Information processing program, information processing method, and information processing system

JP2023098669A5Pending Publication Date: 2025-05-01CYGAMES INC
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Patent Information

Application Number
JP2022204857
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-12-21
Publication Date
2025-05-01

AI Technical Summary

Technical Problem

In games where player selection of options determines progression, the abundance of options can lead to decreased player motivation due to the need to constantly choose appropriate options.

Method used

A system that allows players to register reservation selection information for game options during and outside gameplay, enabling the identification of specific options based on this information to progress the game.

Benefits of technology

Improves player convenience by reducing the frequency of option selection decisions, thereby enhancing gameplay motivation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve a player's convenience.SOLUTION: An information processing program allows a computer to execute: a process capable of registering multiple pieces of reservation selection information for showing a specific option selected by a player from among specific options included in multiple options presented in a predetermined game; a process for progressing a predetermined game including a process for presenting multiple options in a predetermined game and a process for updating parameters on the basis of an option selected by a player from among multiple presented options; and a process that acquires registered reservation selection information, can identify a specific option included in reservation selection information during a predetermined game on the basis of the acquired reservation selection information.SELECTED DRAWING: Figure 35
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Description

[Technical Field]

[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]

[0002] BACKGROUND ART As disclosed in Patent Document 1, a game is known in which the progress of the game is controlled by the player selecting one of a plurality of types of selection items. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5932876 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned games, the game progresses based on the options selected by the player, and the player can progress in the game to an advantage by selecting the appropriate option. However, when the number of options increases, the player has to decide each time which option is appropriate, which poses a problem of reducing the player's motivation to play the game.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve convenience for players and prevent a decline in the players' motivation to play games. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program a process for enabling a player to register a plurality of reserved selection information pieces indicating specific options selected by the player from among a plurality of options presented in a predetermined game; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of acquiring the registered reservation selection information, and making the specific option included in the reservation selection information identifiable during the predetermined game based on the acquired reservation selection information; The computer performs the following.

[0007] the predetermined game is configured to include a plurality of turns, The process of progressing the predetermined game includes: The options may be presented for each turn.

[0008] The process of enabling multiple registrations of reservation selection information is as follows: The reservation selection information may be registered while the predetermined game is being played.

[0009] The process of enabling multiple registrations of reservation selection information is as follows: The reservation selection information may be registered when the predetermined game is not being executed.

[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: a process for enabling a player to register a plurality of reserved selection information pieces indicating specific options selected by the player from among a plurality of options presented in a predetermined game; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of acquiring the registered reservation selection information, and making the specific option included in the reservation selection information identifiable during the predetermined game based on the acquired reservation selection information; Includes.

[0011] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process for enabling a player to register a plurality of reserved selection information pieces indicating specific options selected by the player from among a plurality of options presented in a predetermined game; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of acquiring the registered reservation selection information, and making the specific option included in the reservation selection information identifiable during the predetermined game based on the acquired reservation selection information; Carry out the following. [Effects of the Invention]

[0012] According to the present invention, convenience for players can be improved. [Brief explanation of the drawings]

[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen. Fig. 3B is a diagram illustrating an example of an option setting screen. Fig. 3C is a diagram illustrating an example of a profile setting screen. Fig. 3D is a diagram illustrating an example of a home setting screen. [Figure 4] Fig. 4A is a diagram illustrating an example of a strengthening screen, and Fig. 4B is a diagram illustrating an example of a character training screen. [Figure 5] FIG. 5 is a diagram for explaining the general flow of the training game. [Figure 6] Fig. 6A is a diagram illustrating a main character selection screen, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7] Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining a skill table. Fig. 7D is a diagram explaining a dedicated event table. [Figure 8] Fig. 8A is a first diagram illustrating an inheritance character selection screen. Fig. 8B is a first diagram illustrating a training character list screen. Fig. 8C is a second diagram illustrating an inheritance character selection screen. Fig. 8D is a third diagram illustrating an inheritance character selection screen. [Figure 9] Fig. 9A is a first diagram illustrating a support card organization screen, Fig. 9B is a diagram illustrating a support card selection screen, and Fig. 9C is a second diagram illustrating a support card organization screen. [Figure 10] Fig. 10A is a diagram illustrating a support card table, Fig. 10B is a diagram illustrating a support effect table, Fig. 10C is a diagram illustrating a possessed skill table, and Fig. 10D is a diagram illustrating a support event table. [Figure 11] Fig. 11A is a diagram illustrating a final confirmation screen, and Fig. 11B is a diagram illustrating a preset selection screen. [Figure 12] FIG. 12 is a first diagram illustrating the character identification information table. [Figure 13] FIG. 13 is a second diagram illustrating the character identification information table. [Figure 14] FIG. 14 is a diagram illustrating the selection item table. [Figure 15] Fig. 15A is a first diagram illustrating a game screen, and Fig. 15B is a second diagram illustrating a game screen. [Figure 16]Fig. 16A is a first diagram illustrating a training screen. Fig. 16B is a second diagram illustrating a training screen. Fig. 16C is a diagram illustrating a training result notification screen. Fig. 16D is a diagram illustrating an event screen. [Figure 17] Fig. 17A is a first diagram illustrating the skill screen, and Fig. 17B is a second diagram illustrating the skill screen. [Figure 18] Fig. 18A is a first diagram illustrating an individual race selection screen. Fig. 18B is a second diagram illustrating an individual race selection screen. Fig. 18C is a diagram illustrating an individual race start screen. Fig. 18D is a diagram illustrating an individual race result screen. [Figure 19] Fig. 19A is a diagram illustrating a reservation list screen, Fig. 19B is a diagram illustrating a reservation edit screen, and Fig. 19C is a diagram illustrating a calendar screen. [Figure 20] Fig. 20A is a diagram illustrating a preset screen, Fig. 20B is a diagram illustrating a first confirmation screen, and Fig. 20C is a diagram illustrating a second confirmation screen. [Figure 21] Fig. 21A is a diagram illustrating a team race selection screen. Fig. 21B is a diagram illustrating a team race organization screen. Fig. 21C is a diagram illustrating a team race start screen. Fig. 21D is a diagram illustrating a team race interim result screen. [Figure 22] Fig. 22A is a first diagram illustrating a team race detailed results screen. Fig. 22B is a first diagram illustrating a team race overall results screen. Fig. 22C is a second diagram illustrating a team race detailed results screen. Fig. 22D is a second diagram illustrating a team race overall results screen. [Figure 23] FIG. 23 is a diagram illustrating the general flow of the turn start processing. [Figure 24] FIG. 24 is a diagram illustrating the arrangement presence / absence table. [Figure 25]Fig. 25A is a diagram illustrating a training level table. Fig. 25B is a diagram illustrating a fixed increase value (speed) table. Fig. 25C is a diagram illustrating a fixed increase value table (power). Fig. 25D is a diagram illustrating a bonus addition rate table. [Figure 26] FIG. 26 is a diagram illustrating event types and event classifications. [Figure 27] FIG. 27 is a diagram illustrating the relationship between the event type and the number of turns. [Figure 28] Fig. 28A is a third diagram illustrating a game screen, and Fig. 28B is a third diagram illustrating a training screen. [Figure 29] Fig. 29A is a diagram illustrating a training event execution determination table, Fig. 29B is a diagram illustrating a special icon determination table, and Fig. 29C is a diagram illustrating a bonus icon determination table. [Figure 30] Figure 30A is a diagram illustrating a fixed bonus value (main character) table, and Figure 30B is a diagram illustrating an additional bonus value (main character) table. [Figure 31] Fig. 31A is a diagram illustrating a fixed increase value (special training target) table, and Fig. 31B is a diagram illustrating a bonus increase value (special training target) table. [Figure 32] Fig. 32A is a diagram illustrating the breeding completion screen, Fig. 32B is a second diagram illustrating the breeding completion screen, and Fig. 32C is a third diagram illustrating the breeding completion screen. [Figure 33] FIG. 33 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 34] FIG. 34 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 35] FIG. 35 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 36] FIG. 36 is a first flowchart illustrating the preparation stage processing in the player terminal. [Figure 37] FIG. 37 is a second flowchart illustrating the preparation stage processing in the player terminal. [Figure 38] FIG. 38 is a third flowchart illustrating the preparation stage processing in the player terminal. [Figure 39] FIG. 39 is a flowchart illustrating the preparation stage processing in the server. [Figure 40] FIG. 40 is a flowchart illustrating the development stage processing in the player terminal. [Figure 41] FIG. 41 is a flowchart illustrating the turn start processing at the player terminal. [Figure 42] FIG. 42 is a flowchart illustrating the placement process in the player terminal. [Figure 43] FIG. 43 is a flowchart illustrating the numerical value determination process at the player terminal. [Figure 44] FIG. 44 is a flowchart illustrating the event determination process in the player terminal. [Figure 45] FIG. 45 is a flowchart illustrating the process during a turn at the player terminal. [Figure 46] FIG. 46 is a flowchart illustrating the training execution process in the player terminal. [Figure 47] FIG. 47 is a first flowchart illustrating the race reservation process at the player terminal. [Figure 48] FIG. 48 is a second flowchart illustrating the race reservation process at the player terminal. [Figure 49] FIG. 49 is a third flowchart illustrating the race reservation process at the player terminal. [Figure 50] FIG. 50 is a fourth flowchart illustrating the race reservation process at the player terminal. [Figure 51] FIG. 51 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE INVENTION

[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values ​​and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.

[0016] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0018] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.

[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0020] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0022] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0023] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0025] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0026] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0027] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0029] (Game Contents) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess characters acquired by lottery, known as gacha, or characters distributed by the operator. In addition, a player can possess support cards acquired by lottery or distributed by the operator.

[0030] As will be described in detail later, the game according to this embodiment provides a character training game. In the character training game, a player can train a character that the player owns. The character training game according to this embodiment has gameplay in which the character is trained by competing in races that mimic horse racing.

[0031] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.

[0032] Here, a home screen selection operation section 102a, a strengthening screen selection operation section 102b, a story screen selection operation section 102c, a team stadium screen selection operation section 102d, and a gacha screen selection operation section 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.

[0033] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.

[0034] When the enhanced screen selection operation portion 102b is tapped, an enhanced screen 140 (FIG. 4A) described later is displayed.

[0035] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. On the story screen, the player can select and view a character and a story image.

[0036] When the team competition field screen selection operation unit 102d is tapped, a team competition field screen (not shown) is displayed. On the team competition field screen, a player can play a team competition game in which a team that the player has organized competes against a team of other players selected by the computer. The team competition game has the characteristic of competing with other players for rankings.

[0037] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery, in which characters and support cards can be acquired by lottery.

[0038] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and a training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters the player owns and sets it as the main character, which is the character to be trained. In the preparation stage, the player also sets a deck to be used when training the main character. The deck is organized with a plurality of inherited characters, which will be described in detail later, and a plurality of support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.

[0039] Once the main character and deck (successor characters and support cards) are set, the game transitions from the preparation stage to the training stage, and a game for training the main character begins. The player can possess the characters trained in the training game as training characters. As described above, the player can organize the training characters they possess into a team and use them in the team competitive game.

[0040] As described above, the main objective of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.

[0041] In addition, this embodiment includes a function for sharing characters or support cards between players and a function for sharing information between multiple players. A player can set characters and support cards that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.

[0042] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.

[0043] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.

[0044] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can check and set their own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.

[0045] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for sharing information with other players. The profile setting screen 120 displays a profile character image 122 that is currently being set. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.

[0046] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation unit 126a and a rental card setting operation unit 126b.

[0047] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he or she has trained as the representative character. An icon image showing the currently set representative character is displayed on the representative character setting operation unit 126a. Note that, as will be described in more detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.

[0048] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be organized into a deck by another player and used in the training game played by that other player.

[0049] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.

[0050] 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, a home settings screen 130 is displayed.

[0051] 3D is a diagram illustrating an example of the home setting screen 130. On the home setting screen 130, the player can set the home screen setting characters 132 to be displayed on the home screen 100. The player can set up to four home screen setting characters 132 to be displayed on the home screen 100.

[0052] Although not shown in the drawings, when a left-right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, switches. Four home screen setting characters 132 that are currently set are displayed on the home screen 100. The home screen setting characters 132 are assigned the functions of the respective operation units displayed on the menu bar 102. Therefore, when a home screen setting character 132 displayed on the home screen 100 is tapped, the screen switches in the same way as when an operation unit on the menu bar 102 is tapped.

[0053] The home setting screen 130 displays a character image corresponding to each of the four currently set home screen setting characters 132 and the corresponding operation unit in a distinguishable manner. When a character image displayed on the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen setting character 132 on the character selection screen. The player can also set an outfit for the home screen setting character 132 on the home setting screen 130.

[0054] 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, a player can exchange information with other players who belong to the same circle.

[0055] 3A, a mission icon 136 is displayed on the home screen 100. When the mission icon 136 is tapped, a mission screen (not shown) is displayed. In this embodiment, a predetermined mission is given to the player. Each time the player completes an assigned mission, the player can receive in-game currency or a predetermined item as a reward.

[0056] The mission screen displays a list of the missions assigned to the player and the rewards that can be obtained if the missions are completed. For example, the in-game currency or predetermined items that can be obtained as rewards may differ depending on the difficulty of the mission. For example, the higher the difficulty of the mission, the more advantageous the in-game currency or predetermined items that can be obtained as rewards. Missions may include those with time limits and those without time limits. The mission screen may also display a list of missions with or without time limits, or by the time limits that can be set.

[0057] In addition, in this embodiment, missions with a limited period are provided, which include daily missions where the limited period is set to be repeated every day, and time-limited missions where the limited period is set to a predetermined period (for example, one week or one month).

[0058] Once the daily mission time limit (1 day) has passed, the same mission will be set again. Therefore, players can complete the daily mission every day and receive rewards each time.

[0059] On the other hand, limited-time missions disappear after a certain period of time has passed, and cannot be set again, so they can only be completed once within the certain period. For example, the rewards set for limited-time missions may be more advantageous than the rewards set for daily missions.

[0060] When the training game operation unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game starts.

[0061] Fig. 4A is a diagram illustrating an example of the strengthening screen 140. As described above, when the strengthening screen selection operation unit 102b of the menu bar 102 is tapped, the strengthening screen 140 shown in Fig. 4A is displayed. The strengthening screen 140 is provided with a training character screen selection operation unit 140a, a support card screen selection operation unit 140b, and a training character list screen selection operation unit 140c.

[0062] Fig. 4B is a diagram illustrating an example of the development character screen 142. When the development character screen selection operation unit 140a is tapped on the strengthening screen 140 shown in Fig. 4A, the development character screen 142 shown in Fig. 4B is displayed.

[0063] The character training screen 142 is provided with an operation unit for displaying a screen for strengthening a character owned by the player. By operating this operation unit, the player can strengthen the character owned by the player. By strengthening the character, the player can increase the level set for the character. Various parameters are set for the character, and the parameters increase as the level increases. By increasing the character's parameters, the player can train a character with stronger status in the training game.

[0064] The character training screen 142 also has an operation unit for displaying a list of characters possessed by the player and a list of items for strengthening the characters possessed by the player.

[0065] Furthermore, a preset screen selection operation section 142a is provided on the character breeding screen 142. When the preset screen selection operation section 142a is tapped, a preset screen (not shown) is displayed.

[0066] On the preset screen, the player can set in advance the reservation of one or more races to participate in as presets (reservation selection information) in the individual races described later in the training game. Specifically, for example, in the same manner as the reservation of individual races during the execution of the training game described later, the player can set in advance the reservation of one or more races to participate in as presets (reservation selection information) in the individual races described later in the training game. In this embodiment, since multiple presets can be set, the player can select appropriate races in advance depending on the type of character to be trained, etc., and set them as presets. In other words, the player can register multiple reservation selection information indicating specific options selected by the player from among specific options included in multiple options presented in a predetermined game. Furthermore, the player can register reservation selection information when the predetermined game is not being executed.

[0067] When the support card screen selection operation unit 140b is tapped on the strengthening screen 140 shown in FIG. 4A, a support card screen (not shown) is displayed. On the support card screen, the player can strengthen the support card he or she owns. By strengthening the support card, the player can increase the level set for the support card. Various parameters are set for the support card, and the parameters increase as the level increases. By increasing the parameters of the support card, the player can train a character with stronger stats in the training game.

[0068] When the training character list screen selection operation unit 140c is tapped on the training screen 140 shown in Fig. 4A, a training character list screen (not shown) is displayed. On the training character list screen, a list of characters trained by the player (hereinafter referred to as training characters) and the status of each training character can be confirmed. Next, the training game will be described in detail.

[0069] (Raising game) Figure 5 is a diagram for explaining the general flow of a training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, a training main game is a game in which a player trains one main character selected from the characters they own as a character to be trained.

[0070] The setting game, in which the player registers the main character and deck (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing performed in the setting game will be referred to as the preparatory stage processing, and the processing performed in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.

[0071] <Preparatory processing> The preparation stage processing mainly involves registering the main character, registering the deck (inherited characters and support cards), selecting a preset, registering specific characters, and setting initial character identification information. Note that support cards are intended to assist in the development of the main character. Each support card is always associated with one character, and the character associated with the support card registered in the preparation stage processing will assist in the development of the main character. In what follows, the character associated with the support card will be referred to as the support character.

[0072] <Registering the main character> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the training main game are provided. Each scenario of the training main game has a final goal and goals during the game set, and the player must clear the set goals sequentially. Each scenario has different goals and the time required to achieve the goals. The player can select one of the multiple scenarios on the scenario selection screen. Here, a case where a predetermined scenario is selected will be described.

[0073] 6A is a diagram illustrating a main character selection screen 150. A plurality of character icons 151 are displayed in the center of the main character selection screen 150, and a list of characters owned by the player is displayed. A parameter display section 152 is displayed in the upper part of the main character selection screen 150. A return operation section 153 marked "Return" and a next operation section 154 marked "NEXT" are displayed in the lower part of the main character selection screen 150.

[0074] In this embodiment, an initial value of an ability parameter is set for each character, and the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player is displayed as a numerical value in the parameter display section 152. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.

[0075] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, the ability parameter (initial value) table stores the initial values ​​of ability parameters for each character. Then, the initial values ​​of ability parameters are displayed in the parameter display section 152 based on the initial values ​​of ability parameters stored in the ability parameter (initial value) table.

[0076] In this embodiment, initial ability parameter values ​​are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the parameter display section 152, a stamina ability parameter marked "Stamina" in the parameter display section 152, a power ability parameter marked "Power" in the parameter display section 152, a tenacity ability parameter marked "Spirit" in the parameter display section 152, and a wisdom ability parameter marked "Wisdom" in the parameter display section 152.

[0077] The initial value of each character's ability parameter may be increased by a player's operation, etc. For example, five levels may be set for characters, and the player may increase the character's level by consuming in-game currency or predetermined items. In this case, the initial value of the ability parameter may increase as the character's level increases. The player can increase the value of the ability parameter in the training main game. In other words, the object of the training main game is to train a character with a higher numerical value for the ability parameter.

[0078] In this embodiment, aptitude parameters (initial values) are set for each character. FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values ​​of aptitude parameters for each character. The initial values ​​of aptitude parameters are set to one of seven alphabetical levels A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. Note that the initial values ​​of aptitude parameters may be displayed in parameter display unit 152 based on the initial values ​​of aptitude parameters stored in the aptitude parameter (initial value) table.

[0079] In this embodiment, initial values ​​of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.

[0080] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may also be changed in the main training game. In the main training game, the aptitude parameter may be set to S, which is higher in aptitude than A.

[0081] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the main character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the main character selection screen 150.

[0082] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the individual races and team races described below. The activation of skills gives each character an advantage in the race.

[0083] FIG. 7C is a diagram illustrating a skill table. As shown in FIG. 7C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, skills are displayed on the character detail screen 160 as shown in FIG. 6B. Note that skills cannot be activated simply by possessing them, and can only be activated by acquiring them. Hereinafter, skills that a character can activate are referred to as acquired skills.

[0084] A character is set with one acquired skill 161a from the start of the training main game. In addition to the acquired skill 161a, a plurality of possessed skills 161b are set with the character. The possessed skills 161b are skills that can be acquired by consuming skill points, which will be described later, after the training main game starts. In other words, the possessed skills 161b can become acquired skills 161a in exchange for skill points.

[0085] In this embodiment, the skills corresponding to "◎" in the skill table shown in Fig. 7C are displayed as acquired skills 161a on the character detail screen 160 of Fig. 6B. Furthermore, the skills corresponding to "◯" in the skill table shown in Fig. 7C are displayed as possessed skills 161b on the character detail screen 160 of Fig. 6B. In this embodiment, as shown on the character detail screen 160 of Fig. 6B, the acquired skills 161a are highlighted so that the acquired skills 161a and the possessed skills 161b can be easily distinguished from each other.

[0086] In this embodiment, FIG. 6B shows a case in which one acquired skill 161a and seven possessed skills 161b are displayed as skills provided for each character, but this is not limited to this. For example, the number of acquired skills 161a and possessed skills 161b may differ for each character. Furthermore, for example, the number of acquired skills 161a or possessed skills 161b for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.

[0087] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, and a dedicated event 162a provided for each character is displayed, as shown in Fig. 6C. In this case, the event operation section 162 is highlighted, as shown in Fig. 6C. The dedicated event 162a occurs when a predetermined condition is met in the training main game, and displays a story related to a character appearing in the training game or changes the value of an ability parameter.

[0088] 7D is a diagram illustrating a dedicated event table. As shown in FIG. 7D, the dedicated event table stores dedicated events 162a for each character owned by the player. Based on the dedicated events 162a stored in the dedicated event table, the dedicated events 162a are displayed on the character detail screen 160, as shown in FIG. 6C. The dedicated events 162a may include hint events that enable the player to possess or acquire skills, ability events that increase or decrease the numerical values ​​of the character's ability parameters, and the like.

[0089] 6C may be executed in its entirety during the execution of the training main game, or at least some of them may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Furthermore, the number of dedicated events 162a provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, dedicated events 162a not displayed as dedicated events 162a may be executed during the training main game if a predetermined condition is met.

[0090] 6B and 6C, a close operation section 163 marked "close" is displayed at the bottom of the character detail screen 160. When the close operation section 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the main character selection screen 150 is displayed on the display 26.

[0091] 6A, when return operation unit 153 is tapped on main character selection screen 150, home screen 100 shown in Fig. 3A is displayed on display 26. When next operation unit 154 is tapped on main character selection screen 150 shown in Fig. 6A, the selected character is set as the main character, and succession character selection screen 170 is displayed on display 26.

[0092] <Registering a successor character> FIG. 8A is a first diagram illustrating an inheritance character selection screen 170. FIG. 8B is a first diagram illustrating a training character list screen 180. FIG. 8C is a second diagram illustrating the inheritance character selection screen 170. FIG. 8D is a third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is a screen on which a player registers an inheritance character. An inheritance character is a character that inherits ability values, skills, and the like to the main character. A player can select two inheritance characters from the player's own training character and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in a deck. Note that only one representative character of another player can be organized in a deck as an inheritance character in a single training game.

[0093] First inheriting character selection area 171a and second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from main character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blank spaces, as shown in FIG. 8A.

[0094] When first inheritance character selection area 171a or second inheritance character selection area 171b is tapped, a development character list screen 180 shown in FIG. 8B is displayed. A My Character tab 181a and a Rental tab 181b are provided on development character list screen 180. In addition, a development character list display area is provided below the My Character tab 181a and the Rental tab 181b. Development character icons 182 are displayed in the development character list display area.

[0095] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 8B. Although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed. When the development character icon 182 is pressed and held, detailed information about the development character corresponding to the development character icon 182 is displayed.

[0096] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is temporarily selected. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed as shown in FIG. 8C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and when training character icon 182 is tapped on training character list screen 180, an image showing the training character that is temporarily selected is displayed in first inheritance character selection area 171a. Furthermore, information related to the inheritance character used when training the training character is linked to and stored in the training character. Information related to the inheritance character used when training the training character is displayed in first inheritance character selection area 171a.

[0097] In this state, for example, when the second inherited character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inherited character selection area 171b, as shown in Figure 8D.

[0098] When the two development characters are in a provisionally selected state, the next operation unit 154 provided on the inheritance character selection screen 170 is activated. When the activated next operation unit 154 is tapped, the development characters in the provisionally selected state are organized and registered in the deck as inheritance characters, and the support card organization screen 190, which will be described later, is displayed.

[0099] The player must select two development characters as inheritance characters on inheritance character selection screen 170. If the two inheritance characters are not in a provisionally selected state, next operation unit 154 is grayed out, as shown in FIGS. 8A and 8C, and no operation by the player is accepted. In addition, inheritance character selection screen 170 is provided with return operation unit 153, and when return operation unit 153 is tapped, main character selection screen 150 is displayed.

[0100] <Support card registration> FIG. 9A is a first diagram illustrating the support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in FIG. 9A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 marked "Return" and a start operation unit 193 marked "START" are displayed at the bottom of the support card organization screen 190.

[0101] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed blank.

[0102] In this embodiment, a player can set six types of support cards to a deck. Of the six types that a player can set, some (for example, five types) can be selected from support cards that the player owns. Furthermore, of the six types that a player can set, another part (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.

[0103] FIG. 9B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of FIG. 9A, the support card selection screen 200 shown in FIG. 9B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0104] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.

[0105] FIG. 10A is a diagram illustrating a support card table. As shown in FIG. 10A, the support card table stores the type of support character (i.e., character ID), rarity, level, and specialty training for each type of support card (i.e., support card ID) possessed by the player. Support characters correspond one-to-one with the type of support card. In other words, one support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.

[0106] In this embodiment, a rarity is set for each support card. There are three levels of rarity: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of a support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of a support card, the greater the number of possessed skills and support events, which will be described later.

[0107] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is recorded for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.

[0108] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.

[0109] The upper limit of the level can be increased in stages when certain conditions are met. For example, the upper limit of a support card with a rarity of R can be increased up to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased up to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased up to a maximum of level 50.

[0110] 10B is a diagram illustrating a support effect table. As shown in FIG. 10B, the support effect table stores support effects for each type of support card possessed by the player.

[0111] Support effects increase various stats in the main game. Support cards have multiple targets for their support effects. Examples of targets for support effects include physical strength, speed, stamina, power, tenacity, and intelligence.

[0112] 10C is a diagram illustrating a possessed skill table. As shown in FIG. 10C, in the possessed skill table, possessed skills are set for each support card possessed by the player. In this embodiment, possessed skills are set for each support card so that the character set as the main character by the player possesses possessed skills. The possessed skills set for each support card can be acquired by the main character selected by the player or by another character promoted to a team member, which will be described later, when a hint event occurs during the training main game.

[0113] FIG. 10D is a diagram illustrating a support event table. As shown in FIG. 10D, the support event table stores support events that can occur for each support card possessed by a player. A support event is an event that can occur while the training main game is being played. When a support event occurs, various status values ​​in the training main game may increase or decrease.

[0114] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that has been set in advance.

[0115] 9C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in FIG. 9C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in FIG. 9A.

[0116] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 8D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190, as shown in Fig. 9C, the selected support card is registered, and a final confirmation screen 195 (Fig. 11A) described later is displayed on the display 26.

[0117] <Registering presets> 11A is a diagram illustrating a final confirmation screen 195. The final confirmation screen 195 displays the main character and deck (inherited characters and support cards) registered as described above. The final confirmation screen 195 also displays a preset selection screen operation unit 195a. At the bottom of the final confirmation screen 195, a start operation unit 195b marked "START" and a cancel operation unit 195c marked "cancel" are also displayed.

[0118] FIG. 11B is a diagram illustrating a preset selection screen 197. When a preset selection screen operation unit 195a is tapped on the final confirmation screen 195, a preset selection screen 197 shown in FIG. 11B is displayed on the display 26. The preset selection screen 197 displays a list of preset selection units 197a corresponding to each preset previously set by the player and a preset non-selection unit 197b for deselecting a preset. In addition, a select operation unit 197c marked "Select" and a cancel operation unit 197d marked "cancel" are displayed at the bottom of the preset selection screen 197.

[0119] When preset selection section 197a or preset non-selection section 197b displayed in the list is tapped on preset selection screen 197, the tapped item is highlighted. When select operation section 197c is tapped while any item is highlighted, the highlighted item is selected and final confirmation screen 195 shown in FIG. 11A is displayed on display 26.

[0120] It should be noted that when each preset selection section 197a is pressed and held, a pop-up screen may be displayed that displays a list of the contents (reservation selection information) set in the pressed and held preset selection section 197a.

[0121] As shown in FIG. 11A, the final confirmation screen 195 displays an image (text) corresponding to the selected preset selection section 197a or the preset non-selection section 197b. When the final confirmation screen 195 is initially displayed, any one of the preset selection sections 197a may be displayed (selected), or the preset non-selection section 197b may be displayed (selected). Although the preset selection sections 197a labeled "preset1" to "preset5" are displayed in FIG. 11A, the player may be able to freely change the names of the presets. In this case, the preset selection section 197a labeled with the name of the preset set by the player may be displayed.

[0122] Furthermore, when the cancel operation section 197d is tapped on the preset selection screen 197, a final confirmation screen 195 is displayed on the display 26.

[0123] Furthermore, when the start operation section 195b is tapped on the final confirmation screen 195, the selected preset selection section 197a or preset non-selection section 197b is registered, and the game screen 210 (FIG. 15A) is displayed on the display 26. When any of the preset selection sections 197a is registered, a race reservation is made based on the content (reservation selection information) set in that preset selection section 197a.

[0124] As will be described in more detail later, in this embodiment, the player terminal 1 and the server 1000 are provided with preset information storage units 752, 1152 that store reservation selection information for each preset set by the player, and reserved information storage units 753, 1153 that store reservation selection information set for the training game currently being played.

[0125] Furthermore, when the cancel operation section 195c is tapped on the final confirmation screen 195, the support card organization screen 190 is displayed on the display 26.

[0126] <Registering specific characters> As described above, after the main character, successor character, support card, and preset are registered, the specific character is then registered. In this embodiment, four types of characters are set as the specific character in advance.

[0127] Fig. 12 is a first diagram illustrating a character identification information table. Fig. 13 is a second diagram illustrating a character identification information table. Fig. 12 shows a case where "character C" is registered as the main character, and "character E," "character I," "character L," "character M," "character Q," and "character T" are registered as support characters. Fig. 13 shows a case where "character F" is registered as the main character, and "character E," "character J," "character L," "character M," "character Q," and "character T" are registered as support characters.

[0128] In this embodiment, when registering a support card, there is a restriction so that the character type set as the main character and the character type set as the support character do not overlap.

[0129] In this embodiment, "Character F," "Character J," "Character N," and "Character R" are set as specific characters, as shown in Fig. 12. When a player selects a main character from among the multiple characters, the selected character is registered as the main character in the character identification information table.

[0130] Furthermore, when a support card is selected by the player's operation, the character identification information table is updated and the character corresponding to the selected support card is registered as a support character.

[0131] In addition, when information related to main characters and support cards is registered in the character identification information table, information related to specific characters is also registered. At this time, as shown in Figures 12 and 13, "Character F," "Character J," "Character N," and "Character R" are registered as specific characters regardless of the types of registered main characters and support characters.

[0132] <Setting initial character identification information> As described above, once the main character, successor character, support character, preset, and specific character are registered, team members and sub-members are registered. As will be described in detail later, in the training game, it is necessary to play a battle game using characters registered as team members. Furthermore, when a character registered as a sub-member meets certain conditions, that character is registered as a team member.

[0133] In this embodiment, characters registered as main characters, support characters, and specific characters in the character identification information table are registered as team members. That is, in the case of Fig. 12, "character C," "character E," "character F," "character I," "character J," "character L," "character M," "character N," "character Q," "character R," and "character T" are registered as team members. Also, in the case of Fig. 13, "character E," "character F," "character J," "character L," "character M," "character N," "character Q," "character R," and "character T" are registered as team members.

[0134] In addition, in the character identification information table, characters or support cards (support characters) possessed by the player that are not registered as team members are registered as sub-members. Note that, among predetermined characters, all remaining characters that are not registered as team members, or some characters selected by lottery, may be registered as sub-members.

[0135] Here, it is assumed that support characters and specific characters are registered as team members from the start of the training main game, but support characters and specific characters may also be registered as sub-members at the start of the training main game and then registered as team members at a predetermined time.

[0136] In this way, when the information (initial character identification information) relating to the team members and sub-members is stored in the character identification information table, the preparation stage processing is completed.

[0137] <Growth stage treatment> Once the preparatory stage processing is complete, the training stage processing begins. In the training stage processing, it becomes possible to train the main character and characters registered as team members. In the following, to make it easier to understand, the basic flow of the training main game will first be explained.

[0138] FIG. 14 is a diagram illustrating a selection item table. Here, a selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of main character. As shown in FIG. 14, the training game is made up of 1st turn to 60th turn, and has a gameplay in which various parameters are updated according to the selection results of the player in each turn. Furthermore, according to the selection item table, items that the player can select for each turn are preset.

[0139] FIG. 15A is a first diagram illustrating a game screen 210. FIG. 15B is a second diagram illustrating the game screen 210. When the process moves to the development stage, the game screen 210 shown in FIGS. 15A and 15B is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the game screen 210. The main character is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failure in training, as will be described later. The stamina display section 211 is displayed so that the current remaining "stamina" of the main character can be visually grasped relative to the upper limit of "stamina."

[0140] The main character is also provided with a "condition" parameter. The condition display section 212 displays the current "condition" of the main character in multiple stages (five stages: very poor, poor, average, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the main character's race development will be, and the greater the increase in ability parameters through training.

[0141] As shown in FIGS. 15A and 15B, an image of the main character, a status display section 213, and a skill point display section 214 are displayed in the center of the game screen 210. The status display section 213 displays the current status of the main character in the form of a numerical value and a rank (G + , F, F + , E, E + , D, D + , C, C + , B, B + , A, A + , S, SS, SS + Specifically, in this embodiment, the numerical value and rank of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. In addition, the skill point display section 214 displays the remaining number of skill points possessed by the main character in the training game as a numerical value.

[0142] 15A and 15B, a rest operation section 215 marked "Rest," a training operation section 216 marked "Training," a skill operation section 217 marked "Skill," an outing operation section 218 marked "Going Out," and an individual race operation section 219 marked "Race" are displayed at the bottom of the game screen 210. The current number of turns is displayed at the top of the game screen 210.

[0143] Furthermore, the player can select one of the following options for each turn: "Rest" (rest operation unit 215), "Training" (training operation unit 216), "Going Out" (going out operation unit 218), or "Race" (individual race operation unit 219). At this time, the options that can be selected for each turn are set in advance, as shown in FIG.

[0144] Furthermore, as described above, if a preset is registered in the preparation stage processing, and if there is a race reserved for that turn based on the preset (reservation selection information), a reservation icon 219a with the word "reserved" written on it is displayed superimposed on the individual race operation unit 219. That is, races reserved for the training game being played are displayed identifiable during the training game. In other words, the registered reservation selection information is acquired, and specific options included in the reservation selection information are made identifiable during a given game based on the acquired reservation selection information.

[0145] In this embodiment, as will be described in more detail later, reservations for individual races can be made after the training game has started, both when a preset has been registered and when a preset has not been registered during the preparation stage processing. In other words, reservation selection information can be registered (updated) while a predetermined game is being played. Therefore, if there is an individual race for which a reservation has been made after the training game has started in that turn, the reservation icon 219a is also displayed.

[0146] In this embodiment, a target race is set for each main character in the training game. Specifically, during a turn in which a target race is set, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are set to be unselectable, as shown in FIG. 14 at turns 20, 30, 35, 57, 59, 74, 76, and 78. Therefore, during a turn in which such a target race is set, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed grayed out, as shown in FIG. 15B, and the player's operations are not accepted. Therefore, during this turn, the player must select the individual race operation unit 219.

[0147] Note that for a turn in which a target race is set, if the content (race) set in the registered preset differs from the target race, the content (race) set in the registered preset is not reserved for that turn. In this case, a pop-up may be displayed to notify the user that the content (race) set in the registered preset has not been reserved. Note that the timing for displaying this pop-up may be at the start of the training game or at the start of the turn in which the target race is set. Alternatively, the timing may be when the content (reservation selection information) of a predetermined preset, which will be described later, is called up and saved by overwriting the information (reservation selection information) of the individual race reserved in the training game.

[0148] In this embodiment, as shown in Figure 14, the period from turn 1 to turn 24 is set as the junior class, the period from turn 25 to turn 48 is set as the classic class, the period from turn 49 to turn 72 is set as the senior class, and the period from turn 73 to turn 78 is set as the final.

[0149] Furthermore, if a goal race has been set for that turn, a goal icon 219b with the word "purpose" written on it is displayed so as to be superimposed on the individual race operation unit 219. In other words, if the reservation icon 219a is displayed, the player can select any one of the rest operation unit 215, training operation unit 216, outing operation unit 218, and individual race operation unit 219. On the other hand, if the goal icon 219b is displayed, the player must select the individual race operation unit 219.

[0150] The skill operation unit 217 is set to be selectable at all times in all turns. As will be described in detail later, even if a skill is acquired, the turn does not end. In this embodiment, a team race is forcibly executed after the end of a predetermined turn.

[0151] Fig. 16A is a first diagram illustrating the training screen 220. Fig. 16B is a second diagram illustrating the training screen 220. When the training operation unit 216 on the game screen 210 is operated, the training screen 220 is displayed on the display 26.

[0152] 16A, training items are displayed at the bottom of training screen 220. Here, a speed operation section 221 marked "Speed" and a stamina operation section 222 marked "Stamina" and a power operation section 223 marked "Power" and a guts operation section 224 marked "Spirit" and a wisdom operation section 225 marked "Wisdom" are displayed.

[0153] When the player taps one of the operation units 221-225 once, the training item corresponding to the tapped operation unit 221-225 is provisionally selected, and the operation unit 221-225 corresponding to the provisionally selected training item is highlighted. Fig. 16A shows a state in which the power operation unit 223 has been provisionally selected. Fig. 16B shows a state in which the stamina operation unit 222 has been provisionally selected.

[0154] Additionally, each operation unit 221 to 225 also displays the training level for each training item. The training level is a parameter that increases based on the team ranking, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0155] Furthermore, the operation units 221 to 225 that are currently being temporarily selected display a failure rate display unit 226 that reads "Failure." The failure rate displayed as a numerical value in the failure rate display unit 226 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.

[0156] Furthermore, the status display section 213 displays the value by which the ability parameter will increase if the training corresponding to the provisionally selected operation sections 221 to 225 is executed and successful. For example, in the example shown in FIG. 16A, the power operation section 223 is provisionally selected, and "Stamina" is displayed as "+8" and "Power" is displayed as "+10" in the status display section 213. Furthermore, in the example shown in FIG. 16B, the stamina operation section 222 is provisionally selected, and "Stamina" is displayed as "+15" and "Spirit" is displayed as "+5" in the status display section 213.

[0157] Furthermore, when the training is performed successfully, an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training item in which a predetermined event occurs. The event notification display 227 can be displayed in different manners depending on the type of event.

[0158] 16B, in the upper right portion of training screen 220, a placed character icon 228 of the character placed in the training is displayed for each of temporarily selected operation units 221 to 225. If the training is successful and a predetermined event occurs corresponding to the character displayed in placed character icon 228, an event notification display 227 is displayed on the corresponding placed character icon 228. Note that hereinafter, training in which a character is placed is referred to as joint training.

[0159] 16C is a diagram illustrating training result notification screen 220a. When any of temporarily selected operation units 221 to 225 is tapped again, the training corresponding to the tapped operation unit 221 to 225 is executed. When the training is executed, training result notification screen 220a, which notifies the player of the success or failure of the training, is displayed on display 26. Here, the word "success" is displayed, notifying the player of the success of the training.

[0160] At this time, based on the success of the training, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters (ability information) of the main character corresponding to the training item (training event) selected by the player are updated.

[0161] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 16A or 16B is successful is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. When training for speed, stamina, power, or tenacity is performed and the training is successful, stamina decreases. On the other hand, when training for wisdom is performed and the training is successful, stamina is restored.

[0162] Furthermore, if training fails, a predetermined penalty is imposed. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (for example, a larger decrease in stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty imposed when the failure rate is low.

[0163] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be given even if training fails.

[0164] 16D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur during one turn.

[0165] For example, when a hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during individual races and team races, which will be described later.

[0166] Events include events for acquiring skills, events for recovering stamina, events for decreasing stamina, events for increasing ability parameters, events for decreasing ability parameters, events for increasing condition, events for decreasing condition, etc. As will be described in more detail below, events include events that are predetermined for each turn and events that occur when a predetermined lottery is won. Furthermore, when all the events that have occurred have ended, the game screen 210 for the next turn is displayed.

[0167] Fig. 17A is a first diagram illustrating the skill screen 230. Fig. 17B is a second diagram illustrating the skill screen 230. When the skill operation unit 217 on the game screen 210 is operated, the skill screen 230 shown in Fig. 17A is displayed on the display 26.

[0168] The skill screen 230 displays a skill display field 231. The skill display field 231 displays acquired skills, possessed skills preset for the main character, possessed skills acquired as a result of various events, etc. Furthermore, when a hint event occurs for a possessed skill, the skill points consumed to acquire this possessed skill are discounted. Here, possessed skills for which a hint has been obtained are displayed with the skill points required to acquire them discounted. At this time, a discount rate display icon 232 indicating the discount rate is displayed together with the skill display field 231.

[0169] Furthermore, for the skills displayed on the skill screen 230, the conditions for activating each skill and the effect when activated are displayed.

[0170] Also displayed at the top of the skill screen 230 are a stamina display section 211, a condition display section 212, and a skill point display section 214. Also displayed at the top of the skill screen 230 is the current number of turns.

[0171] When a player consumes skill points and acquires a skill they possess based on their operation, the word "GET" is displayed next to the acquired skill, as shown in FIG. 17B, to notify the player that the skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display unit 214, and the display is updated.

[0172] FIG. 18A is a first diagram illustrating an individual race selection screen 240. FIG. 18B is a second diagram illustrating the individual race selection screen 240. When the individual race operation unit 219 on the game screen 210 is operated, the individual race selection screen 240 shown in FIG. 18A corresponding to the current turn number is displayed. As described above, in this embodiment, the period from turn 1 to turn 24 is set as the junior class, the period from turn 25 to turn 48 is set as the classic class, and the period from turn 49 to turn 72 is set as the senior class. Each turn corresponds to one of the 24 periods into which a year is divided, such as the first half of January, the second half of January, the first half of February, ..., the first half of December, and the second half of December. Here, as shown in FIG. 18A, the individual race selection screen 240 corresponding to the junior class and the first half of October is displayed to correspond to the current turn number. The individual race has a gameplay in which the main character races against so-called non-player characters (hereinafter referred to as NPCs).

[0173] A stamina display section 211 and a condition display section 212 are displayed at the top of the individual race selection screen 240. An individual race selection operation section 241 for selecting the type of individual race in which the main character will compete is displayed at the center of the individual race selection screen 240. A start operation section 242 marked "Start" is displayed at the bottom of the individual race selection screen 240. The races that can be selected using the individual race selection operation section 241 of the individual race selection screen 240 are set in advance for each turn. Conditions for participating in each race may be set in advance, and the character may be allowed to participate in that race if the conditions are met. The content of the next goal in the scenario of the training game currently being executed and the period until the next goal (for example, the number of turns until the next goal race) may also be displayed.

[0174] 18A, a next turn operation section 240a is displayed on the individual race selection screen 240. When the next turn operation section 240a on the individual race selection screen 240 is tapped, the individual race selection screen 240 corresponding to the next turn is displayed on the display 26, as shown in FIG.

[0175] Furthermore, when the individual race selection screen 240 corresponding to a turn after the current turn is displayed, a next turn operation section 240a and a previous turn operation section 240b are displayed, as shown in Fig. 18B. When the previous turn operation section 240b of the individual race selection screen 240 is tapped, the individual race selection screen 240 corresponding to the turn immediately before the one that was displayed is displayed on the display 26. For example, when the individual race selection screen 240 shown in Fig. 18B, which corresponds to the second half of October for the junior class, is displayed, if the previous turn operation section 240b is tapped, the individual race selection screen 240 shown in Fig. 18A, which corresponds to the first half of October for the junior class (the current turn), is displayed on the display 26.

[0176] 18A, on the individual race selection screen 240, if a preset is registered in the preparation stage processing and there is a race reserved for that turn based on the preset (reservation selection information), a reservation icon 219a with the word "reserved" written on it is displayed superimposed on the individual race selection operation unit 241. In other words, the individual races that can be reserved while the training game is being played are limited to individual races that are set for turns after the current turn. In other words, individual races that are set for the current turn or turns before the current turn cannot be reserved while the training game is being played.

[0177] Note that if there is an individual race that has been reserved after the training game has started in the turn, the reservation icon 219a is also displayed.

[0178] 18B, when there is an individual race set as a time-limited mission, a time-limited mission icon 240d labeled "mission" is displayed superimposed on the individual race selection operation unit 241. When there is an individual race set as a goal race, a goal icon 219b labeled "purpose" (similar to FIG. 15B) is displayed superimposed on the individual race selection operation unit 241.

[0179] In this embodiment, it is not possible to make a reservation for an individual race at a turn where a target race is set. Therefore, when a list of individual races at a specific turn is displayed, the target icon 219b and the reservation icon 219a are not displayed at the same time. It is also possible to display the time-limited mission icon 240d at the same time as the target icon 219b or the reservation icon 219a.

[0180] In this embodiment, predetermined conditions that allow selection of each individual race are set in advance. The predetermined conditions may be set, for example, based on various parameters in the training game. For example, if the number of fans that increases or decreases based on the results of individual races is set as a parameter in the training game, a value of a number of fans equal to or greater than a predetermined number may be set as the predetermined condition. In this case, as shown in FIG. 18B , the individual race selection operation unit 241 corresponding to an individual race that does not satisfy the predetermined conditions is grayed out, and no operation by the player is accepted.

[0181] In addition, if there is a reserved individual race in the current turn and the predetermined conditions set for the reserved individual race are not met, the individual race selection operation unit 241 corresponding to the individual race that does not meet the predetermined conditions will not accept operation by the player. In this case, the reservation will be deleted and the reservation selection information will be updated. At this time, a pop-up may be displayed to notify that the predetermined conditions have not been met and the reservation has been deleted.

[0182] Furthermore, when an individual race selection screen 240 corresponding to a turn after the current turn is displayed, a reservation operation section 246 marked "Reserve" is displayed, as shown in Fig. 18B. When an individual race selection screen 240 corresponding to a turn after the current turn is displayed, the player can select (tap) one of the displayed individual race selection operation sections 241 and further tap the reservation operation section 246 to reserve the race corresponding to the selected individual race selection operation section 241.

[0183] FIG. 18C is a diagram illustrating an individual race start screen 250. When the start operation unit 242 is operated after the type of individual race in which the player will participate has been selected using the individual race selection operation unit 241, the individual race start screen 250 shown in FIG. 18C is displayed. A strategy display unit 251 is displayed in the center of the individual race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away), and displays a change operation unit 252 labeled "Change." When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the individual race to any strategy by operating the strategy change screen.

[0184] Also, at the bottom of the individual race start screen 250, a result operation section 253 marked "Result" and a race operation section 254 marked "Race" are displayed.

[0185] When the race operation unit 254 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a moving image of the development of the race (hereinafter also referred to as a race moving image) is displayed.

[0186] 18D is a diagram illustrating the individual race result screen 255. When the playback of the race video has finished, or when the result operation unit 253 is operated, the individual race result screen 255 is displayed on the display 26. The individual race result screen 255 displays the finishing order in the individual race.

[0187] 18A, a reservation list screen operation section 244 labeled "Reservation List" is displayed on the individual race selection screen 240. When the reservation list screen operation section 244 is tapped, a reservation list screen 256 is displayed.

[0188] 19A is a diagram illustrating a reservation list screen 256. As shown in Fig. 19A, a reserved individual race selection operation section 257 showing a list of reserved individual races is displayed on the reservation list screen 256. Each reserved individual race selection operation section 257 may display the name of the corresponding race, the time of the race (set turns), and the conditions of the race (distance, track, etc.).

[0189] Furthermore, each reserved individual race selection operation unit 257 is provided with a check box. The player can select multiple reserved individual race selection operation units 257 by selecting (tapping) each check box. Furthermore, a reservation deletion operation unit 258 marked "delete" is displayed on the reservation list screen 256. Then, the player can delete a reservation for an individual race and update the reservation selection information by tapping the reservation deletion operation unit 258 with at least one check box selected. At this time, a pop-up screen may be displayed notifying the player that the reservation for the individual race will be deleted. Note that it may also be possible to decide whether or not to cancel the reservation for that race by tapping the display of each reserved individual race selection operation unit 257 without operating the reservation deletion operation unit 258.

[0190] 19A, the individual race selection screen 240 displays a reservation edit screen operation section 259 labeled "Reservation Setting." When the reservation edit screen operation section 259 is tapped with any check box selected, a reservation edit screen 262 (FIG. 19B) described below corresponding to the selected reservation individual race selection operation section 257 is displayed on the display 26. Note that the reservation edit screen 262 (FIG. 19B) may also be displayed when the reservation edit screen operation section 259 is tapped with none of the check boxes selected. In this case, the reservation edit screen 262 (FIG. 19B) corresponding to the current turn may be displayed.

[0191] 19A, a close operation section 260 marked "close" is displayed on the reservation list screen 256. When the close operation section 260 is tapped, the individual race selection screen 240 shown in FIG. 18A is displayed on the display 26.

[0192] 19A, a preset screen operation section 261 marked "preset" is displayed on the reservation list screen 256. When the preset screen operation section 261 is tapped, a preset screen 270 (FIG. 20A), which will be described later, is displayed on the display 26.

[0193] 19B is a diagram illustrating the reservation editing screen 262. As shown in FIG. 19B, the reservation editing screen 262 displays a next turn operation section 240a, a previous turn operation section 240b, a reservation icon 219a, a time-limited mission icon 240d, and a reservation operation section 246, similar to the individual race selection screen 240.

[0194] Furthermore, the reservation editing screen 262 displays a plurality of switching operation units 263 labeled "junior," "classic," and "senior," and when a switching operation unit 263 is tapped, the reservation editing screen 262 for the corresponding period is displayed on the display 26. Specifically, when the switching operation unit 263 labeled "junior" is tapped, the reservation editing screen 262 for the junior class period is displayed on the display 26. Furthermore, when the switching operation unit 263 labeled "classic" is tapped, the reservation editing screen 262 for the classic class period is displayed on the display 26. When the switching operation unit 263 labeled "senior" is tapped, the reservation editing screen 262 for the senior class period is displayed on the display 26.

[0195] A calendar screen operation section 264 is also displayed on the reservation edit screen 262. When the calendar screen operation section 264 is tapped, a calendar screen 267, which will be described later, is displayed on the display 26.

[0196] Furthermore, a close operation section 265 marked "close" is displayed on the reservation edit screen 262. When the close operation section 265 is tapped, the reservation list screen 256 shown in FIG.

[0197] Furthermore, the reservation editing screen 262 displays a search screen operation section 266 marked "search." When the search screen operation section 266 is tapped, a search screen (not shown) is displayed on the display 26. On the search screen, it is possible to search for individual races. For example, on the search screen, it is possible to display a narrowed down display of individual races according to the type of individual race, the set time period, etc. Furthermore, it may be possible to narrow down the target individual races set for the time-limited mission.

[0198] 19C is a diagram illustrating a calendar screen 267. As shown in FIG. 19C, the calendar screen 267 displays a switching operation unit 263, similar to the reservation editing screen 262 shown in FIG. 19B. When the switching operation unit 263 marked "junior" is tapped, the calendar screen 267 for the junior class period is displayed on the display 26. When the switching operation unit 263 marked "classic" is tapped, the calendar screen 267 for the classic class period is displayed on the display 26. When the switching operation unit 263 marked "senior" is tapped, the calendar screen 267 for the senior class period is displayed on the display 26.

[0199] Also displayed on the calendar screen 267 is a reservation operation section 268 that displays the reservation status (contents of reservation selection information) for individual races for each turn during the selected period. Note that, as shown in Fig. 19C, the reservation operation section 268 corresponding to a turn prior to the current turn is grayed out and does not accept any operation by the player.

[0200] Furthermore, the reservation operation unit 268 corresponding to the turn for which an individual race reservation has been set displays "reserved," notifying the player that an individual race reservation has been set. Note that an icon that allows the player to identify the name or type of the individual race may be displayed on the reservation operation unit 268 corresponding to the turn for which an individual race reservation has been set or the turn for which a target race has been set, to notify the player of the reserved (set) individual race and target race.

[0201] Furthermore, the reservation operation section 268 corresponding to a turn for which no reservation for an individual race has been set is marked with "+", indicating that reservations for individual races are possible. Note that the reservation operation section 268 corresponding to a turn for which a target race has been set may also display a display indicating that a target race has been set.

[0202] When a reservation operation section 268 corresponding to a turn for which an individual race reservation has been set or a turn for which a target race has been set, or a reservation operation section 268 marked with "+", i.e., an operable reservation operation section 268, is tapped, the reservation editing screen 262 for the turn corresponding to the tapped reservation operation section 268 is displayed on the display 26.

[0203] 19B is displayed on the display 26. A close operation section 269 marked "close" is also displayed on the calendar screen 267. When the close operation section 269 is tapped, the reservation edit screen 262 shown in FIG.

[0204] Fig. 20A is a diagram illustrating the preset screen 270. As described above, when the preset screen operation unit 261 on the reservation list screen 256 in Fig. 19A is tapped, the preset screen 270 is displayed on the display 26. As shown in Fig. 20A, the preset screen 270 has a reserved individual race display area 271 below the heading "Reserved race," where the details of reserved individual races in the training game are displayed.

[0205] The reserved individual race display area 271 displays the number of individual races reserved in the training game (number of reservations), the number of individual races reserved in the training game by type (GI, GII, or GIII grade), and preview images (up to two) showing at least some of the individual races reserved in the training game, based on the individual races reserved in the training game (reservation selection information). The preview images may be randomly selected from the individual races reserved in the training game, or may be determined based on a predetermined priority order. For example, priority may be given to individual races with a higher grade (GI, GII, or GIII), or, among the same grade, priority may be given to races scheduled for an earlier time (set turn).

[0206] Furthermore, a list screen operation section 272 is displayed in the reserved individual race display area 271. When the list screen operation section 272 is tapped, a list screen (not shown) showing a list of individual races (reservation selection information) reserved in the training game is displayed on the display 26.

[0207] As shown in FIG. 20A, preset screen 270 has preset display areas 273 below the heading "Preset" for each preset that has been set.

[0208] In each preset display area 273, based on the personal races (reservation selection information) set in each preset, the number of personal races (number of reservations) set in each preset, the number of types of personal races (GI, GII, or GIII grade) set in each preset, and preview images (maximum of two) showing at least some of the personal races set in each preset are displayed.

[0209] Furthermore, a list screen operation section 272 is displayed in each preset display area 273. When the list screen operation section 272 of each preset display area 273 is tapped, a list screen (not shown) showing a list of individual races set in the preset corresponding to the tapped preset display area 273 is displayed on the display 26.

[0210] Also, each preset display area 273 displays an overwrite save operation section 274 marked "save" and a call operation section 275 marked "call." When the overwrite save operation section 274 is tapped, a first confirmation screen 277, which will be described later, is displayed on the display 26. When the call operation section 275 is tapped, a second confirmation screen 280, which will be described later, is displayed on the display 26.

[0211] Fig. 20B is a diagram illustrating the first confirmation screen 277. As shown in Fig. 20B, the first confirmation screen 277 displays a warning message informing the user that information about an individual race reserved in the training game (reservation selection information) will be overwritten with predetermined preset content (reservation selection information).

[0212] 20A, a reserved individual race display area 271 is displayed at the top of the first confirmation screen 277. A preset display area 273 is displayed below the reserved individual race display area 271. A downward-pointing triangle image is displayed between the reserved individual race display area 271 and the preset display area 273, visually informing the user that the information about the individual race reserved in the training game (reservation selection information) will be overwritten and saved with the predetermined preset content (reservation selection information).

[0213] Furthermore, a cancel operation section 278 marked "cancel" is displayed on the first confirmation screen 277. When the cancel operation section 278 is tapped, the preset screen 270 is displayed on the display 26.

[0214] Also, an overwrite save operation section 279 labeled "save" is displayed on the first confirmation screen 277. When the overwrite save operation section 279 is tapped, the information of the individual race reserved in the training game (reservation selection information) is overwritten and saved on the predetermined preset content (reservation selection information), and the predetermined preset content (reservation selection information) is updated.

[0215] Fig. 20C is a diagram illustrating second confirmation screen 280. As shown in Fig. 20C, second confirmation screen 280 displays a warning message informing users that predetermined preset content (reservation selection information) will be called up and saved over information about individual races reserved in the training game (reservation selection information).

[0216] Furthermore, a preset display area 273 is displayed at the top of the second confirmation screen 280. Furthermore, a reserved individual race display area 271 is displayed below the preset display area 273. Then, a downward-pointing triangle image is displayed between the preset display area 273 and the reserved individual race display area 271, visually informing the user that the contents of a specific preset (reservation selection information) will be called up and saved by overwriting the information on the individual race reserved in the training game (reservation selection information).

[0217] Furthermore, a cancel operation section 278 marked "cancel" is displayed on the second confirmation screen 280. When the cancel operation section 278 is tapped, the preset screen 270 is displayed on the display .

[0218] Furthermore, the second confirmation screen 280 displays a call operation section 281 marked "call." When the call operation section 281 is tapped, the contents of a predetermined preset (reservation selection information) are called up and saved by overwriting the information of the individual race reserved in the training game (reservation selection information). This updates the information of the individual race reserved in the training game (reservation selection information). Note that in this embodiment, an individual race set for a turn prior to the current turn cannot be reserved while the training game is being executed. Therefore, if the contents of the predetermined preset (reservation selection information) include an individual race set for a turn prior to the current turn, a pop-up may be displayed to notify the user that the contents (race) set in the called preset have not been reserved. Alternatively, an individual race set for a turn prior to the current turn may be reserved while the training game is being executed. In this case, an individual race set for a turn prior to the current turn may not actually be executed in the training game.

[0219] As described above, in this embodiment, it is possible to register multiple reservation selection information as presets that indicate specific options (individual races) selected by the player from among the specific options (individual races) included in the multiple options (rest, training, skill, outing, individual race) presented in the training game, and in the training game, the registered presets (reservation selection information) are acquired, and based on the acquired presets (reservation selection information), it is possible to identify the specific options (individual races) included in the presets (reservation selection information), during a specified game, thereby improving convenience for the player.

[0220] FIG. 21A is a diagram illustrating a team race selection screen 290. As described above, in this embodiment, a team race is forcibly started when a predetermined turn ends. When a team race starts, the team race selection screen 290 shown in FIG. 21A is displayed. In the center of the team race selection screen 290, an opponent team selection operation section 291 for selecting an opponent for the team race to participate in is displayed. The opponent may be an NPC. Furthermore, the opponent is not limited to an NPC, and may be another player's team. In this case, a communication battle is held with the team of another player.

[0221] Note that characters to be entered in a team race need only be selectable from among team members, and do not necessarily have to include the main character. Also, one team member may be allowed to enter multiple races in a team race.

[0222] FIG. 21B is a diagram illustrating a team formation screen 292. When the competing team selection operation unit 291 is operated, the team formation screen 292 is displayed on the display 26. A team formation operation unit 293 is displayed on the team formation screen 292. By operating the team formation operation unit 293, the player can form a character formation for the team race using characters registered as team members. In this embodiment, five races are held in the team race: "short distance," "mile," "middle distance," "long distance," and "dirt." The game has a feature in which the overall victory or defeat of the team race is determined based on the victory or defeat of each race.

[0223] Specifically, if the player's team wins more races out of the five races than the opponent's team, the player wins the team race overall. On the other hand, if the player's team wins fewer races out of the five races than the opponent's team, the player loses the team race overall. Also, if the player's team wins the same number of races as the opponent's team, the game ends in a draw.

[0224] The player can organize a maximum of three types of characters from among the team members for each race. Also, the same type of character cannot be organized into multiple races. A start operation section 294 labeled "Start" is displayed at the bottom of the team organization screen 292.

[0225] Fig. 21C is a diagram illustrating a team race start screen 295. When the start operation unit 294 on the team formation screen 292 is operated, the team race start screen 295 shown in Fig. 21C is displayed. In this embodiment, five races are run in the team race, and the order in which they are run may be a predetermined order or may be determined randomly.

[0226] 21C, the characters of the player's team and the characters of the opponent's team for the race to be held are displayed in the center of the team race start screen 295. Here, the example shows a case where the player has organized two characters and the opponent has organized two characters for a "middle distance" race.

[0227] 21C, a result operation section 296 marked "Result" and a race operation section 297 marked "Race" are displayed at the bottom of the team race start screen 295. When the race operation section 297 is operated, a race video (not shown) is displayed.

[0228] FIG. 21D is a diagram illustrating a team race interim result screen 300. When playback of the race video ends, or when the result operation unit 296 on the team race start screen 295 is operated, the team race interim result screen 300 is displayed on the display 26. The team race interim result screen 300 displays the results of the race (here, the "middle distance" race). Note that the method for determining the results of each of the five races in the team race is not particularly limited. For example, the team to which the character that placed first belongs may be declared the winner. Alternatively, points may be awarded for each finishing order, and the team with the most points may be declared the winner.

[0229] Then, when the display of the team race interim results screen 300 in Figure 21D is completed, the team race start screen 295 for the next race (for example, a "short distance" race) is displayed, and thereafter, in the same manner as above, the team race start screen 295 and the team race interim results screen 300 are displayed sequentially until all five types of races are completed.

[0230] FIG. 22A is a first diagram illustrating a team race detailed result screen 310. After the team race start screen 295 and the team race interim result screen 300 for all five types of races are displayed as described above, the team race detailed result screen 310 is displayed on the display 26. A win / loss result display section 311 is displayed in the center of the team race detailed result screen 310. The win / loss result display section 311 notifies the player of the win / loss results of each race. Here, as shown in FIG. 22A, a case is shown in which there are three wins and two losses in each race.

[0231] 22B is a first diagram illustrating the team race overall result screen 320. When the display of the win / loss result display section 311 ends, the team race overall result screen 320 is displayed on the display 26. The team race overall result screen 320 notifies the player of the overall win / loss results in the team race. As shown in FIG. 22A, if there are 3 wins and 2 losses in each race, the team race overall result screen 320 will notify the player that the team has won the team race.

[0232] Additionally, the team ranking is displayed on the team race overall result screen 320. In this embodiment, the team ranking changes based on the results of the team race. For example, if a team wins a team race, the team ranking increases.

[0233] Furthermore, on the team race overall result screen 320, which notifies the team that they have won the team race, a next operation unit 321 marked "NEXT" is displayed. When the next operation unit 321 on the team race overall result screen 320 is operated, the game screen 210 for the next turn is displayed.

[0234] Fig. 22C is a second diagram illustrating the team race detailed result screen 310. Here, as shown in Fig. 22C, a case is shown in which there are 2 wins and 3 losses in each race. Fig. 22D is a second diagram illustrating the team race overall result screen 320. As shown in Fig. 22C, if there are 2 wins and 3 losses in each race, the team race overall result screen 320 will notify that the team has lost the team race.

[0235] If a team loses a team race, the team ranking will drop. However, regardless of the outcome of the team race, the training main game continues, so the next turn begins when the next operation unit 321 is tapped.

[0236] As described above, in the training main game, team races are held at predetermined intervals. Winning a team race grants benefits such as an increase in the main character's ability parameters. Also, in the training main game, sub-members are promoted to team members at predetermined turns. Here, a predetermined number of sub-members are promoted to team members at the turn following the execution of a team race. In this way, the gameplay of the training game is to gradually increase the number of team members and win team competitions.

[0237] 23 is a diagram illustrating the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The turn start processing will be described in detail later, but here, the general flow of the turn start processing will be described.

[0238] As shown in Figure 23, the turn start process involves "processing to determine whether or not to assign team members," "processing to determine training items to assign," "processing to determine ability parameter increase values," "processing to determine events that will appear," and "processing to confirm reservation selection information." These processes will be explained in order below.

[0239] <Process to determine whether team members are assigned> Fig. 24 is a diagram illustrating a placement presence / absence table. As shown in Fig. 24, the placement presence / absence table sets a selection ratio of placement presence / absence ("place" or "do not place") for each character identification information of a character. In this embodiment, based on the placement presence / absence table shown in Fig. 24, the placement presence / absence is determined for all team members by referring to the character identification information table shown in Fig. 12 or 13 above.

[0240] Specifically, in this embodiment, as shown in Fig. 24, for team members whose character identification information is registered as both a "support character" and a "specific character," there is an 80% chance that "place" will be selected. Also, for team members whose character identification information is registered as a "specific character" but not as a "support character," there is a 60% chance that "place" will be selected.

[0241] For team members whose character identification information is registered as a "support character" and not as a "specific character," there is a 40% chance that "Place" will be selected. For team members whose character identification information is registered as neither a "support character" nor a "specific character," there is a 10% chance that "Place" will be selected.

[0242] In this way, team members registered as support characters are more likely to be placed in training than team members not registered as support characters, and team members registered as specific characters are more likely to be placed in training than team members not registered as specific characters.

[0243] <Process to determine the training items to be placed> Next, for the team members whose placement has been determined as described above, it is decided which training item they will be placed in: "Speed," "Stamina," "Power," "Spirit," or "Wisdom."

[0244] The method for determining the training items to be placed is not particularly limited, and may be, for example, a lottery drawing so that each training item has an equal probability of being selected. Alternatively, the training items may be placed in training items that are preset for each character without a lottery drawing. Furthermore, for example, a lottery drawing may be performed so that the training items are more likely to be placed in the character's specialty training (see FIG. 10A). When a lottery drawing is performed, a lottery table that determines the selection ratio in the lottery may be stored in advance, or a lottery table may be created each time a lottery is drawn.

[0245] <Process to determine the increase in ability parameters> 25A is a diagram illustrating a training level table. As shown in FIG. 25A, the training level is set to increase as the team ranking increases. Specifically, if the team ranking is 100th or lower, the training levels related to "Speed," "Stamina," "Power," "Spirit," and "Wisdom" are set to "Level 1." If the team ranking is 99th or higher but 60th or lower, the training levels are set to "Level 2." If the team ranking is 59th or higher but 30th or lower, the training levels are set to "Level 3." If the team ranking is 29th or higher but 10th or lower, the training levels are set to "Level 4." If the team ranking is 9th or higher, the training levels are set to "Level 5."

[0246] In this embodiment, the training level is set to increase as the team ranking increases, but this is not limited to this. For example, the training skills of team members may be counted for each training item, and the training level may increase according to the counted value (count value). Here, the training level for all training items is the same for the team ranking, but the training level may be different for each training item for the same team ranking.

[0247] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.

[0248] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values ​​of the ability parameters "Speed" and "Power" increase.

[0249] In addition, "Stamina" training is performed, and if successful, the values ​​of the ability parameters "Stamina" and "Spirit" will increase.

[0250] Furthermore, if "Power" training is performed and is successful, the values ​​of the ability parameters "Stamina" and "Power" will increase.

[0251] In addition, if "Spirit" training is performed and is successful, the values ​​of the ability parameters "Speed," "Power," and "Spirit" will increase.

[0252] Additionally, "Wisdom" training is performed, and if successful, the values ​​of the ability parameters "Speed" and "Wisdom" will increase.

[0253] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by multiplying a fixed increase value determined in accordance with the training item and training level performed by a bonus addition rate, which will be described later, and adding the result to the fixed increase value.

[0254] FIG. 25B is a diagram illustrating a fixed increase value (speed) table. Also, FIG. 25C is a diagram illustrating a fixed increase value table (power). That is, FIG. 25B shows fixed increase values ​​when the training item is "Speed." Also, FIG. 25C shows fixed increase values ​​when the training item is "Power."

[0255] As shown in Figures 25B and 25C, the fixed increase value table stores fixed increase values ​​that are determined in accordance with the training item and training level that has been performed. In this embodiment, as shown in Figures 25B and 25C, the higher the training level, the greater the increase in ability parameter.

[0256] Although not detailed here, there are also fixed increase value tables provided for when "Stamina," "Spirit," and "Wisdom" are selected as training items.

[0257] In addition to the fixed increase value described above, a bonus addition rate is determined based on the characters arranged for each training item and the character identification information table shown in FIG. 12 or FIG.

[0258] 25D is a diagram illustrating a bonus addition rate table. In this embodiment, the bonus addition rate is determined based on the character identification information of the character determined to be placed in each training.

[0259] Specifically, as shown in FIG. 25D, the bonus addition rate table sets, for each character identification information of a character, whether or not there is a bonus addition rate and a selection ratio of the addition rate (10% increase or 20% increase).

[0260] If "support character" and "specific character" are registered as character identification information, there is a 50% chance that "none" will be selected, and a 50% chance that "20% up" will be selected.

[0261] Furthermore, if only "support character" is registered as character identification information, there is a 50% chance that "none" will be selected, and a 50% chance that "10% up" will be selected.

[0262] Furthermore, if only "specific character" is registered as character identification information, there is a 50% probability that "none" will be selected, and a 50% probability that "10% up" will be selected.

[0263] Furthermore, if neither a "support character" nor a "specific character" is registered as character identification information, there is an 80% chance that "none" will be selected, and there is a 20% chance that "10% up" will be selected.

[0264] The fixed increase value determined by the fixed increase value table is then multiplied by the bonus addition rate to derive the bonus addition value. The value obtained by adding the bonus addition value to the fixed increase value determines the increase amount of the ability parameter value if the training is successful. Note that for training in which multiple characters are assigned, the bonus addition values ​​of each of the multiple assigned characters are added to the fixed increase value. In this way, the increase amount of the main character's ability parameter if the training is successful is determined for all training types.

[0265] <Process to determine occurrence events> FIG. 26 is a diagram explaining event types and event classifications. During the training main game, a process is performed each turn to determine whether or not an event will occur. Events are broadly categorized into four types: scenario events, the dedicated events 162a provided for each main character, support events, and team member events. Note that for each scenario, the scenario events, dedicated events 162a, support events, and team member events that may occur during the training main game are predetermined.

[0266] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.

[0267] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario will only appear when the first scenario is selected, and will not appear when another scenario is selected.

[0268] A scenario-common event is an event that appears in multiple scenarios. Therefore, a scenario-common event will appear when both the first scenario and the second scenario are selected.

[0269] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and the common scenario events may be provided.

[0270] As described above, the dedicated event 162a is an event that is set in advance for each character. In the training main game, the dedicated event 162a for the character that the player registered as the main character in the setting game, i.e., the preparation stage processing, appears.

[0271] As described above, a support event is an event that is set in advance for each support card. In the training main game, a support event that is linked to the support card that the player registered in the setting game appears. In addition to the support events that are linked to the registered support cards, for example, support events that are linked to team members may also appear. However, the probability that a support event that is linked to the support card that the player registered in the setting game will be determined is set higher than the probability that other support events will be determined.

[0272] Team member events are events that mainly occur when team members are assigned to a training session, i.e., when joint training is performed. Team member events may also occur when certain conditions are met, regardless of the training session.

[0273] In this way, whether a scenario event will appear or not is determined based on the scenario. Also, whether a dedicated event 162a, a support event, or a team member event will appear or not is determined based on the main character, support card, or team member, respectively. In other words, event types are classified according to the information referenced when determining whether an event will appear or not.

[0274] In contrast, in this embodiment, each event is classified into one of five event categories depending on the content brought about by the appearance of the event: hint event, ability event, aptitude event, story event, and training event.

[0275] As described above, a hint event is an event that allows a player to possess or acquire a skill. An ability event is an event that increases or decreases the ability parameters of the main character. An aptitude event is an event that increases or decreases the aptitude parameters of the main character. A story event is an event that displays a story related to characters that appear in the training game. Note that some story events change ability parameters and aptitude parameters in addition to displaying a story. A special training event is an event that increases the ability parameters of team members.

[0276] Here, the scenario events include hint events, ability events, aptitude events, and story events. The dedicated events 162a and support events include hint events and ability events. The team member events include story events and training events. Note that the relationship between the event types and event classifications shown in FIG. 26 is merely an example. Therefore, for example, the dedicated events 162a may include story events and training events.

[0277] Figure 27 is a diagram explaining the relationship between the event type and the number of turns. Figure 27 shows an example in which a predetermined character is registered as the main character when a training main game is executed. The occurrence of an event, etc. is determined based on an event determination table provided for each scenario.

[0278] Here, the event determination table includes an event occurrence determination table and an event content determination table. In the event occurrence determination table, information indicating whether or not an event will occur and information indicating the probability of the event occurring are linked to each turn. It is assumed here that the information indicating whether or not an event will occur and information indicating the probability of the event occurring are specified for each event type for all turns.

[0279] In addition, in the event content determination table, events to be made to appear or events that can appear are set in advance for each turn and for each type of event.

[0280] At the start of a turn, the event occurrence determination table is referenced to first determine whether or not an event will occur for each type of event. At this time, depending on the number of turns and the type of event, it may be determined that the event will "occur." Also, depending on the number of turns and the type of event, it may be specified that the event will occur with a 50% probability, for example. In this case, a lottery is held to determine the 50% probability of the event "occurring."

[0281] Then, for the type of event for which "appearance" has been determined, the event content determination table is referenced to determine the content of the event to be made to appear. For example, according to the event appearance determination table, it is set that a scenario event will always appear in the first turn. Furthermore, an event ID is assigned to each event. In the event content determination table, the scenario event with event ID=0001 is linked to the first turn as an event that can appear. Therefore, when the training main game is played, the scenario event with event ID=0001 will always appear in the first turn.

[0282] Similarly, according to the event determination table (event occurrence determination table and event content determination table), it is determined that scenario events with event IDs = 0002, 0003, 0004, 0005, and 0006 will occur in the fourth, fifth, sixth, seventh, and tenth turns, respectively.

[0283] Here, events are broadly divided into fixed events and random events. Fixed events are events that appear on a fixed turn, in other words, events that can appear on a specific turn and will not appear on any other turns. Here, scenario events with event IDs 0001, 0002, 0003, 0004, 0005, and 0006 are all fixed events and are scenario-specific events.

[0284] In contrast, a random event is an event that appears when it has been decided that it will appear and that it will be an event that will appear. In Figure 27, in the turns marked "lottery," whether or not an event will appear is decided by lottery, and if "appearance" is decided, the event that is selected by lottery will appear from among the random events.

[0285] In the event content determination table, the event ID that is the subject of the lottery is set for the turn in which the lottery-winning event will appear. For example, suppose random events with event IDs 0010, 0011, and 0012 are set as scenario events. Also, suppose that the event content determination table associates the scenario event with event ID 0010 with the 12th turn.

[0286] In this case, at the start of the 12th turn, a lottery is held to determine whether or not a scenario event will occur. If the lottery is won, the scenario event with event ID=0010 will occur, and if the lottery is not won, the scenario event will not occur.

[0287] Also, for example, suppose that in the event content determination table, scenario events with event IDs 0010, 0011, and 0012 are linked to the 15th turn. If the lottery to determine whether or not an event will appear is won, the scenario event to appear is determined by lottery from among the events with event IDs 0010, 0011, and 0012, and the scenario event that was won by lottery appears.

[0288] Note that the above description deals with the case where fixed events and random events are set up exclusively. However, when determining which scenario events are to be displayed by lottery, fixed events may be set as the subject of the lottery in addition to or instead of random events.

[0289] In this embodiment, the fourth to seventh turns are set as branching turns. A branching turn is a turn in which the content of the event changes when a predetermined condition is met. Here, the predetermined condition is that a predetermined number of specific characters are included in the team members, in other words, that a predetermined number of specific characters are included in the main characters or support characters.

[0290] Specifically, in the fourth turn, it is determined whether the team members include four specific characters, which is the predetermined number. If four specific characters are included in the team members, the scenario events are replaced with team member events. The team member events include specific character events provided for each specific character. Here, if the team members include specific characters, the scenario events are replaced with specific character events in the branching turn.

[0291] Similarly, in the fifth, sixth, and seventh turns, it is determined whether the team members include a predetermined number of specific characters, i.e., three, two, and one, respectively. If the team members include the predetermined number of specific characters, the scenario event is replaced with a specific character event.

[0292] Specifically, the scenario events with event IDs 0002, 0003, 0004, and 0005 are story events. In these story events, a story is played in which team members think of a team name, but ultimately the event ends without any team name being proposed. Therefore, if a specific character is not included in the team members, no team name will be proposed for four consecutive turns.

[0293] On the other hand, if a specific character is included in a team member, the scenario events are replaced with specific character events for the number of specific characters. A specific character event is a story event. In a specific character event, a story is played in which a specific character suggests a team name. There are four specific characters, and a different team name is suggested for each specific character. Therefore, if a specific character is included in a team member, the same number of team names as the number of specific characters will be suggested in turns 4 to 7.

[0294] Furthermore, the scenario event with event ID=0006 that appears in the 10th turn is a story event. In this story event, a story is played in which the player is asked to select a team name. In this case, a total of five team names are provided: four team names suggested by four specific characters, plus a preset default team name.

[0295] If the team members do not include a specific character and no team names are proposed in turns 4 through 7, the only team name the player can choose from in turn 10 is the default team name. In this case, the player must select the default team name. Also, for example, if two team names are proposed in turns 4 through 7, the player can select one of three team names: the two proposed team names and the default team name.

[0296] The team name selected by the player in the 10th turn is registered as the official team name and will be used in various situations thereafter until the end of the main training game. Note that at a predetermined timing before the end of the main training game, a benefit corresponding to the registered team name may be granted to the player. Benefits granted to the player include, for example, the acquisition of skills corresponding to the registered team name, increases in ability parameters and aptitude parameters, and the acquisition of in-game currency.

[0297] In this way, scenario events with event IDs 0002, 0003, 0004, 0005, and 0006, as well as specific character events that are replaced in turns 4 through 7, are all scenario-specific events. Scenario IDs are linked to and managed with the event IDs that can appear. Therefore, scenario events and specific character events that appear in turns 4 through 7 and turn 10 are linked only to scenario ID 1.

[0298] According to the event determination table, the dedicated events 162a with event IDs 1001 and 1002 appear in the second and eighth turns, respectively. According to the event determination table, whether the dedicated events 162a will appear in the third to seventh, ninth, eleventh, and twelfth turns, and which dedicated events 162a will appear, are determined by lottery.

[0299] Here, the dedicated event 162a is different for each character. Also, the relationship between the number of turns and the dedicated event 162a that appears is set for each character. Therefore, the turn in which the dedicated event 162a appears and the dedicated event 162a that appears in each turn will differ depending on the character registered as the main character.

[0300] Furthermore, the event determination table is set so that whether or not a support event will appear in a given turn, and the content of the support event that will appear, are determined by lottery, as shown in Fig. 27. Note that for support events as well, the event ID that can be won by lottery may be different for each turn, or may be the same for all turns.

[0301] In the lottery that determines whether a support event will appear, the probability of determining "appearance" is not affected by the registered support cards. In other words, the probability of determining that a support event will appear in each turn is the same regardless of which support cards are registered. On the other hand, when a support event is determined to "appear," the content of the support event is determined, and at this time, the probability of determining the content of the support event varies depending on the registered support cards.

[0302] Specifically, when the "appearance" of a support event is determined, the event IDs of the support events that can appear in that turn are extracted based on the event content determination table. Then, a lottery table is generated based on the extracted event IDs, and one event ID is determined based on the generated lottery table.

[0303] The extracted event IDs may include both the event ID of a support event linked to a registered support card and the event ID of a support event not linked to a registered support card. In this case, the lottery table sets the winning probability of the event ID of a support event linked to a registered support card higher than the winning probability of the event ID of a support event not linked to a registered support card. This makes the appearance probability of a support event linked to a registered support card higher than that of other support events.

[0304] In this way, in each turn, the probability of a support event occurring is not affected by the registered support card, but the content of the support event that occurs is affected by the registered support card.

[0305] However, the probability of a support event occurring or the content (type) of the support event that occurs may vary depending on the registered support card. In other words, the number or occurrence probability of events that occur during the training main game may differ depending on the registered support card.

[0306] In addition, whether or not a team member event will occur in each turn is determined by lottery. Team member events determined by lottery are limited to special training events.

[0307] <Process to confirm reservation selection information> Furthermore, during the training main game, at the start of each turn, a process is executed to check the details of the individual races reserved in the training game (reservation selection information). Then, based on the checked details of the individual races (reservation selection information), the display of the reservation icon 219a as shown on the game screen 210 in FIG. 15A is managed.

[0308] Fig. 28A is a third diagram illustrating game screen 210. Fig. 28A shows a case where a training event occurs in the turn. In this case, an event notification display 227 is displayed in training operation section 216 of game screen 210, as shown in Fig. 28A.

[0309] 28B is a third diagram illustrating training screen 220. When training operation unit 216 on game screen 210 is operated, training screen 220 is displayed on display 26. When a training event occurs corresponding to a character displayed in placed character icon 228 on training screen 220, event notification display 227 is displayed on placed character icon 228 of the corresponding character.

[0310] Also, as shown in FIG. 28B, a bond gauge 228a and a special icon 228b are displayed for each character icon 228 of a character placed in training. The bond gauge 228a indicates a parameter (hereinafter referred to as the bond parameter) that increases according to the number of times joint training is performed with the corresponding team member character. This bond parameter is initially set to 0 and can increase up to a maximum of 100. The bond gauge 228a visually indicates the value of the bond parameter.

[0311] Additionally, the special icon 228b indicates the number of times that a training event has been executed for the character of the corresponding team member. As will be described in detail later, the special icon 228b is displayed in a display mode that corresponds to the number of times that a training event has been executed for the character of the arranged character icon 228 on which the special icon 228b is displayed.

[0312] 29A is a diagram illustrating a special training event execution / non-execution decision table. When it is determined that a team member is assigned to each training item, whether or not a special training event will be executed is determined by lottery for each team member assigned to each training item based on the special training event execution / non-execution decision table shown in FIG. 29A. Hereinafter, a team member for whom it has been determined that a special training event will be executed is also referred to as a team member to be trained.

[0313] Specifically, as shown in FIG. 29A, the probability of selecting whether or not to execute a special training event is set based on the value of the bond parameter of the team member being trained. Here, the selection probability is set so that the larger the value of the bond parameter, the more likely it is that the special training event will be selected. Note that the number of special training events that can appear is equal to the number of team members who win the lottery. However, there may be a limit on the number of team members being trained that can appear simultaneously for one training item.

[0314] FIG. 29B is a diagram illustrating the special icon determination table. The special training event includes a "success" execution pattern and a "great success" execution pattern. When the fifth special training event is executed for each training target team member, the special training event is always executed in the "great success" execution pattern. On the other hand, when a special training event other than the fifth is executed for each training target team member, the special training event is always executed in the "success" execution pattern. In other words, for one training target team member, the special training event can be executed in the "great success" execution pattern only once. Note that the event notification display 227 may be displayed in different ways depending on the content of the special training event to be executed (the "success" execution pattern or the "great success" execution pattern) and the number of team members for whom it has been decided that the special training event will be executed.

[0315] As shown in Figure 29B, if the number of times the training event has been carried out for each training target team member is 0 to 4, i.e., if the training event has not yet been carried out in the "great success" execution pattern, the special icon 228b will be displayed in a larger size the more times the training event has been carried out.

[0316] Whether the training event will have a "great success" or "success" execution pattern may be determined by lottery. In this case, the lottery probability may be set so that the more times the training event is carried out for the team member being trained, the more likely the "great success" execution pattern will be selected. In this case, the larger the size of the special icon 228b, the more likely the "great success" execution pattern will be selected, and therefore the special icon 228b indicates the likelihood of the "great success" execution pattern being selected.

[0317] Furthermore, after a training event has been executed with the execution pattern of "great success", that is, when the number of times the training event has been executed for the team member to be trained is 5 or more, a special icon 228b is displayed in a larger size than when the number of times the training event has been executed for the team member to be trained is 0 to 4. Furthermore, as shown in FIG. 29B, a suggestion display a is displayed indicating that the training event has been executed with the execution pattern of "great success".

[0318] Furthermore, when a training event occurs and the execution pattern of the training event is "successful," the ability parameters of the team member being trained and the ability parameters of the main character increase within a predetermined range. Furthermore, when the execution pattern of the training event is "great success," the ability parameters of the team member being trained and the ability parameters of the main character increase more than the predetermined range.

[0319] Furthermore, as shown in FIG. 28B, when it is decided to carry out a training event, a bonus icon 228c indicating the value by which the ability parameter of the main character will increase as a result of the training event is displayed in the status display section 213 of the training screen 220.

[0320] 29C is a diagram illustrating a bonus icon determination table. The bonus icon 228c is displayed in different sizes depending on the value by which the main character's ability parameter increases as a result of the special training event. Here, the bonus icon 228c is displayed in a larger size when the value by which the main character's ability parameter increases as a result of the special training event is between 20 and 39 than when it is between 0 and 19. Also, the bonus icon 228c is displayed in a larger size when the value by which the main character's ability parameter increases as a result of the special training event is 40 or more than when it is between 20 and 39.

[0321] 30A is a diagram illustrating a bonus fixed value (main character) table. When the above-mentioned training event is executed, the value (bonus fixed value) by which the ability parameter of the main character is increased by the training event is determined according to the number of team members for whom the training event is decided to be executed. Here, as shown in FIG. 30A, the value (bonus fixed value) by which the ability parameter of the main character is increased by the training event is set to be larger the greater the number of team members for whom the training event is decided to be executed.

[0322] FIG. 30B is a diagram illustrating the bonus addition value (main character) table. When a training event is executed with the execution pattern of "great success," in addition to the fixed bonus value described above, the value by which the main character's ability parameter increases due to the training event with the execution pattern of "great success" (bonus addition value) is determined. Here, as shown in FIG. 30B, the value by which the main character's ability parameter increases (bonus addition value) is set according to the training specialty of the team member for whom the training event is executed with the execution pattern of "great success." In other words, the value by which the main character's ability parameter increases due to the training event is the sum of the fixed bonus value and the bonus addition value described above.

[0323] FIG. 31A is a diagram illustrating a fixed increase value (training target) table. When the above-mentioned training event is executed, the value (fixed increase value) by which the ability parameter of the training target team member is increased by the training event is determined. Here, as shown in FIG. 31A, a range of values ​​(fixed increase value) by which the ability parameter of the training target team member is increased is set depending on the type of training executed. Here, a value (fixed increase value) within the range set in FIG. 31A is determined by lottery.

[0324] FIG. 31B is a diagram illustrating the bonus increase value (training target) table. When a training event is executed with the execution pattern of "great success," in addition to the fixed increase value described above, the value by which the ability parameter of the training target team member is increased by the training event (bonus increase value) is determined. Here, as shown in FIG. 31B, the value by which the ability parameter of the training target team member is increased (bonus increase value) is set according to the special training of the training target team member for whom the training event is executed with the execution pattern of "great success."

[0325] When a training event is executed in the "great success" execution pattern, an additional increase event may be executed to increase the ability parameters of the team member being trained and the ability parameters of the main character, depending on the number (number of times) of training events in the "great success" execution pattern executed simultaneously. For example, the greater the number (number of times) of training events in the "great success" execution pattern executed simultaneously, the greater the increase in the ability parameters of the team member being trained and the ability parameters of the main character.

[0326] As described above, when a training event occurs, the ability parameters of the main character and the training team members increase. Note that if the main character or the training team members are specific characters, a predetermined addition rate may be added to the fixed increase value or bonus increase value. In other words, if the main character or the training team members are specific characters, the ability parameters increase more significantly than if they are not specific characters.

[0327] As described above, in the training main game, the player can increase the number of team members as the turn progresses. Furthermore, the player can increase the ability parameters of the main character and team members as the turn progresses. The ability parameters increase as a result of successful training or the occurrence of various events. As described above, in training, if a specific character is placed in a training item, a bonus value is added.

[0328] Furthermore, although detailed explanation is omitted, if the main character or support character is a specific character, a predetermined bonus value is added when a power event occurs. Therefore, by registering a specific character as the main character or support character, the player can advance the training main game to an advantage.

[0329] Furthermore, if a team member includes a specific character, a specific character event will occur in the branching turn. Therefore, by registering a specific character as a main character or support character, the player can broaden their options during the game and increase the interest of the game.

[0330] In the main character training game, the game ends when all turns are completed. If the character fails to achieve the goal set for each character during the game, the game ends at that point.

[0331] Here, when the training game ends, the main character trained in the training game is stored as a training character. More precisely, information about the training character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0332] Furthermore, when the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, individual race results, team race results, etc. at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.

[0333] Furthermore, a development rank is set for each development character based on the evaluation points. The development rank is an index that indicates the strength of the development character, and each development rank is associated with a range of evaluation points. For example, a development rank of "A+" is assigned to a development character with an evaluation point of 13,000 to 14,499, and a development rank of "S" is assigned to a development character with an evaluation point of 14,500 to 15,499. In this way, by assigning a development rank based on the evaluation points, the approximate strength of the development character can be easily understood. The development character information also includes the evaluation points and the development rank.

[0334] FIG. 32A is a first diagram illustrating a training completion screen 330. FIG. 32B is a second diagram illustrating the training completion screen 330. FIG. 32C is a third diagram illustrating the training completion screen 330. When the training game ends, the training completion screen 330 is displayed on the display 26 as shown in FIG. 32A. The training completion screen 330 first displays the training rank of the trained character, and then, as shown in FIG. 32B, displays the evaluation points. After a predetermined time has elapsed since the evaluation points were displayed, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 330 as shown in FIG. 32C. At this time, the training completion screen 330 is provided with a close operation unit 331. When the close operation unit 331 is tapped, the training completion screen 330 is hidden, and the home screen 100 is displayed on the display 26.

[0335] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described, and a description of the other configurations will be omitted.

[0336] (Functional configuration of player terminal 1) 33 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0337] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, a preset information management program 702, a reserved information management program 703, and a mission information management program 704. Note that the programs listed in Figure 33 are just examples, and the terminal-side game control program includes many other programs.

[0338] The data storage area 12b includes storage units for storing data, such as a player information storage unit 750, a game information storage unit 751, a preset information storage unit 752, a reserved information storage unit 753, and a mission information storage unit 754. The data storage area 12b also includes many other storage units. Information directly related to games, such as a training game (hereinafter referred to as game information), is stored in the game information storage unit 751. The game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as a training game. All information other than game information, such as information about the player or other players, and setting information for the player terminal 1, is referred to as player information. The player information is stored in the player information storage unit 750. The reserved selection information for each preset set by the player is stored in the preset information storage unit 752. The reserved selection information set for the currently running training game is stored in the reserved information storage unit 753. Furthermore, information on various missions (mission information) including time-limited missions is stored in a mission information storage unit 754.

[0339] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, a preset information management unit 702a, a reserved information management unit 703a, and a mission information management unit 704a.

[0340] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701, a preset information management program 702, a reserved information management program 703, and a mission information management program 704, causing them to function as a training game execution unit 701a, a preset information management unit 702a, a reserved information management unit 703a, and a mission information management unit 704a, respectively.

[0341] When various pieces of information are set in the player terminal 1, the information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750. Furthermore, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.

[0342] The training game execution unit 701a executes all processing related to the training game.

[0343] The preset information management unit 702a acquires reservation selection information of each preset set by the player from the server 1000, and stores it in the preset information storage unit 752. Furthermore, when the reservation selection information of each preset is changed in the player terminal 1, the preset information management unit 702a stores the changed reservation selection information in the preset information storage unit 752 and transmits the changed reservation selection information to the server 1000.

[0344] The reserved information management unit 703a acquires reservation selection information set for the training game being executed from the server 1000 and stores it in the reserved information storage unit 753. Furthermore, when the reservation selection information set for the training game being executed on the player terminal 1 is changed, the reserved information management unit 703a transmits the changed reservation selection information to the server 1000. Note that the timing at which the reserved information management unit 703a acquires reservation selection information from the server 1000 may include, for example, when the training game being executed on the player terminal 1 is started, when the training game being executed on the player terminal 1 is temporarily suspended and the execution of the suspended training game is resumed, and when the reservation selection information is saved (updated) on the player terminal 1.

[0345] The mission information management unit 704 a acquires mission information from the server 1000 and stores it in the mission information storage unit 754 .

[0346] (Functional configuration of server 1000) 34 is a diagram illustrating the configuration of memory 1012 in server 1000 and its computer functions. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores a server-side game control program (module) in program storage area 1012a.

[0347] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, a training game termination processing program 1102, a preset information management program 1103, a reserved information management program 1104, and a mission information management program 1105. Note that the programs listed in Fig. 34 are just examples, and the server-side game control program includes many other programs.

[0348] The data storage area 1012b is provided with the following storage units for storing data: a player information storage unit 1150, a game information storage unit 1151, a preset information storage unit 1152, a reserved information storage unit 1153, and a mission information storage unit 1154. The data storage area 1012b is also provided with many other storage units. Here, the game information of all players is linked to their player IDs and stored in the game information storage unit 1151. The player information of all players is linked to their player IDs and stored in the player information storage unit 1150. The reservation selection information of each preset set by the player is stored in the preset information storage unit 1152. The reservation selection information set for the currently running training game is stored in the reserved information storage unit 1153. Information on various missions (mission information), including time-limited missions, is stored in the mission information storage unit 1154.

[0349] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, a training game termination processing unit 1102a, a preset information management unit 1103a, a reserved information management unit 1104a, and a mission information management unit 1105a.

[0350] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101, a training game termination processing program 1102, a preset information management program 1103, a reserved information management program 1104, and a mission information management program 1105, causing them to function as a training game execution unit 1101a, a training game termination processing unit 1102a, a preset information management unit 1103a, a reserved information management unit 1104a, and a mission information management unit 1105a, respectively.

[0351] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1.

[0352] The training game execution unit 1101a executes all processing related to the training game.

[0353] When the training game ends, the training game end processing unit 1102a derives the evaluation points, training rank, etc. for the trained character. In addition, the training game end processing unit 1102a stores the trained character information in the game information storage unit 1151.

[0354] The preset information management unit 1103 a acquires reservation selection information for each preset set by the player at the player terminal 1 from the player terminal 1 and stores it in the preset information storage unit 1152 .

[0355] The reserved information management unit 1104a acquires reservation selection information set for the training game being executed on the player terminal 1 from the player terminal 1, and stores it in the reserved information storage unit 1153.

[0356] The mission information management unit 1105 a stores the mission information in the mission information storage unit 1154 .

[0357] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but they differ in the specific processing content and the range of player information they store. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.

[0358] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0359] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 35 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and the processing in the server 1000 is represented as Sn (n is an arbitrary integer).

[0360] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input by the player. In this information setting processing, update information is transmitted to the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0361] The player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when a setting change operation is input, such as an operation to add another player as a friend or an operation to remove a friend, the friend information, which is information about friends, is updated.

[0362] Furthermore, as described above, when a preset is set (registered or edited) on a preset screen (not shown) as a setting change operation, the preset information management unit 702a stores the changed reservation selection information in the preset information storage unit 752, and transmits the changed reservation selection information as updated information to the server 1000. When the server 1000 receives the reservation selection information, the preset information management unit 1103a stores the received reservation selection information of each preset in the preset information storage unit 1152 (updates the reservation selection information).

[0363] When a training game start operation to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0364] FIG. 36 is a first flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. FIG. 37 is a second flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. FIG. 38 is a third flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 determines whether the main character selection screen 150 is being displayed on the display 26 (P6-1). If the main character selection screen 150 is being displayed (YES in P6-1) and a display switching operation to switch the screen display has been input (YES in P6-2), the training game executing unit 701a switches the display screen of the display 26 (P6-13).

[0365] Furthermore, when a selection operation (tapping on the character icon 151) is input on the main character selection screen 150 (YES in P6-3), the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation input was performed (P6-4) and switches the display screen (P6-13).

[0366] Furthermore, when a confirmation operation (tap on the next operation unit 154) is input on the main character selection screen 150 (YES in P6-5), the training game execution unit 701a provisionally registers the character provisionally stored in P6-4 as the main character (P6-6). Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000 (P6-7), and switches the display screen (P6-13).

[0367] Furthermore, when the inheritance character selection screen 170 or the training character list screen 180 is being displayed (YES in P6-8) and a display switching operation to switch the screen display is input (YES in P6-9), the training game executing unit 701a switches the display screen on the display 26 (P6-13). Furthermore, when a selection operation (tap on the training character icon 182) is input on the training character list screen 180 (YES in P6-10), the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character (P6-11), and switches the display screen (P6-13).

[0368] Furthermore, when a determination operation (tap on the next operation unit 154) is input on the inheritance character selection screen 170 (YES in P6-12), the training game executing unit 701a displays the support card organization screen 190 on the display 26 (P6-13).

[0369] Also, when the support card selection screen 200 is being displayed (YES at P6-14 in Figure 37) and a selection operation (tap on the card icon 201 of the support card) is input on the support card selection screen 200 (YES at P6-15), the training game execution unit 701a temporarily stores the support card corresponding to the card icon 201 for which the selection operation was performed (P6-16) and switches the display screen (P6-17).

[0370] Also, when the support card organization screen 190 is being displayed (YES in P6-18) and a display switching operation to switch the screen display is input (YES in P6-19), the training game execution unit 701a switches the display screen of the display 26 (P6-20).

[0371] Also, when the preset selection screen 197 is being displayed (YES at P6-21 in FIG. 38) and a display switching operation to switch the screen display is input (YES at P6-22), the training game execution unit 701a switches the display screen of the display 26 (P6-25).

[0372] Furthermore, when a selection operation (tapping the select operation unit 197c) is input on the preset selection screen 197 (YES in P6-23), the reservation selection information corresponding to the preset for which the selection operation input was made is temporarily stored (P6-24), and the display screen is switched (P6-25).

[0373] Also, if the final confirmation screen 195 is being displayed (NO in P6-21) and a display switching operation to switch the screen display is input (YES in P6-26), the training game execution unit 701a switches the display screen of the display 26 (P6-27).

[0374] Furthermore, when a confirmation operation (tap on the start operation unit 195b) is input on the final confirmation screen 195 (YES in P6-28), the training game execution unit 701a transmits confirmation information to the server 1000 (P6-29). The confirmation information includes information identifying the provisionally registered main character, inherited character, and support card. Upon receiving the confirmation information, the server 1000 determines in the preparation stage process (S6) whether to permit execution of the training main game using the provisionally registered main character, inherited character, and support card.

[0375] After transmitting confirmation information (P6-29) at the player terminal 1, when permission information is received (YES at P6-30), the training game executing unit 701a registers the main character provisionally registered at P6-6 above (P6-31). The training game executing unit 701a also registers the training character provisionally stored as the inherited character at P6-11 above and the support card provisionally stored at P6-16 above into the deck.

[0376] Furthermore, the training game executing unit 701a registers the character ID of the character set as the specific character based on the specific character information (P6-32).

[0377] Furthermore, the training game executing unit 701a sets initial character identification information (P6-33).

[0378] Furthermore, the reserved information management unit 703a stores the preset reservation selection information temporarily stored in P6-24 above in the reserved information storage unit 753 (P6-34). Furthermore, the training game execution unit 701a displays the game screen 210 on the display 26 (P6-35).

[0379] 39 is a flowchart illustrating the preparation stage processing (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the main character selected by the player is included in the owned characters, the training game executing unit 1101a determines that there is no abnormality (S6-2).

[0380] If there is no abnormality in the main character selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). Note that in S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the main character, etc., it is determined that there is an abnormality.

[0381] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of that player, that is, if the training character that the player himself / herself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).

[0382] If it is determined that there is no abnormality in the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include representative characters of other players (S6-7). If representative characters of other players are included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on that day is less than three (S6-8).

[0383] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the organization condition is met. If the player possesses 2000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2000 from the number of possessed predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0384] If there is no abnormality in the main character, inherited character, or support card, and if the organizational conditions for using the representative character of another player are met, the training game executing unit 1101a sets permission information (S6-12) and causes the player terminal 1 to receive it. On the other hand, if there is an abnormality in any of the main character, inherited character, or support card, or if the organizational conditions for using the representative character of another player are not met, the training game executing unit 1101a sets non-permission information (S6-13) and causes the player terminal 1 to receive it.

[0385] Returning to FIG. 35, when the preparation stage process (P6) ends, the training game executing unit 701a executes the training stage process (P7). During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In reality, the player terminal 1 and the server 1000 share roles, and the training main game progresses through the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000. However, for ease of understanding, the following description will be given assuming that all processing is performed in the training stage process (P7) in the player terminal 1. However, some or all of the processing in the training stage process (P7) described below may be performed in the training stage process (S7) in the server 1000.

[0386] 40 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes mid-turn processing (P20) if it is not the start of a turn.

[0387] FIG. 41 is a flowchart illustrating the turn start processing in the player terminal 1. The training game executing unit 701a updates the current turn number stored in the game information storage unit 751 (P10-1). The training game executing unit 701a also references the selection item table (FIG. 14) stored in the data storage area 12b and determines whether the current turn is an individual race, that is, a turn in which only the individual race operation unit 219 can be selected (an individual race-only turn) (P10-2). If it is not an individual race-only turn (NO in P10-2), then placement processing (P11), numerical value determination processing (P12), and event determination processing (P13) are performed in that order. If it is an individual race-only turn (YES in P10-2), then placement processing (P11) and numerical value determination processing (P12) are not performed, and event determination processing (P13) is performed.

[0388] It is assumed here that the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) are executed only on the player terminal 1. However, some or all of the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. Also, some of the processing described below in the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. When the above processing is executed on the server 1000, the player terminal 1 performs the processing based on information received from the server 1000.

[0389] 42 is a flowchart illustrating the placement process in the player terminal 1. The training game executing unit 701a references the character identification information table (FIGS. 12 and 13) and extracts all characters registered as team members (P11-1). Then, the training game executing unit 701a selects, from the team members extracted in P11-1, characters for which the processes of P11-3 to P11-7 described below have not been executed, as target characters for executing the processes (P11-2).

[0390] The training game executing unit 701a also refers to the character identification information table to confirm the character identification information of the target character selected in P11-2 above (P11-3). The training game executing unit 701a also sets a placement presence / absence table (FIG. 24) based on the character identification information confirmed in P11-3 above (P11-4). The training game executing unit 701a also determines by lottery whether to "place" or "not place" based on the placement presence / absence table set in P11-4 above (P11-5).

[0391] If "place" is determined (YES in P11-6), the training game executing unit 701a determines and stores the training item for placing the target character (P11-7). If processing has not been completed for all of the team members extracted in P11-1 above (NO in P11-8), the training game executing unit 701a repeats the processing from P11-2 until processing has been completed for all team members. On the other hand, when processing has been completed for all team members (YES in P11-8), the training game executing unit 701a ends the placement processing and executes the numerical value determination processing (P12).

[0392] 43 is a flowchart illustrating the numerical value determination process in the player terminal 1. The training game executing unit 701a sets a processing target item for which the processes of P12-2 to P12-9 described below have not been executed from among the training items "Speed," "Stamina," "Power," "Spirit," and "Wisdom" (P12-1).

[0393] The training game executing unit 701a also determines and stores the failure rate when training is performed for the processing item set in P12-1 based on the current physical strength of the main character (P12-2).The training game executing unit 701a also determines and stores the decrease value of physical strength when training is performed for the processing item set in P12-1 (P12-3).

[0394] Furthermore, the training game executing unit 701a checks the current team ranking (P12-4), and determines the training level based on the team ranking with reference to the training level table (FIG. 25A) (P12-5).

[0395] The training game executing unit 701a also refers to the fixed increase value table (FIGS. 25B and 25C) corresponding to the processing target item set in P12-1, and determines and sets the fixed increase value based on the training level determined in P12-5 (P12-6).The training game executing unit 701a also checks the information (placement information) of the character whose placement was determined in P11 for the training of the processing target item (P12-7).

[0396] Then, the training game executing unit 701a calculates the bonus addition rate by referring to the bonus addition rate table (FIG. 25D) based on the arrangement information confirmed in P12-7 (P12-8). Also, the training game executing unit 701a updates the increase value for the training of the processing target item based on the bonus addition rate calculated in P12-8 (P12-9).

[0397] Furthermore, if the processes of P12-2 to P12-9 have not been completed for all training items (NO in P12-10), the training game executing unit 701a repeats the process from P12-1. On the other hand, if the processes have been completed for all training items (YES in P12-10), the training game executing unit 701a ends the numerical value determination process and executes the event determination process (P13).

[0398] 44 is a flowchart illustrating the event determination process in the player terminal 1. The training game executing unit 701a loads the current number of turns (P13-1). The training game executing unit 701a also references the event occurrence determination table stored in the data storage area 12b and determines whether or not to cause a scenario event to occur (P13-2). If it is determined that a scenario event should occur, that is, if it is a scenario event occurrence turn (YES in P13-2), the unit determines and stores the content of the scenario event (event ID) based on the event content determination table (P13-3).

[0399] Specifically, the training game execution unit 701a generates a lottery table based on the event content determination table and the event IDs of possible scenario events.The training game execution unit 701a then uses the generated lottery table to determine the content of the scenario event, i.e., the event ID, by lottery.If the determined scenario event is an event that changes a parameter, such as an ability event, the change value is determined.

[0400] Furthermore, the training game executing unit 701a refers to the event occurrence determination table to determine whether or not to cause the dedicated event 162a to occur (P13-4). If it is determined that the dedicated event 162a should occur, that is, if it is the dedicated event occurrence turn (YES in P13-4), the training game executing unit 701a determines and stores the content (event ID) of the dedicated event 162a based on the event content determination table (P13-5).

[0401] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event IDs of the possible dedicated events 162a. Then, the training game executing unit 701a uses the generated lottery table to determine the content of the dedicated event 162a, i.e., the event ID, by lottery. If the determined dedicated event 162a is an event that changes a parameter, such as a skill event, the change value is determined.

[0402] Furthermore, if the main character is a specific character, the training game executing unit 701a executes a parameter change process (P13-6) that changes the change value of a parameter that changes in response to the dedicated event 162a. For example, in the parameter change process, a predetermined fixed value is added to or subtracted from the change value determined in P13-5, or a predetermined multiplier is multiplied. Here, the change value is changed to be advantageous to the player. As a result, if the main character is a specific character, the dedicated event 162a changes the parameter in a more advantageous manner.

[0403] Furthermore, the training game executing unit 701a refers to the event appearance determination table to determine whether or not to make a support event appear (P13-7). If it is determined that a support event should appear, that is, if it is a support event appearance turn (YES in P13-7), it determines and stores the content of the support event (event ID) based on the event content determination table (P13-8).

[0404] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event IDs of the possible support events. At this time, the winning probability of the support event linked to the registered support card is set higher than the winning probability of other support events. Then, the training game executing unit 701a uses the generated lottery table to determine the content of the support event, i.e., the event ID, by lottery. If the determined support event is an event that changes a parameter, such as an ability event, the change value is determined.

[0405] Furthermore, when the main character or the support character linked to the support event is a specific character, the training game executing unit 701a executes a parameter change process (P13-9) that changes the change value of a parameter that changes depending on the support event.

[0406] The training game executing unit 701a also refers to the event appearance determination table to determine whether or not to cause a team member event to appear (P13-10). If it is determined that a team member event should appear, that is, if it is a team member event appearance turn (YES in P13-10), the training game executing unit 701a determines whether the current turn is a branching turn (P13-11).

[0407] If it is not a branching turn (NO in P13-11), the training game executing unit 701a determines and stores the training event corresponding to the current turn number as the event to be generated based on the event content determination table (P13-12). Here, various increase values ​​related to the training event are determined.

[0408] Furthermore, when the main character or the character to be trained is a specific character, the training game executing unit 701a executes a parameter change process (P13-13) that changes the change value of a parameter that changes depending on the training event.

[0409] Furthermore, if the current turn is a branching turn (YES in P13-11), the training game executing unit 701a determines whether a predetermined condition is met (P13-14). Here, as described above, it is determined whether the number of specific characters included in the team members is a predetermined number defined for each turn. Then, if the predetermined condition is met (YES in P13-14), the training game executing unit 701a replaces the scenario event stored in P13-3 with a specific character event (P13-15). Note that the specific character event to be replaced may be determined by lottery, or a specific character event set in advance for each turn may be determined.

[0410] Furthermore, the training game executing unit 701a performs a hint event determination process for each character placed in the training (P13-16). Here, whether or not to cause a hint event to appear is determined by lottery for each character placed in the training. Furthermore, if a hint event is to appear, it is determined which hint event to cause to appear.

[0411] 41, the training game executing unit 701a checks the reservation selection information stored in the reservation information storage unit 753 (P10-3). In addition, the training game executing unit 701a checks the mission information stored in the mission information storage unit 754 (P10-4).

[0412] The training game executing unit 701a updates the screen displayed on the display 26 (P10-5). If an individual race has been reserved for the turn based on the reservation selection information stored in the reservation information storage unit 753 confirmed in P10-3, a reservation icon 219a (FIG. 15B) is displayed. If a target race has been set for the turn, a target icon 219b (FIG. 15B) is displayed.

[0413] If a story event is to occur at the start of a turn, the story event is generated from among the events determined in P13 (P10-6).

[0414] Returning to FIG. 40, if it is not the start of the turn (NO in P7-1), the training game executing unit 701a executes the mid-turn process (P20).

[0415] 45 is a flowchart illustrating processing during a turn in the player terminal 1. The training game executing unit 701a determines whether the result operating unit 253 or the race operating unit 254 on the individual race start screen 250 has been operated to start an individual race (P20-1). If the individual race has started (YES in P20-1), the training game executing unit 701a derives the result of the individual race and stores it in the game information storage unit 751 (P20-2).

[0416] Specifically, for example, a calculation formula is set in advance that weights the ability parameters and acquired skills of each of the NPC and main character, and the ranking in the individual race is determined based on the calculation result. The calculation formula may be set differently for each race. For example, multiple patterns of NPC ability parameters may be provided for each race, and the ability parameters to be used may be determined by lottery. In other words, even if the ability parameters, acquired skills, and races entered by the main character are exactly the same, the race results may not necessarily be the same. Furthermore, multiple patterns of calculation formulas, such as weighting, may be provided for each race, and the results may vary depending on the selected calculation formula.

[0417] Here, it is assumed that the individual race results are derived in the player terminal 1. However, the individual race results may also be derived in the server 1000. In this case, the player terminal 1 transmits to the server 1000 information requesting the derivation of the individual race results and information necessary to derive the individual race results. The player terminal 1 may then receive the individual race results derived by the server 1000.

[0418] Furthermore, the training game executing unit 701a executes a race result display process to display the individual race result screen 255 or the race video on the display 26 based on the individual race results derived in P20-2 (P20-3).

[0419] The training game executing unit 701a also determines whether the result operation unit 296 or the race operation unit 297 on the team race start screen 295 has been operated to start the team race (P20-4). If the team race has started, the process proceeds to P20-5, and if the team race has not started, the process proceeds to P20-9.

[0420] The training game execution unit 701a derives the team race results and stores them in the game information storage unit 751 (P20-5). Specifically, for example, a calculation formula is set in advance that weights the ability parameters and acquired skills of the NPC, main character, and other team members, and the ranking in the team race is determined based on the calculation result. Note that the calculation formula may be set differently for each race. Also, for example, multiple patterns of NPC ability parameters may be set for each race, and which ability parameters will be used may be determined by lottery. In other words, even if the ability parameters and acquired skills of the main character and other team members are exactly the same as the race in which they participate, the race results may not necessarily be the same. Also, multiple patterns of calculation formulas, such as weighting, may be set for each race, and the results may vary depending on the selected calculation formula.

[0421] Here, it is assumed that the team race results are derived in the player terminal 1. However, the team race results may also be derived in the server 1000. In this case, the player terminal 1 transmits to the server 1000 information requesting derivation of the team race results and information necessary to derive the team race results. The player terminal 1 may then receive the team race results derived by the server 1000.

[0422] The training game execution unit 701a executes a race result display process (P20-6) that displays the team race interim result screen 300, the team race detailed result screen 310, and the team race overall result screen 320 on the display 26 based on the team race results derived in P20-5 above.

[0423] The training game execution unit 701a also executes a character identification information update process (P20-7). Here, a predetermined number of characters are extracted from the characters currently registered as sub-members according to predetermined conditions. Then, the character identification information of the extracted characters is updated to team members. In other words, in this embodiment, the number of team members increases each time a team race ends.

[0424] Furthermore, the training game executing unit 701a executes a parameter update process (P20-8) to update information relating to the team ranking based on the team race results derived in the above P20-5.

[0425] If any training item is selected (YES in P20-9), the training game execution unit 701a executes the training execution process (P21). If no training item is selected (NO in P20-9), the training game execution unit 701a, preset information management unit 702a, and reserved information management unit 703a execute the race reservation process (P22). Thereafter, the training game execution unit 701a executes other processes, such as consuming skill points to acquire skills (P20-10).

[0426] 46 is a flowchart illustrating the training execution process in the player terminal 1. The training game execution unit 701a updates the stamina of the main character for the selected training item based on the decrease value of the stamina determined in P12-3 above (P21-1).

[0427] Furthermore, the training game executing unit 701a executes a success determination process for the selected training item based on the failure rate determined in P12-2 above (P21-2) to determine whether the training is successful. If the training fails (NO in P21-3), the training game executing unit 701a subtracts ability parameters such as a decline in condition based on the failure of the training (P21-4).

[0428] On the other hand, if the training is successful (YES in P21-3), the training game executing unit 701a adds the increase value derived in P12-9 above to the ability parameter of the main character (P21-5). Also, the training game executing unit 701a adds the increase value to the bond parameter value determined in P13-12 and P13-13 (P21-6). Also, the training game executing unit 701a checks the hint event information stored in the hint event determination process (P21-7).

[0429] If hint event information is stored for the selected training item (YES in P21-8), the training game executing unit 701a causes a hint event to appear based on the hint event information for the selected training item (P21-9). If multiple pieces of hint event information are stored for the selected training item, one of the hint events will appear. Furthermore, the training game executing unit 701a updates the skill information for the main character stored in the game information storage unit 751 based on the hint event information caused to appear in P21-9 (P21-10).

[0430] Furthermore, if special training event information is stored for the selected training item (YES in P21-11), the training game execution unit 701a sets the team members to be the targets of the special training event based on the special training event information related to the selected training item (P21-12).

[0431] Furthermore, the training game executing unit 701a adds "1" to the number of training events for the team member to be executed, which was set in P21-12 above (P21-13). Furthermore, the training game executing unit 701a updates the ability parameters of the training target (P21-14). When the processing of P21-13 to P21-14 is completed for all team members to be executed with the training event (YES in P21-15), the training game executing unit 701a adds a bonus addition value to the ability parameters of the main character based on the selected training item and the training event information (P21-16).

[0432] FIG. 47 is a first flowchart illustrating the race reservation process in the player terminal 1. FIG. 48 is a second flowchart illustrating the race reservation process in the player terminal 1. FIG. 49 is a third flowchart illustrating the race reservation process in the player terminal. FIG. 50 is a fourth flowchart illustrating the race reservation process in the player terminal. The training game executing unit 701a of the player terminal 1 determines whether the game screen 210 is being displayed on the display 26 (P22-1 in FIG. 47).

[0433] As a result, when the game screen 210 is being displayed (YES in P22-1) and an individual race selection operation (tap on the individual race operation unit 219) is input on the game screen 210 (YES in P22-2), the training game execution unit 701a switches the display screen of the display 26 (P22-8). At this time, if an individual race has been reserved for the turn based on the reservation selection information stored in the reservation information storage unit 753 confirmed in P10-3, a reservation icon 219a (FIG. 18B) is displayed. Furthermore, if a target race has been set for the turn, a target icon 219b is displayed. Furthermore, if an individual race set as a time-limited mission for the turn exists based on the mission information stored in the mission information storage unit 754 confirmed in P10-4, a time-limited mission icon 240d (FIG. 18B) is displayed.

[0434] Also, when the individual race selection screen 240 is being displayed (YES in P22-3) and a display switching operation to switch the screen display is input (YES in P22-4), the training game execution unit 701a switches the display screen of the display 26 (P22-8).

[0435] Furthermore, when a reservation list screen operation (tap on the reservation list screen operation section 244) is input on the individual race selection screen 240 (YES in P22-5), the training game executing section 701a switches the display screen of the display 26 (P22-8).

[0436] Furthermore, when a reservation operation (tap on the reservation operation section 246) is input on the individual race selection screen 240 (YES in P22-6), the reserved information management section 703a executes a reservation update process to update the reservation selection information stored in the reserved information storage section 753 so as to reserve the individual race corresponding to the selected individual race selection operation section 241 (P22-7).Then, the training game execution section 701a switches the display screen of the display 26 (P22-8).

[0437] Also, when the reservation list screen 256 is being displayed (YES at P22-9 in FIG. 48) and a display switching operation to switch the screen display is input (YES at P22-10), the training game execution unit 701a switches the display screen of the display 26 (P22-19).

[0438] Furthermore, when a selection operation (tapping the checkbox of the reserved individual race selection operation section 257) is input on the reservation list screen 256 (YES in P22-11), the training game execution section 701a switches the display screen of the display 26 so as to display a check mark in the checkbox of the reserved individual race selection operation section 257 where the selection operation input was made (P22-19).

[0439] Furthermore, when a bulk cancellation operation (tapping the reservation deletion operation unit 258) is input on the reservation list screen 256 (YES in P22-12), the reserved information management unit 703a deletes the reservations of the individual races corresponding to the reserved individual race selection operation units 257 whose checkboxes are checked, executes a bulk cancellation process to update the reservation selection information stored in the reserved information storage unit 753, and transmits the updated reservation selection information as updated information to the server 1000 (P22-13).The training game execution unit 701a then switches the display screen of the display 26 (P22-19).

[0440] Also, when the reservation editing screen 262 is being displayed (YES in P22-14) and a display switching operation to switch the screen display is input (YES in P22-15), the training game executing unit 701a switches the display screen of the display 26 (P22-19).

[0441] Furthermore, when a selection operation (tap on the individual race selection operation section 241) is input on the reservation editing screen 262 (YES in P22-16), the training game execution section 701a switches the display screen of the display 26 so as to highlight the individual race selection operation section 241 where the selection operation input was made (P22-19).

[0442] Furthermore, when a reservation save operation (tapping the reservation operation section 246) is input on the reservation editing screen 262 (YES in P22-17), the reserved information management section 703a executes a reservation update process to update the reservation selection information stored in the reserved information storage section 753 so as to reserve the individual race corresponding to the individual race selection operation section 241 tapped in P22-16, and transmits the updated reservation selection information as updated information to the server 1000 (P22-18). Then, the training game execution section 701a switches the display screen of the display 26 (P22-19).

[0443] Also, when the calendar screen 267 is being displayed (YES at P22-20 in FIG. 49) and a display switching operation to switch the screen display is input (YES at P22-21), the training game executing unit 701a switches the display screen of the display 26 (P22-27).

[0444] Furthermore, when a selection operation (tapping on the operable reservation operation section 268) is input on the calendar screen 267 (YES in P22-22), the training game executing section 701a switches the display screen of the display 26 (P22-27).

[0445] Furthermore, when the preset screen 270 is being displayed (YES in P22-23) and a display switching operation to switch the screen display is input (YES in P22-24), the training game executing unit 701a switches the display screen of the display 26 (P22-27).

[0446] Furthermore, when a call operation (tap on the call operation unit 275) is input on the preset screen 270 (YES in P22-25), the training game executing unit 701a switches the display screen of the display 26 (P22-27).

[0447] Furthermore, when an overwrite save operation (tap on the overwrite save operation section 274) is input on the preset screen 270 (YES in P22-26), the training game executing section 701a switches the display screen of the display 26 (P22-27).

[0448] Also, when the first confirmation screen 277 is being displayed (YES at P22-28 in FIG. 50) and a display switching operation to switch the screen display is input (YES at P22-29), the training game execution unit 701a switches the display screen of the display 26 (P22-36).

[0449] Furthermore, when an overwrite save operation (tap on the overwrite save operation unit 279) is input on the first confirmation screen 277 (YES in P22-30), the preset information management unit 702a overwrites and saves the reservation selection information stored in the reserved information storage unit 753 with the reservation selection information corresponding to the preset displayed on the first confirmation screen 277, executes an overwrite process to update the reservation selection information, and transmits the updated reservation selection information as updated information to the server 1000 (P22-31). Then, the training game execution unit 701a switches the display screen of the display 26 (P22-36).

[0450] Also, when the second confirmation screen 280 is being displayed (YES in P22-32) and a display switching operation to switch the screen display is input (YES in P22-33), the training game executing unit 701a switches the display screen of the display 26 (P22-36).

[0451] Furthermore, when a call operation (tap on the call operation unit 281) is input on the second confirmation screen 280 (YES in P22-34), the reserved information management unit 703a overwrites and saves the reservation selection information corresponding to the preset displayed on the second confirmation screen 280 onto the reservation selection information stored in the reserved information storage unit 753, executes an overwriting process to update the reservation selection information, and transmits the updated reservation selection information as updated information to the server 1000 (P22-35). Then, the training game execution unit 701a switches the display screen of the display 26 (P22-36).

[0452] Returning to FIG. 35, when the above-described training stage processing is completed, the training game executing unit 701a executes training game ending processing (P8) in the player terminal 1. In the training game ending processing, the training game executing unit 701a stores information about the training character trained in the training game in the game information storage unit 751. The training game executing unit 701a also transmits end information to the server 1000. This end information includes information about the training character, etc. In the server 1000, upon receiving the end information, the training game ending processing unit 1102a executes training game ending processing (S8).

[0453] FIG. 51 is a flowchart illustrating the training game termination process in the server 1000. The training game termination processing unit 1102a derives an evaluation point based on termination information received from the player terminal 1 (S8-1). The training game termination processing unit 1102a also derives a training rank based on the derived evaluation point (S8-2). The training game termination processing unit 1102a also associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, etc., with the player ID of the player, and stores the information in the game information storage unit 1151 (S8-3). The training game termination processing unit 1102a also sets training result information and causes the player terminal 1 to receive the information (S8-4). The training result information only needs to include at least an evaluation point and a training rank, and in this case, is the same as the training character information stored in S8-3 above.

[0454] Returning to Fig. 35, upon receiving the training result information, the training game executing unit 701a executes training game ending processing (P9). Here, the training game executing unit 701a stores the received training result information in the game information storage unit 751. Furthermore, the training game executing unit 701a displays the training completion screen 330 (see Figs. 32A, 32B, and 32C) on the display 26 based on the training result information.

[0455] The above-described training game is realized by the above-described processing. Furthermore, training character information relating to a training character trained (created) in the training game is stored in association with a player ID. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.

[0456] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0457] Furthermore, in the above embodiment, a training game has been described, but the game genre to which the technology according to the above embodiment can be applied is not limited to this, and the technology can be applied to any game genre.

[0458] In addition, when updating reservation selection information in the reservation update process (P22-7, P22-18) and overwrite process (P22-35) in the above race reservation process, the reserved information management unit 703a can determine whether all of the contents (races) included in the reservation selection information can be reserved (updated) based on the set target race, the current number of turns, etc.

[0459] Specifically, for example, in the reservation update process (P22-7, P22-18) and overwrite process (P22-35) in the race reservation process, at the timing when updating the reservation selection information, for example, information about the target race can be compared with the reservation selection information of the called preset to extract races that cannot be reserved, and the reservation selection information can be updated based on the extraction results.

[0460] If all of the contents (races) included in the reservation selection information cannot be reserved (updated), the training game execution unit 701a can display a pop-up screen on the display informing the user that at least some of the contents (races) cannot be reserved.

[0461] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0462] 1. Player terminal 1000 servers S Information Processing System

Claims

1. A process for progressing through a predetermined game, the process including a process of presenting a plurality of options for determining an action of a game medium for each of a plurality of periods, and a process of executing the action of the game medium based on the option selected by a player; A process of accepting a reservation operation including designation of one of a plurality of the periods and designation of the action of the game medium; A process of storing reservation information in which a reservation period, which is the designated period, and a reservation action, which is the designated action, are associated based on the reservation operation; A process of displaying a list of one or more pieces of reservation information; a process of displaying, when the reservation period included in the reservation information arrives, the reservation behavior stored in association with the reservation period in a manner that is identifiable to a player; An information processing program that causes a computer to carry out the above.

2. The process of accepting the reservation operation includes: displaying, for each of a plurality of said periods, whether or not said reservation information for said period has been stored in a manner that allows a player to distinguish said period; The information processing program according to claim 1 , wherein the action of the game medium can be specified when the period in which the reservation information is not stored is specified.

3. A process for storing reservation group information including a plurality of the reservation information.

3. The information processing program according to claim 1, which causes a computer to execute the steps of:

4. The process of storing the reservation group information includes: A plurality of pieces of reservation group information can be stored, a process of displaying at least a part of the reservation behavior in a manner that is identifiable to a player based on a plurality of pieces of reservation information included in the reservation group information; The information processing program according to claim 3, which causes a computer to execute the steps of:

5. 1. An information processing method performed by one or more computers, comprising: The computer includes: a process of progressing through a predetermined game including a process of presenting a plurality of options for determining an action of a game medium for each of a plurality of periods, and a process of executing the action of the game medium based on the option selected by a player; A process of accepting a reservation operation including designation of one of a plurality of the periods and designation of the action of the game medium; A process of storing reservation information in which a reservation period, which is the designated period, and a reservation action, which is the designated action, are associated based on the reservation operation; A process of displaying a list of one or more pieces of reservation information; a process of displaying, when the reservation period included in the reservation information arrives, the reservation behavior stored in association with the reservation period in a manner that is identifiable to a player; An information processing method for carrying out the above.

6. An information processing system including one or more computers, The computer includes: a process of progressing through a predetermined game including a process of presenting a plurality of options for determining an action of a game medium for each of a plurality of periods, and a process of executing the action of the game medium based on the option selected by a player; A process of accepting a reservation operation including designation of one of a plurality of the periods and designation of the action of the game medium; A process of storing reservation information in which a reservation period, which is the designated period, and a reservation action, which is the designated action, are associated based on the reservation operation; A process of displaying a list of one or more pieces of reservation information; a process of displaying, when the reservation period included in the reservation information arrives, the reservation behavior stored in association with the reservation period in a manner that is identifiable to a player; An information processing system that carries out the above.