Information processing programs, information processing methods, information processing systems, game devices

The system improves player motivation in games by allowing strategic input operations, updating character parameters, and rewarding points, addressing low strategicity issues in conventional games.

JP2026095663APending Publication Date: 2026-06-11CYGAMES INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CYGAMES INC
Filing Date
2026-04-03
Publication Date
2026-06-11

AI Technical Summary

Technical Problem

Conventional games with low strategicity lead to decreased player motivation.

Method used

Implement a system that allows players to input selection operations for multiple commands, update character parameters based on these inputs, store point information, and award points when a predetermined number is reached, with special point awards for specific conditions.

Benefits of technology

Enhances player motivation by increasing strategic engagement and rewarding strategic play.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

By improving strategic elements, we aim to increase players' motivation to play. [Solution] The information processing program causes the computer to perform the following: a process that allows the player to input selection operations for multiple types of commands that specify the actions of the character to be trained; a process that updates the parameters associated with the character to be trained based on the command for which the selection operation has been input; a process that stores point information regarding the points to be awarded based on the command for which the selection operation has been input; and a process that, when the number of stored point information reaches a predetermined number, awards the points based on the multiple stored point information.
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device.

Background Art

[0002] Conventionally, as shown in Patent Document 1, there is known a breeding game in which parameters associated with a character to be bred are updated.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a game as described above, there is a problem that if the strategicity required of the player is low, the player's motivation to play decreases.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can improve the player's motivation to play by enhancing strategicity.

Means for Solving the Problems

[0006] To solve the above problems, the information processing program performs a process that enables input of a player's selection operation for a plurality of types of commands that specify the actions of a character to be bred, a process that updates parameters associated with the character to be bred based on the command for which the selection operation has been input, and a process that stores point information regarding points to be awarded based on the command for which the selection operation has been input. When the number of stored point information reaches a predetermined number, a process is performed to award points based on the multiple stored point information. Have the computer perform this task.

[0007] Information processing programs are A process that uses the aforementioned points to activate an effect that is advantageous for training the target character. You may have a computer perform this task.

[0008] Information processing programs are A process for displaying the number of stored point information in an identifiable manner. You may have a computer perform this task.

[0009] The process for storing the aforementioned point information is as follows: The point information may be stored based on the corresponding information associated with the command on which the selection operation can be input.

[0010] Information processing programs are Next, when the number of stored point information reaches the predetermined number, a process is performed to display the points to be awarded. You may have a computer perform this task.

[0011] Information processing programs are A process that allows the player to input a provisional selection operation for multiple types of the aforementioned commands, The process of setting the command for which the aforementioned provisional selection operation was input to a provisional selection state, A process to display the increase in the points, which increases based on the execution of the command in the provisional selection state, in the provisional selection state of the command, You may have a computer perform this task.

[0012] The process of awarding the aforementioned points is as follows: Points may be awarded based on a plurality of stored point information and a pre-set base point information.

[0013] The point information includes normal point information and special point information, The process of storing the point information is, when a predetermined condition is not satisfied, the normal point information is stored, and when the predetermined condition is satisfied, the special point information is stored, The process of awarding the points is, when the number of the stored special point information is equal to or more than a predetermined number, more points may be awarded than when the number is less than the predetermined number.

[0014] To solve the above problems, an information processing method is, an information processing method performed by one or more computers, a process that enables a player to input a selection operation for a plurality of types of commands that specify the actions of a character to be trained, a process of updating parameters associated with the character to be trained based on the command for which the selection operation has been input, a process of storing point information regarding points to be awarded based on the command for which the selection operation has been input, a process of awarding points based on a plurality of the stored point information when the number of stored point information reaches a predetermined number, including.

[0015] To solve the above problems, an information processing system is, equipped with one or more computers, where the computer, a process that enables a player to input a selection operation for a plurality of types of commands that specify the actions of a character to be trained, a process of updating parameters associated with the character to be trained based on the command for which the selection operation has been input, a process of storing point information regarding points to be awarded based on the command for which the selection operation has been input, When the number of stored point information reaches a predetermined number, a process of awarding the points based on the plurality of stored point information; is performed.

[0016] To solve the above problems, the game device includes one or more computers, and the computer performs a process that enables a player to input a selection operation for a plurality of types of commands that specify the actions of the character to be trained, a process of updating the parameters associated with the character to be trained based on the command for which the selection operation has been input, a process of storing point information regarding the points to be awarded based on the command for which the selection operation has been input, and when the number of stored point information reaches a predetermined number, a process of awarding the points based on the plurality of stored point information; is performed.

Advantages of the Invention

[0017] According to the present invention, by improving the strategy, the player's motivation to play can be improved.

Brief Description of the Drawings

[0018] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] FIG. 2A is a diagram for explaining the hardware configuration of a player terminal. FIG. 2B is a diagram for explaining the hardware configuration of a server. [Figure 3] FIG. 3A is a diagram for explaining an example of a home screen. FIG. 3B is a diagram for explaining an example of an option setting screen. FIG. 3C is a diagram for explaining an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general progress flow of a training game. [Figure 5]Figure 5A illustrates an example of initial scenario addition data. Figure 5B illustrates an example of initial scenario upper limit data. Figure 5C illustrates an example of scenario event addition data. [Figure 6] Figure 6A is a diagram illustrating the character selection screen for training. Figure 6B is the first diagram illustrating the character details screen. Figure 6C is the second diagram illustrating the character details screen. [Figure 7] Figure 7A is a diagram illustrating the ability parameter (initial value) table. Figure 7B is a diagram illustrating the aptitude parameter (initial value) table. Figure 7C is a diagram illustrating skills. Figure 7D is a diagram illustrating special events. [Figure 8] Figure 8 is a diagram illustrating the character enhancement screen. [Figure 9] Figure 9A is the first diagram illustrating the inheritance character selection screen. Figure 9B is the first diagram illustrating the training character list screen. Figure 9C is the second diagram illustrating the inheritance character selection screen. Figure 9D is the third diagram illustrating the inheritance character selection screen. [Figure 10] Figure 10 is a diagram illustrating the lineage of inheritance. [Figure 11] Figure 11 is a diagram illustrating the factor information. [Figure 12] Figure 12A illustrates the utility derived from basic ability factors. Figure 12B illustrates the utility derived from character factors. [Figure 13] Figure 13A is a diagram illustrating the criteria for determining compatibility, and Figure 13B is a diagram illustrating the items used to determine compatibility. [Figure 14] Figure 14A is the first diagram illustrating the support card formation screen. Figure 14B is the diagram illustrating the support card selection screen. Figure 14C is the second diagram illustrating the support card formation screen. [Figure 15] Figure 15A is a diagram illustrating the support card table. Figure 15B is a diagram illustrating the support effects. Figure 15C is a diagram illustrating the possessed skills. Figure 15D is a diagram illustrating the support events. [Figure 16] Figure 16A is a diagram illustrating the final confirmation screen. Figure 16B is a diagram illustrating the preset selection screen. [Figure 17] Figure 17A is a diagram illustrating the character types. Figure 17B is a diagram illustrating member IDs. [Figure 18] Figure 18 is a diagram illustrating the commands used in each turn. [Figure 19] Figure 19 illustrates the relationship between the number of turns and the duration of the period. [Figure 20] Figure 20 is the first diagram illustrating the top screen. [Figure 21] Figure 21 is the first diagram illustrating the training screen. [Figure 22] Figure 22A is the second diagram illustrating the training screen. Figure 22B is the third diagram illustrating the training screen. Figure 22C is the diagram illustrating the training results notification screen. Figure 22D is the diagram illustrating the events screen. [Figure 23] Figure 23 is a diagram illustrating the training levels. [Figure 24] Figure 24A is a diagram illustrating the fixed increase value (speed). Figure 24B is a diagram illustrating the fixed increase value table (power). [Figure 25] Figure 25 illustrates the allocation ratio of training items. [Figure 26] Figure 26 is a diagram illustrating the correspondence between commands and vegetable items. [Figure 27] Figure 27 illustrates an example of harvesting conditions for vegetable items. [Figure 28] Figure 28 illustrates an example of a reward obtained from harvesting. [Figure 29] Figure 29 illustrates an example at the field level. [Figure 30] Figure 30 illustrates an example of storage limit, base harvest quantity, and additional harvest quantity. [Figure 31]Figure 31A illustrates an example of the probability of performing full-effort grooming for each command. Figure 31B illustrates the correspondence between full-effort grooming and the full-effort correction value. [Figure 32] Figure 32 illustrates an example of a maintenance information storage unit. [Figure 33] Figure 33 illustrates an example of a field level update screen. [Figure 34] Figure 34 is the second diagram illustrating the top screen. [Figure 35] Figure 35 is the fourth diagram illustrating the training screen. [Figure 36] Figure 36 is an example illustrating the maintenance completion screen. [Figure 37] Figure 37 is a diagram illustrating an example of a harvesting screen. [Figure 38] Figure 38 is the first diagram illustrating an example of a menu. [Figure 39] Figure 39 is the second diagram illustrating an example of a menu. [Figure 40] Figure 40 is the third diagram illustrating an example of a menu. [Figure 41] Figure 41 is a diagram illustrating the relationship between cooking events and cooking points. [Figure 42] Figure 42 illustrates an example of an event effect. [Figure 43] Figure 43 illustrates an example of the effect of cooking points. [Figure 44] Figure 44 illustrates an example of a cooking effect. [Figure 45] Figure 45 illustrates an example of the additional cooking effect when a dish is a great success. [Figure 46] Figure 46 is a diagram illustrating an example of a cooking confirmation screen. [Figure 47] Figure 47 is a diagram illustrating an example of a menu selection screen. [Figure 48] Figure 48 illustrates an example of the priority order of training menu items. [Figure 49]Figure 49 illustrates an example of the presentation part of a cooking demonstration. [Figure 50] Figure 50A is a diagram illustrating an example of the direction for Part 1. Figure 50B is a diagram illustrating an example of the direction for Part 2. [Figure 51] Figure 51A illustrates an example of the direction for the third part. Figure 51B illustrates an example of the direction for the fourth part. [Figure 52] Figure 52A is a diagram illustrating an example of a performance scene. Figure 52B is a diagram illustrating an example of menu classification. [Figure 53] Figure 53A is the first diagram illustrating the execution pattern of the performance. Figure 53B is the second diagram illustrating the execution pattern of the performance. Figure 53C is the third diagram illustrating the execution pattern of the performance. Figure 53D is the fourth diagram illustrating the execution pattern of the performance. [Figure 54] Figure 54 is a diagram illustrating an example of menu classification information. [Figure 55] Figure 55 illustrates an example of a method for determining the execution patterns of the first part of the performance. [Figure 56] Figure 56 is a diagram illustrating an example of motion information. [Figure 57] Figure 57 is a diagram illustrating the information that is a strength of the person. [Figure 58] Figure 58A illustrates an example of the correspondence between motion information and replacement motion information. Figure 58B illustrates an example of replacement motion. [Figure 59] Figure 59 illustrates an example of an execution pattern for a cut-in animation. [Figure 60] Figure 60A is the first diagram illustrating the race selection screen. Figure 60B is the diagram illustrating the race start screen. Figure 60C is the first diagram illustrating the race results screen. Figure 60D is the second diagram illustrating the race results screen. [Figure 61] Figure 61A is a diagram illustrating the training completion screen. Figure 61B is a second diagram illustrating the training completion screen. Figure 61C is a third diagram illustrating the training completion screen. [Figure 62] FIG. 62 is a diagram for explaining the configuration of a memory in a player terminal and functions as a computer. [Figure 63] FIG. 63 is a diagram for explaining the configuration of a memory in a server and functions as a computer. [Figure 64] FIG. 64 is a sequence diagram for explaining the processing of a player terminal and a server related to a breeding game. [Figure 65] FIG. 65 is a flowchart for explaining the preparation stage processing in a player terminal. [Figure 66] FIG. 66 is a flowchart for explaining the preparation stage processing in a server. [Figure 67] FIG. 67 is a flowchart for explaining the breeding stage processing in a server. [Figure 68] FIG. 68 is a flowchart for explaining the processing at the start of a turn in a server. [Figure 69] FIG. 69 is a flowchart for explaining the breeding stage processing in a player terminal. [Figure 70] FIG. 70 is a flowchart for explaining the command operation processing in a player terminal. [Figure 71] FIG. 71 is a first flowchart for explaining the cooking-related operation waiting processing in a player terminal. [Figure 72] FIG. 72 is a second flowchart for explaining the cooking-related operation waiting processing in a player terminal. [Figure 73] FIG. 73 is a flowchart for explaining the cooking effect processing in a player terminal. [Figure 74] FIG. 74 is a flowchart for explaining the training-related command operation processing in a player terminal. [Figure 75] FIG. 75 is a flowchart for explaining the first command reception processing in a server. [Figure 76] FIG. 76 is a flowchart for explaining the race execution processing in a server. [Figure 77] Figure 77 is a flowchart illustrating the process of acquiring vegetable items on the server. [Figure 78] Figure 78 is a flowchart illustrating the process of receiving execution result information on the player terminal. [Figure 79] Figure 79 is a flowchart illustrating the process for ending the training game on the server. [Modes for carrying out the invention]

[0019] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values ​​and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.

[0020] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.

[0021] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that 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 be played through the cooperation of the player terminal 1 and the server 1000.

[0022] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.

[0023] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Server 1000 also primarily performs processes such as updating the stored information and downloading images and other information to player terminals 1, based on the operations input from player terminals 1.

[0024] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.

[0025] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, a storage device 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.

[0026] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, a storage device 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.

[0027] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, memory 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, storage device 12, bus 14, input / output interface 16, memory unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.

[0028] The CPU 10 controls the game's progress by running the program stored in the storage device 12. The storage device 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The storage device 12 is connected to the CPU 10 via the bus 14.

[0029] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0030] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory device 12 (RAM) by the CPU 10.

[0031] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.

[0032] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.

[0033] The output unit 24 includes a display device and a speaker. The output unit 24 may also 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.

[0034] (Game content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess game media obtained through a lottery known as gacha, or game media distributed by the operator. In this embodiment, players can possess character cards and support cards as game media. Each character card and support card is always associated with one character. The character associated with a character card is the target of training in the training game. Hereafter, the character associated with a character card may be simply referred to as a character.

[0035] As will be described in more detail later, the game according to this embodiment provides a character development game. In the development game, the player can develop characters and generate developed characters with various parameters linked to them. Furthermore, the development game in this embodiment has the gameplay of developing characters linked to character cards by having them participate in races modeled after horse racing.

[0036] Figure 3A is a diagram illustrating an example of the 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 is provided with multiple control buttons that the player can operate (tap).

[0037] In this configuration, the menu bar 102 includes a home screen selection control section 102a, an enhanced screen selection control section 102b, a story screen selection control section 102c, a racing game selection control section 102d, and a gacha screen selection control section 102e. Furthermore, in the menu bar 102, the control section corresponding to the currently displayed screen is highlighted so that the screen currently displayed on the display 26 can be identified.

[0038] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in Figure 3A is displayed on the display 26.

[0039] When the enhancement screen selection operation section 102b is tapped, an enhancement screen (not shown) is displayed. On the enhancement screen, the player can enhance the characters and support cards they possess. By enhancing characters and support cards, the player can increase the level set for those characters and support cards. Characters and support cards have various parameters set for them, and these parameters increase as the level increases. By increasing the parameters of characters and support cards, the player can develop characters with more powerful stats in the training game.

[0040] When the story screen selection control unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character appearing in the game. On the story screen, the player can select and view characters and story images.

[0041] When the race game selection control unit 102d is tapped, a race game selection screen (not shown) is displayed. In this embodiment, various race games are provided in which the trained characters, which have been trained in the training game described later, can participate. On the race game selection screen, the player can select a race game in which the trained characters will participate. One of the race games is a team competition game in which a team composed of multiple trained characters competes against a team of another player selected by the computer. The team competition game has a gameplay element in which players compete for rankings against other players.

[0042] When the gacha screen selection control unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, players can use in-game currency or tickets to perform a gacha draw. In the gacha draw, players can obtain character cards and support cards.

[0043] Furthermore, on the home screen 100, a training game control panel 104 is provided above the menu bar 102. When the training game control panel 104 is tapped, the training game screen is displayed, and the training game, which will be described later, begins. The training game is broadly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects one character from among the characters they own and sets it as the character to be trained (hereinafter referred to as the training target character).

[0044] Furthermore, during the preparation phase, the player sets the deck to be used when training the character to be trained. The deck is composed of multiple inherited characters and multiple support cards, which will be explained in more detail later. Therefore, in the training game, the inherited characters and support cards composed of the deck are used.

[0045] Once the character to be trained and the deck (inherited character and support cards) have been set, the game transitions from the preparation stage to the training stage, and the game for training the character begins. In the training game, the parameters of the character to be trained can be changed. The player can own the character trained in the training game as their trained character. As described above, the player can assemble their trained characters into a team and use them in team competitive games, etc.

[0046] Thus, the main objectives of the game in this embodiment are to generate training characters through a training game, and to improve the ranking in a team competition game using these training characters.

[0047] Furthermore, this embodiment includes functions for sharing training characters or support cards among players, and functions for sharing information among multiple players. Players can set training characters and support cards that other players can use in the training game. Specifically, as shown in Figure 3A, a settings operation unit 106 is provided in the upper right corner of the home screen 100. When the settings operation unit 106 is tapped, the options settings screen 110 is displayed.

[0048] Figure 3B illustrates an example of the option settings screen 110. The option settings screen 110 is a screen where various types of information can be viewed and configured. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the corresponding information can be viewed and configured.

[0049] The options settings screen 110 includes a profile settings control panel 110a and a close control panel 110b. When the close control panel 110b is tapped, the options settings screen 110 is closed and the home screen 100 is displayed. When the profile settings control panel 110a is tapped, the profile settings screen 120 is displayed.

[0050] Figure 3C illustrates an example of the profile settings screen 120. On the profile settings screen 120, players can view and set their profile information. Profile information includes profile character, player name, player ID, affiliated club, representative character, and rental card.

[0051] The profile character functions as a character that is displayed when a 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 settings screen 120 displays the currently set profile character image 122. 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. On the profile character change screen, the player can change their profile character.

[0052] Furthermore, the profile settings screen 120 displays the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs. The profile settings screen 120 also includes a representative character setting operation section 126a and a rental card setting operation section 126b.

[0053] 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 they have trained as their representative character. The Representative Character Setting Operation Unit 126a displays an icon image indicating the currently set representative character. As will be explained in more detail later, the representative character can be included in the deck of other players' training games as an inherited character.

[0054] 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 they own as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. As mentioned above, support cards set as rental cards can be added to other players' decks and used in the training game played by those other players.

[0055] Although a detailed explanation will be omitted, when profile information is changed on the profile settings screen 120, the change information is sent to the server 1000. The server 1000 stores the profile information for each player.

[0056] Furthermore, in this embodiment, various limited-time events are held irregularly. During the period of a specific limited-time event, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, the specific event screen is displayed. On the specific event screen, the player can, for example, exchange specific event points, which are offered exclusively for the specific event, for various rewards.

[0057] When the training game control unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game begins. Players can play the training game by consuming game points. Game points are awarded to the player at predetermined intervals (e.g., every 10 minutes) by a predetermined amount (e.g., +1). There is an upper limit (e.g., 100) on the number of game points a player can hold, and players can hold game points within this limit. A game point display bar 136 is provided at the top of the home screen 100, which visually displays the percentage of the current number of game points relative to the upper limit.

[0058] Note that when a training game is started, a predetermined amount of game points (for example, -30) is deducted. Therefore, if a player does not possess the required number of game points, they cannot start the training game. However, players can possess items that restore game points and can use these items to restore them. These items can be obtained, for example, as rewards in training games or team competition games, or by spending in-game currency. The training game is described in detail below.

[0059] (Raising / training game) Figure 4 is a diagram illustrating the general flow of a training game. Training games can be broadly divided into setting games and training-focused games. As will be explained in more detail later, the training-focused game is a game in which the player selects one character from among the characters they own and trains it as the target character for training (hereinafter referred to as the target character for training).

[0060] Furthermore, the setting game is where players register the character to be trained and their deck (inherited character and support cards), and it corresponds to the preparation stage of the training game. Below, the processes performed in the setting game will be called the preparation stage processes, and the processes performed in the main training game will be called the training stage processes. To facilitate understanding, we will first explain the general flow of the preparation stage processes and training stage processes.

[0061] As shown in Figure 4, the preparation stage involves the following steps in order: scenario registration, registration of characters to be trained, registration of inherited characters, registration of support cards, and registration of participating members. Note that the order of the above registration and setting processes is merely an example. Therefore, the order of the above registration and setting processes can be changed as appropriate.

[0062] <Preparation Stage Processing> The preparation phase primarily involves registering the scenario, the character to be trained, and the deck (inherited characters and support cards). Support cards are intended to assist in the training of the target character. Each support card is always associated with one character, and the character associated with the support card registered during the preparation phase will assist in the training of the target character. Hereafter, the character associated with a support card will be referred to as a support character.

[0063] <Scenario Registration> On the home screen 100, when the player taps the training game control unit 104, 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 set during the game. The player must sequentially clear the goals set for each scenario. Each goal, the time required to achieve it, and the difficulty of the game differ from scenario to scenario.

[0064] Each scenario is assigned a scenario ID, and the scenario ID selected by the player is registered here. Additionally, when a character to be trained is selected (as described later), the character ID assigned to that character is registered. Scenarios include those with different objectives set for each type of character to be trained (referred to here as existing scenarios) and those with common objectives for all characters to be trained (referred to here as new scenarios).

[0065] In existing scenarios, goals are set at the start of the training game based on the registered scenario ID and character ID. In contrast, in new scenarios, goals are set based on the registered scenario ID. In new scenarios, since character IDs are not specified when setting goals for the training game, a common goal is set regardless of the type of character being trained.

[0066] Furthermore, the main training game has a storyline, and the game progresses according to that story. Events occur at various times during the training game. Scenario-specific events are included in the events that occur during the training game. Therefore, at least some of the events that occur in multiple scenarios will differ from one another. The player can select one of several scenarios on the scenario selection screen.

[0067] Figure 5A illustrates an example of initial scenario addition value data. Figure 5B illustrates an example of initial scenario upper limit value data. Figure 5C illustrates an example of scenario event addition value data. As shown in Figure 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.

[0068] As will be explained in more detail later, the objective of this training game includes increasing the ability parameters of the character being trained. There are five ability parameters: speed, stamina, power, tenacity, and intelligence. The higher the values ​​of these five ability parameters, the more advantageous the race will be for the character being trained.

[0069] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is only updated within the range of the upper limit, and updates of ability parameters that exceed the upper limit are restricted. At the start of the main training game, an initial upper limit is set for each ability parameter. This initial upper limit differs depending on the scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.

[0070] The player terminal 1 and server 1000 store scenario initial addition value data. This scenario initial addition value data is data where the initial addition value of each of the five ability parameters is linked to the scenario ID. In this embodiment, at the start of the main training game, the initial upper limit of each ability parameter is set based on the scenario initial addition value data.

[0071] Specifically, each ability parameter has a common base value pre-set. In this embodiment, the common base value is set to "1200". This common base value is common to all scenarios and all ability parameters. However, the common base value may differ for each scenario or for each ability parameter. At the start of the main training game, the initial scenario bonus value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value for each ability parameter is set.

[0072] For example, as shown in Figure 5A, according to the scenario initial value data, the initial value of the scenario for all five ability parameters associated with scenario ID "0001" is set to "200". Therefore, if scenario ID "0001" is selected and the main training game starts, the initial upper limit of all five ability parameters will be "1400".

[0073] Furthermore, for example, if scenario ID "0002" is selected and the main training game is started, the initial upper limits for the Speed ​​and Guts ability parameters will be the common base value of "1200", the initial upper limits for the Stamina and Intelligence ability parameters will be "1600", and the initial upper limit for the Power ability parameter will be "1400".

[0074] In this case, the initial upper limit is derived by adding the initial added value of the capability parameter to the common base value. However, as shown in Figure 5B, scenario initial upper limit data may be provided, and the initial upper limit of each capability parameter may be derived based on the scenario initial upper limit data. According to the scenario initial upper limit data, the initial upper limit of each of the five capability parameters is linked to the scenario ID. In the scenario initial upper limit data, the value of the initial upper limit linked to each scenario ID is the common base value plus the initial added value from the scenario initial added value data.

[0075] Thus, the initial upper limit of a scenario associated with a scenario ID may be set as the initial upper limit of each ability parameter. Alternatively, the value obtained by adding the initial scenario addition value to the common base value may be set as the initial upper limit of each ability parameter.

[0076] Furthermore, in the main training game, scenario events may occur at predetermined times that increase the upper limit of each ability parameter. When a scenario event occurs, the scenario event bonus value associated with that scenario event is added to the upper limit at that time. For example, in the main training game with scenario ID "0001", when a predetermined scenario event occurs, the upper limits of each of the five ability parameters will increase by "20".

[0077] As shown in Figure 5C, the upper limit of ability parameters that increase due to scenario events differs for each scenario. Note that there may be multiple scenario events that increase the upper limit of ability parameters for a single scenario, or there may be none. Furthermore, the timing of the occurrence of scenario events may be the same for all scenarios or may differ.

[0078] Thus, the upper limits of ability parameters differ depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play through a variety of scenarios.

[0079] <Registering characters to be trained> Figure 6A is a diagram illustrating the character selection screen 150. When the player selects a scenario on the scenario selection screen, the character selection screen 150 shown in Figure 6A is displayed. In the center of the character selection screen 150, multiple character icons 151 are displayed, showing a list of characters owned by the player.

[0080] Furthermore, the ability parameter display section 152a and the aptitude parameter display section 152b are displayed at the top of the character selection screen 150. In addition, the return operation section 153 and the next operation section 154 are displayed at the bottom of the character selection screen 150.

[0081] In this embodiment, initial values ​​for ability parameters are set for each character. The ability parameter display unit 152a displays the initial values ​​of the ability parameters for the character corresponding to the character icon 151 selected by the player as numerical values. In this embodiment, a higher numerical value for the ability parameter indicates a higher ability.

[0082] Furthermore, the ability parameter display unit 152a displays the initial upper limit value for each ability parameter. In other words, the upper limit value for each ability parameter that is set at the start of the main training game when the player can select a scenario, or after the player has selected a scenario, is displayed in the ability parameter display unit 152a. In the ability parameter display unit 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.

[0083] In this case, the ability parameter display unit 152a identifies and displays initial upper limits that exceed the common base value. For example, in the example shown in Figure 6A, the initial upper limits for speed, power, and tenacity exceed the common base value of "1200". Therefore, in the ability parameter display unit 152a, the initial upper limits for speed, power, and tenacity are identified and displayed relative to the initial upper limits for stamina and intelligence. In this case, as an identification display, initial upper limits that exceed the common base value are displayed by flashing or by being displayed in a different color.

[0084] Figure 7A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Figure 7A, the ability parameter (initial value) table stores the initial values ​​of the ability parameters for each character. Based on the initial values ​​of the ability parameters stored in the ability parameter (initial value) table, the ability parameter display unit 152a displays the initial values ​​of the ability parameters.

[0085] In this embodiment, initial values ​​for ability parameters are set for each of the multiple types of abilities for each character. Specifically, the ability parameters include the speed ability parameter labeled "Speed" in the ability parameter display unit 152a, the stamina ability parameter labeled "Stamina" in the ability parameter display unit 152a, the power ability parameter labeled "Power" in the ability parameter display unit 152a, the tenacity ability parameter labeled "Spirit" in the ability parameter display unit 152a, and the intelligence ability parameter labeled "Wisdom" in the ability parameter display unit 152a.

[0086] The initial values ​​of each character's ability parameters can be increased by strengthening the character (character card). For example, each character has five status levels, and players can increase a character's status level by spending in-game currency or designated items. As a character's status level increases, the initial values ​​of that character's ability parameters also increase.

[0087] Figure 7A shows the initial values ​​for a character at a given level. The player can increase the values ​​of the ability parameters in the main training game. In other words, the goal of the main training game is to train a character with higher ability parameter values.

[0088] In this embodiment, each character has a set set of aptitude parameters (initial values). As shown in Figure 6A, the aptitude parameter display unit 152b displays the initial values ​​of the aptitude parameters for the character corresponding to the character icon 151 selected by the player, using letters of the alphabet.

[0089] Figure 7B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in Figure 7B, the aptitude parameter (initial value) table stores the initial values ​​of the aptitude parameters for each character. The initial values ​​of the aptitude parameters are set to one of seven levels using the alphabet from A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values ​​of the aptitude parameters stored in the aptitude parameter (initial value) table, the aptitude parameter display unit 152b displays the initial values ​​of the aptitude parameters.

[0090] In this embodiment, initial values ​​for aptitude parameters are set for each of the multiple types of aptitudes for each character. Specifically, the aptitude parameters include aptitude parameters related to track aptitude for turf and dirt, aptitude parameters related to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters related to running style aptitude for front-runner, pace-setter, stalker, and closer.

[0091] In training games, players can enter their training character into various races. The higher the training character's suitability for the race, the more advantageous the race will be.

[0092] Furthermore, the initial values ​​of each character's aptitude parameters may be increased by spending in-game currency. Also, the values ​​of the aptitude parameters may change during the main training game. Additionally, during the main training game, an aptitude parameter may be set to S, which is higher than A.

[0093] Figure 6B is the first diagram illustrating the character details screen 160. Figure 6C is the second diagram illustrating the character details screen 160. When you long-press the character icon 151 on the character selection screen 150, the character details screen 160 is displayed on the display 26. The character details screen 160 displays the detailed abilities of the character corresponding to the character icon 151 that was long-pressed on the character selection screen 150.

[0094] The character details screen 160 displays the skill control section 161 and the event control section 162 in the center. As shown in Figure 6B, when the character details screen 160 is first displayed, the skill control 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 execution of races and team races, which will be described later. The race development of each character will be advantageous when skills are activated.

[0095] Figure 7C is a diagram illustrating skills. As shown in Figure 7C, each character possesses multiple skills. As shown in Figure 6B, the character details screen 160 displays the skills that a character possesses (hereinafter referred to as possessed skills). In the training main game, you can acquire the possessed skills of the character you are training by fulfilling certain conditions. Note that skills will not activate during races just by possessing them; they can only be activated after acquiring them. Below, skills that a character can activate, that is, skills that a character has acquired, will be referred to as acquired skills.

[0096] Each character is assigned one pre-acquired skill from the start of the main training game. In addition to the pre-acquired skill, each character also has multiple possessed skills. Possessed skills can be acquired after the start of the main training game by spending skill points, which will be explained later. In other words, possessed skills can become pre-acquired skills in exchange for skill points.

[0097] In this embodiment, skills indicated by "◎" in Figure 7C are displayed as acquired skills in the character details screen 160 in Figure 6B. Also, skills indicated by "〇" in Figure 7C are displayed as possessed skills in the character details screen 160 in Figure 6B. In this embodiment, as shown in the character details screen 160 in Figure 6B, acquired skills are highlighted to make it easier to distinguish between acquired skills and possessed skills.

[0098] Specifically, in the character details screen 160 shown in Figure 6B, one acquired skill is displayed in the acquired skills display section 161a, and seven possessed skills are displayed in the possessed skills display section 161b. The number of acquired skills and possessed skills may differ for each character. In addition, the number of acquired skills or possessed skills for each character may increase, for example, through leveling up, or by consuming in-game currency or items.

[0099] Here, possessed skills include awakened skills. Awakened skills are skills that become possessed when their unlock conditions are met. In other words, awakened skills are not possessed when their unlock conditions are not met. Therefore, awakened skills whose unlock conditions have not been met cannot be acquired in the training-focused game.

[0100] In Figure 7C, awakening skills are indicated by star marks. Here, each character has four awakening skills. However, the number of awakening skills may differ from character to character. Note that awakening skills are different for each character. Also, for example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. Thus, skills can be set differently depending on the character, including acquired skills, possessed skills, and awakening skills.

[0101] In this embodiment, the character's awakening level is set as the unlocking condition for awakening skills. Each character (character card) is linked to the status level and awakening level described above. The player can increase the status level and awakening level individually. As shown in Figure 6B, the character details screen 160 is provided with a close operation section 163a and an enhancement operation section 163b. When the enhancement operation section 163b is tapped, the character enhancement screen 165 is displayed on the display 26.

[0102] Figure 8 is a diagram illustrating the character enhancement screen 165. The character enhancement screen 165 is displayed when the enhancement operation section 163b of the character details screen 160 is tapped, or when the enhancement screen selection operation section 102b is tapped. Character icons 151 corresponding to owned characters are displayed in the lower center of the character enhancement screen 165. When a player taps a character icon 151, the character corresponding to the tapped character icon 151 is selected.

[0103] Furthermore, if the enhancement operation section 163b on the character details screen 160 is tapped and the character enhancement screen 165 is displayed, the character that was selected on the character details screen 160 will remain selected when the character enhancement screen 165 starts to display. Information about the selected character will be displayed at the top of the character enhancement screen 165.

[0104] Specifically, the character enhancement screen 165 includes an Awakening tab 167a, a Hint tab 167b, and a Status tab 167c. When the Awakening tab 167a is tapped, the Awakening Skill display areas 168a, 168b, 168c, and 168d are displayed. When the character enhancement screen 165 is first displayed, the Awakening tab 167a is selected, and the Awakening Skill display areas 168a, 168b, 168c, and 168d are displayed. The names of the Awakening Skills corresponding to the Awakening Level are displayed in each of the Awakening Skill display areas 168a, 168b, 168c, and 168d.

[0105] Below the character enhancement screen 165, there is an Awakening Level Enhancement button 169a. When the Awakening Level Enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen displays the items required to increase the Awakening Level, and that consuming these items will increase the Awakening Level. When the specified operation is entered on the confirmation screen, the Awakening Level of the selected character increases.

[0106] In this embodiment, each character's initial state has an awakening level set to level 1. Players can increase a character's awakening level up to a maximum of level 5 by consuming items. Each awakening level is associated with one awakening skill. Increasing the awakening level unlocks the awakening skill corresponding to the increased awakening level. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is unlocked. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is unlocked.

[0107] Each character has four awakening skills. By increasing their awakening level, players can unlock the same number of awakening skills as the awakening level increases. Once unlocked, awakening skills function as acquired skills.

[0108] The Awakening Skill display areas 168a, 168b, 168c, and 168d display the Awakening Skills unlocked at Awakening Levels 2, 3, 4, and 5, respectively. At this time, unlocked Awakening Skills are marked "Unlocked" in the Awakening Skill display areas 168a, 168b, 168c, and 168d. Conversely, ununlocked Awakening Skills are grayed out in the Awakening Skill display areas 168a, 168b, 168c, and 168d. Figure 8 shows a state where the Awakening Level is Level 4 and three Awakening Skills have been unlocked.

[0109] While a detailed explanation is omitted here, pressing and holding the Awakening Skill display areas 168a, 168b, 168c, and 168d will display detailed information, such as the content of each Awakening Skill. Additionally, tapping the Hint tab 167b will display the Hint Level Enhancement screen (not shown). On the Hint Level Enhancement screen, you can increase the Hint Level of your owned skills (described later) by consuming items.

[0110] Additionally, tapping the status tab 167c displays a status level enhancement screen (not shown). On the status level enhancement screen, you can increase the character's status level by consuming items. The character enhancement screen 165 is equipped with a return operation button 169b. Tapping the return operation button 169b closes the character enhancement screen 165 and displays the character details screen 160.

[0111] Furthermore, when the player taps the event operation section 162 on the character details screen 160, the content of the character details screen 160 changes, as shown in Figure 6C, and a dedicated event display section 162a, which shows the dedicated events provided for each character, is displayed. Dedicated events occur when certain conditions are met in the main training game. When a dedicated event occurs, story images related to the character appearing in the training game are displayed, or the values ​​of ability parameters change.

[0112] Figure 7D is a diagram illustrating the exclusive events. As shown in Figure 7D, each character has multiple exclusive events associated with them. As shown in Figure 6C, the character details screen 160 displays the exclusive events associated with the character. These exclusive events include hint events that allow the character to possess or acquire skills, and ability events that increase or decrease the numerical values ​​of the character's ability parameters.

[0113] Furthermore, the special events displayed on the character details screen 160 shown in Figure 6C may all be executed during the main training game, or at least some of them may be executed during the main training game, or none of them may be executed during the main training game if the predetermined conditions are not met. Also, for example, the number of special events provided for each character may increase due to the increase in the character's level, the consumption of in-game currency or items, etc. Also, if the predetermined conditions are met, special events that are not displayed as special events may be executed during the main training game.

[0114] Furthermore, as shown in Figures 6B and 6C, a close operation button 163a is displayed at the bottom of the character details screen 160. When the close operation button 163a of the character details screen 160 is tapped, the display of the character details screen 160 ends, and the character selection screen 150 for training is displayed on the display 26.

[0115] Furthermore, when the return operation button 153 is tapped on the character selection screen 150 shown in Figure 6A, the home screen 100 shown in Figure 3A is displayed on the display 26. The character selection screen 150 is also provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can check information about the character selected on the character selection screen 150 on the training information display screen.

[0116] The goal of a training game is to create a stronger training character by training a character selected from the player's owned characters. As will be explained in more detail later, the training game consists of multiple turns, and in each turn the player needs to have the training character train or participate in races.

[0117] Each character has multiple clear objectives set for them. The clear objectives set for the selected character can be viewed on the training information display screen. Each turn has a predetermined race in which the character being trained can participate. The clear objectives include having the character being trained participate in a designated race in a designated turn and achieving a designated rank.

[0118] Furthermore, by having the character you are training participate in a race, that character can gain fans. Each race has a set number of fans that can be gained based on the finishing position, with higher finishing positions yielding more fans. Races also have difficulty levels, and higher difficulty races allow you to gain more fans.

[0119] Here, the number of fans that can be gained by participating in a race is calculated by adding a bonus to the base number of fans determined for each finishing position. Specifically, a correction value is determined based on the race result, and the bonus number of fans is calculated by multiplying the base number of fans by this correction value. The sum of this bonus number and the base number of fans is the number of fans that the character being trained will gain. For example, if the race result is 1st place, the larger the difference between the character being trained and the character that came in 2nd place, the larger the correction value will be. Also, if the race result is between 2nd and 5th place, the smaller the difference between the character being trained and the character that came in 1st place, the larger the correction value will be.

[0120] Furthermore, the character being trained will activate skills (acquired skills) with a predetermined probability during the race. The more skills activated, the greater the bonus value. In this way, each race has defined conditions for adding fans, and the number of fans acquired increases depending on various race results other than finishing position, as well as the progress during the race. However, the number of fans acquired by the character being trained will be at least equal to the base number of fans acquired corresponding to the finishing position.

[0121] Note that some races have a minimum number of fans required to participate. If the number of fans a character being trained has acquired is less than the number of fans required to participate in that race, the player cannot enter that character in that race. The more difficult the race, the more fans are required to enter. Therefore, if a race with a minimum number of fans required to participate is set as one of the races targeted for completion (hereinafter referred to as the "target race"), the character being trained must acquire the number of fans specified for that target race by the turn in which the target race takes place.

[0122] Furthermore, the clear objectives include gaining a predetermined number of fans by a predetermined number of turns. Other clear objectives include, for example, winning a predetermined number of times in high-difficulty races (e.g., GI races) within a predetermined number of turns. Thus, each character has multiple clear objectives set for them. By achieving the clear objectives, the player can continue the training main game until the final turn. On the other hand, if the clear objectives are not achieved, the training main game ends in that turn.

[0123] Therefore, if the target character has not acquired the required number of fans for a given race by the turn in which the race takes place, the character being trained will not be able to participate in the race. In this case, the clear objective will not be achieved, and the training game will end.

[0124] In training-focused games, various parameters of the character being trained increase with each turn, meaning that the more turns you play, the stronger the character you can create. Therefore, when playing training-focused games, you need to raise the parameters of the character you are training in order to clear all the objectives.

[0125] Generally, the clear objectives set for each character are fixed, and the same clear objectives are set as challenges each time the training game is played. However, some characters may have clear objectives that change depending on the progress of the main training game, or characters whose clear objectives can be selected by the player.

[0126] Furthermore, upon completion of the training game, a training character is generated. Upon completion of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on this score. The evaluation score is calculated based on a pre-set formula, including points calculated from various parameters of the training target character at the time of training completion, points calculated from acquired skills, etc. The training information display screen shows the rank, evaluation score, name, and registration date of the top 3 training characters with the highest evaluation scores among the training characters trained based on the selected character.

[0127] While a detailed explanation will be omitted, the training game features multiple scenarios. The basic game mechanics are common across all scenarios, but some features differ from scenario to scenario. The training information screen displays the scenario selected when each character was trained.

[0128] As described above, the player can select a character to train on the character selection screen 150 shown in Figure 6A, while checking various information about each character. When the next operation unit 154 is tapped on the character selection screen 150, the selected character is set as the character to train, and the inheritance character selection screen 170 is displayed on the display 26.

[0129] <Registering inherited characters> Figure 9A is the first diagram illustrating the inheritance character selection screen 170. Figure 9B is the first diagram illustrating the training character list screen 180. Figure 9C is the second diagram illustrating the inheritance character selection screen 170. Figure 9D is the third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is the screen on which the player registers inheritance characters.

[0130] Inheritance characters are characters that inherit abilities, skills, and other attributes from the character being trained. Players can select two inheritance characters from their own training character and representative characters of other players, such as followers or friends, that are selected according to predetermined selection criteria, and add them to their deck and register them. Note that only one representative character from another player can be added to the deck as an inheritance character in a single training game.

[0131] The inheritance character selection screen 170 is provided with an ability parameter display section 152a, an aptitude parameter display section 152b, a first inheritance character selection area 171a, and a second inheritance character selection area 171b. When the screen transitions from the training target character selection screen 150 to the inheritance character selection screen 170, as shown in Figure 9A, the first inheritance character selection area 171a and the second inheritance character selection area 171b are displayed as blank.

[0132] When the first inheritance character selection area 171a or the second inheritance character selection area 171b is tapped, the training character list screen 180, as shown in Figure 9B, is displayed. The training character list screen 180 has a My Character tab 181a and a Rental tab 181b. Below the My Character tab 181a and Rental tab 181b, there is a training character list display area. The training character list display area displays training character icons 182.

[0133] When the My Character tab 181a is selected, the training character icon 182 corresponding to the training character owned by the player is displayed, as shown in Figure 9B. Although not shown in the illustration, when the Rental tab 181b is selected, the training character icon 182 corresponding to the friend's representative character, i.e., the training character trained by the friend, is displayed.

[0134] Furthermore, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is temporarily selected. Also, when the training character icon 182 is tapped, the inheritance character selection screen 170 is displayed, as shown in Figure 9C. At this time, for example, if the first inheritance character selection area 171a is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image indicating the training character that has been temporarily selected will be displayed in the first inheritance character selection area 171a.

[0135] In this state, for example, if the second inheritance character selection area 171b is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image representing the training character that has been tentatively selected will be displayed in the second inheritance character selection area 171b, as shown in Figure 9D.

[0136] Furthermore, information about the inherited character used during the training process is linked and stored for each character being trained. The first inherited character selection area 171a displays information about the inherited character used when training the character being trained.

[0137] Figure 10 is a diagram for explaining the inheritance lineage. In the breeding game, various utilities are brought about, such as the values of the ability parameters and aptitude parameters of the breeding target character increasing based on the factor information possessed by the inherited characters. Here, two inherited characters are set for one breeding target character, and these inherited characters are the previously generated breeding characters. Therefore, even when a breeding character set as an inherited character is generated, two inherited characters are set for the breeding character.

[0138] As shown in FIG. 10, the breeding target character, which is the target of the main breeding game starting from now, is regarded as the current generation. Also, for this breeding target character, two breeding characters set as inherited characters are regarded as the first inheritance generation. Furthermore, at the start of the breeding of the breeding characters of the first inheritance generation, two breeding characters are set as inherited characters. When the breeding characters of the first inheritance generation are generated, the two breeding characters set as inherited characters are regarded as the second inheritance generation.

[0139] In this case, as shown in FIG. 10, the breeding characters of the first inheritance generation and the second inheritance generation exert effects on the breeding target character of the current generation. As described above, since two inherited characters (first inheritance generation) are set for one breeding target character, a total of six breeding characters will exert effects on one breeding target character.

[0140] For example, a first inheritance group is composed of one of the two breeding characters of the first inheritance generation and the two breeding characters of the second inheritance generation that are the inherited characters of this breeding character. Similarly, a second inheritance group is composed of the other of the two breeding characters of the first inheritance generation and the two breeding characters of the second inheritance generation that are the inherited characters of this breeding character.

[0141] As shown in Figure 9D, the first inheritance character selection area 171a contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.

[0142] Figure 11 is a diagram illustrating factor information. As will be explained in more detail later, when the training game is completed, the character being trained is registered as a training character, and at this time, factor information is linked to and stored in the training character. Specifically, when the training of a training character is completed, the factors that the training character will acquire are determined by lottery or other means. Then, factor information indicating the determined factors is linked to the training character. In other words, when the training game is completed, the training character can acquire the factors that were won by lottery.

[0143] However, the factors acquired by a character being trained do not affect the character's abilities themselves. For example, a character being trained can be entered into racing games such as team racing games. In this case, the race simulation, or calculation process, is performed to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the trained characters participating. Since the factors that a character being trained possesses are not used in this calculation process, even if a character has many factors, it will not give them an advantage in the race.

[0144] The factors possessed by a character being trained only affect the character being trained if that character is set as a successor character. The factors that a character being trained can acquire are classified into several types. Figure 11 shows the factor types as follows: basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor has one of several stages. Here, there are three factor levels: Level 1, Level 2, and Level 3.

[0145] The factor level is determined by lottery. In this case, after the factors acquired by the character being trained are determined, the factor level may be determined by lottery for each acquired factor. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the acquired factors and factor levels will be determined simultaneously.

[0146] Factor levels range from level 3 (highest effect) to level 1 (lowest effect). In the lottery that determines the factor level, the probability of winning level 3 is the lowest, and the probability of winning level 1 is the highest. However, the probability of winning a factor or a factor level may change depending on the results of the training game. In this case, for example, a training character with higher ability parameters and evaluation points may be assigned a higher factor level.

[0147] Basic ability factors increase the value and upper limit of the ability parameters of the character being trained. There are five basic ability factors: Speed, Stamina, Power, Tenacity, and Intelligence. The character being trained will always acquire one of the five basic ability factors. Each of the five basic ability factors corresponds to one of the five ability parameters: Speed, Stamina, Power, Tenacity, and Intelligence. For example, if a first-generation or second-generation inherited character being trained has the Speed ​​factor, the value and upper limit of the character's Speed ​​ability parameter will increase.

[0148] Figure 12A illustrates the effects of basic ability factors. The increase in each ability parameter, as well as the increase in its upper limit, varies depending on the factor level of the basic ability factor. For example, if the speed factor is at level 1, the speed ability parameter of the character being trained increases by "7". At level 2, the ability parameter increases by "13". At level 3, the ability parameter increases by "21".

[0149] Therefore, if all six training characters—two from the first generation of inheritance and four from the second generation of inheritance—have a level 3 speed factor, the speed ability parameter of the training character can increase by a maximum of 126 (increase of 21 x 6 characters).

[0150] However, each factor has a set activation timing and activation conditions. Therefore, even if an inherited character possesses a factor, if the activation conditions are not met at the activation timing, it will not have any effect on the character being trained.

[0151] As described above, the main training game consists of multiple turns, of which certain turns are designated as factor activation turns. For example, let's say that turns 1, 31, and 55 of the main training game are designated as factor activation turns. In this case, turn 1 is the first activation timing, turn 31 is the second activation timing, and turn 55 is the third activation timing. In each factor activation turn, it is decided whether or not to activate each factor (inherited character), and if it is decided to activate the factor, the activation conditions for that factor are met, and the effect corresponding to the factor is brought about.

[0152] Whether or not a basic ability factor is activated is determined by a lottery. At this time, the probability of winning the lottery to activate a basic ability factor, that is, the probability of a basic ability factor being activated (hereinafter referred to as the activation probability), may differ in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100%, regardless of the factor level. Also, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. For example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.

[0153] On the inheritance character selection screen 170, the increase in ability parameters during the first turn is displayed. For example, in Figure 9C, one inheritance character constituting the first inheritance group is tentatively selected. In this case, the type of ability parameter that will increase during the first turn due to the tentatively selected inheritance character, and the amount of that increase, are displayed. Here, "+63" is displayed above the Power ability parameter, indicating that the Power ability parameter will increase by 63 points during the first turn. In addition, the ability parameter display section 152a displays the value that includes the increase in the first turn.

[0154] Furthermore, in Figure 9D, two inheritance characters constituting the first and second inheritance groups have been provisionally selected. In this case, the types of ability parameters that will increase in the first turn, and the amount of increase, are displayed for the two provisionally selected inheritance characters. Here, "+21", "+63", and "+42" are displayed above the ability parameters for Speed, Power, and Intelligence, respectively, indicating that in the first turn, the ability parameters for Speed, Power, and Intelligence will increase by 21 points, 63 points, and 42 points, respectively.

[0155] Furthermore, on the inheritance character selection screen 170, the increase in ability parameters due to inheritance characters constituting the first inheritance group and the increase in ability parameters due to inheritance characters constituting the second inheritance group are displayed in a distinguishable manner. For example, in Figure 9D, the "+63" displayed above the power ability parameter and the "+21" and "+42" displayed above the speed and intelligence ability parameters are color-coded.

[0156] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. The amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. The amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of the speed factor is level 1, the upper limit of the speed ability parameter of the character being trained will increase by "4" at the first activation timing, and at the second and third activation timings, the upper limit of the speed ability parameter will increase within the range of "1" to "4".

[0157] Furthermore, if the Speed ​​Factor's factor level is level 2, the first time it is activated, the upper limit of the Speed ​​ability parameter of the character being trained will increase by "9", and the second and third times it is activated, the upper limit of the Speed ​​ability parameter will increase within a range of "1" to "4". Furthermore, if the Speed ​​Factor's factor level is level 3, the first time it is activated, the upper limit of the Speed ​​ability parameter of the character being trained will increase by "16", and the second and third times it is activated, the upper limit of the Speed ​​ability parameter will increase within a range of "1" to "4".

[0158] In this case, at the first activation timing, the upper limit of the ability parameter will always increase by an amount corresponding to the factor level. On the other hand, at the second and third activation timings, a lottery is held to determine whether or not it will activate. If it is determined that it will activate, a lottery is held to determine the amount by which the upper limit will increase. At this time, the probability of it being determined to activate may be set to be higher for higher factor levels. Also, the amount of increase in the upper limit may be set to be higher for higher factor levels.

[0159] Furthermore, the activation of basic ability factors may be determined on a factor-by-factor basis, or it may be determined separately for each utility. For example, when determining the activation of one basic ability factor on a factor-by-factor basis, suppose it is decided that the basic ability factor will be activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit of the same ability parameter also increases.

[0160] On the other hand, when the activation of a single basic ability factor is determined for each utility, the decision of whether or not to increase the value of the ability parameter and the decision of whether or not to increase the upper limit are made by separate draws. Therefore, in this case, for example, only one of either the value of the ability parameter or the upper limit of the ability parameter may increase. In any case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the main training game, the value of the ability parameter and the upper limit increase according to the factor level.

[0161] As shown in Figures 9C and 9D, the initial upper limit of the ability parameters displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value that includes the added value of the upper limit increased by the basic ability factor. In this way, the convenience of selecting an inheritance character is improved by displaying an initial upper limit that takes into account both the initial added value for the scenario and the added value from the basic ability factor.

[0162] The aptitude factors shown in Figure 11 increase the aptitude parameters of the character being trained. There are six aptitude factors: turf factor, dirt factor, sprint factor, mile factor, middle-distance factor, and long-distance factor. The character being trained will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, sprint aptitude, mile aptitude, middle-distance aptitude, and long-distance aptitude, respectively. For example, if a first-generation or second-generation inherited character being trained includes a character that possesses the turf factor, the turf aptitude parameter of the character being trained will increase.

[0163] Furthermore, aptitude factors also have activation timings and conditions, and whether or not they activate is determined for each aptitude factor during the same factor activation turn as basic ability factors. If an aptitude factor is determined to activate, the corresponding aptitude parameter increases by one level. For example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.

[0164] For example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are turf factor, sprint factor, and mile factor, respectively, and the aptitude factors of the three training characters belonging to the second inheritance group are turf factor, sprint factor, and middle-distance factor, respectively. In this case, the training character's turf aptitude and sprint aptitude will each increase by two levels, and its mile aptitude and middle-distance aptitude will each increase by one level.

[0165] Furthermore, for example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are all sprint factors. In this case, the training character's turf aptitude and sprint aptitude will each increase by 3 levels. As yet another example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are turf factor, sprint factor, and mile factor, respectively. In this case, the training character's turf aptitude will increase by 4 levels, and its sprint aptitude and mile aptitude will each increase by 1 level.

[0166] However, in the first turn, there is a limit to the increase in aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the initial value of the grass aptitude of the character being trained is A, even if the inheriting character possesses the grass factor, the grass aptitude will not increase in the first turn.

[0167] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated, based on its level. For example, in turns 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, a level 2 aptitude factor to 3%, and a level 1 aptitude factor to 1%. If the activation of an aptitude factor is determined by the lottery in turn 31 or 55, the aptitude parameter corresponding to that aptitude factor will increase. Note that in turns 31 and 55, the upper limit for each aptitude is raised from A to S. Therefore, in turns 31 and 55, the activation of an aptitude factor can raise the value of the aptitude parameter up to S.

[0168] Furthermore, the aptitude parameter display section 152b on the inheritance character selection screen 170 displays the aptitude parameter values ​​after they have increased in the first turn.

[0169] Race Factors increase the ability parameters of the character being trained. Race Factors are assigned to each of the high-difficulty races (such as GI races) that can be entered in the main training game (hereinafter referred to as "factor-targeted races"). At the end of the training game, a lottery is held to determine whether or not the character being trained acquires a race factor for each factor-targeted race in which they finished first. If the character wins this lottery, they acquire a race factor.

[0170] Furthermore, each race factor has a factor level, and the factor level is determined by lottery for each race factor that is acquired. Also, there is no upper limit to the number of race factors that a single character can acquire; a character can acquire multiple race factors.

[0171] Each race factor has a predetermined ability parameter that it increases upon activation, along with the value of that increase. For example, some race factors increase the speed ability parameter, while others increase the power ability parameter. In this case, the value of the ability parameter increase increases with higher factor levels.

[0172] Furthermore, each race factor has its own activation timing and conditions, and it is decided whether or not to activate each race factor during its activation turn. If a race factor is activated, the ability parameter corresponding to that race factor will increase. Note that race factors can only be activated during turns 31 and 55. Also, the probability of a race factor activating during its activation turn varies depending on the factor level, with higher factor levels resulting in a higher activation probability.

[0173] Character factors are unique to each character. For example, if a character that has been strengthened to a certain level is used as the target character for training, the character factors set for that character will be automatically assigned to the training character upon completion of the training game. Since only one character factor is set per character, a training character can acquire a maximum of one character factor. Furthermore, if a training character is generated based on a character that has not been strengthened to a certain level, it will not acquire any character factors.

[0174] Furthermore, character factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turns. When a character factor is activated, a hint event set for each character factor occurs, and as mentioned above, hints for skills can be obtained. In addition, when a character factor is activated, the upper limit of a predetermined ability parameter increases.

[0175] Figure 12B illustrates the effects of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timings. However, character factors can also be activated during the first activation timing. If a character factor is activated during the first activation timing, as described above, the character being trained will gain skill hints, but the upper limit of ability parameters will not increase.

[0176] Furthermore, when a character factor is activated for the second or third time, in addition to gaining a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within the range of "3" to "6". The amount of the increase in the upper limit is determined, for example, by a lottery. In this case, it may be set so that the higher the factor level, the greater the increase.

[0177] Furthermore, in this embodiment, the ability parameters whose upper limits increase upon activation of a character factor are predetermined for each character factor. For example, character factor A increases the upper limit of stamina by 3 to 6, while character factor B increases the upper limit of speed by 1 and the upper limit of tenacity by 2, or increases the upper limit of speed by 2 and the upper limit of tenacity by 2. The activation of a character factor may be determined on a factor-by-factor basis, similar to the basic ability factors described above, or it may be determined separately for each effect.

[0178] The skill factors shown in Figure 11 are awarded based on the skills acquired by the character being trained. Specifically, at the end of the training game, a lottery is held to determine whether or not the character acquires a skill factor for each skill they have acquired. If the character wins this lottery, the character is awarded a skill factor. In other words, the character being trained can acquire some or all of the skill factors corresponding to the skills they have acquired. Once the acquisition of a skill factor is decided, the factor level of that skill factor is determined by a lottery.

[0179] Furthermore, skill factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turns. The higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event, specific to that skill factor, occurs, allowing the character to acquire hints about the skill. This enables the character being trained to acquire skills similar to those already acquired by inherited characters, etc.

[0180] Thus, whether or not a character acquires a skill factor depends on the range of skills already acquired by the character being trained. Therefore, the more skills a character has already acquired, the higher the probability of acquiring a skill factor. However, since the acquisition of skill factors is determined by a lottery, even if a character has acquired many skills, they may not acquire any skill factors.

[0181] In this example, the character being trained acquires skill factors in addition to the skills they have already acquired. However, it is also possible to determine the skills that the character being trained can acquire based on the skills already acquired by the character being trained as an inheritance character, without introducing skill factors.

[0182] As described above, the ability parameters of the character being trained change significantly depending on the inheritance character included in the deck. Furthermore, even if the character being trained has high abilities, whether or not factors are acquired is determined by chance, so a character with high abilities is not necessarily suitable as an inheritance character. On the other hand, even if the character being trained does not have high abilities, it may still function effectively as an inheritance character by acquiring many factors with high factor levels. Thus, by making it possible to include inheritance characters in the deck, the game offers the added interest of not only training powerful characters, but also training characters that are effective as inheritance characters.

[0183] Furthermore, in this embodiment, compatibility is determined between the character being trained, the first-generation inherited character being trained, and the second-generation inherited character being trained. When the characters are a compatible combination, the conditions for activating the factor become more favorable.

[0184] Figure 13A is a diagram illustrating the targets for compatibility determination, and Figure 13B is a diagram illustrating the items for compatibility determination. As shown in Figure 13A, in this embodiment, seven targets for determination are provided, numbered from No. 1 to No. 7. The first target for determination (No. 1) is the current target character for development, and the first generation character for development in the first inheritance group. The second target for determination (No. 2) is the current target character for development, and the first generation character for development in the second inheritance group.

[0185] The third set of characters to be evaluated (No. 3) are the first-generation inheritance characters in the first inheritance group and the first-generation inheritance characters in the second inheritance group. The fourth set of characters to be evaluated (No. 4) are the current character to be evaluated, the first-generation inheritance characters in the first inheritance group, and the character of one of the second-generation inheritance characters in the first inheritance group (character A). The fifth set of characters to be evaluated (No. 5) are the current character to be evaluated, the first-generation inheritance characters in the first inheritance group, and the character of the other of the second-generation inheritance characters in the first inheritance group (character B).

[0186] The sixth set of characters to be evaluated (No. 6) are the current character to be trained, the first generation of inheritance characters in the second inheritance group, and one of the second generation of inheritance characters in the second inheritance group (character A). The seventh set of characters to be evaluated (No. 7) are the current character to be trained, the first generation of inheritance characters in the second inheritance group, and the other of the second generation of inheritance characters in the second inheritance group (character B).

[0187] For each of the above evaluation targets, the presence or absence of conditions is determined for each of the multiple evaluation items. Figure 13B shows an example of evaluation items. In this embodiment, the game world is set up so that the selectable characters to be trained are students, and each character undergoes training at school.

[0188] Furthermore, as shown in Figure 13B, each character has pre-defined settings such as grade level, colleague status, and friendship status. The evaluation criteria include, for example, whether the two or three characters being evaluated are in the same grade, colleagues, or friends. The evaluation criteria also include whether the characters being evaluated have matching running styles, distance suitability, and track suitability.

[0189] Each evaluation criterion is associated with an expected compatibility value, and the expected compatibility values ​​of the evaluation criteria that are met between the characters being evaluated are accumulated. Here, the expected compatibility value differs depending on the evaluation criterion, but the expected compatibility value may be the same for all evaluation criteria.

[0190] For example, when determining compatibility, the first step is to determine whether all the criteria are met between the current character being trained (the first target of the assessment) and the first-generation character being trained in the first inheritance group. At this time, the expected compatibility value associated with the criteria that are met is accumulated and counted. In this way, the expected compatibility value is counted sequentially from the first to the seventh target of the assessment, and finally, the activation probability of the factors is corrected based on the calculated expected compatibility value. In other words, the higher the expected compatibility value, the higher the activation probability of all factors, and the lower the expected compatibility value, the lower the activation probability of all factors.

[0191] Furthermore, the calculated compatibility expectation value may be used as a correction value to calculate the activation probability. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.

[0192] Thus, since the probability of factor activation differs depending on the compatibility between the character being trained and the inheriting character, or between the inheriting characters themselves, the combination of two inheriting characters will have a significant impact on the training of the character being trained. In other words, character compatibility is an important factor when selecting inheriting characters.

[0193] As shown in Figures 9B, 9C, and 9D, when an inheritance character is selected, a compatibility mark indicating compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level of the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, the compatibility mark is not displayed when no inheritance character is selected.

[0194] Furthermore, as shown in Figure 9B, the training character list screen 180 is provided with a display switching button 183. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can set the sorting order and filter of the training character icons 182 displayed on the training character list screen 180, that is, the training characters that can be selected as inherited characters.

[0195] <Register your support card> Figure 14A is the first diagram illustrating the support card formation screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card formation screen 190 shown in Figure 14A is displayed. A support card display area 191 is provided in the center of the support card formation screen 190. The support card display area 191 contains multiple support card display frames 192. In addition, a return operation section 153 and a start operation section 193 are displayed at the bottom of the support card formation screen 190.

[0196] The support card display area 191 displays multiple support card display frames 192 (six in this case). The number of support card display frames 192 displayed is the same as the number of support cards that the player can set. Initially, when the support card formation screen 190 is displayed, the support card display frames 192 are shown as blank.

[0197] In this embodiment, a player can set six types of support cards in their deck. Of the six types that a player can set, some (for example, five types) can be selected from the support cards the player owns. In addition, of the six types that a player can set, some (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.

[0198] Figure 14B is a diagram illustrating the 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 formation screen 190 in Figure 14A, the support card selection screen 200 shown in Figure 14B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards the player possesses. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0199] Although not shown in the diagram, when the support card display frame 192 in the lower right corner of the support card formation 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 a support card displayed on the support card selection screen 200, the player can select one of their friends' support cards. In this way, players can use support cards owned by other players in the training game.

[0200] Figure 15A is a diagram illustrating the support card table. As shown in Figure 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and preferred training for each type of support card (i.e., support card ID) held by the player. Each support character corresponds one-to-one with each type of support card. In other words, each support card is always associated with one character ID. To put it another way, each support card is always associated with one support character.

[0201] In this embodiment, each support card is assigned a rarity level. There are three rarity levels: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is the lowest rarity, and SSR is the highest rarity. In this embodiment, support cards with higher rarity tend to have stronger support effects, as described later. Also, in this embodiment, support cards with higher rarity tend to have more skills and support events, as described later.

[0202] Support cards have 50 levels, from level 1 to level 50. Players can increase the level of a support card, and the level achieved by the player is stored for each support card. Support card levels can be increased using in-game currency or items. There is also a level cap for support cards, determined by their rarity.

[0203] 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.

[0204] Furthermore, the level cap can be increased in stages when certain conditions are met. For example, a support card with rarity R can have its level cap increased up to a maximum of level 40, a support card with rarity SR can have its level cap increased up to a maximum of level 45, and a support card with rarity SSR can have its level cap increased up to a maximum of level 50.

[0205] Figure 15B is a diagram illustrating support effects. As shown in Figure 15B, each support card has multiple support effects stored within it. Support effects increase various stats in the main training 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.

[0206] Figure 15C is a diagram illustrating the skills possessed. As shown in Figure 15C, each support card has multiple skills assigned to it. In this embodiment, just as each character possesses skills, support cards are also associated with skills. The skills assigned to each support card become available to the player's chosen character during training when hint events occur during the main training game.

[0207] Figure 15D is a diagram illustrating support events. As shown in Figure 15D, each support card has multiple support events associated with it. Support events are events that may occur during the main training game. When a support event occurs, the values ​​of various stats in the main training game may increase or decrease.

[0208] For example, the support events that occur may be determined based on the number of turns, or they may be determined by a predetermined lottery. Furthermore, multiple support events may be selected in a single turn. In any case, the support events that occur should be determined according to a predetermined determination method set in advance.

[0209] Support events may include hint events and ability events. Hint events may include a first hint event that may occur at the start of a turn in the training game, and a second hint event that may occur after training is performed as described later in the training game. Ability events may include a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after training is performed in the training game.

[0210] The first hint event and the second hint event are events that allow you to possess or acquire skills. The first ability event and the second ability event are events that increase or decrease the numerical values ​​of a character's ability parameters. Hereafter, the first hint event and the first ability event will be collectively referred to as the first event, and the second hint event and the second ability event will be collectively referred to as the second event.

[0211] Figure 14C is a second diagram illustrating the support card configuration screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in Figure 14C. On the other hand, when not all six support cards are selected, the start operation unit 193 becomes inoperable, as shown in Figure 14A.

[0212] Furthermore, when the return operation unit 153 is operated on the support card formation screen 190, the inheritance character selection screen 170 shown in Figure 9D is displayed on the display 26. Also, as shown in Figure 14C, when the start operation unit 193 is tapped on the support card formation screen 190, the selected support card is temporarily registered, and the final confirmation screen 205 shown in Figure 16A is displayed.

[0213] Figure 16A is a diagram illustrating the final confirmation screen 205. Figure 16B is a diagram illustrating the preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the characters to be trained that make up the first inheritance group, the characters to be trained that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays the preset display section 205a. The preset display section 205a shows the number of the currently selected preset.

[0214] Here, a preset is reservation information for a race in which the character being trained will participate in the main training game. The player can create a preset by selecting any race from all available races. Multiple presets can be saved, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, the preset selection screen 205A shown in Figure 16B is displayed.

[0215] The preset selection screen 205A displays preset load buttons 206a corresponding to the saved presets. The player can set a preset by tapping one of the preset load buttons 206a and then tapping the select control 206c. When the select control 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. Also, if the cancel control 206b on the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.

[0216] Furthermore, if the cancel operation unit 205c is tapped on the final confirmation screen 205, the support card formation screen 190 will be displayed. On the other hand, if the start operation unit 205b is tapped, as shown in Figure 4, the starting members will be registered, and then the top screen 210 (Figure 20) will be displayed on the display 26.

[0217] <Registration of Participating Members> Figure 17A is a diagram illustrating the character types. Figure 17B is a diagram illustrating the member ID. As described above, the training game of this embodiment has multiple scenarios. Players can select a scenario to play the main training game. In any scenario, the main objective of the main training game is to increase the ability parameters of the character being trained through training.

[0218] On the other hand, the training-focused game has a storyline set for each scenario, and the game progresses according to the story. Here, we will describe a scenario in which the training target character and 15 other characters are set as the main characters. In the preparation stage, 15 characters are determined to be the main characters. Hereafter, the training target character and the 15 characters set as the main characters will be collectively referred to as the "character members." The scenario in this embodiment has a storyline in which the character members aim to improve their abilities by training, cooking, and eating.

[0219] The characters that can appear are those linked to character cards or support cards provided by the game's operators. As shown in Figure 17A, characters that can be selected as appearing members are assigned a priority order, and the characters with the highest priority are selected first. In this case, scenario-linked characters have the highest priority.

[0220] Scenario Link Characters are essential characters in the story of the training-focused game, and in this embodiment, six characters are pre-set as Scenario Link Characters. If the character to be trained is not a Scenario Link Character, the six Scenario Link Characters are selected as the characters to appear. If the character to be trained is a Scenario Link Character, the other five Scenario Link Characters are selected as the characters to appear.

[0221] When the scenario link character is determined as a member who appears, next, the support character is determined as a member who appears. As described above, the support character is a character associated with a support card. Here, the priority of the support character is set higher than that of the scenario link character. In the preparation stage process, six support cards are compiled into the deck. Therefore, the members who appear may include six support characters associated with the support cards compiled into the deck.

[0222] However, if the character associated with the support card is a scenario link character, the character has already been determined as a member who appears as a scenario link character. For example, assume that among the six support cards compiled into the deck, two support cards are associated with scenario link characters. In this case, since the two support characters have already been determined as members who appear as scenario link characters, the other four support characters are determined as members who appear.

[0223] Although detailed description is omitted, the support characters include characters that can be set for the character to be trained and special characters that cannot be set for the character to be trained. The special characters are preset so as not to be determined as members who appear. Therefore, if all of the six support cards compiled into the deck are associated with special characters, the number of support characters determined as members who appear is zero. Here, the scenario link characters do not include special characters. However, a special character may be set as a scenario link character. Also, when a special character is a support character, the special character may be determined as a member who appears.

[0224] Then, when the appearance members are determined from the scenario link characters and support characters, the remaining necessary appearance members are determined from the other target characters. The other target characters refer to the characters among the characters that can be determined as appearance members, excluding the characters to be trained, scenario link characters, and support characters. Note that the target characters do not include special characters.

[0225] For example, when 10 appearance members have already been determined from the scenario link characters and support characters, 5 characters are determined as appearance members from the other target characters. Here, the other target characters are extracted, and among the extracted characters, the characters to be appearance members are determined by lottery. Note that, for example, a priority order may be set for the characters to supplement the remaining necessary appearance members, and the appearance members may be determined in order from the characters with higher priority.

[0226] A member ID is associated with the characters determined as appearance members. Here, as shown in FIG. 17B, member IDs from 01 to 15 are provided. As described above, when the characters to be trained, inherited characters, support characters (support cards), and appearance members are registered and stored, the preparation stage process ends and the training stage process begins.

[0227] <Training stage process> When the preparation stage process ends, the training stage process starts. Through the training stage process, a main training game in which the character to be trained can be trained progresses. Hereinafter, for the sake of easy understanding, first, the basic flow of the main training game will be described.

[0228] Figure 18 is a diagram illustrating the commands in each turn. Figure 19 is a diagram illustrating the correspondence between the number of turns and the duration. In the scenario of this embodiment, a goal to be achieved during the training game is set for the training target character. Here, the goal is set for the training target character based on the scenario ID registered in the preparation stage processing. Note that the goal set for the training target character may differ for each character selected as the training target character, or it may be common to all characters.

[0229] The main training game consists of turns 1 through 78, as shown in Figure 18. Here, as shown in Figure 19, turns 1 through 24 are called the Junior class, turns 25 through 48 are called the Classic class, turns 49 through 72 are called the Senior class, and turns 73 through 78 are called the Final period.

[0230] Furthermore, turns 37 to 40 and turns 61 to 64 are referred to as the summer training camp period or summer training camp. In the Classic class, turns 25 to 36 before the summer training camp constitute the first half of the Classic class, and turns 41 to 48 after the summer training camp constitute the second half of the Classic class. Similarly, in the Senior class, turns 49 to 60 before the summer training camp constitute the first half of the Senior class, and turns 65 to 72 after the summer training camp constitute the second half of the Senior class.

[0231] In each turn, the player selects one of several commands to specify the actions of the character being trained, thereby advancing the main training game. The commands available to the player are broadly divided into two categories: first commands, which end the turn upon execution, and second commands, which do not end the turn even if executed. When a first command is selected in each turn, the turn ends and the game moves to the next turn. In each turn, various parameters are updated according to the first command selected by the player. In addition, if a second command is selected, certain parameters may also be updated. The commands are explained below.

[0232] Figure 20 is the first diagram illustrating the top screen 210. When the training stage is initiated, the top screen 210 shown in Figure 20 is displayed on the display 26. At the top of the top screen 210, the stamina display section 211 and the condition display section 212 are displayed. The character being trained has a parameter called "stamina" associated with it. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failing in training, as will be described later. The stamina display section 211 displays the remaining amount of "stamina" of the character being trained in relation to the upper limit of "stamina," allowing the user to visually understand the current amount of "stamina" remaining.

[0233] Furthermore, each character being trained has a "condition" parameter. The condition display unit 212 visually displays the current "condition" of the character being trained in multiple stages (five stages: very poor, poor, normal, good, and excellent). The higher the "condition" parameter, the more advantageous the race development for the character being trained will be, and the greater the increase in ability parameters through training.

[0234] As shown in Figure 20, the top screen 210 displays an image of the character being trained, a status display section 213, and a skill point display section 214 in the center. The status display section 213 displays the current status of the character being trained. In the status display section 213, the status of the character being trained is shown as a numerical value and an alphabet letter indicating the rank separated by the numerical value. Specifically, in this embodiment, the numerical values ​​and ranks of each ability parameter, speed, stamina, power, tenacity, and intelligence, are displayed. In addition, the skill point display section 214 shows the skill points possessed by the character being trained as a numerical value.

[0235] Furthermore, as shown in Figure 20, the bottom of the top screen 210 displays the rest operation section 215a, the training operation section 215b, the skill operation section 215c, the infirmary operation section 215d, the outing operation section 215e, the field operation section 215f, and the race operation section 215g. The rest operation section 215a, the training operation section 215b, the infirmary operation section 215d, the outing operation section 215e, and the race operation section 215g correspond to the commands "rest," "training," "infirmary," "outing," and "race," respectively. These commands are classified as the first command to end the current turn. In other words, in each turn, one of the commands corresponding to the rest operation section 215a, the training operation section 215b, the infirmary operation section 215d, the outing operation section 215e, and the race operation section 215g can be selected.

[0236] However, as mentioned above, each character being trained has a set goal. The goals set for each character include participating in a pre-set target race and achieving a predetermined result in that race. Thus, during a turn in which a target race is set (hereinafter referred to as the target turn), the race control unit 215g is operable, while the rest control unit 215a, training control unit 215b, infirmary control unit 215d, and outing control unit 215e become inoperable.

[0237] During the target turn, the rest control unit 215a, training control unit 215b, infirmary control unit 215d, and outing control unit 215e will be grayed out and will not accept player input. Therefore, during the target turn, the player must operate the race control unit 215g to enter the character being trained into a race.

[0238] The player can select the "Rest" command by operating the rest control unit 215a. When "Rest" is selected, the character being trained recovers their stamina. The player can also select the type of training to be performed by the character being trained by operating the training control unit 215b.

[0239] Furthermore, the player can select the "Skill" command by operating the skill control unit 215c. When a "Skill" is selected, the player can acquire one of the skills by spending skill points. The skill control unit 215c is set to be operable at all times throughout every turn. Even if the player acquires a skill by operating the skill control unit 215c, the turn does not end. Therefore, the "Skill" command is classified as a second command.

[0240] Additionally, the player can select the "Infirmary" command by operating the infirmary control unit 215d. Selecting "Infirmary" may eliminate negative parameters of the character being trained. While a detailed explanation is omitted here, the character being trained may have negative parameters that make game progression difficult.

[0241] In the training-focused game, there are events that can result in acquiring negative parameters. When these events occur, the character being trained will acquire negative parameters. Additionally, the character may acquire negative parameters if training fails. If the "Infirmary" is selected while the character has acquired negative parameters, these parameters may be removed. However, selecting the "Infirmary" may not always remove the negative parameters. Furthermore, selecting the "Infirmary" may also restore stamina. Note that when the character being trained does not have negative parameters, the Infirmary control unit 215d is grayed out, as shown in Figure 20, and input to the Infirmary control unit 215d is disabled.

[0242] Additionally, the player can select the "Go Out" command by operating the Outing Control Unit 215e. When "Go Out" is selected, the condition of the character being trained will improve.

[0243] Also, the player can select the "field" command by operating the field operation unit 215f. By selecting the "field", the player can increase the field level described later. Note that the field operation unit 215f is set to be operable at all times in all turns. Even if the player operates the field operation unit 215f to increase the field level, the turn does not end. Therefore, the "field" command is classified as the second command. Details of this "field" command and the field level will be described later.

[0244] Also, the player can select the race type for the training target character to participate in a race by operating the race operation unit 215g. When any one of the commands "Rest", "Training", "School Infirmary", "Going Out", "Race" is executed, the current turn ends and the next turn begins.

[0245] FIG. 18 shows an example of commands that can be selected by the player in each turn. In FIG. 18, ◎ indicates that the command must be selected, 〇 indicates that it can be selected, and × indicates that it cannot be selected. Also, △ indicates that it may or may not be selectable depending on the parameters of the training target character at the start of each turn.

[0246] In this example, "Race" cannot be selected from the first turn to the tenth turn. Also, in the figure, turns such as the 11th turn, 24th turn, 60th turn, 74th turn, 76th turn, 78th turn, etc., where ◎ is marked in the race column, are the above-mentioned target turns. In the target turns, commands such as "Rest", "Training", "Going Out", "School Infirmary", that is, commands classified as the first command other than "Race" cannot be selected.

[0247] Each character being trained has a pre-set target race and objectives for that race. The objective is a specific finishing position for each target race. Therefore, the player must enter the character being trained in the target race during the target turn. If the objectives for the target race are not met, the main training game ends.

[0248] Furthermore, the goals set for the target turn are not limited to the finishing position in the target race. For example, goals other than those related to the target race may be set for the target turn, such as winning three or more races of any choice by the target turn, or increasing the number of fans to a predetermined number (as described later).

[0249] Furthermore, the scenario of this embodiment features a story in which the character being trained, along with the other characters, aims to improve their cooking skills. In this embodiment, a tasting event is held after a predetermined number of turns. As shown in Figure 18, a total of four tasting events, from the 1st to the 4th, are held after the 24th, 36th, 48th, and 60th turns. Additionally, a big eating festival event is held after the 72nd turn. Hereafter, the tasting events and the big eating festival events will be collectively referred to as cooking events.

[0250] As will be explained in more detail later, the tasting event will result in one of two outcomes: "satisfied" or "very satisfied," while the eating festival event will result in one of three outcomes: "satisfied," "very satisfied," or "extremely satisfied." When a cooking event is performed, the ability parameters of the character being trained will increase according to the result of the performed cooking event. The result of a cooking event is determined based on cooking points. Cooking points can be obtained by performing the "Cook" command, as shown in Figure 18.

[0251] Details about "Cooking" will be explained later, but "Cooking" is classified as a second command, and the turn does not end even if "Cooking" is executed. However, "Cooking" can only be executed once per turn. Here, "Cooking" is selectable in all turns, but it may be unavailable in some turns. Also, "Cooking" may be executed more than once per turn. Furthermore, certain parameters, such as ability parameters, may be updated as a result of executing "Cooking".

[0252] As shown in Figure 20, the top left of the top screen 210 displays the number of turns remaining until the next target turn and the number of turns remaining until the next cooking event. The top screen 210 also includes a cooking point display section 216, a vegetable icon display section 217, and a vegetable information display section 218, which display information related to cooking points. The cooking point display section 216, vegetable icon display section 217, and vegetable information display section 218 will be described later.

[0253] Figure 21 is the first diagram illustrating the training screen 220. Figure 22A is the second diagram illustrating the training screen 220. Figure 22B is the third diagram illustrating the training screen 220. When the training operation unit 215b of the top screen 210 is operated, the training screen 220 is displayed on the display 26.

[0254] As shown in Figure 21, the lower part of the training screen 220 is provided with control sections corresponding to each training item. Here, the control sections for executing training commands are provided as follows: Speed ​​control section 221a, Stamina control section 221b, Power control section 221c, Guts control section 221d, and Intelligence control section 221e. Hereafter, the Speed ​​control section 221a, Stamina control section 221b, Power control section 221c, Guts control section 221d, and Intelligence control section 221e may be collectively referred to simply as the Item Control Section 221.

[0255] When the player operates the item operation unit 221, the training item corresponding to the item operation unit 221 that was operated is put into a provisional selection state. At this time, the item operation unit 221 corresponding to the provisionally selected training item is highlighted. For example, Figures 21 and 22B show the stamina operation unit 221b in a provisional selection state. Also, Figure 22A shows the power operation unit 221c in a provisional selection state.

[0256] Then, when an operation input is made again for the item operation unit 221 that is in a provisional selection state, the training command corresponding to the item operation unit 221 that was operated on is executed. Specifically, when an operation input is made again for the speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, tenacity operation unit 221d, and intelligence operation unit 221e that are in a provisional selection state, training for speed, stamina, power, tenacity, and intelligence is executed, respectively.

[0257] Here, the speed control unit 221a, stamina control unit 221b, power control unit 221c, tenacity control unit 221d, and intelligence control unit 221e also display the training level for each training item. The training level is a parameter that increases based on the number of training sessions for each training item, and the higher the training level, the greater the increase in ability parameters when training is successful. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0258] Figure 23 illustrates the training levels. As shown in Figure 23, the training level increases according to the number of successful attempts for each training item. Specifically, training levels are set for each of the five training items: speed, stamina, power, perseverance, and intelligence. For example, if the number of successful attempts for "speed" training is 0 to 4, the speed training level is "1". As the number of successful attempts for "speed" training increases, the speed training level rises as shown in the figure.

[0259] Here, the training level increases according to the number of successful training sessions, but it may also increase according to the number of training runs. Furthermore, the parameters that increase the training level are not limited to the number of successful training sessions or the number of runs.

[0260] In this embodiment, when the training selected by the player is executed successfully, the value of a predetermined ability parameter increases according to the training item that was executed.

[0261] Specifically, in this embodiment, speed training is performed, and if successful, the values ​​of the speed and power capability parameters increase.

[0262] Additionally, if stamina training is performed and successful, the values ​​of the stamina and tenacity ability parameters will increase.

[0263] Additionally, if power training is performed and successful, the values ​​of the stamina and power ability parameters will increase.

[0264] Additionally, if the grit training is performed and successful, the values ​​of the speed, power, and grit ability parameters will increase.

[0265] Additionally, if intelligence training is performed and successful, the values ​​of the speed and intelligence ability parameters will increase.

[0266] Furthermore, if you successfully train in speed, stamina, power, or perseverance, your physical strength will decrease. On the other hand, if you successfully train in intelligence, your physical strength will increase.

[0267] In this embodiment, the value of the ability parameter that increases upon successful training is calculated by adding a bonus value to a fixed increase value determined in accordance with the training items and training level performed, and then adding this bonus value to the fixed increase value.

[0268] Figure 24A illustrates the table for increasing fixed values ​​(speed). Figure 24B illustrates the table for increasing fixed values ​​(power). Specifically, Figure 24A shows the increasing fixed values ​​when the training item is speed. Figure 24B shows the increasing fixed values ​​when the training item is power.

[0269] As shown in Figures 24A and 24B, the fixed increase value table stores the fixed increase values ​​determined in accordance with the training items and training levels performed. Furthermore, in this embodiment, as shown in Figures 24A and 24B, the ability parameters are set to increase more significantly as the training level increases.

[0270] Although not described here, tables showing the fixed increase values ​​for stamina, perseverance, and intelligence are also provided for each training item.

[0271] Returning to Figure 21, the failure rate display unit 222 is displayed on the provisionally selected speed control unit 221a, stamina control unit 221b, power control unit 221c, tenacity control unit 221d, and intelligence control unit 221e. The failure rate displayed numerically on the failure rate display unit 222 is set to increase inversely proportional to the remaining stamina displayed on the stamina display unit 211.

[0272] Furthermore, the status display unit 213 displays the increase in ability parameters when training corresponding to the item operation unit 221 in the tentatively selected state is successful. In the examples shown in Figures 21 and 22B, the stamina operation unit 221b is tentatively selected, and "+15" is displayed in the stamina column and "+5" in the guts column of the status display unit 213. In the example shown in Figure 22A, the power operation unit 221c is tentatively selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display unit 213.

[0273] Furthermore, if training is performed successfully, a predetermined event may occur. In this case, an event notification display 223 is displayed on the item operation unit 221 corresponding to the training item in which the predetermined event occurs. Note that the event notification display 223 can be displayed in different ways depending on the type of event.

[0274] Additionally, during turns in which training can be performed, characters may be assigned to each training item. The main characters assigned to training items are support characters, scenario link characters, and story characters set for each scenario. During turns in which training can be performed, whether or not a character can be assigned to a training item, and which training item they are assigned to, is determined by lottery. Hereafter, characters assigned to training items will be referred to as assigned characters.

[0275] Figure 25 illustrates the allocation ratio for training items. Player terminal 1 and server 1000 store allocation determination tables, and based on these tables, the training items to which characters are allocated are determined. In this embodiment, the training items to which all support characters, scenario link characters, story characters, and other appearing members are allocated are determined based on character identification information.

[0276] Here, a placement decision table is provided for each character identification information, and the placement ratio for each training item differs for each placement decision table. Specifically, according to the placement decision table for support characters and scenario link characters, the decision to not place them in any training ("None" in the diagram) is set at 10%, and the decision to place them in the speed, stamina, power, tenacity, and intelligence training items ("Speed", "Stamina", "Power", "Tenacity", "Intelligence" in the diagram) is set at 18% each. This placement decision table for support characters and scenario link characters is used when the character whose placement is to be determined is set as both a support character and a scenario link character.

[0277] Furthermore, according to the placement determination table for scenario link characters, there is a 20% chance of not placing the character in any training, and a 16% chance of placing them in any of the speed, stamina, power, tenacity, or intelligence training items. This placement determination table for scenario link characters is used when the character in question is not set as a support character but is set as a scenario link character.

[0278] Furthermore, according to the placement determination table for support characters, there is a 30% chance of not placing the character in any training, and a 14% chance of placing them in any of the speed, stamina, power, tenacity, or intelligence training items. This placement determination table for support characters is used when the character in question is set as a support character but not as a scenario link character.

[0279] Furthermore, according to the placement determination table for other characters, there is a 50% chance of not placing the character in any training, and a 10% chance of placing them in any of the speed, stamina, power, tenacity, or intelligence training items. The placement determination table for other characters is used when the character in question is not set as a support character or a scenario link character. Note that the placement determination table for other characters may also be used, for example, when the character in question is a story character.

[0280] Support cards (support characters) have a designated specialty training. If the target character is a support character, the placement determination table shown in Figure 25 may be modified to increase the probability of selecting the specialty training set on the support card. Additionally, some or all support cards (support characters) may be associated with an effect that increases the probability of being placed in a specific training item. Support characters to which such effects are associated will be modified to increase the probability of being placed in the specific training item.

[0281] Each training item has a maximum number of characters that can be placed. In this case, the maximum number of characters that can be placed in all training items is set to "5". Therefore, the maximum number of characters that can be placed in training item 1 is "5".

[0282] As mentioned above, the training items to which a character is associated are determined for each character. The order in which characters are assigned to training items is arbitrary. For example, if a training item to which a character has been assigned has already been filled to its maximum number of characters, it may be decided that the character will not be assigned to any training item. Alternatively, training items that have already reached their maximum number of characters may be excluded from the draw, and the probability of placement in other training items may be changed.

[0283] However, there is no mandatory limit on the number of characters that can be placed; the characters may be assigned to training items according to the lottery results. Furthermore, there are no specific restrictions on how to determine which training items a character will be assigned to.

[0284] As described above, once the assigned characters are determined, they are linked to each training item. This linked information between training items and assigned characters is then stored in player terminal 1 and server 1000.

[0285] As shown in Figure 21, in the upper right corner of the training screen 220, a placement character icon 224 corresponding to the placement character placed in training is displayed for each item of the provisionally selected item operation unit 221. If the training is successful, a predetermined event associated with the placement character may occur. In this case, an event notification display 223 is displayed on the corresponding placement character icon 224.

[0286] Furthermore, if a training session linked to a specific character is successful, the parameter increase of the character being trained will be higher than if a training session without any linked characters were successful. In the following, training sessions with characters assigned will be referred to as joint training.

[0287] As described above, upon successful training, the ability parameters predetermined for each training session increase. In this embodiment, numerous conditions for adding ability parameters are provided. These conditions include the presence of a designated character. Therefore, in training sessions in which a designated character is present, a predetermined addition value is added to the fixed increase value. Furthermore, for example, a growth rate may be predetermined for each training item for each character being trained. In this case, the fixed increase value is multiplied by the growth rate for each training item.

[0288] Thus, when the addition condition is met, the added value is added to the fixed increase value, or multiplied by a predetermined addition rate. Finally, the friendship bonus addition rate is multiplied by the calculated value.

[0289] Specifically, a bond gauge 224a is displayed below the character icon 224. The bond gauge 224a visually displays the bond parameter associated with the character. When a character successfully completes the associated training, that character's bond parameter increases. The higher the bond parameter value, the greater the increase in the character's ability parameters upon successful training.

[0290] Furthermore, if a support character with a bond parameter above a certain value is placed in a designated training item, the training item will be set to a state where friendship training can occur. If a training item with the friendship training possible state is selected and the training is successful, friendship training will occur. In other words, if training in the friendship training possible state is successful, a normal joint training session will be upgraded to friendship training. In friendship training, the increase in the ability parameters of the character being trained will be greater than in normal joint training.

[0291] Each support card (support character) is associated with one of five training items: speed, stamina, power, tenacity, or intelligence, as its specialty training. The conditions for enabling friendship training are that the support character is assigned to its specialty training, and that the support character's bond parameter is above a certain value.

[0292] Therefore, if a support character with a bond parameter above a predetermined value is placed in the training of that support character based on a predetermined probability, the "Friendship Training Available" state is set for that training item. When a training item with the "Friendship Training Available" state is selected and this training is successful, the ability parameters of the character being trained will increase significantly compared to normal joint training.

[0293] Specifically, once the characters to be placed are determined, the conditions for enabling friendship training are set. For example, among the characters placed in the training item, support characters are extracted. Then, it is determined whether the conditions for enabling friendship training are met for the extracted support characters. As mentioned above, the conditions for enabling friendship training are set as follows: the training item to which the support character is placed is a specialty training, and the bond parameter associated with the support character is above a predetermined value.

[0294] Then, information about the possibility of triggering friendship training is linked to support characters that meet the conditions for triggering friendship training. In addition, information about the possibility of triggering friendship training is also linked to training items where support characters that meet the conditions for triggering friendship training are placed. This sets the state in which friendship training can be triggered.

[0295] For training sessions where the "Friendship Training Activation Possible" state is set, the friendship bonus rate is multiplied when calculating the increase in ability parameters. In other words, the friendship bonus rate is used when the "Friendship Bonus Activation Possible" state is set for a training item. At this time, the friendship bonus rate is calculated for each character placed in the training item.

[0296] For example, suppose the friendship bonus rate is 20%, and three characters with the friendship bonus activation state enabled are placed in the same training item. In this case, the friendship bonus rate becomes 60%. In this way, the increase in ability parameters becomes larger when the friendship bonus rate is multiplied.

[0297] Furthermore, support cards (support characters) may include support cards (support characters) that do not have a preferred training associated with them. For support cards (support characters) that do not have a preferred training associated with them, regardless of the training item they are assigned to, the condition that the support character's bond parameter is above a predetermined value may be set to enable friendship training. Alternatively, support cards (support characters) that do not have a preferred training associated with them may not have the friendship training enablement state set.

[0298] Figure 22C is a diagram illustrating the training result notification screen 220a. As described above, when an operation input is made again for the item operation unit 221 that is in a provisional selection state, training corresponding to the item operation unit 221 that was operated on is executed. When the training is executed, the training result notification screen 220a is displayed on the display 26. The training result notification screen 220a displays an image indicating whether the training was successful or unsuccessful.

[0299] Although not shown in the diagram, when a normal joint training session is performed, the training result notification screen 220a displays an image of the character being trained performing the training. A separate image is provided for each training item. Furthermore, each training item has both a success pattern displayed when the training is successful and a failure pattern displayed when the training fails.

[0300] Furthermore, if a training session is successfully completed and the "Friendship Training Activation Possible" state is set, a special animation for Friendship Training will be performed. This special animation for Friendship Training includes the display of a support character on the training result notification screen 220a. The support character displayed at this time is a character that meets the conditions for setting the "Friendship Training Activation Possible" state.

[0301] For example, suppose character A, a support character, is placed in the speed training item. At this time, suppose character A's bond parameter is above a predetermined value, and character A (support card)'s specialty training is speed. In this case, the speed training item becomes eligible for friendship training. In this state, suppose the speed training item is selected and the speed training is successful. In this case, an image including character A will be displayed on the training result notification screen 220a.

[0302] Furthermore, in a single turn, multiple support characters placed in the same training item may also meet the conditions for triggering friendship training. For example, suppose four support characters, A, B, C, and D, are placed in the stamina training item. In this case, suppose all four characters, A, B, C, and D, meet the conditions for triggering friendship training. In this case, a special friendship training animation will be executed on the training result notification screen 220a, in which characters A, B, C, and D will be displayed simultaneously or in sequence.

[0303] Furthermore, the special animation for friendship training involves a character who has met the conditions for triggering friendship training training training together with the character being trained. Therefore, it can be said that the conditions for triggering friendship training training are set not only for training items but also for support characters.

[0304] Although not shown in the diagram, the placement character icon 224 corresponding to the placement character for which the friendship training is enabled is displayed with an effect superimposed. This allows the player to identify which placement character will be eligible for friendship training. Furthermore, when the friendship training is enabled for any training item, the effect is also superimposed on the training operation section 215b on the top screen 210. Therefore, the player can also see on the top screen 210 that the friendship training has been enabled.

[0305] Furthermore, on the training results notification screen 220a, the ability parameters in the status display unit 213 are updated and displayed. In other words, the ability parameters of the character being trained corresponding to the training item selected by the player are updated.

[0306] Here, the values ​​of the ability parameters that increase upon successful training, as displayed in the status display unit 213 in Figure 22A or Figure 22B, are added. In addition, the display in the stamina display unit 211 is updated according to the training item performed. If any of the speed, stamina, power, or tenacity training is successful, stamina decreases. On the other hand, if the intelligence training is successful, stamina recovers.

[0307] Furthermore, if training fails, a predetermined penalty will be imposed. Specifically, the penalties may include a decrease in physical strength, a decrease in ability parameters, a decrease in overall condition, etc. It should be noted that, for example, the penalty imposed when the failure rate is high may be more unfavorable than the penalty imposed when the failure rate is low (for example, a larger decrease in physical strength, a larger decrease in ability parameters, or a larger decrease in overall condition).

[0308] Furthermore, the nature 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 decrease, and if power training fails, the value of the power ability parameter may decrease. In addition, for some training items (for example, intelligence), no penalty may be imposed even if the training fails.

[0309] Figure 22D is a diagram illustrating the event screen 220b. After the training results notification screen 220a finishes displaying, 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 in a single turn.

[0310] For example, if the first or second hint event occurs, a hint for a skill will be obtained. Once a hint for a skill is obtained, the player can spend skill points to acquire the skill. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has defined activation conditions and effects, and when the respective activation conditions are met, the predetermined effect is activated. Skills may be activated during the execution of races, which will be described later.

[0311] The events include the first and second hint events, which provide hints for skills, as well as events that restore stamina, events that decrease stamina, first and second ability events that increase or decrease ability parameters, events that increase or decrease condition, and events that decrease condition. As will be explained in more detail later, some events occur on predetermined turns, while others occur when selected through a predetermined lottery. There are also events that occur at the start of a turn and events that occur before the end of a turn. Once all events have finished, the top screen 210 for the next turn will be displayed.

[0312] In this embodiment, the scenario has a storyline in which the character being trained grows vegetables while undergoing training, harvests the grown vegetables, and cooks with them. The characteristic gameplay of the scenario in this embodiment will be described below.

[0313] Figure 26 illustrates the correspondence between commands and vegetable items. In each turn, one vegetable item (vegetable ID) is always associated with the first command. There are five types of vegetable items: carrot, garlic, potato, chili pepper, and strawberry. In addition, one vegetable item is pre-associated with each training command. Specifically, carrots are associated with speed training, garlic with stamina training, potatoes with power training, chili peppers with tenacity training, and strawberries with intelligence training.

[0314] Furthermore, for the first commands of "Rest," "Infirmary," "Go Out," and "Race," the associated vegetable item is determined by lottery each turn. In the lottery to determine the vegetable item associated with "Rest," "Infirmary," "Go Out," and "Race," the probability of winning each of the five types of vegetable items is set to be equal. However, the probability of winning each vegetable item may differ for each command. Alternatively, the probability of winning each vegetable item may differ from turn to turn. Moreover, the associated vegetable item for the "Training" command may also be determined by lottery.

[0315] Additionally, while multiple race events can be selected in a single turn, a single vegetable item is associated with each race command, regardless of the race event. However, different vegetable items may be associated with each race event.

[0316] This scenario has a narrative structure in which, when the first command is executed, the vegetable item associated with that command, or the field for that vegetable item, is tended to. For example, if speed training is performed, the character being trained will tend to the carrots (carrot field) after the speed training. Therefore, selecting the first command can be said to be the selection of the field to be tended to, i.e., the vegetable item. Furthermore, executing the first command can be said to be the execution of tending to the vegetable item associated with that command, or the field for that item.

[0317] When maintenance is performed, a vegetable icon 225 is assigned to the character being trained. A vegetable icon 225 is assigned to each vegetable item (vegetable ID), and the character being trained acquires one vegetable icon 225 corresponding to the vegetable item that was maintained. As shown in Figures 20 and 21, a vegetable icon display unit 217 is displayed on the top screen 210 and the training screen 220. The vegetable icons 225 acquired by the character being trained are displayed on the vegetable icon display unit 217.

[0318] The vegetable icon display unit 217 can display up to four vegetable icons 225. When a vegetable icon 225 is acquired, the acquired vegetable icons 225 are displayed sequentially from left to right on the vegetable icon display unit 217. The player can check the types of vegetable items that the character being trained has tended to on the vegetable icon display unit 217. Furthermore, this scenario has a storyline in which the character being trained tends to vegetable items or fields for a certain period of time before harvesting the vegetable items.

[0319] Figure 27 illustrates an example of the harvesting conditions for vegetable items. When the number of vegetable icons 225 acquired by the character being trained reaches a predetermined number, the vegetable items are automatically harvested. In this case, for the Junior, Classic, and Senior classes, harvesting occurs when four vegetable icons 225 are acquired during periods other than the summer training camp (hereinafter referred to as the "normal period"). In other words, during the normal period, acquiring four vegetable icons 225 is set as the harvesting condition.

[0320] Furthermore, vegetable icon 225 can always be obtained by executing the first command. For example, even if training fails, the character being trained can still obtain vegetable icon 225. Since the first command can be executed once per turn, harvesting will occur every four turns during normal periods. In other words, it can be said that the harvesting condition is set so that the number of turns for which the command has been executed reaches a predetermined number (in this case, four).

[0321] Furthermore, during the summer training camp and the final period, harvesting occurs when one vegetable icon 225 is acquired. In other words, during the summer training camp and the final period, acquiring one vegetable icon 225 is set as the harvesting condition. Note that the harvesting conditions shown in Figure 27 are merely an example. Here, regardless of the type of vegetable icon 225, the harvesting condition is set when the number of acquired vegetable icons 225 reaches four or one, but this number can be changed as appropriate.

[0322] Furthermore, for example, a harvest condition may be set when the number of training runs or successful runs reaches a predetermined number. Alternatively, the timing of harvesting may be set in advance. Moreover, the player may be able to harvest at any time they choose.

[0323] Figure 28 illustrates an example of rewards from harvesting. By harvesting, the character being trained receives field points and five types of vegetable items as rewards. During the summer training camp and final period, harvesting grants 40 x full power correction value of field points, while during normal periods, harvesting grants 100 x full power correction value of field points. The number of each vegetable item obtained is calculated by adding the base harvest amount to the additional harvest amount and multiplying that by the full power correction value. The base harvest amount, additional harvest amount, and full power correction value are explained below.

[0324] Figure 29 illustrates an example of field levels. There are five levels, from 1 to 5, and the initial field level at the start of the main farming game is 1. Field levels are set for each type of vegetable field, and in this case, each of the five types of fields—carrot field, garlic field, potato field, chili pepper field, and strawberry field—is individually associated with a field level.

[0325] The field level can be increased by spending field points. Specifically, a player can increase their field level from 1 to 2 by spending 100 field points. Similarly, a player can increase their field level from 2 to 3, 3 to 4, and 4 to 5 by spending 180, 220, and 250 field points, respectively.

[0326] However, there are limits to when the field level cap is unlocked. In the Junior class, the field level cap is set at 2. This means that during the Junior class, players can only raise the field level of each field to a maximum of 2. On the other hand, in the Classic class, the field level cap increases to 3, and in the Senior class, the field level cap increases to 5. Therefore, the timing for unlocking the field level cap of 3 is the end of the Junior class or the start of the Classic class, and the timing for unlocking the field level caps of 4 and 5 is the end of the Classic class or the start of the Senior class.

[0327] Figure 30 illustrates an example of storage limits, base harvest quantities, and additional harvest quantities. As shown in Figure 30, each field level has a storage limit. The character being trained can store, or possess, harvested vegetable items within the limits of the storage limit. The storage limit is set for each field, that is, for each vegetable item. The storage limit increases as the field level increases. For example, a field with field level 1 can store a maximum of 200 vegetable items, while a field with field level 2 can store a maximum of 400 vegetable items.

[0328] Furthermore, as shown in Figure 30, each field level has a base harvest quantity and an additional harvest quantity set. As described above, the base harvest quantity and additional harvest quantity are parameters used to calculate the number of vegetable items obtained at harvest time. The higher the base harvest quantity and additional harvest quantity, the more vegetable items will be obtained at harvest time.

[0329] The base harvest quantity is the number of each vegetable item guaranteed to be obtained in a single harvest. In other words, the base harvest quantity is the minimum number of each vegetable item guaranteed to be obtained in a single harvest. The base harvest quantity increases with the field level. For example, the base harvest quantity for vegetable items in fields of level 2 or lower is 20, for fields of level 3 it is 30, and for fields of level 4 or higher it is 40.

[0330] The "Additional Harvest Quantity" is the minimum number of vegetable items added during harvest. The number of vegetable items obtained during harvest increases with maintenance. Here, a field with level 1 will have an additional harvest of 20 vegetable items, a field with level 2 or 3 will have an additional harvest of 30 vegetable items, and a field with level 4 or higher will have an additional harvest of 40 vegetable items.

[0331] As described above, harvesting is performed every four turns or every turn. For example, the period from the start of the main game to the first harvest, or from one harvest to the next, is considered the harvest preparation period. A harvest preparation period is set for each harvest, and for each harvest, the preparation period is the four turns or one turn immediately preceding the turn in which the harvest takes place. The number of vegetable items obtained during harvesting is calculated based on the care performed during the harvest preparation period.

[0332] Here, maintenance is broadly divided into two types: normal maintenance and full maintenance. At harvest time, the number of vegetable items obtained is calculated based on the type of maintenance performed during the harvest preparation period. The more times full maintenance is performed during the harvest preparation period, the more vegetable items will be obtained at harvest time.

[0333] Figure 31A illustrates an example of the probability of performing full-effort grooming for each command. Figure 31B illustrates an example of the full-effort correction value. As described above, grooming is performed in conjunction with the execution of the first command. As shown in Figure 31A, in each turn, it is determined for each first command whether or not the grooming will be full-effort grooming. In other words, in each turn, the type of grooming associated with the execution of each first command is determined.

[0334] For training sessions that are not in a state where friendship training can occur, the type of grooming performed will always be set to normal grooming. In other words, if training is performed that is not in a state where friendship training can occur, the type of grooming performed in conjunction with that training will always be normal grooming.

[0335] Furthermore, for training sessions where friendship training is possible, the type of grooming is determined to be full-effort grooming. However, the type of grooming performed during training when friendship training is possible will vary depending on the outcome of the training. Specifically, if training in a state where friendship training is possible is successful, the type of grooming performed in conjunction with that friendship training will be full-effort grooming. On the other hand, if training in a state where friendship training is possible fails, the type of grooming performed in conjunction with that friendship training will be normal grooming.

[0336] Furthermore, for target races, or more precisely, target race commands during target turns, the type of grooming is always determined to be full-effort grooming. In other words, when a target race is executed during a target turn, the type of grooming performed in conjunction with that target race will always be full-effort grooming.

[0337] Additionally, for rest days, outings, and races other than target races, the type of grooming will be determined by lottery each turn. In this lottery, there is a 20% chance that the grooming type will be determined as full-effort grooming.

[0338] Furthermore, there are no particular limitations on how to determine whether the maintenance is a normal maintenance or a full maintenance. For example, the maintenance type for each command may be predetermined for each turn.

[0339] Figure 31B illustrates the correspondence between full-effort care and the full-effort correction value. At harvest time, the full-effort correction value is determined based on the number of full-effort cares performed during the harvest preparation period. Specifically, during the normal period, if the number of full-effort cares performed during the harvest preparation period is 0, the full-effort correction value is determined to be 1.0. Also, during the normal period, if the number of full-effort cares performed during the harvest preparation period is 1, 2, 3, or 4, the full-effort correction value is determined to be 1.2, 1.3, 1.5, and 1.7, respectively. Furthermore, during the summer training camp period and the final period, if the number of full-effort cares performed during the harvest preparation period is 0, the full-effort correction value is determined to be 1.0, and if the number of full-effort cares performed is 1, the full-effort correction value is determined to be 1.5.

[0340] Note that the full-effort correction value shown in Figure 31B is merely an example. For example, during the summer training camp and final period, the full-effort correction value may be set lower than during normal periods. For example, during the summer training camp and final period, if the number of full-effort care items during the harvest preparation period is 0, the full-effort correction value may be set to 0.9, and if the number of full-effort care items is 1, the full-effort correction value may be set to 1.1. During the summer training camp and final period, harvesting occurs every turn. Therefore, during the summer training camp and final period, there is a possibility of receiving an excessive amount of vegetable items. By setting the full-effort correction value lower than during normal periods during the summer training camp and final period, game balance can be ensured.

[0341] Figure 32 illustrates an example of a maintenance information storage unit. The maintenance information storage unit is provided, for example, in the storage device 12 of the player terminal 1 and the storage device 1012 of the server 1000. The maintenance information storage unit includes four storage areas, from the first to the fourth storage area. Each storage area stores information related to maintenance (hereinafter referred to as maintenance information), that is, information necessary to calculate the number of vegetable items obtained at harvest time.

[0342] Here, the care information stored in the care information storage unit includes the vegetable ID, care type information, and additional harvest quantity. The vegetable ID is unique identification information assigned to each vegetable item. The vegetable ID included in the care information is the same as the vegetable ID associated with the first command. The care type information is information that identifies the type of care, i.e., whether it is normal care or full-effort care. The additional harvest quantity is a value determined based on the field level when the care, i.e., the command, is executed. Based on the care information stored in the care information storage unit, the vegetable icon 225 is displayed in the vegetable icon display unit 217.

[0343] While a detailed explanation is omitted here, other conditions may be considered when determining the additional harvest. For example, in addition to the additional harvest corresponding to the field level, an additional harvest based on the number of characters deployed for training may also be added. For example, if the field level of a carrot field is 1, the additional harvest corresponding to the field level is 20. Now, suppose that carrots are cared for when speed training is performed. If one character is deployed for speed training, the additional harvest based on the number of deployed characters may be 1. Therefore, in this case, the additional harvest due to speed training would be 21.

[0344] During the harvest preparation period, when the first command is executed, the maintenance associated with that first command is performed. In this case, the vegetable ID of the vegetable item associated with the first command is stored in the first memory area. At the same time, maintenance type information indicating the type of maintenance performed is stored in the first memory area. Additionally, the number of additional harvests determined based on the field level and the number of characters deployed is stored in the first memory area. In this way, during normal periods, maintenance information is stored sequentially from the first to the fourth memory area. During the summer training camp period and the final period, maintenance information is stored in the first memory area.

[0345] During normal periods, when the number of stored maintenance information entries in the maintenance information memory unit reaches four, the number of harvested items obtained is calculated for each vegetable item based on the maintenance information. During the summer training camp and final period, when the number of stored maintenance information entries in the maintenance information memory unit reaches one, the number of harvested items obtained is calculated for each vegetable item based on the maintenance information. At this time, the number of vegetable items obtained is calculated according to the formula shown in Figure 28.

[0346] Specifically, for each vegetable ID, the base harvest quantity is determined based on the field level at the time of harvest. Additionally, for each vegetable ID, all additional harvest quantities stored in the care information memory unit along with that vegetable ID are added to the base harvest quantity. Furthermore, the number of care type entries indicating full-effort care, also stored in the care information memory unit along with that vegetable ID, is determined. Then, the number of full-effort care entries and the full-effort correction value corresponding to the current period (whether it's a normal period, summer camp, or final period) are multiplied by the sum of the base harvest quantity and the additional harvest quantity. In this way, the number of vegetable items obtained at harvest is calculated.

[0347] In other words, the number of vegetable items obtained during harvest is the sum of the base harvest count multiplied by the full power correction value and the additional harvest count multiplied by the full power correction value. This additional harvest count includes an added value based on the number of characters deployed in the training session.

[0348] For example, suppose the field level is 2 during the harvest preparation period in a normal season, and carrots and garlic are cared for twice each during the harvest preparation period. Also, suppose that both times the carrots were cared for with full effort, and both times the garlic were cared for with normal effort. In this case, the number of carrots obtained would be (20 (base harvest) + 30 (additional harvest) × 2 times) × 1.3 (full effort correction value) = 104. Similarly, the number of garlic obtained would be (20 (base harvest) + 30 (additional harvest) × 2 times) × 1.3 (full effort correction value) = 104. In this case, the number of potatoes, chili peppers, and strawberries obtained would all be (20 (base harvest) + 30 (additional harvest) × 0 times) × 1.3 (full effort correction value) = 26.

[0349] Note that the full-effort correction value is used in common for all vegetable items. Specifically, in the example above, full-effort care was performed twice on the carrot, but not on the other vegetable items. Here, the full-effort care performed on the carrot is also effective on the other vegetable items. In other words, when full-effort care is performed, a full-effort correction value common to all vegetable items is calculated, regardless of the type of vegetable item it was applied to. However, the full-effort correction value may also be calculated for each vegetable item. In this case, the number of full-effort cares should be counted for each vegetable item.

[0350] The number of each vegetable item obtained, calculated as described above, will be stored within the storage limit. The storage count for each vegetable item is updated by adding the number obtained to the number stored at the time of harvest. If the value obtained by adding the current storage count to the number obtained exceeds the storage limit, the storage count will be updated to the storage limit.

[0351] Here, it is assumed that when maintenance information is stored, the number of additional harvests is stored based on the field level at the time the first command is executed. However, the number of additional harvests may not be calculated and stored at the time the first command is executed, but rather calculated based on the field level at the time of harvest. In this case, the number of additional harvests does not need to be included in the maintenance information.

[0352] For example, at harvest time, the additional harvest amount for each vegetable item may be calculated based on the vegetable ID stored in the maintenance information storage unit and the field level at the time of harvest. In this case, if the field level increases during the harvest preparation period, the additional harvest amount will also be calculated based on the increased field level for maintenance performed during that harvest preparation period and before the field level increase. In this case, it is not necessary for the additional harvest amount to be stored when the first command is executed. Alternatively, if the additional harvest amount is added based on other conditions such as the number of characters placed, as described above, it is sufficient for information regarding the addition of the additional harvest amount to be included in the maintenance information.

[0353] Figure 33 illustrates an example of the field level update screen 230. When the field operation unit 215f is operated on the top screen 210, the field level update screen 230 is displayed on the display 26. The field level update screen 230 displays vegetable level icons 231. A vegetable level icon 231 is provided for each vegetable item, and, similar to the vegetable icon 225, displays an image indicating the corresponding vegetable item. In addition, the current field level of the corresponding vegetable item is displayed on the vegetable level icon 231. The vegetable level icon 231 functions as an operation unit that accepts player input. When a vegetable level icon 231 is tapped, the corresponding vegetable item is selected.

[0354] Below the vegetable level icon 231, a field level information display area 232 is provided. The field level information display area 232 is provided with a field level display section 232a that displays the field level. When any of the vegetable level icons 231 is operated, the field level of the field for the currently selected vegetable item is displayed in the field level display section 232a. To the left and right of the field level display section 232a are field level change operation sections 233a and 233b. By operating the field level change operation sections 233a and 233b, the player can select how many times to change the field level of the field for the selected vegetable item.

[0355] For example, when the field level change operation unit 233b is operated, the field level displayed on the field level display unit 232a increases by 1. Conversely, when the field level change operation unit 233a is operated, the field level displayed on the field level display unit 232a decreases by 1. This allows the player to select the amount by which the field level should increase. Once the player has selected how high to raise the field level, when the decision operation unit 234 is operated, the field level will increase to the selected value. If there are insufficient field points to raise the field level, the decision operation unit 234 will be grayed out, as shown in Figure 33. In this case, the decision operation unit 234 will not accept any input from the player. Note that the field level cannot be lowered from its current level.

[0356] Furthermore, the field level information display area 232 displays the maximum storage capacity, base harvest quantity, and additional harvest quantity corresponding to the field level displayed in the field level display unit 232a. As will be explained in more detail later, each field level has a predetermined effect, and raising the field level will trigger this effect. The field level information display area 232 displays the effect brought about by the field level displayed in the field level display unit 232a. Below the field level information display area 232, the number of field points required to raise the field level to the selected level, as well as the current number of field points held, are displayed.

[0357] Figure 34 is a second diagram illustrating the top screen 210. As shown in Figure 34, among the operation sections for the first command displayed on the top screen 210, the rest operation section 215a, the outing operation section 215e, and the race operation section 215g have vegetable icons 225 superimposed on them, corresponding to the vegetable items associated with these operations sections. The display of the vegetable icons 225 allows the player to understand which vegetable items will be acquired by executing each command.

[0358] The display mode of the vegetable icon 225 superimposed on the operation section for the first command on the top screen 210 can be either the normal mode or the special mode. In Figure 34, the vegetable icon 225 superimposed on the outing operation section 215e is the normal mode, while the vegetable icon 225 superimposed on the rest operation section 215a and the race operation section 215g is the special mode. The special mode is a more conspicuous display mode than the normal mode, and in this case, an effect is applied around the vegetable icon 225.

[0359] The normal vegetable icon 225 indicates that the type of care is normal care, while the special vegetable icon 225 indicates that the type of care is full-effort care. Therefore, in the example shown in Figure 34, full-effort care will be performed when the rest or race command is executed.

[0360] Furthermore, the vegetable icon 225 is not displayed on the training control unit 215b. However, if the "Friendship Training Available" state is set for any training command, an effect is applied to the training control unit 215b. As mentioned above, the grooming associated with a training item in which the "Friendship Training Available" state is set is "Full-Power Grooming." Therefore, the effect applied to the training control unit 215b can be said to be an indication that "Full-Power Grooming" is associated with any training item.

[0361] As mentioned above, the vegetable icon display unit 217 displays the vegetable icons 225 acquired during the harvest preparation period. In the example shown in Figure 34, three vegetable icons 225 have been acquired. In this case, if the maintenance performed when the vegetable icon 225 was acquired was full maintenance, the display mode of the vegetable icon 225 will be a special mode. In other words, vegetable icons 225 acquired by performing full maintenance are displayed in a special mode. On the other hand, vegetable icons 225 acquired by performing normal maintenance are displayed in a normal mode.

[0362] Furthermore, the current full-power correction value is displayed near the vegetable icon display unit 217. In the example shown in Figure 34, since full-power maintenance has been performed twice during the harvest preparation period, "×1.3" is displayed near the vegetable icon display unit 217. In this way, the vegetable icon display unit 217 displays the number of stored maintenance information by indicating the number of vegetable icons 225.

[0363] Furthermore, the vegetable information display area 218 is divided into five display areas. Each display area corresponds to one of the vegetable items. Each display area displays the same image as the vegetable icon 225 to allow identification of the corresponding vegetable item. In addition, the top of each display area shows the current number of items stored (owned) for the corresponding vegetable item, with the current maximum storage limit as the denominator.

[0364] Furthermore, the lower part of each display area shows the number of vegetable items that will be awarded when the number of stored care information items reaches a predetermined number (4 or 1) (hereinafter referred to as the "amount to be awarded"). Here, the amount of the amount to be awarded is calculated by adding the additional harvest amount to the current base harvest amount, based on the care information stored during the current harvest preparation period. In other words, the amount to be awarded displayed in the vegetable information display area 218 does not take into account the full-effort correction value. However, the amount to be awarded displayed in the vegetable information display area 218 may also be calculated by multiplying the amount of the base harvest amount plus the additional harvest amount by the full-effort correction value.

[0365] Furthermore, as the field level increases, the maximum storage capacity also increases. Therefore, when the field level increases based on the player's input, the display content of the vegetable information display area 218 is updated. In addition, the field operation unit 215f displays the currently held field points overlaid on top of each other. Although not shown in the illustration, the field points that can be obtained at the next harvest may also be displayed near the vegetable information display area 218 on the top screen 210 and the training screen 220.

[0366] Figure 35 is the fourth diagram illustrating the training screen 220. As shown in Figure 35, a vegetable icon 225 is superimposed on each of the five item operation sections 221. As described above, one vegetable item is pre-set for each of the five training items. Therefore, the same vegetable icon 225 is always superimposed on the item operation section 221 of the training screen 220.

[0367] However, the display mode of the vegetable icon 225 will be either the normal mode or a special mode depending on the type of care, similar to the top screen 210. In the example shown in Figure 35, the commands for stamina, tenacity, and intelligence training are set to a state where friendship training can be generated. Therefore, the vegetable icon 225 superimposed on the stamina operation unit 221b, tenacity operation unit 221d, and intelligence operation unit 221e is displayed in the special mode.

[0368] Furthermore, on the training screen 220, once an operation is entered into the item operation unit 221, the item operation unit 221 that was entered into becomes temporarily selected. In other words, on the training screen 220, the player can enter temporary selection operations for multiple types of training commands. Then, the training command for which a temporary selection operation has been entered becomes temporarily selected.

[0369] In this way, when any training command is tentatively selected, the increase value of the vegetable item that will increase based on the execution of the tentatively selected command is displayed in the vegetable information display area 218. Figure 35 shows that a tentative selection operation has been input to the stamina operation unit 221b, and the stamina training command is tentatively selected. In this state, if the stamina training command is executed, 22 will be stored as the additional garlic harvest quantity. Therefore, the increase quantity icon 218a is displayed in the display area corresponding to garlic in the vegetable information display area 218. The increase quantity icon 218a displays "+22", which makes it possible to identify the number of items that will be added (additional harvest quantity) that will increase as a result of executing the command that is currently in the tentatively selected state.

[0370] Figure 36 illustrates an example of the maintenance completion screen 240. As described above, when training is performed, the training result notification screen 220a is displayed as shown in Figure 22C. The maintenance completion screen 240 is displayed following the training result notification screen 220a. If an event occurs, the maintenance completion screen 240 may be displayed either before or after the display of the event screen 220b shown in Figure 22D. The maintenance completion screen 240 may also be displayed before the training result notification screen 220a.

[0371] Although not illustrated here, the grooming completion screen 240 displays an image of the character being trained grooming vegetables. The grooming completion screen 240 also displays the vegetable information display area 218 and the increase number icon 218a. In addition, the groomed vegetable item and the increase in the number of that vegetable item to be given are announced. The grooming completion screen 240 is also displayed after the screen corresponding to the command is displayed, even when a command other than training is executed. Although not illustrated here, if grooming is performed in conjunction with training, the character assigned to that training item will be displayed on the grooming completion screen 240.

[0372] Figure 37 illustrates an example of the harvest screen 250. When the harvesting conditions are met, the harvest screen 250 is displayed on the display 26. The harvest screen 250 is displayed, for example, following a screen corresponding to a command and an event screen 220b. As shown in Figure 37, the harvest screen 250 displays the number of each vegetable item obtained and the increase in field points.

[0373] As described above, this embodiment provides a gameplay where the character being trained acquires vegetable items every four turns or every one turn. When the harvesting conditions are met, the harvesting screen 250 is automatically displayed. In other words, in this embodiment, the player can harvest without requiring any special input. This reduces the number of operations the player needs to perform and improves convenience. Furthermore, if player operation were required to harvest, the player might not realize that the harvesting conditions have been met and miss out on harvesting. In this embodiment, since harvesting is performed automatically when the harvesting conditions are met, there is no risk of loss for the player.

[0374] The character being trained can then use the acquired vegetable items to cook. The cooking process is explained below.

[0375] Figure 38 is the first diagram illustrating an example of a cooking menu. Figure 39 is the second diagram illustrating an example of a cooking menu. Figure 40 is the third diagram illustrating an example of a cooking menu. In this embodiment, multiple cooking menus (hereinafter simply referred to as "menus") are provided, and the player can have the character being trained prepare the dishes from the selected menu. However, each menu has an unlock period.

[0376] Specifically, the menus are broadly divided into four categories: menus unlocked at the start of the Junior level, i.e., the main training game (hereinafter referred to as the Junior level menu), menus unlocked in the Classic level (hereinafter referred to as the Classic level menu), menus unlocked in the Senior level (hereinafter referred to as the Senior level menu), and menus unlocked during the Final period (hereinafter referred to as the Final period menu).

[0377] Here, as shown in Figure 38, sandwiches and curry are offered as junior-level menu items. Also, as shown in Figure 39, pot-au-feu, ramen, pizza, mapo tofu, and strawberry ice cream are offered as classic-level menu items. Furthermore, as shown in Figure 40, small pot-au-feu, small ramen, small pizza, small mapo tofu, and small strawberry ice cream are offered as senior-level menu items, and a small plate is offered as a final-period menu item.

[0378] In the Junior class, from turn 1 to turn 24, the character being trained can only cook Junior class menus. In the Classic class, from turn 25 to turn 48, the character being trained can cook Junior class and Classic class menus. In the Senior class, from turn 49 to turn 72, the character being trained can cook Junior class, Classic class, and Senior class menus. Finally, during the Final period, the character being trained can cook all menus.

[0379] As shown in Figures 38 to 40, each menu item has a predetermined amount of vegetables to consume. The character being trained can cook each of the illustrated menu items by consuming the specified amount of vegetables. For example, to cook a sandwich, 25 carrots, 50 potatoes, and 50 strawberries are needed. In other words, each menu item can only be cooked if the character possesses more or more vegetable items than the amount of vegetables specified for that menu item. Here, menu items that are unlocked later in the game require more vegetables to be consumed.

[0380] Additionally, each menu item has a set amount of cooking points that can be earned. These cooking points are earned by cooking each menu item. In other words, the character being trained can earn cooking points by cooking. Here, menu items that are unlocked later in the game offer more cooking points.

[0381] As shown in Figure 40, the S plate has all five types of vegetable items set as consumable vegetables. The number of each vegetable item required to cook the S plate is either 80 or 100. As will be explained in more detail later, if the specified conditions are met, the S plate will consume 80 vegetables, and if the specified conditions are not met, the S plate will consume 100 vegetables.

[0382] Furthermore, for menus other than the S Plate, two or three types of vegetable items are designated as vegetables to be consumed. For menus other than the S Plate, the number of vegetables consumed is fixed. However, for menus other than the S Plate, certain conditions may be set, and the number of vegetables consumed may change depending on whether or not those conditions are met.

[0383] As mentioned above, the characters being trained can earn cooking points by cooking. These cooking points are needed in various situations as the game progresses. The following provides a detailed explanation of cooking points.

[0384] Figure 41 illustrates the relationship between cooking events and cooking points. As mentioned above, cooking events include the 1st Tasting Session, 2nd Tasting Session, 3rd Tasting Session, 4th Tasting Session, and the Eating Festival. Each cooking event has a predetermined number of turns set as its execution timing, as shown in the figure. When the set number of turns ends, the cooking event starts automatically.

[0385] Each cooking event has pre-set results based on the cooking points. Specifically, in the first tasting event, a "satisfied" result is set for cooking points of 999 or less, and a "very satisfied" result is set for cooking points of 1000 or more. Similarly, in the second, third, and fourth tasting events, a "satisfied" result is set for cooking points of 1999 or less, 4499 or less, and 6999 or less, respectively, and a "very satisfied" result is set for cooking points of 2000 or more, 4500 or more, and 7000 or more.

[0386] In contrast, the Eating Festival has a "satisfied" result for cooking points of 9999 or less, a "very satisfied" result for cooking points between 10000 and 11999, and a "super satisfied" result for cooking points of 12000 or more.

[0387] When a cooking event is performed, one of the results will be derived based on the cooking points at that time. Regardless of the outcome of the cooking event, the main training game will continue. However, depending on the outcome of the cooking event, for example, if the result is "satisfied" three times in a row, the main training game may end at that point.

[0388] Figure 42 illustrates an example of an event effect. Each cooking event has pre-set event effects for each outcome. When a cooking event is performed, the event effect corresponding to the outcome is triggered. For example, in any cooking event, if the outcome is "satisfied," an event effect is triggered in which a predetermined ability parameter increases. The amount of increase in the ability parameter when the outcome is "satisfied" may differ or be the same for each cooking event. Also, the type of ability parameter that increases when the outcome is "satisfied" may differ or be the same for each cooking event.

[0389] Furthermore, in any cooking event, if the result is "highly satisfied," an event effect is triggered in which a predetermined ability parameter increases. The amount of increase in the ability parameter when the result is "highly satisfied" may differ or be the same for each cooking event. Also, the type of ability parameter that increases when the result is "highly satisfied" may differ or be the same for each cooking event.

[0390] Furthermore, in this case, if the result is "very satisfied," the increase in the ability parameter is greater than if the result is "satisfied." However, the increase in a given ability parameter may be the same whether the result is "very satisfied" or "satisfied."

[0391] Furthermore, in any cooking event, if the result is "very satisfying," an event effect is triggered in which stamina is restored. The amount of stamina restored may differ or be the same for each cooking event.

[0392] Furthermore, if the results of the first and second tasting sessions are "highly satisfied," an event effect will be activated that enhances the culinary effectiveness of the classic-level menu. Also, if the results of the third and fourth tasting sessions are "highly satisfied," an event effect will be activated that enhances the culinary effectiveness of the senior-level menu. And if the results of the fifth tasting session are "highly satisfied," an event effect will be activated that enhances the culinary effectiveness of the S-plate.

[0393] As will be explained in more detail later, each menu item is associated with a cooking effect that can be activated when the dish is prepared. If the result of the cooking event is "Very Satisfied," an event effect is triggered in which the cooking effects that can be activated by preparing the dish are increased. Furthermore, if the result of the eating contest is "Extremely Satisfied," in addition to the event effect of "Very Satisfied," an event effect is triggered in which the amount of vegetables consumed by the S Plate is reduced.

[0394] In other words, if the result of the Eating Festival is "Super Satisfied," the amount of each vegetable item consumed when cooking an S Plate during the final period will be 80. On the other hand, if the result of the Eating Festival is "Satisfied" or "Very Satisfied," the amount of each vegetable item consumed when cooking an S Plate during the final period will be 100. Therefore, if the result of the Eating Festival is "Super Satisfied," an event effect will be applied in which the number of vegetables consumed when cooking an S Plate will be reduced by 20 for all vegetable items. Note that once an event effect is activated, it will continue until the main training game ends.

[0395] As described above, cooking points are used as a parameter to determine the outcome of cooking events. When a cooking event is performed, an event effect is brought about according to the outcome of the cooking event. In this case, "very satisfied" has a greater event effect than "satisfied," and "extremely satisfied" has a greater event effect than "very satisfied." Therefore, the higher the cooking points, the greater the event effect brought about by performing a cooking event.

[0396] Figure 43 illustrates an example of the effects of cooking points. During the main training game, in addition to the event effects of the cooking events mentioned above, cooking point effects are provided according to the amount of cooking points accumulated. Cooking points are accumulated during the main training game and do not decrease. When the amount of cooking points accumulated during the main training game exceeds a threshold, the cooking point effects set for each threshold become active. Once activated, cooking point effects continue until the main training game ends.

[0397] If your cooking points are less than 300, the effects of cooking points are disabled. However, once your cooking points reach 300 or more, the effects of cooking points corresponding to your accumulated cooking points become active. Specifically, when your cooking points reach 300 or more, the following effects become active: increased training effectiveness, increased skill points gained, increased proficiency rate, and increased fan acquisition.

[0398] Among the effects of cooking points, the "Increased Training Effect" effect increases the amount of increase in ability parameters upon successful training. Among the effects of cooking points, the "Increased Skill Points Acquired" effect increases the amount of skill points acquired upon successful training. Among the effects of cooking points, the "Increased Proficiency Rate" effect increases the probability that a support character will be assigned to a training session they are good at. The "Increased Fan Count Acquired" effect increases the number of fans acquired through participating in races, etc. As the accumulated cooking points increase, the effects of cooking points become stronger, as shown in the diagram.

[0399] Furthermore, cooking points are also used as parameters in determining the outcome of cooking. Specifically, there are two possible outcomes for cooking: "success" and "great success." When cooking is performed, either a "success" or a "great success" will be achieved. If the cooking result is a "great success," a more favorable cooking effect is obtained than if the result is a "success."

[0400] Specifically, when cooking is performed, a lottery is held to determine whether the result is a "success" or a "great success." In this lottery, the probability of a "great success," i.e., the lottery ratio, is set based on the cooking result calculation points. For example, the probability of a "great success" has a denominator of 1000, and the numerator is the cooking result calculation points at that time. The cooking result calculation points are parameters stored to derive the cooking result, and are calculated based on the cooking points.

[0401] For example, when cooking is performed for the first time, the character being trained does not possess any cooking result calculation points. Therefore, the probability of a "great success" in this case is 0 / 1000, and the cooking result will always be "success." In this case, if the menu being cooked is a junior-level menu, the character being trained will gain "250" cooking points. If the cooking result is "success," the same value as the cooking points gained from performing the cooking is added to the cooking result calculation points.

[0402] Therefore, in the example above, the cooking result points are updated to "250" upon the "success" of the first cooking attempt. Then, when the second cooking attempt is performed, the probability of a "great success" becomes 250 / 1000. Thus, the probability of the second cooking attempt being a "great success" is 1 / 4. At this point, if the result of the cooking is determined to be a "success" by lottery, the same value as the cooking points earned is added again to the cooking result points. Therefore, if the menu for the second cooking attempt was a junior-level menu, the cooking result points after the second cooking attempt would be 250 + 250 = 500.

[0403] Then, when the third cooking attempt is made, the probability of a "great success" becomes 500 / 1000. Therefore, the probability of the third cooking attempt being a "great success" is 1 / 2. At this point, if the result of the cooking is determined to be a "great success" by lottery, the cooking result calculation points are reset to 0. As a result, the result of the next cooking attempt will always be a "success".

[0404] Thus, the higher the cooking result calculation points, the higher the probability of a "great success." When the cooking result calculation points reach 1000, the cooking result is guaranteed to be a "great success." Note that, in this case, the cooking result calculation points are capped at 1000, and any points exceeding this cap will not be carried over when the cooking result is a "success." However, there does not have to be a cap on the cooking result calculation points. In this case, any points exceeding the cap may be carried over when the cooking is a "great success."

[0405] The above method for deriving the results of the dishes is merely one example. For instance, the results of the dishes could always be determined by lottery with a fixed probability. Alternatively, the results of the dishes could be predetermined for each round of cooking.

[0406] Figure 44 illustrates an example of a cooking effect. Cooking effects are broadly divided into first-order cooking effects and second-order cooking effects. First-order cooking effects are those that set an activation state, while second-order cooking effects are those that activate immediately. For example, second-order cooking effects that activate immediately include those that increase the bond parameter of all support characters by 3, those that restore 5 HP, those that restore 10 HP, and those that restore 100 HP. These second-order cooking effects are reflected immediately when cooking is performed.

[0407] Furthermore, the first cooking effect, which is set to become available, includes effects that increase training effectiveness and effects that increase race bonuses. As shown in the diagram, the amount of increase in training effectiveness or race bonuses from these first cooking effects increases for menus that are unlocked later in the menu.

[0408] Note that the first cooking effect is only effective during the turn in which the cooking is performed. As mentioned above, cooking is classified as a second command, and the turn does not end when cooking is performed. A player can only perform the cooking command once per turn. Therefore, the player must first perform cooking to make the desired first cooking effect available. Then, in the same turn, the player can enjoy the benefits of the first cooking effect by performing a training or racing command.

[0409] In this context, the effect of the first dish is only valid for the current turn, but its duration is not limited to that turn. For example, the effect of the first dish may be valid for a predetermined number of turns from the next turn onward. Also, for example, the effect of the first dish may be valid for multiple turns, not just one. Furthermore, the duration of the effect of the first dish may vary depending on the menu.

[0410] Here, each menu item is associated with a training item that benefits from the cooking effect, and the first cooking effect, which increases training effectiveness, is only effective for the training item that benefits from the cooking effect. For example, sandwiches are associated with speed, power, and intelligence training items as training items that benefit from the cooking effect. Therefore, if a speed, power, or intelligence training is performed during a turn in which the first cooking effect is available due to cooking a sandwich, the training effect will be increased by 15% due to the first cooking effect. On the other hand, if a stamina or willpower training is performed during a turn in which the first cooking effect is available due to cooking a sandwich, the training effect will not be increased by the first cooking effect.

[0411] In Figure 44, the training items associated with each menu are indicated by circles. Here, the Junior level menu has three training items associated with it as training items that contribute to its cooking effect, as shown in the diagram. The Classic level menu and the Senior level menu each have one training item associated with it. Furthermore, all training items in the S plate are associated with it as training items that contribute to its cooking effect. Therefore, the player will decide on the menu after considering the training items they plan to perform in that turn.

[0412] Figure 45 illustrates an example of additional cooking effects upon a great success. When the cooking result is a "great success," additional cooking effects occur in addition to the cooking effects described above. These additional cooking effects include stamina recovery, mood improvement, bond parameter improvement, one clone, two clones, and maximum stamina increase. For example, the stamina recovery effect restores 10 stamina. The mood improvement effect raises mood by one level. The bond parameter improvement effect increases the support character's bond parameter by a predetermined value.

[0413] The additional cooking effect of creating a clone will, in the current turn, create a clone of one character that was previously assigned to another training item in the training targeted by the cooking effect of the dish that was prepared. For example, suppose the result of cooking pot-au-feu, whose target training is speed, is a "great success." In this case, one character will be randomly selected from the characters assigned to training items other than speed. This randomly selected character will then be assigned to the speed training as well. Therefore, in this case, one character will be assigned to multiple training items.

[0414] The additional cooking effect of creating two clones will create two clones of the character placed in other training items for the training targeted by the cooking effect of the dish that was performed during that turn. The method of cloning is the same as for the single clone mentioned above. The additional cooking effect of increasing maximum stamina will increase the maximum stamina, i.e., the upper limit of stamina, by 4.

[0415] When cooking is a great success, one of the six additional cooking effects listed above is guaranteed. The additional cooking effect granted as a guarantee is determined by a guarantee lottery. The odds of winning an additional cooking effect in this guarantee lottery are predetermined for each menu. Specifically, as shown in Figure 45, if the menu that results in a "great success" is a junior-level menu, the probability of winning a stamina recovery is 34%, a mood boost is 33%, and a bond parameter boost is 33% in the guarantee lottery.

[0416] Furthermore, if the menu for a "Great Success" is a Classic-level menu, the guaranteed lottery has a 30% chance of winning stamina recovery, a 30% chance of winning condition improvement, and a 40% chance of winning one clone. Furthermore, if the menu for a "Great Success" is a Senior-level menu, the guaranteed lottery has a 30% chance of winning stamina recovery, a 20% chance of winning condition improvement, and a 50% chance of winning one clone. Furthermore, if the menu for a "Great Success" is a Final Period menu, the guaranteed lottery has a 100% chance of winning condition improvement. In this way, if the result of cooking is a "Great Success," one of the additional cooking effects will be activated through the guaranteed lottery.

[0417] Furthermore, if the cooking result is a "great success," in addition to the guaranteed draw, an individual draw is performed to determine whether each additional cooking effect can be activated. The probability of winning this individual draw is predetermined for each additional cooking effect and menu item.

[0418] Specifically, if the result of cooking a junior-level menu item is a "great success," there is a 10% chance of winning an increase in maximum stamina, while other additional cooking effects cannot be won through individual draws. Therefore, if the result of cooking a junior-level menu item is a "great success," in addition to the one additional cooking effect won through the guaranteed draw, the additional cooking effect of increasing maximum stamina may also be activated.

[0419] Furthermore, if the result of cooking a classic-grade menu item is a "great success," there is a 10% chance of winning each of the following: stamina recovery, improved condition, creation of one clone, and increased maximum stamina, and a 30% chance of winning an increase in bond parameters. Therefore, if the result of cooking a classic-grade menu item is a "great success," in addition to the one additional cooking effect won in the guaranteed draw, multiple additional cooking effects won in the individual draws may also be activated.

[0420] Furthermore, if the additional cooking effect won in the guaranteed lottery is the same as the additional cooking effect won in the individual lottery, one additional cooking effect may be activated multiple times. Alternatively, the individual lottery may not be performed for additional cooking effects won in the guaranteed lottery. In addition, there may be an upper limit on the number of additional cooking effects that can be activated by winning the individual lottery. Moreover, although both the guaranteed lottery and the individual lottery are performed here, only one of them may be performed. Also, additional cooking effects are not required.

[0421] Furthermore, although I will omit the detailed explanation, if the cooking result is a "great success," in addition to the additional cooking effects mentioned above, the character being trained can also acquire skill hints. The skill hints acquired by the character being trained at this time are the skill hints set for the characters placed in the training area that is the target of the cooking effect of the menu that resulted in a "great success."

[0422] Thus, in this embodiment, various cooking effects are granted by performing cooking. Here, cooking effects such as increased training effect, increased race bonus, and clone creation are provided, which are not granted depending on the command selected by the player, while cooking effects such as increased bond parameters, stamina recovery, improved condition, and increased maximum stamina are provided regardless of which command is selected. However, these cooking effects are just examples, and for example, only cooking effects that are not granted depending on the command selected by the player may be provided. Alternatively, only cooking effects that are granted regardless of the command selected by the player may be provided. Furthermore, for example, cooking effects that increase a predetermined ability parameter or skill points may be provided.

[0423] Here, as shown in Figures 21 and 35, the training screen 220 is provided with a cooking operation unit 221f. The cooking operation unit 221f is positioned on the training screen 220 alongside the five item operation units 221 described above. When an operation input is made to the cooking operation unit 221f, the cooking confirmation screen 260 is displayed.

[0424] Figure 46 illustrates an example of the cooking confirmation screen 260. A great success rate gauge 261 is provided at the top of the cooking confirmation screen 260. The great success rate gauge 261 visually shows the ratio of the current cooking result calculation points to the cooking result calculation points required for the next cooking event to result in "Great Satisfaction". The cooking confirmation screen 260 also includes a priority menu display area 262.

[0425] As will be explained in more detail later, when any training item is tentatively selected on the training screen 220, one of the menus is set to prioritize for that tentatively selected training item. The menu set to prioritize is one that includes the tentatively selected training item in the training targeted by the cooking effect. When the cooking operation unit 221f is operated and the cooking confirmation screen 260 is displayed, the menu set to prioritize is displayed as a recommended menu in the priority menu display area 262.

[0426] The priority menu display area 262 shows the name of the menu set as priority, i.e., the type of menu, as text. The priority menu display area 262 also displays a menu icon 262a, which is unique to each menu item. The menu icon 262a is an image representing the completed dish for each menu item, and it differs for each menu item. The player can easily identify which menu items are set as priority using the menu icon 262a.

[0427] Furthermore, the priority menu display area 262 displays the cooking points and cooking effects that will be earned when a menu item set to priority is cooked. The priority menu display area 262 also displays the vegetables consumed when cooking a menu item set to priority. Below the priority menu display area 262, the current cooking points and the updated cooking points after the menu item set to priority is cooked are displayed. In addition, below the cooking confirmation screen 260, the number of vegetable items stored after cooking a menu item set to priority is displayed.

[0428] Furthermore, the cooking confirmation screen 260 is provided with a presentation switching operation unit 263. When cooking is performed, a cooking presentation is executed, but this presentation can be skipped. When presentation skip is on, the cooking presentation is skipped, and only a result presentation that notifies the result of the cooking is performed. When presentation skip is off, the cooking presentation is performed, and after the cooking presentation is performed, the result presentation is executed. Each time an operation is made on the presentation switching operation unit 263, the presentation skip is switched between on and off states.

[0429] Furthermore, the cooking confirmation screen 260 is provided with an execution operation unit 264 and a cancellation operation unit 265. When the execution operation unit 264 is operated, the cooking of the menu set to priority state is executed. In other words, when the execution operation unit 264 is operated, the cooking command is executed. When the cancellation operation unit 265 is operated, the cooking confirmation screen 260 is hidden and the training screen 220 is displayed. In addition, a change operation unit 266 is provided near the priority menu display area 262. When the change operation unit 266 is operated, the cooking change screen 270 is displayed on the display 26.

[0430] Figure 47 illustrates an example of the cooking change screen 270. A success rate gauge 261 is provided at the top of the cooking change screen 270. Multiple menu selection fields 271 are displayed on the cooking change screen 270. Figure 47 shows two menu selection fields 271, but by scrolling the cooking change screen 270 vertically, other menu selection fields 271 (not shown) will be displayed on the cooking change screen 270.

[0431] Each menu selection field 271 is associated with one menu item. The menu selection field 271 displays information about the menu item associated with it. Here, the name of the menu item associated with each menu selection field 271 is displayed as text. Additionally, the menu icon 262a corresponding to the menu item associated with the menu selection field 271 is displayed within each menu selection field 271.

[0432] Additionally, menu selection field 271 displays the cooking points and cooking effects that will be earned when the menu linked to menu selection field 271 is cooked. Furthermore, menu selection field 271 displays the vegetables consumed when cooking the menu linked to menu selection field 271.

[0433] The menu selection area 271 functions as an operation unit that accepts player input. Specifically, the menu selection area 271 accepts player input to change the priority status of a menu. When the cooking change screen 270 is displayed, the menu selection area 271 associated with the menu set as priority is displayed at the top of the list of multiple menu selection areas 271. At this time, the menu selection area 271 associated with the menu set as priority is highlighted more than the other menu selection areas 271.

[0434] Furthermore, menus where the number of vegetable items stored (owned) is insufficient to meet the required vegetable consumption, i.e., menus that cannot be cooked due to a lack of required vegetables, will have their menu selection field 271 grayed out. The example shown in Figure 47 illustrates a case where the required vegetables for curry are insufficient, and the menu selection field 271 associated with curry is grayed out. Menu selection fields 271 for menus with insufficient required vegetables will not accept any changes from the player.

[0435] On the other hand, if the number of vegetable items stored exceeds the amount of vegetables consumed, and a menu item that can be cooked is linked to the menu selection field 271, the player can change the menu item. When a change is accepted, the menu selection field 271 to which the change was entered is highlighted. In this state, the menu item linked to the menu selection field 271 to which the change was entered takes temporary priority.

[0436] When the confirmation operation unit 272 on the dish change screen 270 is operated while any menu is in a provisional priority state, the menu in the provisional priority state is set to the priority state. When the confirmation operation unit 272 is operated, the dish change screen 270 is hidden and the dish confirmation screen 260 is displayed. At this time, the priority menu display field 262 on the dish confirmation screen 260 displays information about the menu selected by the player on the dish change screen 270, i.e., the menu in the changed priority state. In this state, when the execution operation unit 264 on the dish confirmation screen 260 is operated, the dish of the menu that has been newly set to the priority state is executed.

[0437] In this way, the player can change the menu to be cooked on the cooking change screen 270. Here, the screen transitions from the cooking change screen 270 to the cooking confirmation screen 260 when the confirmation operation unit 272 is operated. However, when the confirmation operation unit 272 is operated, the cooking of the menu set to the temporary priority state or priority state may be executed.

[0438] Furthermore, if the cancel operation unit 273 is operated on the dish change screen 270, the temporary priority state of the menu is discarded, and the dish confirmation screen 260 is displayed. In this case, the priority menu display field 262 on the dish confirmation screen 260 displays the same menu as before the dish change screen 270 was displayed.

[0439] Additionally, the recipe change screen 270 displays a filtering operation section 274. The filtering operation section 274 includes five training icons 275. The five training icons 275 correspond to one of five training items. By operating the training icons 275, the player can filter the menus displayed on the recipe change screen 270. Here, menus where the training item corresponding to the training icon 275 selected by the player is set as the training target for the cooking effect are extracted.

[0440] Then, the menu selection field 271 to which the extracted menus are linked is displayed in the menu selection field 271. In other words, the player can narrow down the menu displayed on the cooking change screen 270 by operating the training icon 275. Note that when a narrowed search is performed, the menu set as priority may be displayed in the top menu selection field 271.

[0441] As mentioned above, each menu has a predetermined unlock time, and ununlocked menus are not displayed on the cooking change screen 270. Therefore, for example, until turn 24 of the Junior class, only Junior class menus may be displayed on the cooking change screen 270. Also, for example, from turn 25 to turn 48 of the Classic class, only Junior class and Classic class menus may be displayed on the cooking change screen 270. However, ununlocked menus may be displayed on the cooking change screen 270. In this case, since ununlocked menus cannot be cooked, it is preferable that they be displayed grayed out or otherwise configured to not accept modification operations, similar to when there is a shortage of vegetables to consume.

[0442] In this embodiment, the cooking command is a second command, and the turn does not end even if cooking is performed. Furthermore, when cooking is performed, a cooking effect is brought about based on the menu of the cooked dish. This cooking effect includes a first cooking effect that increases training effectiveness, and this first cooking effect that increases training effectiveness is active during the turn. In other words, when cooking is performed, the first cooking effect that increases training effectiveness becomes available for activation.

[0443] However, the first cooking effect that enhances training effectiveness has a target training item set. Therefore, when cooking, it is necessary to check whether the training item the player is trying to select in that turn is set as a training item that is targeted by the cooking effect.

[0444] For example, suppose a player plans to perform speed training during a turn, but executes a cooking command before executing the training command. In this case, it is desirable to cook a menu item that is set as a training item with cooking effects, where the speed training item is included. However, if the player has to select a menu item that includes a speed training item from among many menus, the operation may become extremely complicated. Therefore, in this embodiment, when any training item is tentatively selected, the menu item that is considered most desirable for the tentatively selected training item is set to a priority state.

[0445] Figure 48 illustrates an example of menu prioritization for each training item. In Figure 48, the menu is shown on the vertical axis, and the five training items are shown on the horizontal axis. The circles in Figure 48 indicate the training items set as target training for each menu shown on the vertical axis. Specifically, Figure 48 shows that the target training for sandwich cooking is the training items of speed, stamina, and power. Also, according to Figure 48, for example, sandwich, curry, pot-au-feu, small pot-au-feu, and small plate are menus that include the training item of speed as a target training for cooking.

[0446] Furthermore, each training item has a pre-set priority order for the menu items that should be prioritized. In Figure 48, the numbers shown to the right of the circles indicate the priority order. For example, for the speed training item, the priority order is set as follows: S Plate (1st), S Pot-au-feu (2nd), Pot-au-feu (3rd), Sandwich (4th), and Curry (5th).

[0447] Furthermore, as shown in the diagram, each training item—stamina, power, perseverance, and intelligence—has a predetermined priority order from 1st to 4th place. Here, each training item has a priority order only for menus where that training item is designated as a training item that benefits from cooking effects. In addition, menus with a greater first cooking effect are assigned a higher priority.

[0448] Then, when any training item is tentatively selected on the training screen 220, one menu is identified as the priority menu for that tentatively selected training item. The identification of the priority menu is done according to the extraction conditions. Here, the extraction conditions include that the tentatively selected training item is a menu set as a training item that affects cooking effects, and that the menu is unlocked.

[0449] Therefore, for example, if a power training item is tentatively selected in the Classic class, the S Pizza from the Senior class menu and the S Plate from the Final Period menu do not meet the extraction criteria. In this case, the sandwich and pizza that meet the extraction criteria are extracted. Then, among the menus extracted in this way, the menu with the highest priority is identified as the menu to be prioritized. In the example above, the pizza has the third highest priority and the sandwich has the fourth highest priority, so the pizza is identified as the menu to be prioritized. This menu identification is performed for each training item.

[0450] For example, Figure 22A shows the provisional selection state for power training items. In this case, suppose sandwich is identified as the menu to be prioritized according to the extraction conditions described above. Therefore, in this case, the menu icon 262a corresponding to sandwich is displayed on the cooking operation unit 221f. Also, for example, Figure 22B shows the provisional selection state for stamina training items. In this case, suppose curry is identified as the menu to be prioritized according to the extraction conditions described above. Therefore, in this case, the menu icon 262a corresponding to curry is displayed on the cooking operation unit 221f.

[0451] For example, suppose the stamina control unit 221b is operated in the state shown in Figure 22A. In this case, the sandwich menu icon 262a displayed on the cooking control unit 221f is changed to the curry menu icon 262a, as shown in Figure 22B. In this way, switching the training command in the provisional selection state switches the menu icon 262a on the cooking control unit 221f, which is a cooking command. This makes it easy for the player to identify the menu that will activate the most effective first cooking effect when the training in the provisional selection state is executed.

[0452] Furthermore, menus set to priority status, i.e., menus for which the menu icon 262a is displayed on the cooking control unit 221f, may not be able to be cooked due to a shortage of vegetables. In this case, the cooking control unit 221f will be displayed in gray. This allows the player to understand that they cannot cook the recommended menu.

[0453] For example, if the highest-priority menu item cannot be prepared due to a shortage of vegetables, the highest-priority menu item among the available options may be set to the priority state.

[0454] Furthermore, it is assumed that a priority order for each training item is set. However, each time the provisionally selected training is changed, or at the start of each turn, the most effective menu may be extracted according to a predetermined algorithm. For example, suppose there are menus whose cooking effects change depending on the parameters of the character being trained. In this case, the most effective menu may change for the same training. In such cases, it would be good to identify the displayed menu each time based on its effectiveness.

[0455] As described above, according to this embodiment, the player can input a provisional selection operation (for example, the first operation to the item operation unit 221) for multiple first-type commands (for example, five training commands) associated with one of several types of parameters (for example, ability parameters) that are updated as the game progresses. Furthermore, the player can input a selection operation (for example, the second operation to the item operation unit 221 and the operation to the execution operation unit 264) for the first-type commands in the provisional selection state after the provisional selection operation has been input, and for multiple second-type commands (for example, cooking commands for each menu) that enable the activation of effects related to any of the first-type commands (for example, the first cooking effect that increases the training effect).

[0456] When a selection operation is entered for a Type 1 command, the parameters associated with that Type 1 command are updated. Similarly, when a selection operation is entered for a Type 2 command, the effect becomes available based on that Type 2 command.

[0457] Then, a second-type command that enables the activation of the effect associated with the first-type command in the provisionally selected state is identified, and the identified second-type command for the first-type command in the provisionally selected state is displayed in an identifiable manner (here, as an example, the menu icon 262a of the cooking operation unit 221f). This eliminates the need for the cumbersome operation of having to check the training items that bring cooking effects for each training item, thereby improving convenience for the player.

[0458] Furthermore, a change in the first type command in the provisional selection state may also change the second type command that is displayed in an identifiable manner. This further improves the convenience for the player.

[0459] Furthermore, the second type command identified for the first type command in the provisional selection state will be given priority, and selection operations will be input for the second type command in the priority state. This further improves the convenience for the player.

[0460] Furthermore, a confirmation screen (for example, the cooking confirmation screen 260) is displayed, allowing the player to input a selection operation for the second-type command in the priority state. On the confirmation screen, it becomes possible to input a change operation (for example, an operation to the change operation section 266) to change the second-type command in the priority state. This further improves the convenience for the player.

[0461] Furthermore, the second-type command that enables the activation of the most advantageous effect among the effects associated with the first-type command in the provisional selection state is identified. This further improves the convenience for the player.

[0462] Furthermore, the player can input selection operations for second-type commands that meet pre-set selection conditions (for example, the number of vegetable items stored must be greater than or equal to the number of vegetables consumed). If a specified second-type command does not meet the selection conditions, it will be clearly indicated that the specified second-type command is unavailable (for example, the cooking operation unit 221f will be grayed out). This further improves the convenience for the player.

[0463] In this embodiment, the priority order of menus to be prioritized is set in advance for each training item. In other words, specific conditions for identifying the menu to be prioritized, or in other words, specific conditions for identifying the second type command, are set in advance. However, as mentioned above, being the most effective menu may be set as the specific condition for identifying the menu to be prioritized. Furthermore, the player can input settings to set the specific conditions for identifying the second type command, and the second type command may be identified according to the set specific conditions.

[0464] For example, under specific conditions, the player may be able to set the system so that only menus that can be cooked from among the menus included in the cooking effect training for the tentatively selected training item can be identified. Alternatively, the system may be able to set the system so that the menu with the fewest vegetable consumption from among the menus included in the cooking effect training for the tentatively selected training item can be identified. Furthermore, for example, the player may be able to pre-select the menus that can be identified. As an example, the system may be able to set the system so that only classic-level menus can be identified.

[0465] Furthermore, in this embodiment, a menu icon 262a is displayed on the cooking operation section 221f of the training screen 220, making it possible to identify the menu in priority status, i.e., the recommended menu. However, for example, multiple second-type commands (menus) may be displayed in a list, and among these, the second-type command specified for the first-type command (training command) in the provisional selection state may be highlighted. In any case, it is sufficient that the menu in priority status is displayed in an identifiable manner, and the specific display method is not limited to this embodiment.

[0466] As described above, when the execution operation unit 264 is operated on the cooking confirmation screen 260, the dish of the menu with priority status is executed. At this time, if the animation skip is set to off, the cooking animation is executed. The cooking animation is described below.

[0467] Figure 49 illustrates an example of a cooking presentation. A cooking presentation is broadly divided into an early presentation and a late presentation. The early presentation includes parts 1 and 2, and the late presentation includes parts 3 and 4. In a cooking presentation, the late presentation is performed after the early presentation. Here, the cooking presentation is performed in the order of part 1 → part 2 → part 3 → part 4.

[0468] Part 1 is a cooking scene, where images of the character cooking are displayed. Part 2 is a cut-in scene, where cut-in images are displayed. Both Part 1 and Part 2 are scenes that hint at the outcome of the cooking. Specifically, both Part 1 and Part 2 are scenes that suggest the possibility of the cooking being a "great success." Therefore, the first half of the scene hints at the outcome of the cooking.

[0469] The third part is a scene where the character eats the food, and images of the character eating the food are displayed. The fourth part is a scene that announces the result of the cooking, and images are displayed that announce whether the result was a "success" or a "great success". Therefore, the second half of the scene will announce the result of the cooking.

[0470] Furthermore, in Part 2, it may be reported whether the result of the cooking was a "success" or a "great success," and in Part 4, the effects of the cooking achieved by performing the cooking may be reported.

[0471] In Part 1, the main and sub-characters appear. The main characters appearing in Part 1 are the characters to be trained. Sub-characters are characters other than the trained characters, including the members who appear. In Part 1, an image is displayed showing the main and sub-characters cooking. In Part 1, one main character and one or two sub-characters will always appear.

[0472] As will be explained in more detail later, in Part 1, if there are two sub-characters, the cooking result is more likely to be a "great success" than if there is one sub-character. Thus, in Part 1, the cooking result is indicated by the number of sub-characters. Although a detailed explanation will be omitted, after the number of sub-characters is determined, one or two characters are randomly selected from the main cast shown in Figure 17B to be the sub-characters. In other words, the character IDs of the characters to be sub-characters are determined in the sub-character lottery. Note that the sub-characters may be selected from the support characters instead of the main cast.

[0473] Figure 50A illustrates an example of the presentation in Part 1. Figure 50B illustrates an example of the presentation in Part 2. As shown in Figure 50A, in Part 1, images are displayed showing the main character and sub-character cooking. Then, as shown in Figure 50B, a cut-in image is displayed in Part 2. The main character is displayed in the cut-in image. At this time, an effect is applied to the cut-in image, and the color of the effect suggests the result of the cooking. For example, if the effect is yellow, it suggests that the possibility of a "great success" is low, and if the effect is red, it suggests that the possibility of a "great success" is high. Also, for example, if the effect is rainbow-colored, the result of the cooking will always be a "great success".

[0474] Figure 51A illustrates an example of the presentation in Part 3. Figure 51B illustrates an example of the presentation in Part 4. In Part 3, as shown in Figure 51A, a table is displayed, followed by an image showing numerous characters seated at the table and eating food. Although a detailed explanation is omitted, the characters appearing in Part 3 are also determined by lottery. After the presentation in Part 3 is completed, the presentation in Part 4 is executed, and as shown in Figure 51B, a results presentation is performed. In the results presentation, "Success" or "Great Success" is displayed, and the result of the meal is announced.

[0475] Figure 52A illustrates an example of a performance scene. Multiple execution patterns are provided for the first part of the performance. Each execution pattern in the first part of the performance includes one of the seven performance scenes, from scene 1 to scene 7. The first part consists of some or all of the seven performance scenes. Specifically, each performance scene has a corresponding menu. Each execution pattern in the first part of the performance consists of multiple performance scenes in which the food menu matches the corresponding menu.

[0476] Figure 52B illustrates an example of menu classification. Here, each menu item is classified as either a menu item using carrots, a menu item using fire, or both. As shown in Figure 52B, the menu items using carrots include sandwiches, curry, pot-au-feu, mapo tofu, strawberry ice cream, small pot-au-feu, small mapo tofu, small strawberry ice cream, and small plate. The menu items using fire include curry, pot-au-feu, ramen, pizza, mapo tofu, small pot-au-feu, small ramen, small pizza, small mapo tofu, and small plate.

[0477] As shown in Figure 52A, the menu corresponding to Scene 1 is a menu that uses carrots. Therefore, if a dish's menu is classified as a menu that uses carrots, Scene 1 will be included in Part 1. Also, if a dish's menu is classified as a menu that uses fire, Scenes 2 and 3 will be included in Part 1. Scenes 4 through 7 correspond to all menus.

[0478] To illustrate with an example, let's say the menu item is a sandwich. A sandwich is classified as a dish that uses carrots, but it is not classified as a dish that uses fire. Therefore, the execution pattern of the first part of the production corresponding to the sandwich is composed of a combination of any of the five scenes: Scene 1, Scene 4, Scene 5, Scene 6, and Scene 7.

[0479] For example, let's say the menu item is ramen. Ramen is classified as a dish that uses fire, but it is not classified as a dish that uses carrots. Therefore, the execution pattern of the first part of the production corresponding to ramen is composed of a combination of any of the six scenes: the second, third, fourth, fifth, sixth, and seventh scenes.

[0480] For example, let's say the menu item is curry. Curry falls into two categories: dishes that use carrots and dishes that use fire. Therefore, the execution pattern of the first part of the production corresponding to curry will be composed of a combination of scenes from the seven scenes, from scene 1 to scene 7. In this way, the execution pattern of the first part of the production will include different production scenes depending on the menu item.

[0481] However, the execution pattern for the first part of the presentation may include all presentation scenes corresponding to the menu. Also, for example, once the execution pattern for the first part of the presentation is determined, the scenes corresponding to the menu may be determined by lottery. In this case, it is preferable that the presentation including the scenes selected by lottery be executed.

[0482] As shown in Figure 52A, the first scene might depict the main character using a knife on a cutting board. The second scene might show the main character stirring a pot. The third scene might show the main character tossing a frying pan on a stove. The fourth scene might show the main character mixing ingredients in a bowl in a workspace. The fifth scene might show the main character washing vegetables in a sink. The sixth scene might show the main character carrying a pot. The seventh scene might show the main character observing the situation. However, the content of each scene shown in Figure 52A is merely an example, and the content of the scenes can be set as appropriate.

[0483] Figure 53A is the first diagram illustrating the execution pattern of the performance. Figure 53B is the second diagram illustrating the execution pattern of the performance. Figure 53C is the third diagram illustrating the execution pattern of the performance. Figure 53D is the fourth diagram illustrating the execution pattern of the performance. The performance images for the first part are generated by capturing images of a pre-configured virtual space with a virtual camera. The virtual space is a 3D space, and as shown in Figure 53A, it is designed as a kitchen equipped with a cutting board space, workspace, stove, and sink. Here, it is assumed that a common virtual space is used for all the performance execution patterns of the first part.

[0484] Each execution pattern for a performance scene has pre-configured camera information, such as the position, angle, and zoom magnification of the virtual camera that captures the virtual space. For example, in the first execution pattern, camera information is set for the first scene, as shown in Figure 53A, to capture the cutting board space from the front side of the cutting board space. Although not shown in the illustration, camera information is also pre-configured for the other performance scenes in this first execution pattern.

[0485] Furthermore, for example, in the second execution pattern, camera information is set to capture the inside of the kitchen from between the workspace and the stove in the fourth scene, as shown in Figure 53C. In addition, in the third execution pattern, camera information is set to capture the inside of the kitchen from the front of the cutting board space in the fourth scene, as shown in Figure 53D. In this way, camera information for capturing the virtual space is set for each execution pattern. Although not shown in the illustration, camera information is also pre-set for other scenes besides the fourth scene in the second and third execution patterns.

[0486] Furthermore, each execution pattern of the first part of the direction is linked to direction information for each character placed in the virtual space, in addition to the camera information mentioned above. Here, the direction information includes position information and motion information. Position information is information that defines the position, or location, of the character in the virtual space. Motion information is information that defines the movement of the character placed in the virtual space. Each execution pattern of the first part of the direction is linked to direction information for each direction scene.

[0487] For example, in the first scene of the first execution pattern described above, as shown in Figure 53A, the cutting board space is associated as position information for the main character, and the action of using a knife is associated as motion information for the main character. Also, in the first execution pattern, as shown in Figure 53A, the stove is associated as position information for sub-character 1, and a predetermined action is associated as motion information for sub-character 1.

[0488] During the execution of a cooking presentation, presentation images are generated based on the presentation execution pattern. At this time, the presentation images are generated as follows: The main character and sub-characters are positioned in the virtual space based on the character position information linked to the determined presentation execution pattern. Then, the main character and sub-characters are made to move based on the character motion information linked to the determined presentation execution pattern. At this time, the virtual space is captured based on the camera information linked to the determined presentation execution pattern. This generates presentation images for each presentation scene.

[0489] Therefore, when the first execution pattern described above is determined, a scene image is generated showing the main character using a knife on a cutting board and the sub-character helping out on the stove, as shown in Figure 53A. Note that, as shown in Figures 53A and 53B, the execution patterns for the scenes are associated with the same camera information, but include multiple execution patterns associated with different scene information.

[0490] Furthermore, if the second execution pattern described above is determined, a visual representation of the fourth scene is generated, as shown in Figure 53C, in which the main character mixes a bowl in the workspace, and the two sub-characters help out in the cutting board area and the sink, respectively.

[0491] As described above, Part 1 consists of multiple cutscenes. The cutscene images differ depending on the execution pattern of the cutscene. This enhances the cutscene effect and improves the game's enjoyment. The process for determining the execution pattern of the cutscenes in Part 1 is explained below.

[0492] Figure 54 illustrates an example of menu classification information. The execution pattern of the first part of the performance is determined based on the menu classification information. Here, four menu classification information categories are provided: "0", "1", "2", and "3", and one of these categories is associated with each menu item. As shown in Figure 54, menus that are classified as using carrots and also as using fire are associated with menu classification information "0".

[0493] Additionally, menus that use carrots but do not use fire are associated with menu category information "1". Menus that do not use carrots but do use fire are associated with menu category information "2". Menus that do not use carrots and do not use fire are associated with menu category information "3".

[0494] Figure 55 illustrates an example of a method for determining the execution patterns of the first part of the performance. Each execution pattern of the first part of the performance is associated with a performance ID. The performance ID is information that identifies the performance execution pattern, and can be considered the performance execution pattern itself. Each performance ID is associated with one of the four menu category information types described above.

[0495] As mentioned above, in the first part of the production, one or two sub-characters appear. As described above, each execution pattern is linked to camera information and production information. In this case, the execution patterns include execution patterns linked to the production information of one sub-character, and execution patterns linked to the production information of each of the two sub-characters. In the execution pattern linked to the production information of one sub-character, the main character and one sub-character appear in the production image. In the execution pattern linked to the production information of two sub-characters, the main character and both sub-characters appear in the production image.

[0496] For example, the "00" performance ID (execution pattern) shown in Figure 55 is associated with the performance information of one sub-character. Therefore, when the "00" performance ID is determined, the main character and one sub-character will be displayed in the performance image of the first part. In this way, the number of sub-characters that will appear is predetermined for each performance ID (execution pattern).

[0497] In this embodiment, when a dish is prepared, either "success" or "great success" is derived as the result. Based on the derived result, one of the performance IDs (execution patterns) is determined by lottery. In the lottery to determine the performance ID, first, the menu category information of the prepared dish is identified. Then, performance IDs associated with the identified menu category information are extracted. At this time, there are always multiple performance IDs that are extracted.

[0498] Furthermore, each performance ID has a corresponding selection ratio. However, each performance ID has a different selection ratio depending on the outcome of the dish. Specifically, "Success" in Figure 55 indicates the case where the dish result is "Success," and "Great Success" indicates the case where the "Great Success" result is obtained when it is not yet confirmed that the dish result will be "Great Success." Also, "Confirmed" in Figure 55 indicates the case where the "Great Success" result is obtained when it is already confirmed that the dish result will be "Great Success."

[0499] As described above, when a dish is prepared, cooking points are awarded according to the menu of the dish prepared. Based on these cooking points, cooking result calculation points are calculated as parameters that determine the outcome of the dish. The higher the cooking result calculation points, the higher the probability that the dish will be a "great success." In this case, if the cooking result calculation points reach 1000, the dish will always be a "great success."

[0500] In Figure 55, "Confirmed" refers to the case where the cooking result calculation points are 1000, that is, when the cooking is performed in a state where it is confirmed that the cooking result will be a "great success". On the other hand, in Figure 55, "Great success" refers to the case where the cooking result calculation points are less than 1000, that is, when the cooking is performed in a state where it is not confirmed that the cooking result will be a "great success".

[0501] Each performance ID has a pre-set selection ratio for success, great success, and confirmed success. For example, as shown in Figure 55, for performance IDs "00" and "01", the selection ratio is high when the cooking result is "success" and low when the cooking result is "great success". Furthermore, the selection ratios for performance IDs "00" and "01" are set so that they are never selected when the result is "confirmed".

[0502] Furthermore, as shown in Figure 55, for example, the selection ratios for the "02" and "03" performance IDs are set low when the cooking result is "successful" and medium when the cooking result is "great success". Note that the selection ratios for the "02" and "03" performance IDs are set so that they are never selected at the "confirmation" stage.

[0503] Furthermore, as shown in Figure 55, for example, the selection ratios for the performance IDs "04" and "05" are set so that they are not selected when the cooking result is "successful". Also, for the performance IDs "04" and "05", the selection ratio is set to a moderate level when the cooking result is "great success", and the selection ratio is set to a high level when it is "confirmed".

[0504] Thus, the selection ratio for each animation ID differs depending on the outcome of the cooking, and furthermore, whether or not the outcome of the cooking is guaranteed to be a "great success." In this case, animation IDs (execution patterns) with one sub-character have a relatively high selection ratio for success and a relatively low selection ratio for great success. On the other hand, animation IDs (execution patterns) with two sub-characters have a relatively low selection ratio for success and a relatively high selection ratio for great success or guaranteed success. This setting of selection ratios suggests that when there are two sub-characters, the possibility of a "great success" is high, and when there is one sub-character, the possibility of a "success" is high and the possibility of a "great success" is low.

[0505] Furthermore, for example, the performance IDs "04" and "05" are never selected upon success. Therefore, if the performance with performance ID "04" or "05" is executed, the result of the cooking will be reported as a "great success" at that point.

[0506] Figure 56 illustrates an example of motion information. As described above, camera information and motion information are associated with each production ID (execution pattern). The motion information includes motion information for both the main character and the sub-characters. As shown in Figure 56, one motion information for the main character is associated with one production ID. In addition, one or two motion information for sub-characters are associated with one production ID. As described above, if a production ID is determined to be associated with one sub-character motion information, one sub-character will appear in the first part of the production. If a production ID is determined to be associated with two sub-character motion information, two sub-characters will appear in the first part of the production.

[0507] Thus, each performance ID is always associated with one motion information for the main character and one or two motion information for the sub-characters. By making the characters move according to the motion information, the performance images for the first part are generated. Note that the motion information shown in Figure 56 is assumed to include all motion information from the first scene to the seventh scene. However, motion information may be associated with each performance ID for each scene.

[0508] Furthermore, in Figure 56, different motion information is associated with each performance ID. However, common motion information may be associated with different performance IDs. Also, in Figure 56, the motion information for the main character and the motion information for the sub-characters are all different. However, the motion information for the main character and the motion information for the sub-characters may be partially the same.

[0509] During the main training game, various cutscenes are performed in accordance with the story. At this time, each character appearing in the main training game has various character-specific information set, such as personality and special skills. In this embodiment, as character-specific information, proficiency information indicating whether a character is good or bad at cooking is set for each character.

[0510] Figure 57 is a diagram illustrating the character's strengths. Characters that can be set as training targets, characters linked to support cards, and other characters that can appear in the main training game are associated with a character ID. The character ID is a unique identifier for each character. Each character ID is associated with either 01, indicating that the character is good at cooking, or 00, indicating that the character is not good at cooking, as their strength.

[0511] Thus, in this embodiment, there is a character in the story who is portrayed as being bad at cooking. Therefore, if a character who is portrayed as being bad at cooking is shown cooking in the same way as a character who is portrayed as being good at cooking, it may give the player a sense of incongruity in the story. For this reason, in this embodiment, if the main character is portrayed as being bad at cooking, the presentation pattern is changed.

[0512] Figure 58A illustrates an example of the correspondence between motion information and replacement motion information. Figure 58B illustrates an example of replacement motion. In this embodiment, replacement motion information 1 is linked to a portion of the motion information for the main character. Here, if the character ID of the character to be trained is linked to the specialty information 00, the motion information of the main character is replaced with the replacement motion information.

[0513] For example, as shown in Figure 58B, the replacement motion information includes information to make the character appear dazed, information to make the main character look at a pot, information to make the main character practice swings with a ladle, information to make the main character look into a bowl, and information to make the main character write letters in the air with their finger. Note that the example shown in Figure 58B is just one example, and various other types of replacement motion information can be provided.

[0514] Thus, the animations executed based on the replacement motion information will show that the character is not good at cooking. This resolves the inconsistency between the character's setting in the story and the content of the cooking animations, reducing the risk of diminishing the game's appeal.

[0515] This section explains the case where the motion information of the main character is replaced. However, replacement motions may also be provided for sub-characters in the same manner as described above. In this case, if the sub-character's character ID is associated with the specialization information of 00, then the sub-character's motion information should be replaced with the replacement motion.

[0516] Furthermore, in this case, only the motion information is replaced. However, in addition to the motion information, the position information may also be replaced. Alternatively, if replacement animation images are prepared in advance and the main character is associated with 00's specialty information, the pre-prepared replacement animation image may be displayed.

[0517] Furthermore, for example, if the specialization information of 00 is associated with either the main character or the sub-character, the motion information of both the main character and the sub-character may be replaced with the replacement motion information. Also, for example, if the specialization information of 00 is associated with either the main character or the sub-character, only the motion information of the other main character or sub-character may be replaced with the replacement motion information.

[0518] Furthermore, this section has explained the case where the scenes featuring the main and sub-characters are related to cooking. However, the content of the scenes that are replaced as described above is not particularly limited. For example, in a scene where characters play sports, the motions may differ between characters who are not good at sports and those who are. In this case, identification information that can distinguish whether a character is good or bad at sports should be provided, and the scene or motion should be replaced based on that identification information.

[0519] Figure 59 illustrates an example of a cut-in animation execution pattern. As described above, a cut-in animation is executed in the second part of the first half of the animation. When the cooking animation is performed, the execution pattern of the cut-in animation is determined based on the result of the cooking. Here, three patterns are provided for the execution of the cut-in animation: cut-in A, B, and C.

[0520] As mentioned above, the cut-in animation has a different effect color depending on the execution pattern. If the cooking result is "success," cut-in A is determined with a 70% probability, cut-in B with a 30% probability, and cut-in C is never determined. Also, if the cooking result is "great success," cut-in A is determined with a 30% probability, cut-in B with a 40% probability, and cut-in C with a 30% probability. Therefore, if the cut-in animation is executed with the execution pattern of cut-in C, the player can understand at that point that the cooking result is "great success."

[0521] As described above, in this embodiment, the game (here, a training-focused game as an example) progresses using multiple characters, including a main character and sub-characters. In addition, the player can input selection operations for multiple types of commands, and when a selection operation is input for a predetermined command (here, cooking), the execution result of the command (here, "success" or "great success" as an example) is derived. Based on the type of command for which the selection operation was input (here, a menu), and the derived command execution result, execution information (here, execution information as an example) is determined, which includes at least information indicating the sub-character to be displayed in the cutscene (here, a cooking cutscene) (here, a sub-character's character ID as an example), and motion information of the characters displayed in the cutscene (here, a main character and sub-character as an example) (here, motion information as an example).

[0522] Then, based on the determined performance execution information, a performance is executed in which the main character and sub-characters are displayed. At this time, if predetermined information (in this case, information on 00's specialties) is associated with either the main character or the determined sub-character, the action information of at least the character to which the predetermined information is associated is determined to be predetermined action information (in this case, a replacement motion). This ensures that the performance is executed in accordance with the story's setting, thereby improving the performance effect.

[0523] Furthermore, the command execution result includes a first execution result (here, "success" as an example) and a second execution result that is more favorable than the first execution result (here, "great success" as an example). Pattern information indicating the execution pattern of the performance (here, the execution pattern of the cut-in performance as an example) is also included, and the pattern information includes specific pattern information (here, cut-in B and C as examples) that is more likely to be selected when the second execution result is derived than when the first execution result is derived. This increases the player's sense of anticipation and improves the performance effect.

[0524] Furthermore, the presentation includes a first presentation (here, the first half presentation as an example) and a second presentation (here, the second half presentation as an example), with the second presentation being executed after the first presentation. The first presentation hints at the result of the command execution, while the second presentation announces the result of the command execution. By executing the presentations in stages, the player's anticipation is gradually increased, further enhancing the effect of the presentation.

[0525] Furthermore, if a main character is associated with specific information, the main character's action information will be determined accordingly. Similarly, if a sub-character is associated with specific information, the sub-character's action information will be determined accordingly. This ensures that the performance is tailored to the story's setting for each character, further enhancing the overall effect.

[0526] Furthermore, multiple sub-characters (in this case, support characters as an example) are set up to be used in the progression of the game. The game can also be played using these set sub-characters. Based on the multiple set sub-characters, the sub-characters that appear in the cutscenes are determined. This allows the player's favorite characters to appear in the cutscenes, further enhancing the enjoyment of the game.

[0527] Figure 60A is the first diagram illustrating the race selection screen 280. When the race control unit 215g on the top screen 210 is operated, the race selection screen 280 shown in Figure 60A is displayed. The races are a game in which the character being trained competes against so-called non-player characters (hereinafter referred to as NPCs).

[0528] In the center of the race selection screen 280, a race selection control section 281 is displayed for selecting the type of race in which the character to be trained will participate. At the bottom of the race selection screen 280, a start control section 282 is displayed. The races that can be selected using the race selection control section 281 on the race selection screen 280 are pre-set for each turn.

[0529] Furthermore, each race has pre-set entry conditions, and players can only enter their training character in races where the entry conditions are met. As mentioned above, some races have a specified number of fans as an entry condition. For races where the specified number of fans is not met, the entry conditions are displayed on the race selection control unit 281, as shown in Figure 60A, and the player is notified that the race cannot be selected. Also, in turns where a target race for the clear objective is set, only the target race is displayed as selectable on the race selection screen 280.

[0530] Figure 60B is a diagram illustrating the race start screen 285. When the race type of the race to be entered is selected in the race selection operation unit 281, and the start operation unit 282 is operated, the race start screen 285 shown in Figure 60B is displayed. The strategy display unit 286 is displayed in the center of the race start screen 285. The strategy display unit 286 also highlights the currently selected strategy (closer, overtake, lead, breakaway). The strategy display unit 286 also displays the change operation unit 286a. When the change operation unit 286a is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the race to any strategy by operating on the strategy change screen.

[0531] Additionally, the results control unit 287 and the race control unit 288 are displayed at the bottom of the race start screen 285. When the race control unit 288 is operated, a race screen (not shown), i.e., a race video, is displayed on the display 26.

[0532] Figure 60C is the first diagram illustrating the race results screen 290. Figure 60D is the second diagram illustrating the race results screen 290. When the playback of the race video ends, and when the results operation unit 287 is operated, the race results screen 290 is displayed on the display 26. As shown in Figure 60C, the race results screen 290 displays the finishing order of the training target character in that race. Also, as shown in Figure 60D, the race results screen 290 displays the current class of the training target character.

[0533] In this embodiment, the characters being trained are categorized into classes based on the number of fans they acquire. Each class has a set range of fan counts. Here, the characters being trained are classified into one of eight classes based on the number of fans they have acquired. The race results screen 290 displays the cumulative number of fans acquired in the current race, added to the number of fans acquired previously. The current class corresponding to the cumulative number of fans is also identified and displayed.

[0534] As described above, in the training-focused game, the player can increase the ability parameters of the character being trained as turns progress. Ability parameters increase through successful training or the appearance of various events. The training-focused game ends when all turns are completed. Also, if the objectives set for each character are not achieved during the training-focused game, the training-focused game ends at that point.

[0535] When the training game ends, the character that was trained in the training game is remembered as the trained character. More precisely, information about the trained character (hereinafter referred to as "trained character information") is stored linked to the player ID. Note that the trained character information is stored on both player terminal 1 and server 1000. The trained character information stored linked to the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0536] Furthermore, upon completion of the training game, a rating score for the trained character is calculated. This rating is calculated based on the character's ability parameters, aptitude parameters, acquired skills, race results, team race results, etc., at the end of the training game. The method for calculating the rating, or in other words, the formula for calculating the rating, is predetermined and the rating is calculated based on this formula. The method and formula for calculating the rating are not particularly limited. For example, the rating could be calculated based only on parameters that affect the race results when the trained character participates in team competition games or races in other games, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game.

[0537] Furthermore, each character being trained is assigned a training rank based on their evaluation score. The training rank is an indicator of the character's strength, and each rank is associated with a range of evaluation scores. For example, a character with an evaluation score of 13,000 to 14,499 will be given an "A+" training rank, and a character with an evaluation score of 14,500 to 15,499 will be given an "S" training rank. By assigning training ranks based on evaluation scores in this way, it becomes easier to understand the approximate strength of each character being trained. Note that the character information includes both the evaluation score and the training rank.

[0538] Figure 61A is the first diagram illustrating the training completion screen 300. Figure 61B is the second diagram illustrating the training completion screen 300. Figure 61C is the third diagram illustrating the training completion screen 300. When the training game ends, the training completion screen 300 is displayed on the display 26 as shown in Figure 61A. The training completion screen 300 first displays the training rank of the trained character, and then displays the evaluation score as shown in Figure 61B.

[0539] Furthermore, after a predetermined time has elapsed since the evaluation score was displayed, the training completion screen 300 displays the training character's ability parameters, aptitude parameters, and acquired skills, as shown in Figure 61C. At this time, the training completion screen 300 is provided with a close operation button 301. When the close operation button 301 is tapped, the training completion screen 300 is hidden, and the home screen 100 is displayed on the display 26.

[0540] When the training game ends, a lottery is held to determine which factors the trained character will acquire, and this factor information is linked to and stored with the character. Although not shown in the diagram, on the training completion screen 300, the player can display the factor information acquired by the trained character. The factor lottery is performed according to pre-set conditions for each factor type. The probability of acquiring a factor is set based on the results of the training game.

[0541] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-mentioned breeding game will be described.

[0542] (Functional Configuration of Player Terminal 1) FIG. 62 is a diagram for explaining the configuration of the storage device 12 and the functions as a computer in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When the game is started, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.

[0543] The terminal-side game control program includes an information setting processing program 700, a breeding game execution program 701, and a processing program 702 at the time of completion of breeding. The programs listed in FIG. 62 are just examples, and many other programs are provided in the terminal-side game control program.

[0544] In the data storage area 12b, as storage units for storing data, a player information storage unit 750 and a game information storage unit 751 are provided. In addition, many other storage units are provided in the data storage area 12b. Here, information directly related to the game, such as the breeding game (hereinafter referred to as game information), is stored in the game information storage unit 751. In addition, temporary storage of various information during the progress of each game, such as the breeding game, is also performed in the game information storage unit 751. Therefore, all information related to the bred breeding character in the breeding game is stored in the game information storage unit 751. Also, for example, information other than game information, such as information about the player or other players, and setting information of the player terminal 1, is all regarded as player information. The player information is stored in the player information storage unit 750.

[0545] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a cultivation game execution unit 701a, and a processing unit 702a at the time of cultivation completion.

[0546] Specifically, the CPU 10 operates the information setting processing program 700 to cause the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the cultivation game execution program 701 and the processing program 702 at the time of cultivation completion, causing them to function as the cultivation game execution unit 701a and the processing unit 702a at the time of cultivation completion, respectively.

[0547] When various types of information are set in the player terminal 1, the information setting processing unit 700a stores the information related to the setting as player information in the player information storage unit 750. Also, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.

[0548] The cultivation game execution unit 701a executes all processes related to the cultivation game. Specifically, the cultivation game execution unit 701a executes the preparation stage process and the cultivation stage process.

[0549] At the completion of the cultivation game, the processing unit 702a at the time of cultivation completion stores the cultivation character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, and the type of character used for cultivation of the cultivated character.

[0550] (Functional Configuration of Server 1000) Figure 63 illustrates the configuration and computer functions of the storage device 1012 in the server 1000. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores the server-side game control program (module) in the program storage area 1012a.

[0551] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game termination processing program 1102. Note that the programs listed in Figure 63 are just examples; the server-side game control program includes many other programs.

[0552] The data storage area 1012b is equipped with a player information storage unit 1150 and a game information storage unit 1151 as data storage units. In addition, the data storage area 1012b is equipped with numerous other storage units. Here, all players' game information is stored in the game information storage unit 1151, linked to their player ID. Furthermore, all players' player information is stored in the player information storage unit 1150, linked to their player ID.

[0553] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by running each program stored in the program storage area 1012a, the CPU 1010 makes the server 1000 (computer) function as the 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, and a training game termination processing unit 1102a.

[0554] Specifically, the CPU 1010 operates the information setting processing program 1100 to cause the computer to function as the information setting processing unit 1100a. Similarly, the CPU 1010 operates the breeding game execution program 1101 and the breeding game end processing program 1102 to cause them to function as the breeding game execution unit 1101a and the breeding game end processing unit 1102a, respectively.

[0555] When various information is set on 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. In addition, the information setting processing unit 1100a measures time and updates the game points of each player.

[0556] The breeding game execution unit 1101a executes all processes related to the breeding game.

[0557] When the breeding game ends, the breeding game end processing unit 1102a derives evaluation points, breeding ranks, etc. for the bred breeding character. In addition, the breeding game end processing unit 1102a determines the factors acquired by the breeding character by lottery. Then, the breeding character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, type of character used for breeding, etc. of the breeding character is associated with the player ID and stored in the game information storage unit 1151.

[0558] 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 the specific content of the processing and the range of player information to be stored are different from each other. Also, the breeding game execution unit 701a in the player terminal 1 and the breeding game execution unit 1101a in the server 1000 are common in that they both execute processes related to the breeding game, but their roles, that is, the scope of responsibility, are different.

[0559] The processing performed by each functional unit in the above-described player terminal 1 and server 1000 will be described below using a flowchart.

[0560] (Processing of Player Terminal 1 and Server 1000) <Processing related to the breeding game> FIG. 64 is a sequence diagram for explaining the processing of the player terminal 1 and server 1000 related to the breeding game. In the following description, the processing in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the processing in the server 1000 is denoted as Sn (n is an arbitrary integer).

[0561] When the 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 player's operation input. In this information setting processing, the update information is transmitted to the server 1000. In the server 1000, when the update information is received, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0562] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when an operation to add another player as a friend or an operation to remove a解除 off a friend is input as a setting change operation, the friend information, which is information regarding friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage the game points consumed for executing the breeding game. When the game points are less than the upper limit value, the information setting processing units 700a and 1100a measure time and grant a predetermined value of game points to the player at predetermined intervals.

[0563] When the player terminal 1 receives an input to start the training game, the training game execution unit 701a executes a preparation stage process (P6). During this preparation stage process, communication takes place between the player terminal 1 and the server 1000. Based on the information received from the player terminal 1, the server 1000 has the training game execution unit 1101a execute a preparation stage process (S6).

[0564] Figure 65 is a flowchart illustrating the preparation stage processing (P6) in player terminal 1. The training game execution unit 701a of player terminal 1 executes the scenario selection screen display process (P6-1). Here, the training game execution unit 701a displays the scenario selection screen and provisionally registers a scenario ID based on the player's input.

[0565] Next, the training game execution unit 701a of the player terminal 1 executes the process of displaying the character selection screen for training (P6-2). Here, the training game execution unit 701a displays the character selection screen 150 for training and provisionally registers the character for training based on the player's input.

[0566] Specifically, the training game execution unit 701a switches the display screen of the display 26 when the player inputs a display switching operation to switch the screen display. For example, when a long press operation is input on the training target character selection screen 150, the training game execution unit 701a displays the character details screen 160. Also, when the enhancement operation unit 163b is operated on the character details screen 160, the character enhancement screen 165 is displayed. Furthermore, when a selection operation (operation on the character icon 151) is input on the training target character selection screen 150, the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 that was selected and switches the display screen.

[0567] Furthermore, when a confirmation operation (operation of the Next Operation Unit 154) is entered on the Character Selection Screen 150, the Training Game Execution Unit 701a temporarily registers the temporarily stored character as the character to be trained. The Training Game Execution Unit 701a also obtains information from the server 1000 regarding representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, and displays the Inherited Character Selection Screen 170.

[0568] Next, the training game execution unit 701a executes the inheritance character selection screen display process (P6-3). Here, the training game execution unit 701a switches the display screen of the display 26 when a display switching operation is input. Also, when a selection operation (operation on the training character icon 182) is input on the training character list screen 180, the training game execution unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation was input as the inheritance character and switches the display screen.

[0569] Furthermore, when a confirmation operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game execution unit 701a displays the support card formation screen 190 on the display 26.

[0570] Next, the training game execution unit 701a executes the support card selection screen display process (P6-4). Here, when a selection operation (operation on the support card icon 201) is input, the training game execution unit 701a temporarily stores the support card corresponding to the selected card icon 201 and switches the display screen.

[0571] Furthermore, if a display switching operation is input to switch the screen display while the support card formation screen 190 is being displayed, the training game execution unit 701a switches the display screen on the display 26. Also, when a confirmation operation (operation of the start operation unit 193) is input, the training game execution unit 701a displays the final confirmation screen 205 on the display 26.

[0572] Next, the breeding game execution unit 701a executes the final confirmation screen display process (P6-5). Here, when a display switching operation for switching the display of the screen is input, the breeding game execution unit 701a switches the display screen of the display 26.

[0573] Also, on the preset selection screen 205A, when a selection operation (operation of the select operation unit 206c) is input, the breeding game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input has been made, and switches the display screen.

[0574] Also, on the final confirmation screen 205, when a determination operation (operation of the start operation unit 205b) is input, the breeding game execution unit 701a executes the preparation stage completion process (P6-6). Here, the breeding game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (for example, 30), and if the game points are equal to or greater than the predetermined value, it transmits the confirmation information to the server 1000.

[0575] Note that the confirmation information includes information for identifying the temporarily registered breeding target character, inherited character, and support card. When the confirmation information is received, the server 1000 executes the preparation stage process (S6). Although it will be described in detail later, in the server 1000, a determination is made as to whether to permit the execution of the main breeding game using the temporarily registered breeding target character, inherited character, and support card.

[0576] After sending confirmation information and receiving permission information from server 1000, the training game execution unit 701a registers the provisionally registered scenario ID and the character to be trained. The training game execution unit 701a also registers the character to be trained, which was provisionally stored as an inherited character, and the provisionally stored support cards into the deck. Furthermore, if the scenario selected in P6-1 is an existing scenario, the training game execution unit 701a sets the objective based on the scenario ID and the character ID of the character to be trained. Also, for example, if the scenario selected in P6-1 is a new scenario, the training game execution unit 701a sets the objective based on the scenario ID. With this, the preparation stage completion process is finished and the training main game begins. The objectives for the training main game are set.

[0577] Figure 66 is a flowchart illustrating the preparation stage processing (S6) in server 1000. When the training game execution unit 1101a receives confirmation information, it checks the player's owned characters stored in the player information storage unit 1150 (S6-1). If the training target character selected by the player is included in the owned characters, the training game execution unit 1101a determines that there is no abnormality (S6-2).

[0578] If there are no abnormalities in the character to be trained selected by the player (YES in S6-2), the training game execution unit 1101a checks whether there are any abnormalities in the support card selected by the player (S6-3). In S6-3, an abnormality is determined if a support card that the player does not possess is selected, if the rental card selected by the player is not linked to the player ID of that player, or if the support character is the same as the character to be trained.

[0579] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game execution unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, the training game execution unit 1101a determines that there is no abnormality in the inherited character if the training character selected by the player as the inherited character is linked to the player's player ID, that is, if the training character that the player themselves has trained is selected as the inherited character (YES in S6-6).

[0580] If the inherited character is determined to be normal, the training game execution unit 1101a determines whether the training character selected by the player as the inherited character includes a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game execution unit 1101a determines whether the number of times it has been used on that day is less than 3 (S6-8).

[0581] If the number of uses for the day is less than 3 (YES in S6-8), the training game execution unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). In other words, S6-8 and S6-9 determine whether the formation conditions are met. If the player possesses 2000 or more of the in-game currency (YES in S6-9), the training game execution unit 1101a adds "1" to the number of uses for the day (S6-10). The training game execution unit 1101a also subtracts 2000 from the number of predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0582] Furthermore, the training game execution unit 1101a subtracts a predetermined value (for example, 30) from the player's game points (S6-12). Then, if there are no abnormalities in the training target character, inherited character and support card, and the formation conditions for using another player's representative character are met, the training game execution unit 1101a sets permission information (S6-13) and has it received by the player terminal 1.

[0583] Furthermore, the training game execution unit 1101a registers the character to be trained (S6-14). The training game execution unit 1101a also executes the character member registration process (S6-15). Here, as described above, the training game execution unit 1101a determines the scenario link character, support character, and other target characters to be the characters to be trained. The training game execution unit 1101a also associates the determined characters with member IDs. Furthermore, based on the member IDs, the training game execution unit 1101a sets initial values ​​for various stats, such as ability parameters, for each character to be trained. Then, the training game execution unit 1101a saves the information determined in S6-14 and S6-15 as game information received by the player terminal 1 (S6-16). The player terminal 1 stores the received game information and starts the training stage processing.

[0584] On the other hand, if there is an abnormality in the character being trained, the inherited character, or the support card, or if the formation conditions for using another player's representative character are not met, the training game execution unit 1101a sets a disallowance information (S6-17) and sends it to the player terminal 1. When disallowance information is received, the final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is reported.

[0585] Returning to Figure 64, once the preparation phase processing (P6, S6) is complete, the training game execution unit 701a on the player terminal 1 executes the training phase processing (P7). During this training phase processing, communication takes place between the player terminal 1 and the server 1000. On the server 1000, the training game execution unit 1101a executes the training phase processing (S7) based on the information received from the player terminal 1.

[0586] The following describes the training stage processing (P7) performed on player terminal 1 and the training stage processing (S7) performed on server 1000. However, for the sake of ease of understanding, the order in which the processing on player terminal 1 and the processing on server 1000 are described will be changed as appropriate.

[0587] Figure 67 is a flowchart for explaining the cultivation stage process in the server 1000. The cultivation game execution unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, when the start command is received (YES in S7-1), the cultivation game execution unit 1101a executes the turn start process (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000 when, for example, the processing and effects related to the current turn are completed.

[0588] Figure 68 is a flowchart for explaining the process at the start of...

Claims

1. A process that allows the player to input selections for multiple types of commands that specify the actions of the character being trained, Based on the command in which the selection operation was entered, the process updates the parameters associated with the character to be trained. Based on the command in which the selection operation was input, the process involves storing point information regarding the points to be awarded, When the number of stored point information reaches a predetermined number, a process is performed to award points based on the multiple stored point information. An information processing program that causes a computer to perform a task.

2. A process that uses the aforementioned points to activate an effect that is advantageous for training the target character. An information processing program according to claim 1 that causes a computer to perform the following.

3. A process for displaying the number of stored point information in an identifiable manner. An information processing program according to claim 1 or 2 that causes a computer to perform the following.

4. The process for storing the aforementioned point information is as follows: The point information is stored based on the corresponding information associated with the command for which the selection operation can be input. The information processing program according to claim 1 or 2.

5. Next, when the number of stored point information reaches the predetermined number, a process is performed to display the points to be awarded. An information processing program according to claim 1 or 2 that causes a computer to perform the following.

6. A process that allows the player to input a provisional selection operation for multiple types of the aforementioned commands, The process of setting the command for which the aforementioned provisional selection operation was input to a provisional selection state, A process to display the increase in the points, which increases based on the execution of the command in the provisional selection state, in the provisional selection state of the command, An information processing program according to claim 1 or 2 that causes a computer to perform the following.

7. The process of awarding the aforementioned points is: Points are awarded based on a plurality of stored point information and a pre-set base point information. The information processing program according to claim 1 or 2.

8. The aforementioned point information includes regular point information and special point information. The process for storing the aforementioned point information is as follows: If the predetermined conditions are not met, the normal point information is stored; if the predetermined conditions are met, the special point information is stored. The process of awarding the aforementioned points is: If the number of stored special point information items is greater than or equal to a predetermined number, more points will be awarded than if the number were less than the predetermined number. The information processing program according to claim 1 or 2.

9. An information processing method performed by one or more computers, A process that allows the player to input selections for multiple types of commands that specify the actions of the character being trained, Based on the command in which the selection operation was entered, the process updates the parameters associated with the character to be trained. Based on the command in which the selection operation was input, the process involves storing point information regarding the points to be awarded, When the number of stored point information reaches a predetermined number, a process is performed to award points based on the multiple stored point information. Information processing methods including

10. Equipped with one or more computers, The aforementioned computer, A process that allows the player to input selections for multiple types of commands that specify the actions of the character being trained, Based on the command in which the selection operation was entered, the process updates the parameters associated with the character to be trained. Based on the command in which the selection operation was input, the process involves storing point information regarding the points to be awarded, When the number of stored point information reaches a predetermined number, a process is performed to award points based on the multiple stored point information. An information processing system that performs the following tasks.

11. Equipped with one or more computers, The aforementioned computer, A process that allows the player to input selections for multiple types of commands that specify the actions of the character being trained, Based on the command in which the selection operation was entered, the process updates the parameters associated with the character to be trained. Based on the command in which the selection operation was input, the process involves storing point information regarding the points to be awarded, When the number of stored point information reaches a predetermined number, a process is performed to award points based on the multiple stored point information. A game device that performs the following actions.