Computer system and program

In computer and video games in which a character is managed by registering an ID assigned to an object, objects corresponding to the same player can be duplicately registered, and a bonus that increases the ability of the player corresponding to the duplicately registered object is granted.

CROSS-REFERENCES TO RELATED APPLICATION

This application claims priority from Japanese Patent Application Serial No. 2010-101706 filed Apr. 27, 2010, the contents of which are incorporated herein by reference in its entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a computer system and a program used for managing players on each of game players' teams in order to play a team based game.

2. Description of the Related Art

Among various team based games, a simulation type game in which, from the view point of an owner of a baseball team, a game payer scouts baseball players and creates his own team that automatically plays against another game player's team has been developed. For example, such a baseball game is described in Online game SEGA Corporation “Let's make a professional baseball team ONLINE 2” started on May 27, 2008, <URL: http://www.yakyutsuku-online.com/>.

In a game of such a genre, a game player selects a starting lineup of nine players from the listed players of the team. Thereafter, the game player enjoys playing a game against another game player to win the game. During the game, each player plays automatically, substitution of players is performed automatically, and the tactics are determined automatically. Thus, winning or losing is determined by how well the game player estimates the game progress and selects team members before the game starts. This is the chance of the game player to show his/her ability.

In addition, in some games of such a genre, scouting players means collecting trading cards. There is one-to-one correspondence between a trading card and a player on a team playable in a game. By registering the use right of a trading card in a predetermined Web site, the game player can register the team members playable in a game. Such a game is described in, for example, the BANDAI online game “Professional Baseball Owners' League” beta version started on Mar. 9, 2010, Selling of cards started on Mar. 20, 2010, [Online], <URL: http://ownersleague.jp/>.

The trading cards are sold in the form of a package so that a game player cannot view the trading cards beforehand. Therefore, if the game player buys and collect a plurality of trading cards, some of the types of the trading cards may be duplicated.

In addition to the game described in the BANDAI online game “Professional Baseball Owners' League”, in some games in which the characters playable in the game are registered by registering the user right of objects, the same characters are not used. For example, as shown in the BANDAI online game “Professional Baseball Owners' League”, when a game simulates real sport games, a trading card corresponds to a real player. Thus, if the same player plays in a plurality of teams, the game becomes unrealistic. However, the game player feels that it is unfair since only one of the same trading cards among the plurality of collected trading cards can be used. As used herein, the term “object” refers to not only a real trading card and a toy, such as an action figure, but also a virtual thing (e.g., data representing a trading card or a toy).

SUMMARY OF THE INVENTION

Accordingly, it is an object of the present invention to allow an ID representing a duplicate character to be used in a game in which a character is managed by registering the use right of an ID assigned to the character and, thus, reduce the unpleasantness that a game player experiences when he/she has the same objects in his/her collections.

According to an embodiment of the present invention, a computer system for managing players on each of game player's teams in order to play a team based game is provided. The computer system includes storage means for storing object IDs representing IDs uniquely assigned to objects corresponding to a plurality of players (e.g., a server storage unit502shown inFIG. 9and card registration data518shown inFIG. 11), receiving means for receiving a request for registering a use right of an object ID in response to an input operation performed on a game player terminal (a communication unit372, a server processing unit202, and a game management sub-unit220shown inFIG. 9and steps S10to S12shown inFIG. 30), registration managing means for managing the presence/absence of registration for use of the object IDs so that the registration is not allowed if the object ID received from the receiving means has already been registered and the registration is allowed if the object ID received from the receiving means has not yet been registered (e.g., the server processing unit202, the game management sub-unit220, and a card registration processing sub-sub-unit222shown inFIG. 9, the card registration data518shown inFIG. 11, and steps S14to S16shown inFIG. 30), team player managing means for managing the players of each of the game player's teams by assigning a player corresponding to the object ID registered by the registration managing means to one of the game player's teams (e.g., the server processing unit202, the game management sub-unit220, and the card registration processing sub-sub-unit222shown inFIG. 9, a player registration list610shown inFIG. 26, and step S22shown inFIG. 30), and parameter updating means for performing a parameter updating process for each of the game player's teams in which a parameter for each of the players on the game player's team and/or a parameter of the entire team is updated on the basis of the number of duplicate registrations of the object ID of each of the players (e.g., the server processing unit202, the game management sub-unit220, the card registration processing sub-sub-unit222, and a team creation processing sub-sub-unit224shown inFIG. 9, the player registration list610shown inFIG. 26, steps S32to S34shown inFIG. 30, and step S210shown inFIG. 32).

According to another embodiment of the present invention, a program for causing a computer to manage players on each of game player's teams in order to play a team based game is provided. The program includes program code for causing the computer to function as storage means for storing object IDs representing IDs uniquely assigned to objects corresponding to a plurality of players, receiving means for receiving a request for registering a use right of an object ID in response to an input operation performed on a game player terminal, registration managing means for managing the presence/absence of registration for use of the object IDs so that the registration is not allowed if the object ID received from the receiving means has already been registered and the registration is allowed if the object ID received from the receiving means has not yet been registered, team player managing means for managing the players of each of the game player's teams by assigning a player corresponding to the object ID registered by the registration managing means to one of the game player's teams, and parameter updating means for performing a parameter updating process for each of the game player's teams in which a parameter for each of the players on the game player's team and/or a parameter of the entire team is updated on the basis of the number of duplicate registrations of the object ID of the player.

According to the embodiment, the use right of the object is managed by using an object ID. In addition, duplicate registrations of objects corresponding to the same player are managed. Thus, the player corresponding to the duplicately registered objects can be used for team creation. For example, the parameter for the duplicately registered player and the parameter for the created team are updated.

Therefore, a restriction that requires a game player to use only one object when a game player has a plurality of objects for the same player is removed, and the game player can use the other objects for the game. Accordingly, even when a plurality of objects corresponding to the same player appear in his/her collection, the game player does not feel ripped off, but the game player can advantageously gain a bonus by duplicately registering the other object.

The parameter updating means can include first means for updating the parameter of a player on the game player's team if the number of duplicate registrations of the object ID for the player meets a condition regarding the number of duplicate registrations predetermined for the player (e.g., a server processing unit202, a game management sub-unit220, and a card registration processing sub-sub-unit222shown inFIG. 9, the player registration list610shown inFIG. 26, and step S28shown inFIG. 30).

This configuration provides an advantage that is the same as the above-described advantage. In addition, since a bonus is granted if the number of duplicate registrations of the object ID for the player meets the predetermined condition, the game becomes more enjoyable if the game player has a plurality of objects for the same player.

The computer system can further include position setting means for assigning a position to each of the players on the game player's team in accordance with an input operation performed on the game player terminal (e.g., a communication unit372, the server processing unit202, the game management sub-unit220, and the team creation processing sub-sub-unit224shown inFIG. 9, the player registration list610shown inFIG. 26, and steps S124to S154shown inFIG. 31). The parameter updating means can include second means for updating the parameter for the player on a game player's team and/or a parameter for the entire game player's team on the basis of the number of duplicate registrations of the object ID for the player assigned to the position (e.g., the server processing unit202, the game management sub-unit220, the team creation processing sub-sub-unit224shown inFIG. 9, the player registration list610shown inFIG. 26, and steps S162and steps S166to S170shown inFIG. 33), where the player meets a predetermined position condition used for determination in parameter updating.

This configuration provides an advantage that is the same as the above-described advantages. In addition, if the position for the duplicately registered player meets some specific condition, the bonus can be granted. Accordingly, the game becomes more enjoyable if the game player has a plurality of objects for the same player.

The game can be a baseball game, and the position condition can represent a battery. The second means can update the parameter for the player on the player team and/or the parameter for the entire team on the basis of the number of duplicate registrations of the objects ID for the players assigned to a pitcher and a catcher.

This configuration provides an advantage that is the same as the above-described advantages. In addition, if a limited condition in which the duplicately registered players are a pitcher and a catcher, a bonus can be granted. Accordingly, the game becomes more enjoyable if the game player has a plurality of objects for the same player.

This configuration provides an advantage that is the same as one of the above-described advantages. In addition, a bonus can be granted so that the feature of a duplicately registered player is made more prominent. Accordingly, the game player can further enjoy the bonus granted for duplicate registration.

An object provided during a series can differ from the object provided during another series even for the same player, and the storage means can associate the object IDs for the same player in different series with one another and stores the object IDs. In addition, the parameter updating means can include third means for performing the parameter updating process on the basis of the series of the duplicately registered object ID for each of the players.

This configuration provides an advantage that is the same as one of the above-described advantages. In addition, by allowing the same player to be duplicately registered, the objects of the same type that the game player owns can be used in a variety of ways. Thus, the game becomes more enjoyable for the game player.

The computer system can further include team manager managing means (e.g., the server processing unit202, the game management sub-unit220, and a card registration processing sub-sub-unit222shown inFIG. 9, manager setting data540shown inFIG. 14, a manager registration list608shown inFIG. 26, and steps S50to S52shown inFIG. 29) and entire team parameter updating means (e.g., the server processing unit202, the game management sub-unit220, and the team creation processing sub-sub-unit224shown inFIG. 9and steps S260to S262shown inFIG. 34), where the objects can include a manager object. If the object ID registered by the registration managing means is the object ID of the manager object, the team manager managing means assigns the manager to a manager of the game player's team, and the entire team parameter updating means updates the parameter of each of the game player's teams on the basis of the number of duplicate registrations of the objects ID for the manager of the game player's team.

This configuration provides an advantage that is the same as one of the above-described advantages. In addition, since a bonus can be granted even when a manager object is duplicately registered, the game player can positively have a plurality of objects of the same type. Thus, the game becomes more enjoyable for the game player.

The computer system can further include parameter updating rule setting means for setting whether updating of a parameter by the parameter updating means is allowed as an execution rule of the game (e.g., the game management sub-unit220and the league creation processing sub-sub-unit234shown inFIG. 9, the league setting data550shown inFIG. 15, and a league creation process shown inFIG. 35).

This configuration provides an advantage that is the same as one of the above-described advantages. In addition, by using duplicate registrations of objects, a variety of execution rules can be provided for a game. Thus, the game becomes more enjoyable for the game player.

The computer system can further include pre-assigned player managing means (e.g., the server processing unit202, the game management sub-unit220, and the team creation processing sub-sub-unit224shown inFIG. 9). In addition to the players corresponding to the registered object IDs, the team player managing means can manage a pre-assigned player automatically provided to the game player's team without registration of an object ID of the pre-assigned player in advance, and if the pre-assigned player is the same as a player corresponding to a registered object ID, the pre-assigned player managing means can unregister the pre-assigned player from the players in the game player's team.

This configuration allows a game form in which a pre-assigned player is automatically provided to the game player's team if the number of players on the game player's team is insufficient for creating a team. If the pre-assigned player is the same as a player corresponding to a registered object ID, the pre-assigned player is unregistered from the players in the game player's team.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

First Embodiment

A first embodiment of the present invention is described next with reference to a simulation type baseball game in which baseball players are registered in a roster using trading cards serving as objects.

Configuration of Game System

FIG. 1illustrates an exemplary configuration of a game system according to an embodiment of the present invention. According to the present embodiment, the game system includes a player terminal, such as a personal computer1200, a smart phone1300, or a mobile game machine1400, and a server system1100formed from a computer system and connected to the player terminal via a communication line1. The player terminal and the server system1100communicate data required for playing a game with each other.

The communication line1serves as a communication path through which data can be exchanged. That is, examples of the communication line1include a dedicated line (a dedicated cable) for pier-to-pier connection, a local area network (LAN) using Ethernet (trade name), a telephone network, a cable network, and a communication network, such as the Internet. The communication may be performed wirelessly or wired.

The server system1100includes a body1104including a plurality of blade servers1102and a keyboard1106and a display monitor1108used for managing the blade servers1102. Each of the blade servers1102includes a central processing unit (CPU), an input/output (I/O) module, an IC memory, and a storage unit (e.g., a hard disk). The server system1100functions as a single server computer. The body1104includes the blade servers1102, a power supply module that supplies electrical power to the blade servers1102, and a communication unit that connects the server system1100to the communication line1.

According to the present embodiment, the server system1100natively supports a common gateway interface (CGI) program implementation language. Thus, the server system1100provides a variety of functions, such as registration of a game player, authentication of a registered game player (known as a login process), a baseball game, and a communication process between game players (e.g., chat), using the CGI functions.

The server system1100may be realized using a single server computer. Alternatively, a stationary home game machine may serve as the server system1100.

Each of the personal computer1200, the smart phone1300, and the mobile game machine1400serves as a computer that can execute a game screen display program. The game screen display program displays a variety of screens in accordance with display information received from the server system1100and transmits, to the server system1100, request information in accordance with an input operation. If the display information generated by the server system1100has a dedicated data format, the game screen display program is formed from a dedicated client program. In contrast, if the display information has a data format for interactively controlling images and sound using HTML or Adobe Flash (“Adobe” is a trade name), the game screen display program can be generated using a program working on a general-purpose Web browser.

In order to play a baseball game according to the present embodiment, a game player2needs to purchase objects (trading cards3) having designs corresponding to a baseball player and a manager in advance. A predetermined number of objects (the trading cards3) are sold in the form of a package. A user cannot recognize the designs of the objects (the trading cards3) in the package from the outside.

The objects (the trading cards3) include a manager object (a manager card3a) and baseball player objects (baseball player cards3b) including a pitcher, a catcher, and a fielder. Each of the objects has unique identification information and an object ID assigned thereto. According to the present embodiment, an object number is printed as the object ID. However, a string of characters may be used for the object ID. Alternatively, a bar code or a QR code may be used for the object ID.

In addition, in order to reflect real baseball league stages, a different set of the objects (the trading cards3) is supplied for each sales period (e.g., first series, second series, . . . ). That is, the latest series (e.g., a second series) is created so that the objects (the trading cards3) correspond to the baseball players of the real baseball league at that time. In some cases, an object (a trading card3) corresponding to the same baseball player or a manager is included in a plurality of series (e.g., the first series to the second series). At that time, the illustration, pose, or layout of an object (a trading card3) can be changed on a series-by-series basis although the object represents the same baseball player or manager. That is, models (types) of the object (the trading card3) corresponding to the same baseball player or a manager differ in accordance with the series. Note that the same unique card number is still assigned to the different objects (the different trading cards3) corresponding to the same baseball player or a manager even when the series or the model of the objects are different.

The game player2registers an acquired object (the trading card3) using a player terminal so that a baseball player indicated by the object (the trading card3) can be used in games. Thereafter, the game player2creates his/her own team using the registered baseball players and enjoys playing a baseball game in which his/her team plays against another team.

Configuration of Player Terminal

An exemplary configuration of the mobile game machine1400, which is a typical player terminal, is described next.FIG. 2is an external view of the mobile game machine1400, which is an exemplary player terminal according to the present embodiment.

The mobile game machine1400has a machine body1401that is flippable about a hinge1414. The machine body1401includes a direction input key1402, push switches1404, a first liquid crystal display1406, a second liquid crystal display1408, a speaker1410, an image sensor1430, and a control unit1450. The first liquid crystal display1406and the second liquid crystal display1408include touch panels1407and1409disposed thereon, respectively. By touching the touch panels1407and1409using, for example, a stylus pen1416, information regarding any point in the display screen can be input.

The machine body1401further includes a memory card reader1418that can read and write data from and to a memory card1440. The memory card1440serves as a computer-readable information storage medium. The memory card1440stores a program and a variety of setting data items required for the control unit1450of the mobile game machine1400to perform a variety of computing processes regarding a gameplay. In addition, the machine body1401includes an internal battery, a power button, and volume control button (none are shown).

The touch panels1407and1409cover almost the entirety of display screens of the first liquid crystal display1406and the second liquid crystal display1408without obstructing the display. When a game player touches the touch panel1407or1409using the stylus pen1416(or a finger), the touch panel1407or1409can output, to the control unit1450, the coordinate information regarding the touched position in an orthogonal coordinate system where the upper left corner is the origin.

The image sensor1430is an image pickup element formed from a CCD (Charge Coupled Device) image sensor or a CMOS (Complementary Metal Oxide Semiconductor) image sensor. If the object (the trading card3) has an object ID (a card ID) in the form of a bar code or a QR code, the image sensor1430is used for capturing the image of the bar code or the QR code.

The control unit1450corresponds to a control board of the game machine. The control unit1450includes a variety of microprocessors, such as a central processing unit (CPU) and a graphics processing unit (GPU), and a digital signal processor (DSP), an application specific integrated circuit (ASIC), and a variety of IC memories, such as a video RAM (VRAM), a random access memory (RAM), and a read only memory (ROM).

The control unit1450further includes a wireless communication module1412, a driver circuit for driving the first liquid crystal display1406and the second liquid crystal display1408, a driver circuit for driving the touch panel1407and the touch panel1409, a circuit for receiving signals from the direction input key1402and the push switches1404, an amplifier circuit for outputting an audio signal to the speaker1410, and a so-called interface (I/F) circuit, such as a signal input/output circuit for the memory card reader1418. These components of the control unit1450are electrically connected to one another via a bus circuit. Thus, data can be read or written, and signals can be exchanged.

The control unit1450reads the program and data stored in the memory card1440using a memory card reader1418and temporarily stores the programs and data in an internal IC memory. Thereafter, the control unit1450executes the readout program and performs computation. In this way, the control unit1450controls the units of the mobile game machine1400in accordance with input operation performed on the direction input key1402, the push switches1404, or the touch panels1407and1409.

Note that according to the present embodiment, the mobile game machine1400reads the necessary program and various setting data items from the memory card1440. However, the main program and data loaded into the control unit1450may be prestored in an IC memory. Alternatively, the mobile game machine1400may connect itself to the communication line1, such as the Internet, a local area network (LAN), or a wide area network (WAN), wirelessly or wired via the wireless communication module1412. Thereafter, the mobile game machine1400may download the main program and data from an external apparatus.

Outline of Game

A baseball game according to the present embodiment is briefly described with reference toFIGS. 3 to 8. First, a game player starts the mobile game machine1400, which is a player terminal, and instructs the mobile game machine1400to execute a game screen display program. Subsequently, the game player connects the mobile game machine1400to the server system1100via the communication line1and performs a predetermined login procedure. As shown inFIG. 3, a menu screen W2is then displayed.

According to the present embodiment, the mobile game machine1400has a dual display. The first liquid crystal display1406displays a title display section4and an account display section6. The second liquid crystal display1408displays a menu selection icon display section8including a plurality of menu selection icons. The game player selects a desired menu selection icon by touching the icon using the stylus pen1416or by operating the direction input key1402and the push switches1404.

In order to start the baseball game according to the present embodiment, the game player needs to register the use right of the acquired object (the trading card3) so that the object can be used in the game. As used herein, registration of a baseball player object (a player card3b) is referred to as “player registration”. Registration of a manager object (a manager card3a) is referred to as “manager registration”.

When an icon “Player Registration” in the menu selection icon display section8is selected, request information corresponding to the selecting operation, that is, a request for registration of use of the object (the card) is sent from the mobile game machine1400to the server system1100. Upon receiving the request information, the server system1100sends back display information for displaying a player screen on the mobile game machine1400. Similarly, if some operation is performed on the mobile game machine1400, request information corresponding to the operation is sent to the server system1100. Upon receiving the request information, the server system1100performs a game management process corresponding to the request information and sends back new display information. In this way, such an operation is repeatedly performed.

FIG. 4illustrates an example of a player registration screen W4of the game according to the present embodiment. The upper section ofFIG. 4indicates an upper screen. The lower section ofFIG. 4indicates a lower screen. This also applies to the other drawings. In the player registration screen W4, the following is displayed: an object (card) number entry field10used for inputting the object (card) number of an object to be registered, a software keyboard12used for inputting the object (card) number, a baseball player information display section14used for displaying a description and a parameter (skill) value for the baseball player corresponding to the input object (card) number, and a registered player list16used for displaying the icons of the registered baseball players, and an operation guide display18.

If the game player uses the software keyboard12and inputs, into the object (card) number entry field10, the object (card) number of the object (the trading card3) that the game player wants to register, the baseball player information associated with the object (card) is returned from the server system1100. This information is displayed in the baseball player information display section14. The game player verifies the displayed information in the baseball player information display section14. If the game player wants to register the baseball player, the game player performs a predetermined registration operation by following the operation guide display18. After the game player has registered the desired object (the trading card3) and performed an operation for going back to the menu in order to display the menu screen again, the menu screen W2is displayed again.

For example, the following data items are displayed in the baseball player information display section14: a baseball player icon14a, a uniform number, the name of the player, a fielding position, information as to whether the player bats right-handed or left-handed and throws right-handed or left-handed, an ability parameter value14b, the description for the player14c, the number of duplicate registrations14d, and a bonus gaining mode mark14e.

According to the present embodiment, the objects (the trading cards3) corresponding to the same baseball player can be duplicately registered. If a newly registered object (a trading card3) is the same as an already registered object (the trading card3) corresponding to the same baseball player, that is, if the baseball players are the same and the series are the same, the two objects (the trading cards3) are automatically duplicately registered. That is, the same baseball player is not registered as two players, but the new object (the trading card3) is automatically registered together with the already registered player. The number of duplicate registrations14dindicates how many objects (the trading cards3) corresponding to the same baseball player are registered. Note that even when the objects (the trading cards3) corresponding to the same player are registered, the objects (the trading cards3) are registered as different players if the series are different (e.g., first and second series) and/or if the designs of the objects (the trading cards3) are different. This exception is to keep the values of objects (the trading cards3) in one's collection the same regardless of the series and designs. However, the exception is not limited thereto.

When the objects (the trading cards3) are duplicately registered, the baseball player corresponding to the objects (the trading card3) is granted a bonus. The type of bonus is appropriately selectable in accordance with the type of game. The bonus gaining mode mark14eindicates that a bonus is granted to the baseball player. Note that in a baseball game according to the present embodiment, a bonus is granted so that a game parameter is increased. However, a bonus is not limited thereto. For example, in the case of a role-playing game (RPG), a bonus may be appropriately granted so that an item is given, funds are increased, or hit points are recovered. Thus, the game player can have an advantage over another game player.

In addition, in order to register a manager, the game player selects “Manager Registration” in the menu selection icon display section8of the menu screen W2. Thus, a manager object (a manager card3a) is registered as in the baseball player registration. In this way, the object can become a manager of the team. If an object (a card) having the same type as that of the newly registered object (card) has been registered, the object is double registered as in the baseball player registration.

After baseball player registration and manager registration are completed, the game player creates his/her own team by selecting a starting lineup, backup members, and relief pitchers. In order to create a team, the game player selects “Team Creation” in the menu selection icon display section8of the menu screen W2.

When “Team Creation” is selected, the mobile game machine1400displays, for example, a team creation screen W6shown inFIG. 5. The team creation screen W6includes a starting lineup assignment tag20used for switching to a starting lineup assignment screen, a backup member assignment tag22used for switching to a backup member assignment screen, and a relief pitcher assignment tag24used for switching to a relief pitcher assignment screen. The game player selects desired one of the assignment tags.

If the game player selects the starting lineup assignment tag20, a starting lineup setting display section26is displayed. The starting lineup setting display section26displays a schematic bird's-eye view of a field. In addition, player icons30of the currently registered baseball players are displayed on the field at their positions. If a player has not yet been assigned to a position, a blank icon32is displayed at that position.

In order to select a position in the field, a player icon30or a blank icon32displayed in the starting lineup setting display section26is touched by the stylus pen1416or is selected by using the direction input key1402and the push switches1404. If any one of the icons in the starting lineup setting display section26is selected, the position of the icon is to be set. The information regarding the player assigned to the position is displayed in a player information display section34.

If the game player wants to unregister a baseball player for the position to be set, the game player performs a predetermined “Unregister” operation while following an operation guide display38. If the game player wants to register a new baseball player for the position to be set, the game player selects and touches a baseball player icon of the baseball player in a registered player list36. Alternatively, the game player may drag and drop the baseball player icon in the registered player list36onto an icon at a desired position. The position in the batting order shown in the player information display section34can be set using a batting order position setting entry35.

Note that if the same baseball player separately registered because of different series of objects (the trading cards3) has already been registered for one of the positions, the baseball player cannot be registered for any other position. That is, two of the same baseball player do not exist.

In contrast, according to the present embodiment, when the starting lineup setting display section26is displayed, the game player can intentionally double register the same baseball player separately registered because of different series of objects (the trading cards3) for one of the positions. More specifically, if the game player drags and drops a player icon in the registered player list36onto the player icon30of the same player already registered for one of the positions, the original player can be also registered for the drop target position. That is, the player registration of the original player is unregistered. However, according to the present embodiment, the duplicating player, that is, a player having the registration, is granted a bonus, as in the player registration.

In order to perform duplicate registration operation when the starting lineup setting display section26is displayed, a button corresponding to a duplicate operation may be operated with the position for which the player has already been registered being selected. Thereafter, the player icon of the same player as the player already registered for the position in the registered player list36may be selected.

After the team creation is completed, the game player determines which one of the leagues the created team participates in. The game player can create a league to which the team can join or select one from among leagues that other game players have already created.

If the game player selects “League Creation” in the menu selection icon display section8of the menu screen W2, the mobile game machine1400displays, for example, a league creation screen W10shown inFIG. 6. The league creation screen W10includes a league ID setting field60used for setting the name of a league, a participation password setting field62required for participating in the league, a software keyboard64used for inputting the league name and the password character string (including a number), a regulation setting section66, and an operation guide display68.

In the regulation setting section66, a plurality of combinations of a regulation item of the league and the setting item for the regulation item are displayed in the form of a pull-down menu. In the regulation setting section66, the game player can freely set the name of the league, the participation password, and a variety of information for the regulation items. According to the present embodiment, the regulation items include an item for setting whether “Duplicate Registration” is allowed or not. The “Duplicate Registration” determines permission for duplication in the league period.

When the league name, the participation password, and a variety of the regulations are set and if a predetermined registration operation is performed while following the operation guide display68, a new league is registered. Note that the game player may widely distribute the league name and the participation password by telling the name and password to his/her close friends. That is, the game can be enjoyed among close friends through the league.

If “League Participation” in the menu selection icon display section8of the menu screen W2is selected, the mobile game machine1400displays, for example, a league participation setting screen W12shown inFIG. 7. The league participation setting screen W12includes a league ID input field70used for inputting the league ID that the game player wants to participate in, a password input field72for inputting the password required for the participation, a software keyboard74used for inputting character strings (including a number) of the league ID and the password, a league list display76for displaying information regarding the registered leagues, and an operation guide display78.

The game player selects the name of a league (the league ID according to the present embodiment) that the game player wants to participate in by, for example, touching the name of the league displayed in the league list display76or inputting the name of the league using the software keyboard74. Thereafter, the game player inputs the preacquired password for participating in the league using the software keyboard74and performs a predetermined registration operation while following the operation guide display78. In this way, the team of the game player is registered in the league having the input league name.

After team creation and registration of a league that the team participates in are completed, the game player can cause his/her own team to play against a team of another game player.

If “Play” in the menu selection icon display section8of the menu screen W2is selected, the server system1100performs a simulation process of a game in which the game player's team plays against a team of another game player in the same league (automatic control of a game). The simulation results are transmitted to the mobile game machine1400as needed. The mobile game machine1400displays, for example, a game simulation screen W14shown inFIG. 8.

The game simulation screen W14includes a scoreboard80, a gameplay screen display section82, a count display section84, an on base status display section86, and an operation guide display88.

The gameplay screen display section82displays an image indicating the gameplay. This gameplay image is generated by the server system1100that simulates the progress of the game. Generation of display information for the gameplay and processing for displaying the display information on the mobile game machine1400can be performed as in gameplay screen display of a widely used CGI game.

The game player watches and enjoys the game in the game simulation screen W14in which his/her own team plays against a team of a friend participating in the same league.

Description of Functional Blocks

An exemplary functional structure according to the present embodiment is described next.FIG. 9is a functional block diagram of the mobile game machine1400functioning as a player terminal and the server system1100according to the present embodiment.

The mobile game machine1400includes an operation input unit100, a processing unit200, and a sound output unit350, an image display unit360, a communication unit370, and a storage unit500.

The operation input unit100outputs, to the processing unit200, an operation input signal in accordance with a variety of operations performed by a game player. For example, the operation input unit100includes push switches, a joystick, a touch pad, a trackball, and one of a multi-axis detecting acceleration sensor having at least two detection axes, a plurality of single-axis detecting acceleration sensors having different detecting directions, a multi-directional detection inclination sensor having at least two detection directions, and a plurality of unidirectional detection inclination sensor units having different detecting directions. The direction input key1402, the push switches1404, and a three-axis acceleration sensor1422shown inFIG. 2correspond to these components.

The operation input unit100further includes a touch point detecting device104and an image pickup device106. The touch point detecting device104is formed from a device capable of detecting a touched point in the display screen area. The touch panels1407and1409shown inFIG. 2correspond to the touch point detecting device104. The image pickup device106is a device for capturing image information. For example, the image pickup device106is formed from a CCD image sensor or a CMOS image sensor. The image sensor1430shown inFIG. 2corresponds to the image pickup device106.

The processing unit200is formed from electronic components, such as a microprocessor (e.g., a CPU or a GPU), an application specific integrated circuit (ASIC), and an IC memory. The processing unit200performs data input and output control among the functional units including the operation input unit100and the storage unit500. In addition, the processing unit200performs a variety of computing operations in accordance with the operation input signals received from the operation input unit100. Thus, the processing unit200controls the operation performed by the mobile game machine1400. The control unit1450shown inFIG. 2corresponds to the processing unit200. According to the present embodiment, the processing unit200includes a game screen display control sub-unit210, a sound generating sub-unit250, and an image generating sub-unit260, and a communication control sub-unit270.

The game screen display control sub-unit210receives display information from the server system1100and displays a variety of game screens, such as the menu screen W2, the player registration screen W4, the team creation screen W6, the league creation screen W10, the league participation setting screen W12, and the game simulation screen W14. Thereafter, the game screen display control sub-unit210sends, to the server system1100, request information in accordance with an operation performed by the game player on the operation input unit100for each of the game screens. More specifically, such processing is realized by using a Web browser based technique for actively controlling screen display using HTML, Java (trade name), and CSS (cascading style sheets) or an active plug-in, such as Adobe (trade name) Flash. However, another technique may be used.

The sound generating sub-unit250includes, for example, a digital signal processor (DSP), a processor such as a sound synthesis IC, or a sound-file reproducible audio codec. The sound generating sub-unit250generates sound signals of sound effects for a game, back-ground music (BGM), and sound for a variety of operations in accordance with the results of processing performed by the game screen display control sub-unit210. Thereafter, the sound generating sub-unit250outputs the sound signals to the sound output unit350.

The sound output unit350is formed from a unit for outputting, for example, sound of the sound effects and the BGM in accordance with the sound signals input from the sound generating sub-unit250. The speaker1410shown inFIG. 2corresponds to the sound output unit350.

The image generating sub-unit260includes, for example, a processor, such as a GPU or a DSP, a video signal IC, a program such as video codec, or a frame rendering IC memory, such as a frame buffer. The image generating sub-unit260generates one game screen per frame period (e.g., 1/60 second) in accordance with the result of processing performed by the game screen display control sub-unit210and outputs the generated game screen to the image display unit360.

The image display unit360displays a variety of game screens in accordance with the image signals input from the image generating sub-unit260. For example, the image display unit360is formed from an image display apparatus, such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. According to the present embodiment, the first liquid crystal display1406and the second liquid crystal display1408shown inFIG. 2correspond to the image display unit360.

The communication control sub-unit270performs data processing for data communication. The communication control sub-unit270exchanges data with an external apparatus via the communication unit370.

The communication unit370is connected to the communication line1and performs a communication process. For example, the communication unit370is formed from a wireless communication device, a modem, a terminal adaptor (TA), or a cable jack of a communication cable and control circuit. The wireless communication module1412shown inFIG. 2corresponds to the communication unit370.

The storage unit500stores a system program causing the processing unit200to perform a variety of functions for overall control of the mobile game machine1400and a program and a variety of data items required for game play. In addition, the storage unit500is used as a work area of the processing unit200. The results of computation performed by the processing unit200in accordance with execution of the variety of programs and input data received from the operation input unit100are temporarily stored in the storage unit500. This function is realized by, for example, an IC memory, such as a RAM or a ROM, a magnetic disk, such as a hard disk, or an optical disk, such as a CD-ROM or a DVD. The IC memory and the memory card1440mounted in the control unit1450shown inFIG. 2correspond to the storage unit500.

According to the present embodiment, the storage unit500stores a system program504and a game screen display control program506. The system program504provides a basic input and output function of the mobile game machine1400serving as a computer. The game screen display control program506is an application program that is read and executed by the processing unit200in order to realize the function of the game screen display control sub-unit210. However, the game screen display control program506may be included in the system program504.

According to the present embodiment, the server system1100includes an operation input unit102, a server processing unit202, an image display unit362, a communication unit372, and a server storage unit502.

The operation input unit102is a unit used for inputting a variety of operations in order to manage a server. The operation input unit102has a similar configuration to that of the operation input unit100of the mobile game machine1400. The keyboard1106shown inFIG. 1corresponds to the operation input unit102.

The server processing unit202is formed from electronic components, such as a microprocessor (e.g., a CPU or a GPU), an ASIC, and an IC memory. The server processing unit202performs data input and output control among the functional units including the operation input unit102and the server storage unit502. In addition, the server processing unit202performs a variety of computing operations in accordance with the operation input signals received from the operation input unit102. Thus, the server processing unit202controls the operation performed by the server system1100. According to the present embodiment, the server processing unit202includes a game management sub-unit220, an image generating sub-unit262, and a communication control sub-unit272.

The game management sub-unit220generates display information for a variety of game screens to be displayed on a terminal player, manages information regarding game players participating in the baseball simulation game, manages the team setting information, and performs a simulation process. More specifically, the game management sub-unit220includes a card registration processing sub-sub-unit222, a team creation processing sub-sub-unit224, a team tendency determination sub-sub-unit226, a tactic determination processing sub-sub-unit228, a game progress control sub-sub-unit230, a league creation processing sub-sub-unit234, and a league participation setting processing sub-sub-unit236.

The card registration processing sub-sub-unit222performs processing regarding registration of the right of use for an object (a trading card3—a manager card3aand a player card3b). Thus, the game player can use a character corresponding to the object (the trading card3) in the game. For example, the card registration processing sub-sub-unit222generates display information regarding the player registration screen W4(refer toFIG. 4), verifies the object (card) number, determines whether the registration of the right of use is to be granted or not, and makes a list of baseball players corresponding to the newly registered objects (cards).

The team creation processing sub-sub-unit224generates display information for the team creation screen W6(refer toFIG. 5) to be displayed on a terminal player and creates a team for the game player in accordance with an input operation performed on the team creation screen W6displayed on the player terminal. That is, the team creation processing sub-sub-unit224performs a process for creating a starting lineup, a process for listing backup members, and a process for listing relief pitchers.

The team tendency determination sub-sub-unit226determines the team tendency in terms of predetermined tactic determination elements. According to the present embodiment, the team tendency determination sub-sub-unit226computes a “basic offensive tactic tendency parameter” and a “basic defensive tactic tendency parameter” that indicate the offensive tactics tendency and defensive tactics tendency for the team using a personal tactic tendency parameter530(refer toFIG. 13) for each of the baseball players that satisfy predetermined member conditions (for the starting lineup).

The tactic determination processing sub-sub-unit228is one of the functional units that realize automatic control of game play. The tactic determination processing sub-sub-unit228determines the tactics for offensive and defensive on the basis of the tendency for the team tactic determination elements. More specifically, the tactic determination processing sub-sub-unit228determines the offensive and defensive tactics on the basis of the tendency for the team tactic determination factors (a “basic offensive tactic tendency parameter” and a “basic defensive tactic tendency parameter”), the tendency determined for main characters of the team (according to the present embodiment, a pitcher, a batter, and a manager, i.e., characters that have a great influence on selection of a tactics on each scene), and the progress of the game play.

More specifically, the personal tactic tendency parameter530of a baseball player who currently has influence on tactics selection (according to the present embodiment, a pitcher or a batter) is added to the basic offensive tactic tendency parameter or the basic defensive tactic tendency parameter. Thus, an “intermediate offensive tactic tendency parameter” or an “intermediate defensive tactic tendency parameter” is computed. In addition, the personal tactic tendency parameter530for the manager is added to the intermediate offensive tactic tendency parameter or the intermediate defensive tactic tendency parameter. In this way, a tactic tendency parameter (a “final offensive tactic tendency parameter” or a “final defensive tactic tendency parameter”) used when the tactic is finally selected is computed. The tactic tendency parameters are included in game related data516.

The game progress control sub-sub-unit230is one of the functional units that realize automatic control of game play. The game progress control sub-sub-unit230mainly performs the simulation process of a baseball game. That is, the game progress control sub-sub-unit230AI-controls the baseball players of the team owned by the game player and baseball players of the other team and determines the actions of the baseball players. In this way, the game progress control sub-sub-unit230simulates the baseball game. At that time, the game progress control sub-sub-unit230generates display information for the simulated game play to be displayed on the player terminal.

The chat control sub-sub-unit232performs processing so that a chat function is provided to the game players in order to communicate with each another.

The league creation processing sub-sub-unit234performs processing for creation of a framework of a parent population used for selecting an opponent team on the basis of an input operation performed by the game player. More specifically, the league creation processing sub-sub-unit234performs a process for setting an ID, such as a league name, a condition for participating in the parent population (including a password), and regulation applied to the opponent team selected from the parent population. Still more specifically, the league creation processing sub-sub-unit234generates display information regarding the league creation screen W10and stores league setting information generated in accordance with operation inputs to the league creation screen W10in the server storage unit502. Note that if the game is a tournament game, not a league game, the parent population is set to tournament.

The league participation setting processing sub-sub-unit236performs a procedure for allowing the team created by the game player to participate in the parent population created by the league creation processing sub-sub-unit234. More specifically, the league participation setting processing sub-sub-unit236generates display information regarding the league participation setting screen W12(refer toFIG. 7) to be displayed on the player terminal. Thereafter, the league participation setting processing sub-sub-unit236performs a participation registration process on the basis of input operation performed on the league participation setting screen W12.

The image generating sub-unit262generates an image regarding maintenance of the server system1100and outputs the image to the image display unit362. When the image generating sub-unit262sends a still image or a moving image serving as display information of the game play, the image generating sub-unit262may generate such a maintenance image.

The image display unit362displays a variety of images for system management on the basis of image signals input from the image generating sub-unit262. For example, the image display unit362is formed from an image display apparatus, such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. The display monitor1108shown inFIG. 1corresponds to the image display unit362.

The communication control sub-unit272performs data processing for data communication. The communication control sub-unit272exchanges data with an external apparatus via the communication unit372.

The communication unit372is connected to the communication line1. The communication unit372performs a communication process. For example, the communication unit372is formed from a wireless communication device, a modem, a terminal adaptor (TA), or a cable jack of a communication cable and control circuit.

The server storage unit502stores a system program causing the server processing unit202to perform a variety of functions for overall control of the server system1100and a program and a variety of data items required for managing a game play. In addition, the server storage unit502is used as a work area of the server processing unit202. The results of computation performed by the server processing unit202in accordance with execution of the variety of programs are temporarily stored the server storage unit502. This function is realized by, for example, an IC memory, such as a RAM or a ROM, a magnetic disk, such as a hard disk, or an optical disk, such as a CD-ROM or a DVD. InFIG. 1, an information storage medium, such as an IC memory and a hard disk, mounted in the blade servers1102corresponds to the server storage unit502.

According to the present embodiment, the server storage unit502stores a server system program512, a game management program514, and the game related data516.

The server system program512is a system program that is read and executed by the server processing unit202. Thus, the server system1100can have a required basic input and output function. The game management program514is also read and executed by the server processing unit202. Thus, the function of the game management sub-unit220can be realized.

FIG. 10illustrates an example of the game related data516. The game related data516includes information regarding card registration and initial setting for characters appearing in a game. Examples of such data include card registration data518, player setting data520for a plurality of baseball players, rental player setting data536for a plurality of rental baseball players, and manager setting data540for a plurality of managers.

The game related data516further includes information regarding a league. Examples of such data include league setting data550, a league registration list551, and league participating team list552.

The game related data516further includes information used for determining a particular action of a baseball player in accordance with a variety of offensive and defensive tactics. Examples of such data include pitching pattern data554, batting pattern data555, and position shift data556.

The game related data516further includes information used for selecting an offense tactic of an offense team when simulation of a game play is performed. Examples of such data include a sacrifice-bunt-suitable condition table560, a sacrifice bunt selection probability table561, a hit-and-run-suitable-condition table562, a hit-and-run-selection probability table563, a bunt-base-hit-suitable condition table564, a bunt-base-hit selection probability table565, and a normal offensive tactic selection probability table566.

The game related data516further includes information used for selecting a defense tactic of a defense team when simulation of a game play is performed. Examples of such data include an intentional walk selection condition table570, a surprise-attack prevention condition table572, a surprise-attack prevention selection probability table574, and a normal defensive tactic selection probability table576.

The game related data516further includes a plurality of team setting data items600that include information regarding a team and that are set by the game player and play data650including information generated and updated as needed when the game play progresses. Still furthermore, the game related data516includes a variety of information items required for managing and controlling the game as needed. Examples of such data include a timer, a counter, a flag, and an IP address of the mobile game machine1400that is logged in.

Such data items are described in more detail below.

The card registration data518includes a variety of information items regarding the commercially available objects (the trading cards3). As shown inFIG. 11, examples of such information items include an object (card) number518aassigned to each of the objects (the trading cards3), a player ID518bwhich is identification information regarding the player corresponding to the object (card) number518a(a manager ID in the case of a manager), a series ID518cthat includes identification information regarding a sale series, and an in-use flag518d. The in-use flag518dof “1” indicates that the object (the card) has already been used for player registration or manager registration, while the in-use flag518dof “0” indicates that the object (the card) has not yet been used.

The player setting data520defines whether the baseball player is a fielder, a catcher, or a pitcher. The player setting data520is prepared for each of the baseball players appearing in the baseball game according to the present embodiment.

For example, as shown inFIG. 12, the player setting data520includes a player ID520athat contains identification information, such as the name of the player, player icon data520bused for displaying the player icon30on, for example, the team creation screen W6(refer toFIG. 5), player model data520cused for displaying a player playing a baseball in the game play screen display section82(refer toFIG. 8), player texture data520d, and player motion data520e.

The player setting data520further includes a particular skill520f, a player description520g, and a real team ID520h.

The particular skill520fis information that defines a particular trigger condition and the process applied to the player when the particular trigger condition is satisfied. The trigger conditions are defined as a variety of parameter values indicating the game status (e.g., the current inning, outs, the batting order, balls and strikes, and on-base status). The applied process is defined as, for example, a value added to or subtracted from the skill parameter value.

The player description520gcontains text information to be displayed in the baseball player information display sections14and34of the player registration screen W4and the team creation screen W6.

The real team ID520hcontains information for identifying the team of a real baseball league in which the baseball player participates.

The player setting data520further includes the information regarding the ability and aptitude of the player and the player's characteristic actions. Examples of such information include an offense related parameter522, a defense related parameter value524, defense aptitude data526, and a personal tactic tendency parameter530.

The offense related parameter522defines the abilities of the player in the case of offense, such as the hitting and running abilities. For example, the following parameters are set: batting average, slugging ability, bat-ball contact ability, and running speed.

The defense related parameter value524defines the abilities of the player in the case of defense, such as pitching and fielding. For example, the following parameters are set: arm strength, control, maximum pitch speed, and pay off pitch.

The defense aptitude data526indicates which position the player has an aptitude for. A defense aptitude value is set for each of the positions (0 (zero aptitude) to 100 (the highest aptitude)).

The personal tactic tendency parameter530contains the personal preferences indicating which actions tend to be selected by the player in offense and defense actions, such as batting and running in a game play. For example, as shown inFIG. 13, the personal tactic tendency parameter530contains an offensive tactic tendency parameter532and a defensive tactic tendency parameter534.

The offensive tactic tendency parameter532contains the following parameters and the values thereof:

(1) “early-count hitting”: With an increase in the value thereof, the player is more aggressive (attempts to swing the bat) early in the count.

(2) “Long-ball hitting”: With an increase in the value thereof, the player more prefers hitting a long ball.

(3) “Bunt”: With an increase in the value thereof, the player has a higher bunt success rate.

(4) “Base-running”: With an increase in the value thereof, the player more aggressively steals a base.

(5) “Offense Style”: With an increase in the value thereof, the player more prefers an aggressive play and, in addition, the player more prefers an aggressive play as the time elapses from the early inning to the middle inning to the late inning. Such a parameter can be appropriately created as needed in accordance with a game.

The defensive tactic tendency parameter534contains the following parameters and the values thereof:

(1) “strikeout count”: With an increase in the value thereof, the player more prefers to strike out a batter in the count.

(2) “long ball hitting prevention”: With an increase in the value thereof, the player is more cautious about a batter hitting a long ball.

(3) “surprise attack prevention”: With an increase in the value thereof, the player is more cautious about a surprise attack, such as bunting for a base hit, hit-and-run, and a squeeze play.

(4) “intentional walk”: With an increase in the value thereof, the player more employs an intentional walk tactic.

(5) “defense Style”: With an increase in the value thereof, the player more carefully plays and, in addition, the player more carefully plays as the time elapses from the early inning to the middle inning to the late inning.

Such an item of the parameter can be appropriately created as needed in accordance with a game.

Note that according to the present embodiment, the offensive tactic tendency parameter532and the defensive tactic tendency parameter534generally have a value of “0” which indicates a middle value. However, the value is set between −2 and +2 for a fielder, a pitcher, or a catcher who has high ability so that, for example, he has won the Golden Glove Award or has earned the Triple Crown. In addition, the sum of the parameter values for the starting lineups is set so as to be between −5 and +5. In this way, the plus values and the minus values are appropriately used in order to obtain such limitation. However, the set values are not limited thereto. For example, appropriate values may be assigned to the parameters for all of the players.

The rental player setting data536includes player setting data for a player automatically borrowed if the number of the objects (cards) acquired by the game player is less than the starting lineups. The structure of the data can be similar to that of the player setting data520. However, the player ID assigned to the rental player is unique to the rental player. That is, even when one of the players corresponding to the objects (the trading cards3) is the same as the rental player, the player IDs differs from each other. Thus, the rental player is considered as a different character. In addition, in order to keep the motivation of a buyer of an object (a trading card3), the rental player is inferior to the regular player in terms of the various parameters of the player setting data520.

The manager setting data540is similar to the player setting data520for a player. The manager setting data540contains a variety of setting data items for a manager. The manager setting data540is prepared for each of the managers appearing in the game.

More specifically, for example, as shown inFIG. 14, the manager setting data540includes a manager ID540athat contains identification information, such as the name of the manager, manager icon data540bthat is displayed on, for example, the screen used for the object (the card) of the manager, a particular skill540f, a manager description540g, a real team ID540h, and a personal tactic tendency parameter542. Like the personal tactic tendency parameter of the player setting data520, the personal tactic tendency parameter542includes an offense tactic tendency parameter544and a defense tactic tendency parameter546.

The league setting data550includes the setting information for the league that the game player has created. The league setting data550is prepared for each of the created leagues. According to the present embodiment, for example, as shown inFIG. 15, the league setting data550includes a league ID550athat contains identification information, such as the name of the league, a participation password550b, and regulation setting data550c. The regulation setting data550ccontains a setting value for each of regulation items.

The league registration list551is a list of all leagues created by the game players. The league registration list551contains the league ID and the associated participation password.

The league participating team list552serves as a data set containing information regarding the teams currently participating in each of the leagues. The league participating team list552is prepared for each of the leagues. For example, as shown inFIG. 16, each of the league participating team lists552includes a corresponding league ID552acontaining the corresponding league ID, a participating team ID552b, and team performance552cassociated with the participating team ID552b.

The pitching pattern data554provides basic information for determining the sequence of pitches (the stuff) for an at-bat. A pitching pattern is prepared for each of defensive tactics.

For example, as shown inFIG. 17, the following patterns are prepared: a bunt defense pattern, a hit-and-run defense pattern, an “early-count hitting/long-ball hitting” defense pattern, . . . . A pitching pattern554acontains a strikeout pitch selection probability554c, an individual pitch zone selection probability554d, a pitch speed selection probability554e, and a pitch power selection probability554ffor each of pitches554b. The employed pitch type is determined by lottery using these probabilities.

The batting pattern data555provides basic information for determining how batting is to be made for an at-bat. A batting pattern is prepared for each of offensive tactics.

For example, as shown inFIG. 18, the following patterns are prepared: a sacrifice bunt pattern, a hit-and-run pattern, an “early-count hitting/long-ball hitting” pattern, . . . . One of the patterns contains a ball center hitting probability555b, a standard hitting probability555c, a mishit probability555d, and a strikeout looking probability555efor each of pitch orders555a. The employed batting type is determined by lottery using these probabilities.

However, the setting of the batting pattern is not limited thereto. For example, the batting pattern may contain the probabilities for the following items: swing/no swing, the location of a swing (high and inside, middle and inside, low and inside, high and outside, middle and outside, low and outside, and right down the middle), and swing timing (accurate, late, and early).

The position shift data556is used for determining the positions in the field in accordance with the type of defensive tactic. The position shift data556includes a relative position with respect to the normal position for each of the defensive tactics.

The sacrifice-bunt-suitable condition table560defines a condition for selecting the offensive tactic “Sacrifice Bunt”. For example, as shown inFIG. 19, the sacrifice-bunt-suitable condition table560contains a suitable condition560bincluding the offense related parameters522of the batter (e.g., the “bat-ball contact ability” and the “running speed”) as factors for each of on-base statuses560a.

The sacrifice bunt selection probability table561defines the probability of a sacrifice bunt being actually selected when it is determined that the offensive tactic “Sacrifice Bunt” is suitable. For example, as shown inFIG. 20, the selection probability is determined on the basis of a relationship between a value561aof “bunt” of a final offensive tactic tendency parameter and a score difference561bfrom the view point of the offensive team and is stored.

The hit-and-run-suitable-condition table562defines a condition for selecting the offensive tactic “hit-and-run”. The data structure is similar to that of the sacrifice-bunt-suitable condition table560. That is, the parameters for an offense team serving as the factors of the suitable condition560bcan be replaced with, for example, the “bat-ball contact ability” of a batter and the “running speed” of a runner.

The hit-and-run-selection probability table563defines a probability of the offensive tactics “hit-and-run” being actually selected when it is determined that the tactics is suitable. The data structure can be generated by replacing the value of “Bunt” in the sacrifice bunt selection probability table561with the value of “Base-Running” of the final offensive tactic tendency parameter.

The bunt-base-hit-suitable condition table564defines a condition for selecting the offensive tactic “bunt base hit”. According to the present embodiment, this tactic is selected if the “contact ability” and the “running speed” of the batter are higher than predetermined reference values. Alternatively, the probability of satisfying the suitable condition may be defined on the basis of the correlation between the “contact ability” and the “running speed”.

The bunt-base-hit selection probability table565defines the probability of bunting for a base hit being actually selected when it is determined that bunting for a base hit is suitable. Like the sacrifice bunt selection probability table561, the bunt-base-hit selection probability table565contains selection probabilities in the form of a matrix of the value of “bunt” of the final offensive tactic tendency parameter and the value of a score difference from the view point of the offense team.

The normal offensive tactic selection probability table566defines the probability of a hitting tactic being selected. According to the present embodiment, one of the four tactics: “early-count hitting and long ball hitting”, “late-count hitting and long ball hitting”, “early-count hitting and one-base hitting”, and “late-count hitting and one-base hitting” can be selected. As shown inFIG. 21, the normal offensive tactic selection probability table566contains the selection probability of each of the four tactics on the basis of the correlation between a value566aof “long ball hitting” of the final offensive tactic tendency parameter and a value566bof the “early-count hitting”.

The intentional walk selection condition table570defines the probability of the defensive tactic “intentional walk” being selected. According to the present embodiment, as shown inFIG. 22, the intentional walk selection condition table570contains the selection probability of the tactic on the basis of the correlation between a value570aof “intentional walk” of the final defensive tactic tendency parameter and a sum570bof the “the contact ability” and the “slugging ability”.

The surprise-attack prevention condition table572defines a condition for selecting the defensive tactic “surprise attack prevention”, that is, the tactic for preventing bunting for a base hit or a hit-and-run. For example, as shown inFIG. 23, the surprise-attack prevention condition table572contains a suitable condition572bincluding the contact ability and the running speed of a batter as factors for each of the conditions of on-base statuses572a.

The surprise-attack prevention selection probability table574defines the probability of the tactic “surprise attack prevention” being actually selected when it is determined that the surprise attack prevention is suitable. For example, as shown inFIG. 24, the surprise-attack prevention selection probability table574contains the selection probability of the tactic on the basis of the correlation between a “surprise-attack prevention” value574aof the final defensive tactic tendency parameter and a score difference574bfrom the view point of the defensive team.

The normal defensive tactic selection probability table576defines the probability of a pitching tactic being selected. According to the present embodiment, one of the four tactics: “early-count strikeout and long ball prevention”, “late-count strikeout and long ball prevention”, “early-count strikeout and one-base hitting prevention”, and “late-count strikeout and one-base hitting prevention” can be selected. For example, as shown inFIG. 25, the normal defensive tactic selection probability table576contains the selection probability of each of the above-described four defensive tactics on the basis of the correlation between a value576aof “long ball prevention” of the final defensive tactic tendency parameter and a value576bof the “strikeout count” of the final defensive tactic tendency parameter.

The team setting data item600is prepared for each of the game players. The team setting data items600includes information regarding the team created by the game player. For example, as shown inFIG. 26, the team setting data item600contains a player ID602, a password604, a team ID606, a manager registration list608, a player registration list610, a starting lineup list612, a backup member list614, a relief pitcher list616, and a participating league ID618.

The manager registration list608contains information regarding a manager that the game player has already registered. For example, as the information indicating which manager object (manager card3a) of the objects (the trading cards3) is registered, a manager ID608acorresponding to the object (the card) and a series ID608bare contained. In addition, the number of duplicate registrations608cof the same manager indicating the number of duplicated registration of the same object (the same card) and an applied personal tactic tendency parameter608dare contained.

When a manager is newly registered, the personal tactic tendency parameter542of the manager setting data540is copied into the applied personal tactic tendency parameter608d. In addition, in order to grant bonus associated with duplicated registration of the same card, a predetermined parameter value other than “0” is added to the parameter value. That is, the tactic tendency of the manager becomes more prominent.

The player registration list610contains a plurality of data sets each containing information regarding a player corresponding to the object (the card) that the game player has already registered. Each of the data sets contains a player ID610aand a series ID610bas information indicating which baseball player object (player card3b) of the objects (trading cards3) has been registered. In addition, the data set includes the number of duplicate registrations of the same player610c, an applied offense related parameter610d, an applied defense related parameter610e, and an applied personal tactic tendency parameter610f.

The series ID610brepresents identification information regarding sales series of the object (the trading card3) associated with the registered player. When the player is newly registered, the series ID518cof the object (card) registration data518(refer toFIG. 11) is copied into the series ID610b. The number of duplicate registrations of the same player610cindicates the number of registrations of the same object (card). When the player is newly registered, the number of duplicate registrations of the same player610cis set to “1”. Each time a card of the same type is registered, the value “1” is added.

The applied personal tactic tendency parameter610fcontains various parameter values related to the offensive tendency and defensive tendency. When the player is newly registered, the value of the personal tactic tendency parameter530of the player setting data520associated with the player is copied into the applied personal tactic tendency parameter610f. Thereafter, the value of the applied personal tactic tendency parameter610fis updated when a bonus regarding the team ability is granted and is applied during a simulation process of a game. According to the present embodiment, the tactic tendency parameter of the team is determined on the basis of the applied personal tactic tendency parameter610fof each of the players in the created team. Therefore, changing the applied personal tactic tendency parameter610fmeans changing some of the parameters of the team.

The starting lineup list612contains information regarding, for example, the positions and batting order of the registered players in the starting lineup. For example, as shown inFIG. 27, the starting lineup list612contains the position612aand a player ID612band a batting order612cassigned to each of the positions.

The backup member list614contains information regarding the players registered as backups and setting information indicating how the backup is used. The relief pitcher list616contains the player ID of a player registered as a relief pitcher and information indicating how the relief pitcher is used (e.g., a middle reliever or a closer). The participating league ID618contains the league ID in which the team currently participates.

The play data650is created for each of games. The play data650contains information regarding the game status and various information items used for controlling the game. For example, as shown inFIG. 28, the play data650includes opposing team information652that contains the team IDs of two opposing teams in a game, inning information654that contains the current inning and the top/bottom of the inning, player parameter data656that contains a variety of parameters of each of the players played in the game in correspondence to the player ID, a substituted player list658that contains the player IDs of the players who were substituted among the backup players and the relief pitchers, a basic offensive tendency parameter660, a basic defensive tendency parameter662, a intermediate offensive tendency parameter664, a intermediate defensive tendency parameter666, a final offensive tendency parameter668, and a final defensive tendency parameter670.

Description of Operation

An exemplary operation performed by the server system1100is described next. Note that in this operation, an already registered game player has logged in using the mobile game machine1400.

FIG. 29is a flowchart of a main process performed by the server system1100according to the present embodiment. The server processing unit202of the server system1100sends, to the mobile game machine1400, display information used for displaying the menu screen W2(step S2). If, for example, a program of the mobile game machine1400for displaying an image is a Web browser, the display information is in the form of HyperText Markup Language (HTML). When some input operation is performed on the mobile game machine1400, request information in accordance with the input operation is sent to the server system1100.

If the received request information indicates that “Player Registration” is selected using the mobile game machine1400in order to register fielders and pitchers (YES in step S4), the server processing unit202performs a player registration process (step S6).

FIG. 30is a flowchart of the player registration process according to the present embodiment. In this process, the server processing unit202sends, to the mobile game machine1400, information for displaying the player registration screen W4(refer toFIG. 4). More specifically, the server processing unit202sends, to the mobile game machine1400, display information for displaying the object (card) number entry field10and the software keyboard12for inputting the card number, a Java (trade name) program, and a CGI source used for displaying the registered player list16that has been registered by the game player (step S10).

If the game player inputs the number into the object (card) number entry field10on the mobile game machine1400, the object (card) number input using the software keyboard12is sent to the server system1100together with request information that requests for use right registration of the object (the card).

If the request information received from the mobile game machine1400indicates requests for use right registration of a new object (a new card) (YES in step S12), the server processing unit202compares the number received together with the request information with the card registration data518(refer toFIG. 11) (step S14).

If the received object (card) number is not the same as any one of the object (card) numbers registered as certified objects (cards) (“UNMATCHED” in step S14), the server processing unit202sends, to the mobile game machine1400, a message indicating that the object (card) number input into the player registration screen W4of the mobile game machine1400cannot be registered (step S18).

However, if the received object (card) number is the same as any one of the object (card) numbers registered as certified objects (cards) (“MATCHED” in step S14), the server processing unit202further determines whether the object (the trading card3) corresponding to the received object (card) number is not in use, that is, whether the object (the trading card3) corresponding to the received object (card) number is not being used for player registration (step S16).

If the object (the trading card3) corresponding to the received object (card) number is not being used (“TRUE” in step S16), the server processing unit202references the player registration list610of the team setting data items600for the game player and determines whether the object (the card) of the same type has already been registered (step S20, refer toFIG. 21).

More specifically, the server processing unit202references the object (card) registration data518. If a pair consisting of the player ID518band the series ID518cassociated with the received object (card) number518ais the same as any one of registered pairs consisting of the player ID610aand the series ID610bin the player registration list610(refer toFIG. 26), the server processing unit202determines that the object (card) of the same type has already been registered. Otherwise, the server processing unit202determines that the object (card) of the same type has not yet been registered. Note that even when, in this step, a rental player has been registered in the player registration list610and the player corresponding to the new object (the trading card3) currently registered is the same as the rental player, it is recognized that the new card differs from the card of the rental player, since the rental player has a rental-player specific player ID.

If the object (the card) has not yet been registered (NO in step S20), the server processing unit202registers the player corresponding to the received object (card) number (step S22).

That is, the server processing unit202registers, as a new player ID610a, the player ID518bof the received object (card) number in the player registration list610. Thereafter, the server processing unit202stores the copy of the series ID610bin the series ID518cand sets the number of duplicate registrations of the same player610cto “1”. In addition, the applied offense related parameter610dand the applied defense related parameter610econtain the direct copies of the initial setting values of the offense related parameter522and the defense related parameter524of the player setting data520(refer toFIG. 12), respectively. Furthermore, the applied personal tactic tendency parameter610fcontains the copy of the initial setting value of the personal tactic tendency parameter530.

If the object (the card) of the same type has already been registered (YES in step S20), the server processing unit202adds “1” (the value “1” is for the currently registered object) to the number of duplicate registrations of the same player610cfor the player who is registered in the player registration list610and who corresponds to the object (card) of the same type. In this way, the number of duplicate registrations of the same player610cis updated (step S24).

Subsequently, the server processing unit202sends display information to be displayed in the baseball player information display section14for the character corresponding to the object (card) number received through the player registration screen W4of the mobile game machine1400(step S26). Note that the display information includes information for displaying the number of duplicate registrations14d(refer toFIG. 4). The display information further includes information for displaying the bonus gaining mode mark14eif the number of duplicate registrations of the same player is plural.

Subsequently, if the updated number610cof duplicated registrations of the same player corresponding to the received object (card) number is greater than or equal to a minimum bonus gaining reference value (i.e., the duplicated registration number condition, a value between 2 to 4) (YES in step S28) and less than a maximum bonus gaining reference value (a value between 5 to 10) (YES in step S30), the server processing unit202randomly selects, from among the applied offense related parameter610dand the applied defense related parameter610ein the player registration list610of the team setting data items600, as many of parameters that are targets of bonus gaining as the number of the computed number of duplicate registrations of the same player610c(step S32). Alternatively, instead of randomly selecting the parameters that are targets of bonus gaining, the server processing unit202may select the parameters having relatively higher values so that the characteristic of the player becomes more prominent.

Subsequently, the values of the selected parameters that are the targets of bonus gaining are updated by addition (step S34). More specifically, for example, each of the values is updated as follows:
(initial setting value×(number of duplicate registrations of the same player×0.01+1.0))
The amount of the increase can be appropriately determined in accordance with the setting range of the parameter value so that the player does not have excessively high ability after the bonus is granted.

However, if the maximum bonus gaining reference value is reached although the number of duplicate registrations of the same player610cis plural (NO in step S30), the bonus is not granted in consideration of balancing the abilities of the players.

Upon receiving, from the mobile game machine1400, a request corresponding to an operation for going back to the menu screen (YES in step S36), the server processing unit202completes the player registration process.

After the player registration process is completed, the processing returns to the flowchart shown inFIG. 29. If, from request information, it is determined that “Manager Registration” is selected (YES in step S50), the server processing unit202performs a manager registration process (step S52).

The manager registration process is basically similar to the player registration process except that the character corresponding to a character (a card) is a manager. However, unlike a player, a manager does not have the offense related parameter and the defense related parameter. Accordingly, in steps corresponding to steps S32to S34of the player registration process, a predetermined value is added to the parameter values of the items of the applied personal tactic tendency parameter608dhaving non-zero setting values.

If the received request information indicates an operation for selecting “Team Creation” (YES in step S100), the server processing unit202performs a team creation process (step S102).

FIGS. 31 and 32are flowcharts illustrating the procedure of the team creation process.

The server processing unit202performs a process for displaying the team creation screen W6in which a starting lineup tag is selected (refer toFIG. 5) (step S122). That is, the server processing unit202sends display information for displaying the starting lineup setting display section26and display information for displaying the registered player list36on the mobile game machine1400.

In the mobile game machine1400, the player icon data520bof the player setting data520(refer toFIG. 12) indicated by the player ID612bor the player icon data of the rental player setting data536is displayed at each of the fielding positions in the starting lineup setting display section26to which one of the player IDs612bin the starting lineup list612(refer toFIG. 27) of the team setting data items600is assigned. In contrast, the blank icon32is displayed at a position to which no player is assigned. In addition, the player icons of the players registered in the player registration list610of the team setting data items600are displayed in the registered player list36at predetermined positions.

When the game player operates the mobile game machine1400and selects a fielding position in the starting lineup setting display section26for a player or select an icon displayed in the registered player list36in order to assign the player to the fielding position or selects “Unregister” in order to unregister the position setting, the request information in accordance with the input operation is sent to the server system1100.

If the request information received by the server system1100indicates the operation for selecting a position (YES in step S124), the server processing unit202temporarily stores the identification information regarding the selected position in the server storage unit502and considers the fielding position as a setting target position (step S126). Thereafter, the server processing unit202performs a display process of the player information display section34(step S128). Thus, the server processing unit202sends, to the mobile game machine1400, information required for displaying information related to the player assigned to the current setting target position on the player information display section34.

However, if the received request information indicates the “Unregister” operation of a position (YES in step S140), the server processing unit202clears data stored in the starting lineup list612(refer toFIG. 27) in association with the current target position (e.g., the player ID612b). Thus, the server processing unit202unregisters the player (step S142). Thereafter, the server processing unit202deletes and clears the information displayed in the player information display section34(step S144).

If the received request information indicates the position for the player, that is, if one of the player icons in the registered player list36is selected with the setting target position being selected or one of the player icons in the registered player list36is dragged and dropped into the setting target position (YES in step S146), the server processing unit202determines whether another player has been registered for the setting target position or the position into which the player icon was dragged and dropped (step S150).

If no player has been registered for the position (NO in step S150), the server processing unit202registers the player corresponding to the icon selected from the registered player list36or a player indicated by the dragged and dropped icon for the position (step S152). Subsequently, the server processing unit202sends information for updating information displayed in the player information display section34to information including the player indicated by the selected icon (step S154). However, if some player has already been registered for the target position (YES in step S150), the server processing unit202performs a designation duplicated registration process (step S160).

FIG. 33is a flowchart of the designation duplicated registration process according to the present embodiment. In the designation duplicated registration process, the server processing unit202determines whether the player assigned to the target position is the same as the player indicated by the icon selected from the registered player list36or the dragged and dropped icon (step S162). In this case, a difference between the seasons of the objects (the trading cards3) corresponding to the players is not taken into account.

If the determination is NO, that is, if registration of a player of a different type (a different person) is attempted for the position with which the player is registered (NO in step S162), the server processing unit202performs a process for displaying, on the mobile game machine1400, a message prompting “unregistration” of the player assigned to the setting target position (step S164). However, if the determination is YES, that is, if duplicate registration of a player who is the same as the registered player is attempted (YES in step S162), the server processing unit202increases, by one, the number of duplicate registrations of the same player610cfor the player registered with the setting target position or the player registered with the position at which drag-and-drop operation was performed (step S166).

Subsequently, if the updated number of duplicate registrations of the same player610cdoes not reach a predetermined bonus gaining maximum value (YES in step S168), the server processing unit202randomly selects, from among the applied offense related parameter610dand the applied defense related parameter610eof the player, as many of parameters that are targets of bonus gaining as the updated number of duplicate registrations of the same player610c(step S170). Thereafter, the server processing unit202updates each of the bonus gaining parameters by adding a predetermined value to the bonus gaining parameter (step S172). Thereafter, the server processing unit202deletes, from the player registration list610, the information regarding the player to be duplicately registered (step S174). Subsequently, the server processing unit202sends information used for updating the information displayed in the player information display section34(step S176), and the designation duplicated registration process is completed.

Note that in this duplicate registration, objects (cards) that correspond to the same player and that have different designs are put into one registration. Accordingly, if the bonus value to be added in step S172is greater than that in the duplicated registration during the player registration process (step S32shown inFIG. 30), the game becomes more enjoyable. Furthermore, if different values are added under a predetermined condition, for example, in the case in which a predetermined number of the series of the object (the card) duplicately registered in the designation duplicated registration process are sequentially arranged in the series ID history in the player registration list610(e.g., three consecutive series from the first to the third series), the game becomes much more enjoyable.

However, if the updated number of duplicate registrations of the same player610chas reached the bonus gaining maximum value (NO in step S168), the processing in steps S170to S176is skipped, and the designation duplicated registration process is completed.

Referring back to the flowchart shown inFIG. 32, if the request information received by the server system1100indicates the operation for selecting the backup member assignment tag22(YES in step S190), the server processing unit202performs a backup member assignment process (step S192). In the backup member assignment process, for example, a backup member registration field and the registered player list36are displayed together. The backup members are determined by dragging and dropping the icon of the player displayed in the registered player list36into the backup member registration field.

However, if the request information received by the server system1100indicates the operation for selecting the relief pitcher assignment tag24(YES in step S194), the server processing unit202performs a relief pitcher assignment process (step S196). In the relief pitcher assignment process, for example, a relief pitcher assignment field and the registered player list36are displayed together. The relief pitchers are selected by dragging and dropping the icon of the player displayed in the registered player list36into the relief pitcher assignment field.

Subsequently, the server processing unit202determines whether all of the players registered in the player registration list610are assigned to one of the starting lineup, relief pitcher, and backup (YES in step S200) and a position to which a player is not assigned is present (step S202). That is, the number of the registered players is sufficient for playing a game.

If a position to which a player is not assigned is present (YES in step S202), the server processing unit202randomly selects one of the players from the rental player setting data536and automatically assigns the selected player to the position. In addition, the server processing unit202automatically registers the selected player in the player registration list610(step S204). Thereafter, the server processing unit202performs a process for displaying a message indicating the automatic registration on the mobile game machine1400(step S206). However, if a position to which a player is not assigned is not present (NO in step S202), the processing in steps S204and S206is skipped.

In this way, the team is created. Thereafter, the game player performs an operation for going back to the menu screen W2in order to complete creating the team. If the request information received by the server system1100indicates the operation for going back to the menu screen W2(YES in step S208), the server processing unit202performs a team parameter updating process (step S210).

FIG. 34is a flowchart of the procedure of the team parameter updating process according to the present embodiment. In the team parameter updating process, a team parameter is automatically updated in accordance with a combination of duplicately registered players so that a bonus is granted.

In the team parameter updating process, the server processing unit202extracts, from the player registration list610, a player for which the number of duplicate registrations of the same player610cis plural first (step S250).

Subsequently, the server processing unit202determines whether the extracted player satisfies a predetermined position condition (step S252). As used herein, the term “position condition” refers to a combination of positions of the duplicately registered player. According to the present embodiment, “Pitcher and Catcher (battery)” is used. However, the condition can be appropriately changed (e.g., “Right and Center and Left”).

If the extracted player satisfies the position condition (YES in step S252), the server processing unit202updates the value of a predetermined item of the applied offense related parameter610dand the applied defense related parameter610eso that the value is increased by a predetermined value (step S254).

In addition, the server processing unit202updates the value of a predetermined item of the applied personal tactic tendency parameter610fso that the value is increased by a predetermined value (step S256).

Since the applied personal tactic tendency parameter610fis a factor that has an impact on determination of a team tactic, a change in the applied personal tactic tendency parameter610fcauses a change in the team parameter. Note that depending on the type of game (e.g., in the case in which the team has a parameter applied to the entire team, such as a team moving speed, in team creation in a role-playing game (RPG)), such a parameter can be changed in step S256.

However, if the extracted player does not satisfy the position condition (No in step S252), the processing in step S254to S256is skipped.

Subsequently, the server processing unit202determines whether the extracted player satisfies a predetermined real team condition (step S258). As used herein, the term “real team condition” refers to a condition indicating a combination of real teams in the baseball league in which the extracted player participates. According to the present embodiment, the “same team” is used. However, the condition may be appropriately changed in accordance with the background setting of the game world. For example, a “team of a rival country” or a “team that participates in a league in the same country”.

If the extracted player satisfies the predetermined real team condition (YES in step S258), the server processing unit202updates the value of a predetermined item of the applied personal tactic tendency parameter610fso that the value is increased by a predetermined value (step S260).

Subsequently, if the number of duplicate registrations608cof the same manager for the manager of the team is plural (YES in step S262), the server processing unit202updates the value of a predetermined item of the applied personal tactic tendency parameter608dfor the manager (step S264). Thereafter, the team parameter updating process is completed. However, if the number of duplicate registrations608cof the same manager for the manager of the team is singular (NO in step S262), the processing in step S262is skipped and the team parameter updating process is completed.

After the team parameter updating process is completed, the server processing unit202completes the team creation process and the processing returns to the flowchart shown inFIG. 29.

If the received request information indicates “League Creation” in the menu screen W2(YES in step S300), the server processing unit202performs a league creation process (step S302).

FIG. 35is a flowchart of the procedure of the league creation process. The server processing unit202performs a process for displaying a league setting screen first. Subsequently, the server processing unit202sends, to the mobile game machine1400, display information for displaying the league creation screen W10(refer toFIG. 6) (step S304). Thereafter, the server processing unit202generates new league setting data550(refer toFIG. 15) (step S306). At that time, all items of the regulation setting data550care set to default values.

If an input operation is performed on the league creation screen W10of the mobile game machine1400, request information including information input to the league ID setting field60, the participation password setting field62, and the regulation setting section66is sent to the server system1100.

Upon receiving the request information including information input to the league ID setting field60and the participation password setting field62, the server processing unit202sets the league ID550aand the participation password550bin the previously generated league setting data550(step S308).

In addition, upon receiving the request information including information input to the regulation setting section66, the server processing unit202updates the setting of the items of the regulation setting data550cin the previously generated league setting data550(step S310).

Subsequently, if the received request information indicates an operation for completing the setting (YES in step S312), the server processing unit202additionally registers the league ID and the password of the newly created league in the league registration list551(step S314). Thereafter, the server processing unit202generates a new league participating team list552for the league (refer toFIG. 16) (step S316).

If the received request information indicates the “All CLEAR” operation for deleting all the current settings (YES in step S318), the server processing unit202deletes the newly created league setting data550(step S320).

However, if the received request information indicates an operation for going back to the menu screen (YES in step S322), the server processing unit202completes the league creation process.

Referring back to the flowchart shown inFIG. 29, if it is determined from the request information that “League Participation” is selected (YES in step S350), the server processing unit202performs the league participation process (step S352).

The league participation process is performed in order for the game player to make registration and participate in an already created league.

More specifically, the server processing unit202sends, to the mobile game machine1400, display information for displaying the league participation setting screen W12(refer toFIG. 7). The mobile game machine1400displays the software keyboard74so that the game player can input data into the league ID input field70and the password input field72. Request information set in accordance with the input data is sent to the server system1100. If the received request information includes the league ID and the participation password, the server processing unit202compares these data with the league setting data550. If matched registration is found, the server processing unit202sets the participating league ID618of the team setting data items600to the matched league ID550a. In addition, the server processing unit202registers the information regarding the team of the game player in the league participating team list552. Thus, the league participating team list552is updated, and the participation registration is made. However, if the received request information indicates an operation for going back to the menu screen, the server processing unit202completes the league participation process.

If the received request information indicates an operation for selecting “Game” (YES in step S370), the server processing unit202performs a game simulation process (step S372).

FIGS. 36 and 37are flowcharts illustrating the procedure of the game simulation process. In the game simulation process, the server processing unit202generates the play data650in the server storage unit502first. Thereafter, the server processing unit202references the participating league ID618of the team setting data items600and randomly selects, from the league participating team list552for the league in which the game player currently participates, an opponent team that plays against the game player's team. At that time, bat first/field first is automatically determined (step S380). The team IDs and the bat first/field first information regarding the two opposing teams are stored in the opposing team information652of the play data650.

Subsequently, the server processing unit202starts the game and starts generating game play images (step S382). Information indicating the current inning and top/bottom of the inning is stored in the play data650as the inning information654.

After the game is started, the server processing unit202starts sending, to the mobile game machine1400, display information for displaying the game play images and game progress information (e.g., the count, on-base status, and scores) (step S384). Accordingly, the mobile game machine1400displays the game simulation screen W14(refer toFIG. 8). Thus, the game progress is displayed in the gameplay screen display section82. The display of the scoreboard80, the count display section84, and the on base status display section86is started.

In addition, after the game is started, the server processing unit202selects one of the batters in accordance with the batting order of the offensive team (step S386) and performs a batter substitution process (step S388). The batter substitution process is one of the artificial intelligence (AI) processes. The server processing unit202determines whether sending up to pinch-hit is appropriate. At appropriate timing, the server processing unit202selects, as a pinch hitter, one of the players registered as a backup.

Subsequently, the server processing unit202performs an offensive tactic determination process (step S390).

FIG. 38is a flowchart of the procedure of the offensive tactic determination process.

In the offensive tactic determination process, the server processing unit202references the player registration list610first and computes the sum of the values of the parameters for each of the items of the offensive tactic tendency parameter in the applied personal tactic tendency parameters610fof the currently playing players in the offensive team (the players in the starting lineup at the game start time, and the players after substitution if substitution has been performed). The server processing unit202uses the sum as the basic offensive tendency parameter660of the offensive team (step S400). That is, the server processing unit202determines the selection tendency of a basic offensive tactic of the team on the basis of the applied personal tactic tendency parameters610fof the players who satisfy a predetermined member condition. Thus, the server processing unit202changes the offensive strength of the team. While the determination has been made with reference to the currently playing players, the value of the basic offensive tendency parameter660may be determined on the basis of a member condition including all of the players registered with the current game (including the backups and relief pitchers).

Subsequently, the server processing unit202adds the offensive tactic tendency parameter in the applied personal tactic tendency parameter610ffor the player serving as the current batter (a main character having a strong impact on offense) to the basic offensive tendency parameter660again for each of the items. Thus, the server processing unit202computes the intermediate offensive tendency parameter664(step S402). Furthermore, the server processing unit202adds the offensive tactic tendency parameter in the applied personal tactic tendency parameter608dfor the manager which is one of the main characters according to the present embodiment to the intermediate offensive tendency parameter664for each of the items. Thus, the server processing unit202determines the final offensive tendency parameter668at bat (step S404).

Subsequently, the server processing unit202determines whether a “sacrifice bunt” suitable condition is satisfied (step S406). The server processing unit202references the sacrifice-bunt-suitable condition table560(refer toFIG. 19). If the sacrifice bunt suitable condition560bdetermined for each of the on-base statuses560ais satisfied (YES in step S406), the server processing unit202references the sacrifice bunt selection probability table561(refer toFIG. 20) and further determines whether a sacrifice bunt is employed in accordance with the selection probability defined in the final offensive tendency parameter668(step S408). If the “sacrifice bunt” tactic is employed (YES in step S410), the server processing unit202sets the offensive tactic for the current batting to “sacrifice bunt” (step S412). Thereafter, the offensive tactic determination process is completed.

However, if the sacrifice bunt suitable condition560bis not satisfied (NO in step S406) or if a sacrifice bunt tactic is not employed (NO in step S410), the server processing unit202further determines whether an “hit-and-run” suitable condition is satisfied (step S420).

The server processing unit202references the hit-and-run-suitable-condition table562. If the hit-and-run suitable condition is satisfied (YES in step S420), the server processing unit202further references the hit-and-run-selection probability table563and determines whether a hit-and-run tactic is employed in accordance with the selection probability defined in the final offensive tendency parameter668(step S422). If the “hit-and-run” tactic is employed (YES in step S424), the server processing unit202sets the offensive tactic for the current batting to “hit-and-run” (step S426). Thereafter, the offensive tactic determination process is completed.

However, if the hit-and-run suitable condition is not satisfied (NO in step S420) or if a hit-and-run tactic is not employed (NO in step S424), the server processing unit202further determines whether a “bunt base hit” suitable condition is satisfied (step S430).

The server processing unit202references the bunt-base-hit-suitable condition table564. If the bunt-base-hit suitable condition is satisfied (YES in step S430), the server processing unit202further references the bunt-base-hit selection probability table565and determines whether a bunt-base-hit tactic is employed in accordance with the selection probability defined in the final offensive tendency parameter668(step S432). If the “bunt-base-hit” tactic is employed (YES in step S434), the server processing unit202sets the offensive tactic for the current batting to “bunt base hit” (step S436). Thereafter, the offensive tactic determination process is completed.

However, if none of the sacrifice bunt suitable condition, the hit-and-run suitable condition, and the bunt-base-hit suitable condition is satisfied, the server processing unit202selects the offensive tactic using normal hitting (step S438).

More specifically, the server processing unit202selects one of the tactics in accordance with the selection probabilities of “early-count hitting/long ball hitting”, “late-count hitting/long ball hitting”, “early-count hitting/one base hitting”, and “late-count hitting/one base hitting” defined in the normal offensive tactic selection probability table566(refer toFIG. 21). Thereafter, the offensive tactic determination process is completed.

Referring back to the flowchart shown inFIG. 36, the server processing unit202performs a runner substitution process next (step S450).

In the runner substitution process, it is determined whether a pinch runner is used. For example, the server processing unit202determines whether a pinch runner suitable condition is satisfied first. The term “pinch runner suitable condition” refers to a condition indicating that use of a pinch runner is suitable in the current game status. For example, the case in which a runner is on a base and the offensive team is behind or the offensive team is ahead by a few runs corresponds to that condition. Thus, such a condition is the same as the pinch runner employment condition that is well known in actual baseball games.

If the pinch runner suitable condition is satisfied, the server processing unit202references the player parameter data656in the play data650and determines whether, among the current runners, the runner having a running speed lower than a predetermined reference value is present. If such a runner is present, the server processing unit202performs a pinch runner employment determination process. In the pinch runner employment determination process, the probability of a pinch runner being employed is low in an inning before a 7th inning. The setting is made so that as the inning progresses from the 7th, the probability of a pinch runner being employed becomes higher. If a pinch runner is used, the server processing unit202substitutes the runner having a running speed lower than the reference value with one of the registered backup members.

Subsequently, the server processing unit202performs a fielder substitution process (step S452).

In the fielder substitution process, it is determined whether a fielder is substituted with another fielder in order to increase the defensive strength. For example, the server processing unit202determines whether a fielder substitution suitable condition, which is one of defensive strength increasing conditions, is satisfied. As used herein, the term “fielder substitution suitable condition” refers to a condition in which a fielder should be substituted. For example, the fielder substitution suitable condition is set to the case in which the inning number is higher than or equal to 7, the defensive team is ahead by 3 runs or less, and the current position in the batting order is between 1 to 3.

If it is determined that the fielder substitution suitable condition is satisfied, the server processing unit202references the defense aptitude data526of the player setting data520for all of the currently playing fielders. Thereafter, the server processing unit202determines whether a fielder having a defense aptitude value for the current position less than a predetermined reference value is present.

If a fielder having a defense aptitude value for the current position less than the reference value is present, the server processing unit202performs a fielder substitution determination process. In the fielder substitution determination process, when fielder substitution is employed, the setting is made so that the employment probability is low in an inning having a number lower than 7 and becomes higher as the inning number becomes higher from 7. If fielder substitution is employed, the server processing unit202substitutes the fielder having a defense aptitude value lower than the reference value with one of the registered backup members.

Subsequently, the server processing unit202performs a defensive tactic determination process (step S454).

FIG. 39is a flowchart illustrating the procedure of the defensive tactic determination process.

In the defensive tactic determination process, the server processing unit202computes the sum of the values of the defensive tactic tendency parameters for all of the currently playing players for each item of the defensive tactic tendency parameter in the applied personal tactic tendency parameters610f. The server processing unit202uses the sum as the basic defensive tendency parameter662of the defensive team (refer toFIG. 28) (step S462). That is, the server processing unit202determines the tendency of the team to select a basic defense tactic on the basis of the applied personal tactic tendency parameters610fof the players who meet a predetermined member condition and changes the defensive strength of the team.

Subsequently, the server processing unit202adds the defensive tactic tendency parameter in the applied personal tactic tendency parameter610ffor the currently playing pitcher (a main character according to the present embodiment) to the basic defensive tendency parameter662again for each of the items. Thus, the server processing unit202computes the intermediate defensive tendency parameter666(step S464). Furthermore, the server processing unit202adds the defensive tactic tendency parameter in the applied personal tactic tendency parameter608dfor the manager which is one of the main characters according to the present embodiment to the intermediate defensive tendency parameter666for each of the items. Thus, the server processing unit202determines the final defensive tendency parameter670at bat (step S466).

Subsequently, the server processing unit202determines whether an “intentional walk” selection condition is satisfied (step S468). The server processing unit202references the intentional walk selection condition table570(refer toFIG. 22). If the batting average of the batter meets a predetermined suitable condition with respect to the value570aof “intentional walk” in the final defensive tendency parameter670(YES in step S468), the server processing unit202sets the defensive tactic for the current at-bat to “intentional walk” (step S470). Thereafter, the defensive tactic determination process is completed.

However, if the “intentional walk” selection condition is not satisfied (NO in step S468), the server processing unit202further determines whether a surprise-attack prevention suitable condition is satisfied on the basis of the final defensive tendency parameter670(step S472).

The server processing unit202references the surprise-attack prevention condition table572(refer toFIG. 23). If the suitable condition572bbased on the on-base status572aand the offense related parameter, such as the “contact ability” and “running speed”, is satisfied (YES in step S472), the server processing unit202further references the surprise-attack prevention selection probability table574(refer toFIG. 24) and determines whether a “surprise-attack prevention” tactic is employed in accordance with the selection probability defined for the value of “surprise-attack” in the final defensive tendency parameter670and the score difference (step S474). That is, in general, a “surprise attack prevention” tactic is employed under such a condition. However, the server processing unit202determines whether the “surprise attack prevention” tactic is actually employed or not.

If the “surprise attack prevention” tactic is employed (YES in step S476), the server processing unit202sets the defensive tactic for the current at-bat to “surprise attack prevention” (step S478). Thereafter, the defensive tactic determination process is completed.

However, if the surprise-attack prevention condition is not satisfied (NO in step S472) or if the surprise-attack prevention tactic is not employed (NO in step S476), the server processing unit202references the normal defensive tactic selection probability table576(refer toFIG. 23). Thereafter, the server processing unit202selects, on the basis of the value of “long ball prevention” in the final defensive tendency parameter670and the value of “strikeout count”, one of the following tactics: “early-count strikeout/long ball prevention”, “late-count strikeout/long ball prevention”, “early-count strikeout/one-base hitting prevention”, and “late-count strikeout/one-base hitting prevention” (step S480). Thereafter, the defensive tactic determination process is completed.

Referring back to the flowchart of the game simulation process shown in FIG.36, the server processing unit references the batting pattern data555(refer toFIG. 18) next and controls the batter in accordance with the batting pattern setting corresponding to the previously selected offensive tactic (step S500). More specifically, the server processing unit202determines the batting style in accordance with the ball center hitting probability555b, the standard hitting probability555c, the mishit probability555d, and the strikeout looking probability555efor the current pitch order555a. Thereafter, the server processing unit202controls the batter to play in accordance with the determined batting style.

Subsequently, the server processing unit202performs running control in accordance with the previously selected offense tactic (step S502). For example, if “hit-and-run” is selected as an offensive tactic, the server processing unit202causes the runner to start immediately after the pitcher releases the ball.

Thereafter, the server processing unit202references the position shift data556and controls the locations of the fielders in accordance with the position shift pattern corresponding to the previously selected defensive tactic (step S504).

Subsequently, the server processing unit202references the pitching pattern data554(refer toFIG. 17) and controls the pitching pattern of the pitcher in accordance with the pitching pattern corresponding to the previously selected defensive tactic (step S506). More specifically, the server processing unit202determines to which location the pitcher pitches a ball and what kind of pitch the pitcher takes in accordance with the strikeout pitch selection probability554c, the individual pitch zone selection probability554d, the pitch speed selection probability554e, and the pitch power selection probability554ffor the current pitch554band controls the action of the pitcher in accordance with the results of determination.

Since the action of the offensive and defensive teams has determined in this way, the server processing unit202computes the result of the inning in accordance with the flowchart shown inFIG. 37(step S508) and updates the game progress information, such as the count, on-base status, and scores (step S510).

That is, like the widely used automatically controlled baseball games, the server processing unit202determines, for example, the count for strikes and balls, the type of fly ball, caught/landed on the fly ball, an intentional walk, out/safe for a pickoff attempt, and safe/out for base steal. For example, in order to determine the type of fly ball, a table in which the type of a fly ball and the location of the fly ball are associated with a relationship between the result of the batting determined using the position shift data556(i.e., one of “ball center hitting”, “standard hitting”, and “mishit”) and the type of pitch determined using the pitching pattern data554may be prestored in the server storage unit502, and the server processing unit202may reference the table. However, another method may be employed.

Subsequently, the server processing unit202determines whether the inning is over using the result of the offense and defense result. If the inning is not over (NO in step S512) and the runner moves up a base (YES in step S514), the processing returns to step S390and the simulation is performed for the next batter.

In contrast, if the inning is not over and the runner does not move up a base (NO in step S514), the processing returns to step S386and the simulation is performed for the next batter.

However, if the inning is over (YES in step S512), the server processing unit202determines whether the game over condition is satisfied. If the game over condition is not satisfied (NO in step S516), the server processing unit202updates the inning number and the top/bottom of the inning (step S518) and switches the teams between defense and offense (step S520). Thereafter, the server processing unit202determines whether a pitcher is present in the new defensive team. If a pitcher is not present (NO in step S522), the server processing unit202selects one of the pitchers registered in the relief pitcher list616and substitutes the player at 9th position of the batting order with new pitcher (step S524). Thereafter, the processing returns to step S386.

However, if the game over condition is satisfied (YES in step S516), the server processing unit202completes sending, to the mobile game machine1400, display information for displaying the game play screen and the game progress information (step S530). In addition, the server processing unit202updates the team performance of each of the opposing teams (step S532). Thereafter, the game simulation process is completed.

Referring back to the flowchart shown inFIG. 29, if the received request information indicates the operation for selecting a “chat” function (YES in step S550), the server processing unit202performs a chat process. Thus, the server processing unit202provides a chat function to the mobile game machine1400(step S552).

As described above, according to the present embodiment, even when a game player obtains the same type of objects (trading cards3), the game player can duplicately register the cards. In addition, a bonus is provided to the game player in accordance with the number of duplicate registrations. Therefore, even when a game player owns a plurality of objects (trading cards3) of the same type, the values of the duplicate objects (cards) are not lost, but the duplicate objects (cards) increase the excitement of the game.

MODIFICATIONS

While the present invention has been described with reference to the first embodiment, the embodiments are not limited thereto. The game content, the components of the system, and the functions of the system can be added, removed, and modified within the spirit and scope of the present invention.

For example, while the above-described embodiment has been described with reference to a baseball game, the present invention is applicable to any team based battle sport game in which objects of the same type can be registered, such as a soccer game, a hockey game, a rugby football game, an American football game, and valley ball game. In addition, it should be noted that the parent population for determining opposing teams is not limited to a league as described in the above embodiment, but the parent population may be a tournament.

While the above embodiment has been described with reference to a technique in which the parameter of the entire team is updated on the basis of the number of duplicate registrations of the object ID of the manager of the game player's team, the parameter of the entire team may be updated on the basis of the number of duplicate registrations of the object ID of a character related to the game player's team, such as a coach or the owner.

While the above embodiment has been described with reference to the parameter of each of the players on the game player's team and the parameter of the entire game player's team as the “ability”, the parameter is not limited thereto. For example, the parameter may represent a “physical strength”.

While the above embodiment has been described with reference to the game system including the game player and the server system1100that performs a process for managing a game, the game system may include a single stationary home game machine or a single stationary business game machine incorporating the server system1100and the game player terminal. Alternatively, if the game system according to the present invention is used in a store, such as a gaming arcade, a business game machine may be used as the game player terminal.

While the above embodiment has been described with reference to the technique in which the actions of two opposing teams are automatically controlled, only one of the defensive team and the offensive teams may be computer-controlled and a game player may control the other team.

In addition, while the above embodiment has been described with reference to a trading card as an object, any article having unique identification information attached thereto that the game player can read or that a bar code reader or an IC tag reader can read may be used as the object. For example, a toy, such as a bottle cap or a figure, or stationery may be used as the object. Alternatively, a virtual trading card or a virtual toy that a game player bought in a virtual store on a Web site may be used as the object. In such a case, the game player buys data, and a real card or a real toy is not needed.

Furthermore, while the above embodiment has been described with reference to the object (the trading card3) having a unique card ID, the unique card ID may be provided to a pair of a player and a series, that is, the model of an object (a card).