obtained in step S134 or S136, and the component P510-3 is displayed based on the effect information obtained in step S140 or S142.

此外,控制部11係根據在步驟S128、步驟S134或S136、步驟S140或S142所取得的效果資訊,來執行效果發生處理等(S148)。步驟S148係與步驟S118類似。 In addition, the control unit 11 executes effect generation processing and the like based on the effect information acquired in step S128, step S134 or S136, step S140 or S142 (S148). Step S148 is similar to step S118.

例如,控制部11係根據在步驟S128所取得的效果資訊,來增加登錄於培育狀況資料D105(經驗點欄位)之肌力、敏捷、技術、變化球及精神分數當中的至少一者的值。 For example, the control unit 11 increases the value of at least one of muscle strength, agility, technique, change ball, and mental score registered in the cultivation status data D105 (experience point field) based on the effect information obtained in step S128 .

此外,控制部11係根據在步驟S134或S136所取得的效果資訊,來增加登錄於培育狀況資料D105(經驗點、體力參數及幹勁參數欄位)之肌力分數、敏捷分數、技術分數、變化球分數、精神分數、體力參數或幹勁參數當中任一者的值,或對培育狀況資料D105(要領欄位)追加登錄要領。 In addition, the control unit 11 increases the muscle strength score, agility score, technical score, and change registered in the cultivation status data D105 (experience points, physical parameter, and motivation parameter fields) based on the effect information obtained in step S134 or S136 The value of any one of the ball score, the mental score, the physical parameter, or the motivation parameter, or an additional registration method is added to the cultivation status data D105 (key field).

同樣地,控制部11係根據在步驟S140或S142所取得的效果資訊,來增加登錄於培育狀況資料D105(經驗點、體力參數及幹勁參數欄位)之肌力分數、敏捷分數、技術分數、變化球分數、精神分數、體力參數或幹勁參數當中任一者的值,或對培育狀況資料D105(要領欄位)追加登錄要領。 Similarly, based on the effect information obtained in step S140 or S142, the control unit 11 increases the muscle strength score, agility score, and technical score registered in the cultivation status data D105 (experience points, physical parameters, and motivation parameter fields). Change the value of any one of the ball score, mental score, physical parameter or motivation parameter, or add the registration method to the cultivation status data D105 (key field).

除以上的處理外,控制部11還執行關於步驟S118所說明之其他的處理。 In addition to the above processing, the control unit 11 executes other processing described in step S118.

步驟S148的執行後,控制部11係根據步驟S148的執行結果,於顯示部15顯示練習結果影像G600(S150)。 After the execution of step S148, the control unit 11 displays the exercise result video G600 on the display unit 15 based on the execution result of step S148 (S150).

此外,控制部11重置與移動目的地格子(移動後的目前格子)及通過格子相關聯的效果資訊(S152)。例如,控制部11係根據機率資訊從登錄於格子效果資料D102之複數個效果類型當中選出任一個類型。於是,控制部11係存取格子資料D103,就移動目的地格子(移動後的目前格子)的效果ID及效果等級,登錄選出的效果類型的效果ID及等級1。控制部11對於通過格子亦進行同樣的處理。 In addition, the control unit 11 resets the movement destination grid (the current grid after the movement) and the effect information associated with the grid (S152). For example, the control unit 11 selects any one of a plurality of effect types registered in the lattice effect data D102 based on the probability information. Then, the control unit 11 accesses the lattice data D103, and registers the effect ID and level 1 of the selected effect type with respect to the effect ID and effect level of the destination grid (the current grid after movement). The control unit 11 performs the same processing for the passing grid.

步驟S152的執行後,控制部11係於顯示部15顯示主指令影像G300(S154)。主指令影像G300係根據培育狀況資料D105來顯示。 After the execution of step S152, the control unit 11 displays the main command video G300 on the display unit 15 (S154). The main command image G300 is displayed based on the cultivation status data D105.

另外,在第22A圖、第22B圖所示的處理中雖省略了,惟在步驟S100中,當判定確定任一個練習項目為執行對象時,控制部11亦可根據受傷機率,來決定顯示主角人物在練習中受傷之受傷事件發生的與否。此外,當決定受傷事件發生時,控制部11亦可不執行步驟S102以後的處理,而改以於顯示部15顯示受傷事件的發生,之後,於顯示部15顯示主指令影像G300。 In addition, although the processing shown in FIGS. 22A and 22B is omitted, in step S100, when it is determined that any one of the training items is the execution target, the control unit 11 may also determine the display protagonist according to the probability of injury Whether the injury happened to the character during the practice. In addition, when it is determined that the injury event occurs, the control unit 11 may not perform the processing after step S102 and instead display the occurrence of the injury event on the display unit 15 and then display the main command image G300 on the display unit 15.

[5.小結] [5. Summary]

在以上說明的遊戲系統1中,例如,因應從格子P461-1往格子P461-4之用戶位置的移動,不僅根據格子P461-4的效果資訊來使效果發生,還執行用戶位置所通過之格子P461-2、P461-3的效果資訊的變更。結果,可 給予用戶「不僅要關注用戶位置所停留的格子P461,還要關注用戶位置所通過的格子P461,而進行遊戲操作」的興趣,可使遊戲的興趣提升。 In the game system 1 described above, for example, in response to the movement from the grid P461-1 to the user position of the grid P461-4, not only the effect is generated based on the effect information of the grid P461-4, but also the grid through which the user position passes Change of effect information of P461-2 and P461-3. As a result, Giving users the interest of "not only paying attention to the grid P461 where the user's location stays, but also paying attention to the grid P461 through which the user's location passes to perform game operations" can increase the interest of the game.

而且,在遊戲系統1中,係使用戶位置所通過之格子P461的效果資訊變更成比目前的效果資訊還更對用戶有利的效果資訊。具體而言,使用戶位置所通過之格子P461的效果等級提高1階段。結果,可提供用戶「為將格子P461的效果資訊變更成對用戶更有利的效果資訊,而特意進行遊戲操作俾使用戶位置會通過該格子P461」的興趣。也就是,可給予用戶「即便為與期望之效果相關聯的格子P461,亦特意要用戶位置通過格子P461,來使該格子P461的效果增大」的興趣。 Moreover, in the game system 1, the effect information of the grid P461 through which the user's position passes is changed to effect information that is more beneficial to the user than the current effect information. Specifically, the effect level of the grid P461 through which the user position passes is increased by one stage. As a result, the user's interest in "changing the effect information of the grid P461 to be more beneficial to the user, and deliberately performing game operations so that the user's position will pass the grid P461" can be provided. That is, the user can be given interest in "even if it is a grid P461 associated with a desired effect, the user's position is intentionally passed through the grid P461 to increase the effect of the grid P461."

再者,在遊戲系統中,在用戶位置每次通過格子P461,就使格子P461的效果等級逐次提高1階段。結果,可給予用戶「使用戶位置反復通過格子P461,藉此使該格子P461的效果等級提高複數階段」的興趣。 In addition, in the game system, each time the grid P461 passes through the user's position, the effect level of the grid P461 is gradually increased by one stage. As a result, the user can be given interest in "passing the user's position repeatedly through the grid P461, thereby increasing the effect level of the grid P461 in plural stages".

此外,在遊戲系統1中,使用戶位置移動達與確定為執行對象之練習項目的等級相對應之數的格子的份量。結果,可提供給用戶「一面考慮練習項目的效果資訊及成為用戶位置的移動目的地的格子的效果資訊的兩方,而一面選擇執行對象的練習項目」的興趣。 In addition, in the game system 1, the user position is moved by the number of grids corresponding to the level of the exercise item determined as the execution target. As a result, it is possible to provide the user with the interest of "choosing both the effect information of the exercise item and the effect information of the grid as the movement destination of the user's position, while selecting the exercise item to be executed".

此外,在遊戲系統1中,在用戶位置從格子P461-1往格子P461-4的移動的情形中,當特別協力加成事件的發生條件滿足時,不僅發生根據格子P461-4之效果資訊的效果,還發生根據用戶位置所通過的格子P461-2、P461-3之效果資訊的效果,會發生比通常情形還多的效果。結果,可提升用戶以滿足特別協力加成事件的發生條件為目標的意願。 In addition, in the game system 1, in the case where the user's position moves from the grid P461-1 to the grid P461-4, when the conditions for the occurrence of the special cooperative bonus event are satisfied, not only the occurrence of information based on the effect information of the grid P461-4 The effect also occurs according to the effect information of the grids P461-2 and P461-3 through which the user's position passes, and more effects than usual will occur. As a result, the user's willingness to meet the conditions for the occurrence of the special cooperative bonus event can be enhanced.

此外,在遊戲系統1中,在特別協力加成事件的發生條件滿足的情形中,即使移動目的地的格子P461-1及用戶位置所通過的格子P461-2、P461-3與對用戶不利的效果資訊相關聯,亦會限制根據該效果資訊之效果的發生,且取代該效果資訊,而發生根據對用戶有利的效果資訊的效果。結果,可提升用戶以滿足特別協力加成事件為目的的意願。當特別協力加成事件的發生條件滿足時,仍然執行對用戶不利的效果發生處理之情形,會有讓以滿足特別協力加成事件為目的的用戶感到不滿的疑慮,但遊戲系統1可減輕如此之用戶的不滿。 In addition, in the game system 1, in the case where the occurrence conditions of the special cooperation bonus event are satisfied, even if the grid P461-1 of the movement destination and the grids P461-2 and P461-3 through which the user's position passes are not beneficial to the user The correlation of the effect information will also limit the occurrence of the effect based on the effect information, and replace the effect information, and the effect based on the effect information beneficial to the user may occur. As a result, the user's willingness to meet the special cooperative bonus event can be increased. When the conditions for the occurrence of the special cooperative bonus event are satisfied, the situation where the adverse effect to the user is still executed is processed, there may be doubts that the user who meets the special cooperative bonus event is dissatisfied, but the game system 1 can alleviate this Dissatisfaction of the user.

[6.變形例] [6. Modification]

本發明並不限定於以上說明的實施型態。 The invention is not limited to the embodiments described above.

[6-1]例如,能夠與各格子P461相關聯的效果類型不限定為第18圖所示的效果類型。例如,亦可設置增加主角人物能夠前往的場所等之其他的效果類型。 [6-1] For example, the effect type that can be associated with each grid P461 is not limited to the effect type shown in FIG. 18. For example, other effect types can be set to increase places where the main character can go.

[6-2]而且,例如在以上說明的實施形態中,在特別協力加成事件的發生條件滿足時,發生根據用戶位置所通過之格子P461的效果資訊的效果,或將對用戶不利的效果資訊改變成對用戶有利的效果資訊,惟亦可使用特別協力加成事件之發生條件以外的條件。也就是,亦可當與特別協力加成事件之發生條件不同的條件滿足時,執行上述的處理。 [6-2] Moreover, for example, in the above-described embodiment, when the conditions for the occurrence of the special collaborative bonus event are satisfied, the effect information of the grid P461 passing through the user's position occurs, or an effect that is detrimental to the user The information is changed to effect information beneficial to the user, but conditions other than the conditions for the occurrence of special cooperative bonus events can also be used. That is, the above-mentioned processing may be executed when a condition different from the occurrence condition of the special cooperative bonus event is satisfied.

[6-3]此外,例如亦可將排入至事件牌組的事件人物予以與格子P461相關聯。亦可發生根據與用戶位置所停留的格子P461相關聯的事件人物的效果。例如,既可使關聯於與格子P461相關聯的事件人物的事件發生,或使對應於與格子P461相關聯的事件人物之擅長練習的經驗 點增加。 [6-3] In addition, for example, event characters that are sorted into the event deck may be associated with the grid P461. The effect of the character according to the event associated with the grid P461 where the user's position stays may also occur. For example, the event associated with the event person associated with grid P461 can be caused, or the experience corresponding to the event person associated with grid P461 can be practiced Points increase.

[6-4]此外,例如亦可根據於圓盤P460中之用戶位置的方位,來使對用戶有利(或不利)的效果發生。「北」、「東」、「南」、「西」的方位分別分配在格子P461-1、P461-4、P461-7、P461-10,並使與目前之用戶位置的方位相對應的效果發生。 [6-4] In addition, for example, depending on the orientation of the user position in the disk P460, an advantageous (or unfavorable) effect for the user may occur. The orientations of "North", "East", "South", and "West" are allocated to grids P461-1, P461-4, P461-7, and P461-10, respectively, and the effect corresponding to the current user's position occur.

例如,在培育部分中,亦可當發生主角人物所屬的隊伍與其他的隊伍的比賽事件時,在這時間點的用戶位置的方位會受比賽影響。例如,根據該時間點之用戶位置的方位,使該比賽中之主角人物能力上昇或下降。 For example, in the cultivation part, when a match event occurs between the team to which the protagonist character belongs and other teams, the position of the user's position at this time point will be affected by the match. For example, according to the position of the user's position at that time point, the protagonist's ability in the game is increased or decreased.

[6-5]此外,例如事件牌組亦可由遊戲人物(事件人物)以外的遊戲物件來構成。例如,亦可在事件牌組排入有用以在培育部分中使事件發生的遊戲道具。 [6-5] In addition, for example, the event deck may be composed of game objects other than game characters (event characters). For example, it is also possible to arrange game items useful in the event deck to make the event happen in the cultivation part.

[6-6]此外,例如亦可在伺服器30(遊戲控制裝置

Figure 107144543-A0202-12-0076-24
一例)執行第22A圖、第22B圖所示的處理的全部或一部分。此時,只需從遊戲終端機10對伺服器30傳送用以在伺服器3執行處理所需的資料(關於在遊戲終端機10所進行之遊戲操作的遊戲操作資料等)即可。而且,只需從伺服器30對遊戲終端機10傳送用以於顯示部15顯示各種影像所需的資料(顯示影像本身的資料或用以產生影像的資料等)即可。 [6-6] In addition, for example, the server 30 (game control device
Figure 107144543-A0202-12-0076-24
One example) All or part of the processes shown in FIGS. 22A and 22B are executed. At this time, it is only necessary to transmit the data necessary for the processing performed on the server 3 from the game terminal 10 to the server 30 (game operation data regarding game operations performed on the game terminal 10, etc.). Moreover, it is only necessary to transmit data required for displaying various images on the display unit 15 (data for displaying the image itself or data for generating images, etc.) from the server 30 to the game terminal 10.

[6-7]以上,以適用於培育棒球選手之遊戲人物的培育遊戲之例為主說明本發明,惟本發明亦可適用於培育其他遊戲人物的培育遊戲。此外,本發明亦可適用於培育遊戲以外的遊戲。本發明可適用於在含有與處理資訊相關聯之位置的複數個位置之間使用戶位置移動,且根據與 用戶位置所停留之位置相關聯的處理資訊來執行遊戲處理的各種遊戲。 [6-7] In the above, the present invention has been mainly described as an example of a cultivation game suitable for cultivating game characters of baseball players, but the invention can also be applied to a cultivation game for cultivating other game characters. In addition, the present invention can also be applied to games other than nurturing games. The present invention can be applied to move a user's position between a plurality of positions containing positions associated with processing information, and according to The game information associated with the location where the user stays to execute various games of game processing.

[7.附記] [7. Additional notes]

根據如上之記載,本發明係例如能掌握如下。再者,為了易於理解本發明,雖然適當以括弧來記載圖式所記載的符號,但是本發明並不因此而被限定於圖示之態樣。 According to the description above, the present invention can be grasped as follows, for example. In addition, in order to facilitate understanding of the present invention, although the symbols described in the drawings are appropriately enclosed in parentheses, the present invention is not limited to the illustrated state.

1)本發明之一態樣的遊戲控制裝置(10或30)係含有:移動手段(120),係在包含與關於遊戲處理(例如效果發生處理)之處理資訊(例如效果資訊)相關聯的位置的複數個位置(P426-1至P426-12)之間,根據遊戲操作使用戶位置移動;執行手段(140),係因應前述用戶位置往前述複數個位置當中的第一位置(例如P426-4)的移動,並根據與前述第一位置相關聯的前述處理資訊,來執行前述遊戲處理;以及變更手段(160),係變更與位於前述移動前之前述用戶位置(例如P426-1)至前述第一位置中之通過路徑上的第二位置(例如P426-2、P426-3)相關聯的前述處理資訊;其中,前述執行手段(140)係因應由前述變更手段(160)變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段(160)所變更後的前述處理資訊,執行前述遊戲處理。 1) A game control device (10 or 30) according to an aspect of the present invention includes: a moving means (120), which is associated with processing information (such as effect information) related to game processing (such as effect generation processing) Between the plurality of positions (P426-1 to P426-12), the user position is moved according to the game operation; the execution means (140) is in response to the user position to the first position among the plurality of positions (for example, P426- 4) move, and execute the game processing according to the processing information associated with the first position; and the changing means (160) is to change the position of the user (for example, P426-1) before the movement to The aforementioned processing information associated with the second position (eg P426-2, P426-3) on the passing path in the aforementioned first position; wherein, the aforementioned execution means (140) is changed due to the aforementioned modification means (160) The movement of the user position to the second position after the processing information associated with the second position, and the execution of the game based on the processing information associated with the second position changed by the changing means (160) deal with.

10)本發明之一態樣的遊戲系統(1)係含有:移動手段(120),係在含有與關於遊戲處理之處理資訊相關聯的位置的複數個位置之間根據遊戲操作使用戶位置移動;執行手段(140),係因應前述用戶位置往前述複數個位置當中的第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段(160),係變更與位於前述移動 前之前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊;其中,前述執行手段(140)係因應由前述變更手段(160)變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,且根據與前述第二位置相關聯之由前述變更手段(160)所變更後的前述處理資訊,執行前述遊戲處理。 10) A game system (1) of one aspect of the present invention includes: a moving means (120) that moves a user's position according to a game operation between a plurality of positions containing positions associated with processing information about game processing Execution means (140), in response to the movement of the user's position to the first position among the plurality of positions, and according to the processing information associated with the first position, execute the game processing; and change means (160) , The change and the aforementioned move The processing information associated with the second location on the passing path from the previous user location to the first location; wherein the execution means (140) is related to the second location by the change means (160) The position of the user after the associated processing information moves to the second position, and the game processing is executed based on the processing information changed by the changing means (160) associated with the second position.

11)本發明之一態樣的程式,係用以使電腦作為1)至9)中任一者所述之遊戲控制裝置(10或30),或者10)所述之遊戲系統(1)而發揮功能。 11) The program of one aspect of the present invention is used to make the computer as the game control device (10 or 30) described in any one of 1) to 9), or the game system (1) described in 10) and Function.

12)本發明之一態樣的資訊記憶媒體係記錄有11)所述之程式之電腦可讀取之資訊記憶媒體。 12) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium in which the program described in 11) is recorded.

13)本發明之一態樣的遊戲控制方法係含有:在含有與關於遊戲處理之處理資訊相關聯的位置的複數個位置之間,根據遊戲操作使用戶位置移動(S114或S144);因應前述用戶位置往前述複數個位置當中的第一位置的移動,且根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理(S112及S118、或S140及S148);變更與位於前述移動前之前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊(S110);以及因應變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,且根據與前述第二位置相關聯之變更後的前述處理資訊,執行前述遊戲處理(S112及S118、或S140及S148)。 13) A game control method according to one aspect of the present invention includes: between a plurality of positions including positions associated with processing information regarding game processing, the user's position is moved according to the game operation (S114 or S144); The user's position is moved to the first position among the plurality of positions, and the game processing (S112 and S118, or S140 and S148) is executed according to the processing information associated with the first position; the change is before the movement The processing information associated with the second location on the passing path from the user location to the first location (S110); and the user location after the processing information associated with the second location is changed to the first location The movement of the two positions, and the aforementioned game processing (S112 and S118, or S140 and S148) are executed according to the changed processing information associated with the second position.

根據上述1)、10)至13)所述的發明,因應用戶位置往第一位置的移動,並根據與第一位置相關聯的處理資訊執行遊戲處理,且變更與位於移動前的用戶位置至第一位置為止之通過路徑上的第二位置相關聯 的處理資訊。結果,用戶不僅要關注用戶位置所停留的位置,還需要關注用戶位置所通過的位置來進行遊戲操作。也就是,可給予用戶「不僅要關注用戶位置所停留的位置,還需要關注用戶位置所通過的位置來進行遊戲操作」的興趣,可使遊戲的興趣提升。 According to the inventions described in 1), 10) to 13) above, in response to the movement of the user's position to the first position, the game processing is executed according to the processing information associated with the first position, and the position of the user before the movement is changed to Associated with the second position on the passing path from the first position Processing information. As a result, the user not only needs to pay attention to the position where the user's position stays, but also needs to pay attention to the position through which the user's position passes to perform the game operation. That is, users can be given the interest of "not only paying attention to the location where the user's location stays, but also paying attention to the location through which the user's location passes to perform the game operation", which can increase the interest of the game.

2)在本發明的一態樣中,前述變更手段(160)亦可將與前述第二位置相關聯的前述處理資訊變更成關於比與前述第二位置目前相關聯的前述處理資訊更對用戶有利的遊戲處理的前述處理資訊。 2) In one aspect of the invention, the changing means (160) may also change the processing information associated with the second location to be more relevant to the user than the processing information currently associated with the second location The aforementioned processing information of favorable game processing.

根據2)所述的發明,與第二位置相關聯的處理資訊,變更成關於比與第二位置目前相關聯的處理資訊更對用戶有利的遊戲處理的處理資訊。結果,可提供用戶「為了將與位置相關聯的處理資訊變更成關於對用戶有利的遊戲處理的處理資訊,而特意進行遊戲操作俾使用戶位置通過該位置」的興趣。 According to the invention described in 2), the processing information associated with the second location is changed to processing information regarding game processing that is more beneficial to the user than the processing information currently associated with the second location. As a result, it is possible to provide the user's interest in "in order to change the processing information associated with the location into processing information regarding game processing beneficial to the user, and deliberately perform game operations so that the user's location passes the location."

3)在本發明的一態樣中,前述遊戲處理包含使遊戲上的效果發生的效果發生處理,且前述處理資訊包含關於前述效果的效果資訊,而前述執行手段(140)係根據與前述第一位置相關聯的前述效果資訊,執行前述效果發生處理,前述變更手段(160)係將與前述第二位置相關聯的前述效果資訊變更成與對前述第二位置目前相關聯之前述效果資訊所示的類型相同之類型的效果,並且顯示比與前述第二位置目前相關聯之前述效果資訊所示之程度還大之程度的效果的前述效果資訊,前述執行手段(140)亦可因應由前述變更手段(160)變更與前述第二位置相關聯的前述效果資訊後之前述用戶位置往前述第二位置的移動,根據與前述第二位置相關聯之由前述變更手段(160)所變更後的前述效果資訊,執行前述效果發生處理。 3) In one aspect of the present invention, the game processing includes effect generation processing that generates an effect on the game, and the processing information includes effect information about the effect, and the execution means (140) is based on the The aforementioned effect information associated with a location performs the aforementioned effect generation processing, and the changing means (160) changes the aforementioned effect information associated with the second location into the aforementioned effect information currently associated with the second location The same type of effect is shown, and the effect information that displays an effect that is greater than the degree shown by the effect information currently associated with the second position, the execution means (140) can also respond to the aforementioned The changing means (160) moves the user position to the second position after changing the effect information associated with the second position, based on the change made by the changing means (160) associated with the second position The aforementioned effect information executes the aforementioned effect generation processing.

根據3)所述的發明,使第二位置相關聯的效果資訊變更成與第二位置目前相關聯之效果資訊所示之類型相同的類型的效果,並且,顯示比與第二位置目前相關聯之效果資訊所示程度還大之程度的效果的效果資訊。結果,可給予用戶「即便為與期望之效果資訊相關聯的位置,還特意要用戶位置通過該位置,來使與該位置相關聯的效果增大」的興趣。 According to the invention described in 3), the effect information associated with the second location is changed to the same type of effect as shown in the effect information currently associated with the second location, and the display ratio is currently associated with the second location The effect information of the degree that the effect information shows is still greater. As a result, the user can be given interest in "even if it is a location associated with the desired effect information, the user's location is intentionally passed through the location to increase the effect associated with the location."

4)在本發明的一態樣中,前述變更手段(160)亦可將與前述第二位置相關聯的前述處理資訊變更成與前述用戶位置通過前述第二位置之次數相對應的處理資訊。 4) In one aspect of the present invention, the changing means (160) may also change the processing information associated with the second location to processing information corresponding to the number of times the user location passes the second location.

根據4)所述的發明,使與第二位置相關聯的處理資訊變更成與用戶位置通過第二位置之次數相對應的處理資訊。結果,用戶能夠使用戶位置反復通過第二位置,藉此變更與第二位置相關聯的處理資訊。根據本發明,可給予用戶「使用戶位置反復通過第二位置,藉此變更與第二位置相關聯的處理資訊」的興趣。 According to the invention described in 4), the processing information associated with the second location is changed to processing information corresponding to the number of times the user's location passes through the second location. As a result, the user can repeatedly move the user's location through the second location, thereby changing the processing information associated with the second location. According to the present invention, the user can be given an interest in "passing the user's location repeatedly through the second location, thereby changing the processing information associated with the second location".

5)在本發明的一態樣中,更含有受理手段(110),係受理從含有與第一種處理資訊(D101)相關聯之選項的複數個選項(P411至P416)中進行的選擇;其中,前述複數個位置含有與第二種處理資訊(D102,D103)相關聯的位置,前述移動手段(120)亦可根據從前述複數個選項中所選擇的選項,決定前述用戶位置的移動目的地,且使前述用戶位置從目前位置移動至前述移動目的地,而前述執行手段(140)係根據與前述選擇的選項相關聯的前述第一種處理資訊,以及與前述第一位置相關聯的前述第二種處理資訊,來執行前述遊戲處理。 5) In one aspect of the present invention, it further includes an accepting means (110), which accepts a selection from a plurality of options (P411 to P416) containing options associated with the first type of processing information (D101); Wherein, the plurality of positions include positions associated with the second type of processing information (D102, D103), and the movement means (120) may also determine the movement purpose of the user position according to the options selected from the plurality of options And move the user's location from the current location to the mobile destination, and the execution means (140) is based on the first type of processing information associated with the selected option and the first location The aforementioned second processing information is used to execute the aforementioned game processing.

根據5)所述的發明,根據所選擇的選項,決定用戶位置的 移動目的地,且根據與所選擇的選項相關聯的處理資訊(第一種處理資訊)及與移動目的地(第一位置)相關聯的處理資訊(第二種處理資訊),來執行遊戲處理。因此,用戶必須一面比較考量與選項相關聯的處理資訊及與根據選項所決定之移動目的地相關聯的處理資訊的兩方,一面選擇選項。也就是,根據本發明,可提供給用戶「一面比較考量與選項相關聯的處理資訊及與根據選項所決定之移動目的地相關聯的處理資訊的兩方,一面選擇選項」的興趣。 According to the invention described in 5), according to the selected option, the position of the user is determined Move the destination, and execute game processing according to the processing information (the first type of processing information) associated with the selected option and the processing information (the second type of processing information) associated with the moving destination (the first position) . Therefore, the user must select the option while comparing the processing information associated with the option and the processing information associated with the movement destination determined by the option. That is, according to the present invention, it is possible to provide the user with an interest in "choosing both options while considering the processing information associated with the option and the processing information associated with the movement destination determined according to the option."

6)在本發明的一態樣中,更包含判定手段(130),係判定在遊戲中預定條件(例如特別協力加成事件的發生條件)是否滿足;前述執行手段(140)亦可含有下述手段:於前述當滿足預定條件時,因應前述用戶位置往前述第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊及與位於前述通過路徑上之位置相關聯的前述處理資訊,來執行前述遊戲處理的手段。 6) In one aspect of the present invention, a determination means (130) is further included, which determines whether a predetermined condition (such as the occurrence condition of a special cooperative bonus event) in the game is satisfied; the execution means (140) may also include the following Said means: when the predetermined condition is met, in response to the movement of the user's position to the first position, and according to the processing information associated with the first position and the processing associated with the position on the passage path Information, to execute the aforementioned game processing means.

根據6)所述的發明,當滿足預定條件時,不僅根據與第一位置相關聯的處理資訊,還根據與位於通過路徑上之位置相關聯的處理資訊,來執行遊戲處理,結果當滿足預定條件時,會執行比通常的情形(預定條件未滿足的情形)還更多的遊戲處理。結果,根據本發明,可給於用戶「以要滿足預定條件為目的(或,期待並等待滿足預定條件)」的興趣。 According to the invention described in 6), when the predetermined condition is satisfied, not only the processing information associated with the first position, but also the processing information associated with the position on the passing path, the game processing is executed, and as a result, when the predetermined condition is satisfied In the case of conditions, more game processing will be executed than in the normal case (the case where the predetermined condition is not satisfied). As a result, according to the present invention, it is possible to give the user the interest of "for the purpose of satisfying the predetermined condition (or expecting and waiting for the predetermined condition)".

7)在本發明的一態樣中,前述執行手段(140)亦可在滿足前述預定條件的情形,當位於前述通過路徑上的前述位置與關於對前述用戶不利的遊戲處理的處理資訊相關聯時,限制根據該處理資訊之遊戲處理的執行(S132:否(No))。 7) In one aspect of the present invention, the execution means (140) may also be associated with processing information regarding game processing unfavorable to the user when the position on the passage path is satisfied when the predetermined condition is satisfied At this time, the execution of the game process based on the process information is restricted (S132: No).

根據7)所述的發明,在滿足預定條件的情形,當位於通過路徑上之位置與關於對用戶不利的遊戲處理的處理資訊相關聯時,限制根據該處理資訊的遊戲處理的執行。當位於通過路徑上之位置與關於對用戶不利的遊戲處理之處理資訊相關聯時,若執行根據該處理資訊的遊戲處理,即使預定條件時滿足時,也會執行對用戶不利的遊戲處理,而會有令以要滿足預定條件為目的的用戶(或者,期待並等待滿足預定條件的用戶)感到不滿的疑慮。對此根據本發明,可減輕如上述之用戶的不滿。 According to the invention described in 7), in a case where a predetermined condition is satisfied, when the position on the passing path is associated with processing information about game processing that is not favorable to the user, the execution of the game processing based on the processing information is restricted. When the position on the passing path is associated with the processing information about the game processing unfavorable to the user, if the game processing based on the processing information is executed, even if the predetermined condition is satisfied, the game processing unfavorable to the user will be executed, and There may be doubts that users who intend to satisfy the predetermined condition (or users who expect and wait for the predetermined condition) are dissatisfied. According to the present invention, the user's dissatisfaction as described above can be reduced.

8)在本發明的一態樣中,前述執行手段(140)亦可在滿足前述預定條件的情形,當位於前述通過路徑上的前述位置與關於對前述用戶不利的遊戲處理的處理資訊相關聯時,取代該處理資訊,而根據關於對前述用戶有利的遊戲處理的處理資訊,來執行前述遊戲處理(S132:否(No),S136)。 8) In one aspect of the present invention, the execution means (140) may also be associated with processing information regarding game processing that is detrimental to the user when the position on the passage path is satisfied when the predetermined condition is satisfied At this time, instead of the processing information, the aforementioned game processing is executed based on the processing information regarding the game processing beneficial to the user (S132: No (S136), S136).

根據8)所述的發明,當滿足預定條件的情形,即使位於通過路徑上之位置與關於對用戶不利的遊戲處理的處理資訊相關聯,亦取代該處理資訊,而根據關於對用戶有利的遊戲處理的處理資訊,來執行遊戲處理。因此,可提升以要滿足預定條件為目的之用戶的意願(或,等待滿足預定條件之用戶的期待感)。 According to the invention described in 8), when the predetermined condition is satisfied, even if the position on the passing path is associated with the processing information about the game processing unfavorable to the user, the processing information is replaced, and according to the game about the user's advantage Processing processing information to execute game processing. Therefore, it is possible to increase the willingness of the user who aims to satisfy the predetermined condition (or the expectation of the user waiting to satisfy the predetermined condition).

9)在本發明的一態樣中,前述執行手段(140)亦可在滿足前述預定條件的情形中,當前述第一位置與關於對前述用戶不利的效果的處理資訊相關聯時,限制根據該處理資訊之遊戲處理的執行(S138:否(No))。 9) In one aspect of the present invention, the execution means (140) may also limit the basis of when the first position is associated with processing information about an effect that is detrimental to the user when the predetermined condition is satisfied. Execution of game processing of this processing information (S138: No (No)).

根據9)所述的發明,在滿足預定條件的情形,當第一位置與關於對用戶不利的效果的處理資訊相關聯時,限制根據該處理資訊之遊 戲處理的執行。當第一位置與關於對用戶不利的遊戲處理的處理資訊相關聯時,若執行根據該處理資訊的遊戲處理,則即使滿足預定條件的情形,也會執行對用戶不利的遊戲處理,而會有以要滿足預定條件為目的的用戶(或,期待並等待滿足預定條件的用戶)感到不滿的疑慮。此點,根據本發明,可減輕上述如此之用戶的不滿。 According to the invention described in 9), in the case where a predetermined condition is satisfied, when the first position is associated with processing information about an effect that is harmful to the user, the travel based on the processing information is restricted The execution of drama processing. When the first position is associated with processing information on game processing that is unfavorable to the user, if game processing based on the processing information is executed, even if a predetermined condition is satisfied, game processing that is unfavorable to the user will be executed, and there will be A user who intends to satisfy a predetermined condition (or a user who expects and waits for a predetermined condition) feels dissatisfied. In this regard, according to the present invention, the dissatisfaction of such users as described above can be reduced.

10)在本發明的一態樣中,前述執行手段(140)亦可在滿足前述預定條件的情形,當前述第一位置與關於對前述用戶不利的效果的處理資訊相關聯時,取代該處理資訊,而根據關於對前述用戶有利的遊戲處理的處理資訊,來執行前述遊戲處理(S138:否(No),S142)。 10) In one aspect of the present invention, the execution means (140) may also replace the processing when the first position is associated with the processing information about the adverse effect on the user when the predetermined condition is satisfied Information, and the aforementioned game processing is executed based on the processing information regarding the game processing advantageous to the aforementioned user (S138: No (S142)).

根據10)所述的發明,當滿足預定條件時,即使第一位置與關於對用戶不利的遊戲處理的處理資訊相關聯,亦取代上述處理資訊,而根據關於對用戶有利的遊戲處理的處理資訊,來執行遊戲處理。因此,可提升以滿足預定條件為目的之用戶的意願(或,等待滿足預定條件之用戶的期待感)。 According to the invention described in 10), when the predetermined condition is satisfied, even if the first position is associated with processing information about game processing unfavorable to the user, the above processing information is replaced, and according to the processing information about game processing favorable to the user To execute game processing. Therefore, the willingness of the user who meets the predetermined condition (or, the expectation of the user waiting for the predetermined condition to be satisfied) can be improved.

例外,在本發明的一態樣中,亦可更包含下述手段(150):因應根據與前述第一位置相關聯的前述處理資訊的前述遊戲處理的執行,變更與前述第一位置相關聯的前述處理資訊。 Exceptionally, in one aspect of the present invention, the following means (150) may be further included: according to the execution of the game processing based on the processing information associated with the first location, the association with the first location may be changed Of the aforementioned processing information.

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

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

D102‧‧‧格子效果資料 D102‧‧‧ lattice effect data

D103‧‧‧格子資料 D103‧‧‧ lattice data

D104‧‧‧事件牌組資料 D104‧‧‧Event deck information

D105‧‧‧培育狀況資料 D105‧‧‧Cultivation status information

110‧‧‧受理部 110‧‧‧ Acceptance Department

120‧‧‧移動部 120‧‧‧Mobile

130‧‧‧判定部 130‧‧‧Judgment Department

140‧‧‧執行部 140‧‧‧ Executive Department

150‧‧‧第一變更部 150‧‧‧ First Change Department

160‧‧‧第二變更部 160‧‧‧Second Change Department

Claims (12)

一種遊戲控制裝置,係包含有:移動手段,係在包含與關於遊戲處理之處理資訊相關聯的位置的複數個位置中,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置當中的第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段,變更與位於從前述移動前的前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊;前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段所變更後的前述處理資訊,執行前述遊戲處理;前述變更手段係將與前述第二位置相關聯的前述處理資訊變更成關於比與前述第二位置目前相關聯之前述處理資訊還更對用戶有利的遊戲處理的前述處理資訊。 A game control device includes: a moving means for moving a user's position according to a game operation in a plurality of positions including positions associated with processing information about game processing; and an execution means for moving to the aforementioned position in response to the user's position The movement of the first position among the plurality of positions, and executing the game processing according to the processing information associated with the first position; and changing means to change and locate the user position before the movement to the first position The processing information associated with the second position on the path so far; the execution means is in response to the movement of the user position to the second position after the processing information associated with the second position is changed by the changing means , And executes the game processing based on the processing information associated with the second position and changed by the changing means; the changing means changes the processing information associated with the second position to a ratio The aforementioned processing information currently associated with the second position is also the aforementioned processing information of the game processing that is beneficial to the user. 如申請專利範圍第1項所述之遊戲控制裝置,其中,前述遊戲處理係含有使遊戲上的效果發生的效果發生處理,前述處理資訊係含有關於前述效果的效果資訊,前述執行手段係根據與前述第一位置相關聯的前述效果資訊,執行前述效果發生處理,前述變更手段係將與前述第二位置相關聯的前述效果資訊變更成與前 述第二位置目前相關聯之前述效果資訊所示之類型相同的類型的效果,並且顯示比與前述第二位置目前相關聯之前述效果資訊所示之程度還更大之程度的效果的前述效果資訊,前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述效果資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段所變更後的前述效果資訊,執行前述效果發生處理。 The game control device according to item 1 of the scope of the patent application, wherein the game processing includes effect generation processing for generating effects on the game, the processing information includes effect information about the effects, and the execution means is based on The effect information associated with the first location performs the effect generation processing, and the changing means changes the effect information associated with the second location to the previous The effect of the same type shown in the aforementioned effect information currently associated with the second position, and displaying the aforementioned effect of a greater degree of effect than the degree indicated by the aforementioned effect information currently associated with the aforementioned second position Information, the execution means is in response to the movement of the user position to the second position after changing the effect information associated with the second position by the changing means, and according to the change from the second position associated with the second position The aforementioned effect information after the means is changed is to execute the aforementioned effect generation processing. 一種遊戲控制裝置,係包含有:移動手段,係在包含與關於遊戲處理之處理資訊相關聯的位置的複數個位置中,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置當中的第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段,變更與位於從前述移動前的前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊;前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段所變更後的前述處理資訊,執行前述遊戲處理;前述變更手段係將與前述第二位置相關聯的前述處理資訊變更成與前述用戶位置通過前述第二位置之次數相對應的處理資訊。 A game control device includes: a moving means for moving a user's position according to a game operation in a plurality of positions including positions associated with processing information about game processing; and an execution means for moving to the aforementioned position in response to the user's position The movement of the first position among the plurality of positions, and executing the game processing according to the processing information associated with the first position; and changing means to change and locate the user position before the movement to the first position The processing information associated with the second position on the path so far; the execution means is in response to the movement of the user position to the second position after the processing information associated with the second position is changed by the changing means And execute the game process based on the processing information changed by the changing means associated with the second position; the changing means changes the processing information associated with the second position to the user position The processing information corresponding to the number of times of the aforementioned second position. 一種遊戲控制裝置,係包含有: 受理手段,係受理從含有與第一種處理資訊相關聯的選項的複數個選項中進行的選擇,移動手段,係在含有與第二種處理資訊相關聯的位置之前述複數個位置中,根據遊戲操作使用戶位置移動,且根據前述複數個選項當中選擇的選項,來決定前述用戶位置的移動目的地,來使前述用戶位置從目前位置移動至前述移動目的地;執行手段,係因應前述用戶位置往前述複數個位置當中的第一位置的移動,並根據與前述所選擇之選項相關聯的前述第一種處理資訊及與前述第一位置相關聯的前述第二種處理資訊,來執行前述遊戲處理;以及變更手段,變更與位於從前述移動前的前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述第二種處理資訊;前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述第二種處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述所選擇之選項相關聯的前述第一種處理資訊,及與前述第二位置相關聯之由前述變更手段所變更後的前述第二種處理資訊,執行前述遊戲處理。 A game control device, including: Receiving means accepts the selection from a plurality of options containing options associated with the first type of processing information, and moving means refers to the aforementioned plurality of locations containing positions associated with the second type of processing information, based on The game operation moves the user's position, and determines the movement destination of the user's position according to the options selected from the plurality of options, so as to move the user's position from the current position to the movement destination; the execution means is in response to the user The position is moved to the first position among the plurality of positions, and the foregoing is performed according to the first processing information associated with the selected option and the second processing information associated with the first position. Game processing; and changing means to change the second processing information associated with the second position on the passing path from the user position before the movement to the first position; the execution means is due to The changing means changes the movement of the user position to the second position after the second processing information associated with the second position, and according to the first processing information associated with the selected option, and The second processing information changed by the changing means associated with the second position executes the game processing. 一種遊戲控制裝置,係包含有:移動手段,係在包含與關於遊戲處理之處理資訊相關聯的位置的複數個位置中,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置當中的第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及 變更手段,變更與位於從前述移動前的前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊;前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段所變更後的前述處理資訊,執行前述遊戲處理;前述遊戲裝置更包含判定在遊戲中預定條件滿足與否的判定手段;前述執行手段係含有下述手段;在滿足前述預定條件的情形,因應前述用戶位置往前述第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊及與位於前述通過路徑上之位置相關聯的前述處理資訊,而執行前述遊戲處理的手段;前述執行手段係在滿足前述預定條件的情形,當位於前述通過路徑上的前述位置有與關於對用戶不利的遊戲處理的處理資訊相關聯時,限制根據該處理資訊之遊戲處理的執行。 A game control device includes: a moving means for moving a user's position according to a game operation in a plurality of positions including positions associated with processing information about game processing; and an execution means for moving to the aforementioned position in response to the user's position The movement of the first position among the plurality of positions, and performing the aforementioned game processing based on the aforementioned processing information associated with the aforementioned first position; and Changing means, changing the processing information associated with the second position on the passing path from the user position before the movement to the first position; the execution means is due to the change and the second Movement of the user's position to the second position after the processing information associated with the position, and execution of the game processing based on the processing information associated with the second position changed by the changing means; the game device It also includes determination means to determine whether the predetermined condition is satisfied in the game; the execution means includes the following means; in the case where the predetermined condition is met, in response to the movement of the user position to the first position, and according to the first The aforementioned processing information associated with the location and the aforementioned processing information associated with the location on the passage path, and means for executing the game processing; the execution means is when the predetermined condition is satisfied, when the When the aforementioned position is associated with processing information regarding game processing that is unfavorable to the user, the execution of game processing based on the processing information is restricted. 一種遊戲控制裝置,係包含有:移動手段,係在包含與關於遊戲處理之處理資訊相關聯的位置的複數個位置中,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置當中的第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段,變更與位於從前述移動前的前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊; 前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段所變更後的前述處理資訊,執行前述遊戲處理;前述遊戲裝置更包含判定在遊戲中預定條件滿足與否的判定手段;前述執行手段係含有下述手段:在滿足前述預定條件的情形,因應前述用戶位置往前述第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊及與位於前述通過路徑上之位置相關聯的前述處理資訊,而執行前述遊戲處理的手段;前述執行手段係在滿足前述預定條件的情形,當前述第一位置有與關於對用戶不利的效果的處理資訊相關聯的情形,限制根據該處理資訊之遊戲處理的執行。 A game control device includes: a moving means for moving a user's position according to a game operation in a plurality of positions including positions associated with processing information about game processing; and an execution means for moving to the aforementioned position in response to the user's position The movement of the first position among the plurality of positions, and executing the game processing according to the processing information associated with the first position; and changing means to change and locate the user position before the movement to the first position The aforementioned processing information associated with the second position on the path so far; The execution means corresponds to the movement of the user's position to the second position after the processing information associated with the second position is changed by the change means, and is based on the change means associated with the second position The changed processing information executes the aforementioned game processing; the aforementioned game device further includes a judging means for judging whether the predetermined condition in the game is satisfied; the aforementioned executing means includes the following means: in the case where the predetermined condition is satisfied, the user The position moves to the first position, and based on the processing information associated with the first position and the processing information associated with the position on the passage path, the means for executing the game processing; the execution means is In the case where the aforementioned predetermined condition is satisfied, when the aforementioned first position has a situation associated with processing information regarding an effect adverse to the user, the execution of the game processing based on the processing information is restricted. 一種遊戲系統,係含有:移動手段,係在含有與關於遊戲處理之處理資訊相關聯的位置的複數個位置之間,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置當中之第一位置的移動,根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段,係變更與位於前述移動前之前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊;前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第 二位置相關聯之由前述變更手段所變後的前述處理資訊,執行前述遊戲處理;前述變更手段係將與前述第二位置相關聯的前述處理資訊變更成關於比與前述第二位置目前相關聯之前述處理資訊還更對用戶有利的遊戲處理的前述處理資訊。 A game system includes: a moving means, which moves a user's position according to a game operation between a plurality of positions containing positions associated with processing information about game processing; an execution means, which moves in response to the user's position The movement of the first position among the positions is to execute the game processing according to the processing information associated with the first position; and the changing means is to change the position of the user before the movement to the first position The processing information associated with the second position on the path; the execution means is in response to the movement of the user position to the second position after the processing information associated with the second position is changed by the changing means, and According to the aforementioned The processing information changed by the changing means associated with the two positions executes the game processing; the changing means changes the processing information associated with the second position to a ratio that is currently associated with the second position The aforementioned processing information is more advantageous to the user's aforementioned processing information of game processing. 一種遊戲系統,係含有:移動手段,係在含有與關於遊戲處理之處理資訊相關聯的位置的複數個位置之間,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置當中之第一位置的移動,根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段,係變更與位於前述移動前之前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊;前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段所變後的前述處理資訊,執行前述遊戲處理;前述變更手段係將與前述第二位置相關聯的前述處理資訊變更成與前述用戶位置通過前述第二位置之次數相對應的處理資訊。 A game system includes: a moving means, which moves a user's position according to a game operation between a plurality of positions containing positions associated with processing information about game processing; an execution means, which moves in response to the user's position The movement of the first position among the positions is to execute the game processing according to the processing information associated with the first position; and the changing means is to change the position of the user before the movement to the first position The processing information associated with the second position on the path; the execution means is in response to the movement of the user position to the second position after the processing information associated with the second position is changed by the changing means, and The game processing is executed based on the processing information changed by the changing means associated with the second position; the changing means changes the processing information associated with the second position to the user position through the aforementioned Processing information corresponding to the number of times of the second position. 一種遊戲系統,係含有:受理手段,係受理從含有與第一種處理資訊相關聯的選項的複數個選項中進行的選擇, 移動手段,係在含有與第二種處理資訊相關聯的位置之前述複數個位置中,根據遊戲操作使用戶位置移動,且根據前述複數個選項當中選擇的選項,來決定前述用戶位置的移動目的地,來使前述用戶位置從目前位置移動至前述移動目的地;執行手段,係因應前述用戶位置往前述複數個位置當中的第一位置的移動,並根據與前述所選擇之選項相關聯的前述第一種處理資訊及與前述第一位置相關聯的前述第二種處理資訊,來執行前述遊戲處理;以及變更手段,係變更與位於前述移動前之前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊;前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述第二種處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述所選擇之選項相關聯的前述第一種處理資訊,及與前述第二位置相關聯之由前述變更手段所變更後的前述第二種處理資訊,執行前述遊戲處理。 A game system containing: acceptance means for accepting a selection from a plurality of options containing options associated with the first type of processing information, The moving means is to move the user's position according to the game operation in the plurality of positions including the position associated with the second type of processing information, and determine the movement purpose of the user's position according to the options selected from the plurality of options Ground, to move the user's location from the current location to the mobile destination; the execution means is in response to the user's location moving to the first of the plurality of locations, and according to the aforementioned associated with the selected option The first type of processing information and the second type of processing information associated with the first position are used to execute the game processing; and the changing means is to change the passage between the user position before the movement and the first position The processing information associated with the second position on the path; the execution means is in response to the movement of the user position to the second position after the second processing information associated with the second position is changed by the changing means And execute the game processing according to the first type of processing information associated with the selected option and the second type of processing information after being changed by the changing means associated with the second position. 一種遊戲系統,係含有:移動手段,係在含有與關於遊戲處理之處理資訊相關聯的位置的複數個位置之間,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置當中之第一位置的移動,根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段,係變更與位於前述移動前之前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊; 前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第二位置相關聯之由前述變更手段所變後的前述處理資訊,執行前述遊戲處理;前述遊戲裝置更包含判定在遊戲中預定條件滿足與否的判定手段;前述執行手段係含有下述手段:在滿足前述預定條件的情形,因應前述用戶位置往前述第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊及與位於前述通過路徑上之位置相關聯的前述處理資訊,而執行前述遊戲處理的手段;前述執行手段係在滿足前述預定條件的情形,當位於前述通過路徑上的前述位置有與關於對用戶不利的遊戲處理的處理資訊相關聯時,限制根據該處理資訊之遊戲處理的執行。 A game system includes: a moving means, which moves a user's position according to a game operation between a plurality of positions containing positions associated with processing information about game processing; an execution means, which moves in response to the user's position The movement of the first position among the positions is to execute the game processing according to the processing information associated with the first position; and the changing means is to change the position of the user before the movement to the first position The aforementioned processing information associated with the second position on the path; The execution means corresponds to the movement of the user's position to the second position after the processing information associated with the second position is changed by the change means, and is based on the change means associated with the second position The changed processing information executes the aforementioned game processing; the aforementioned game device further includes a judging means for judging whether a predetermined condition is satisfied in the game; the aforementioned executing means includes the following means: in the case of satisfying the aforementioned predetermined condition, in response to the aforementioned user The position moves to the first position, and based on the processing information associated with the first position and the processing information associated with the position on the passage path, the means for executing the game processing; the execution means is In the case where the aforementioned predetermined condition is satisfied, when the aforementioned position located on the aforementioned passing path is associated with processing information regarding game processing that is unfavorable to the user, the execution of the game processing based on the processing information is restricted. 一種遊戲系統,係含有;移動手段,係在含有與關於遊戲處理之處理資訊相關聯的位置的複數個位置之間,根據遊戲操作使用戶位置移動;執行手段,係因應前述用戶位置往前述複數個位置當中之第一位置的移動,根據與前述第一位置相關聯的前述處理資訊,執行前述遊戲處理;以及變更手段,係變更與位於前述移動前之前述用戶位置至前述第一位置為止之通過路徑上的第二位置相關聯的前述處理資訊;前述執行手段係因應在由前述變更手段變更與前述第二位置相關聯的前述處理資訊後之前述用戶位置往前述第二位置的移動,並根據與前述第 二位置相關聯之由前述變更手段所變後的前述處理資訊,執行前述遊戲處理;前述遊戲裝置更包含判定在遊戲中預定條件滿足與否的判定手段;前述執行手段係含有下述手段:在滿足前述預定條件的情形,因應前述用戶位置往前述第一位置的移動,並根據與前述第一位置相關聯的前述處理資訊及與位於前述通過路徑上之位置相關聯的前述處理資訊,而執行前述遊戲處理的手段;前述執行手段係在滿足前述預定條件的情形,當前述第一位置有與關於對用戶不利的效果的處理資訊相關聯的情形,限制根據該處理資訊之遊戲處理的執行。 A game system, including; a moving means, between a plurality of positions containing positions associated with processing information about game processing, to move a user's position according to game operations; an execution means, in response to the user's position The movement of the first position among the positions is to execute the game processing according to the processing information associated with the first position; and the changing means is to change the position of the user before the movement to the first position The processing information associated with the second position on the path; the execution means is in response to the movement of the user position to the second position after the processing information associated with the second position is changed by the changing means, and According to the aforementioned The aforementioned processing information changed by the aforementioned changing means associated with the two positions executes the aforementioned game processing; the aforementioned game device further includes a judging means for judging whether a predetermined condition in the game is satisfied; the aforementioned executing means includes the following means: When the predetermined condition is satisfied, the user's position is moved to the first position, and the processing is performed based on the processing information associated with the first position and the processing information associated with the position on the passage path. The aforementioned game processing means; the aforementioned execution means is in the case where the aforementioned predetermined condition is satisfied, and when the aforementioned first position is associated with processing information about an effect that is harmful to the user, the execution of the game processing based on the processing information is restricted. 一種電腦程式產品,係用以使電腦作為如申請專利範圍第1至6項中任一項所述之遊戲控制裝置或如申請專利範圍第7至11項中任一項所述之遊戲系統並發揮功能。 A computer program product used to make a computer as a game control device as described in any of items 1 to 6 of the patent application or as a game system as described in any of items 7 to 11 of the patent application Function.
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