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

WO2025041518A1PCT designated stage expired Publication Date: 2025-02-27CYGAMES INC
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Patent Information

Application Number
PCT/JP2024/026504
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-08-21
Filing Date
2024-07-24
Publication Date
2025-02-27

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Abstract

This information processing program causes a computer to execute: processing for updating a first parameter corresponding to a first command in a character-growing game in which a shared goal is set regardless of the type of character to be grown; processing for deriving the results of a specific game, on the basis of the first parameter, and a second parameter which is set as the parameter to be used in the derivation of specific game results from among a plurality of second parameters which are associated with the character to be grown, when information which corresponds to a second command has been obtained; and processing for imparting an effect which corresponds to an option, by consuming specific points which correspond to said option, which has been selected by a player from among an option which corresponds to an effect which favors the updated first parameter value which was updated by selecting the first command, and an option which corresponds to an effect which favors the second parameter.
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Description

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

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

[0002] A conventional training game is disclosed in Patent Document 1. In the training game disclosed in Patent Document 1, a player can select a character to be trained from among a plurality of characters. Each character to be trained has a different goal set. The player must progress through the training game while achieving the goal.

[0003] Patent No. 7307865

[0004] In a character development game, if a common goal is set regardless of the type of character, it can be difficult to achieve the goal depending on the character's performance. As a result, the characters that can be selected as characters to be developed are effectively limited, resulting in a problem of narrowing the player's options.

[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 broaden the options available to players.

[0006] In order to solve the above problem, the information processing program includes: a process of setting a character selected by a player from a plurality of characters as a character to be developed; a process of accepting a player's operation to select one of a plurality of types of commands, which are commands that specify an action of the character to be developed in a development game in which a common goal is set regardless of the type of the character to be developed, and which include a first command that specifies a predetermined action that updates a first parameter linked to the character to be developed, and a second command that specifies the execution of a specific game to achieve the goal, and acquiring information corresponding to the command selected by the player; a process of updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game out of a plurality of second parameters linked to the character to be developed; and a process of updating specific points in accordance with predetermined update conditions. and causing the computer to perform a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to the updated value of the first parameter, which is updated when the first command is selected, and an option corresponding to an effect that gives an advantageous effect to the second parameter, and thereby imparting an effect corresponding to the option.

[0007] The information processing program may cause a computer to perform the following processing: when a first specific condition is met among a plurality of specific conditions that can be met during the training game, making it possible to consume specific points corresponding to an option corresponding to an effect that gives an advantage to the updated value of the first parameter that is updated when the first command is selected; and when a second specific condition is met among the specific conditions, making it possible to consume specific points corresponding to an option corresponding to an effect that gives an advantage to the second parameter.

[0008] The process of deriving the result of the specific game may include a process of making the first parameter linked to the character to be trained more advantageous when a specific condition, including the consumption of the specific points, is met among a plurality of specific conditions that can be met during the training game, than when the specific condition is not met.

[0009] In order to solve the above problem, an information processing method is an information processing method executed by one or more computers, comprising: a process of setting a character selected by a player from a plurality of characters as a character to be developed; a process of accepting a player's operation to select one of a plurality of types of commands, which are commands that specify an action of the character to be developed in a development game in which a common goal is set regardless of the type of character to be developed, and which include a first command that specifies a predetermined action that updates a first parameter linked to the character to be developed, and a second command that specifies the execution of a specific game to achieve the goal, and acquiring information corresponding to the command selected by the player; a process of updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game out of a plurality of second parameters linked to the character to be developed; and a process of updating specific points in accordance with predetermined update conditions. and a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to the updated value of the first parameter, which is updated when the first command is selected, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to impart an effect corresponding to the option.

[0010] In order to solve the above problem, an information processing system includes one or more computers, wherein the computer performs the following steps: a process of setting a character selected by a player from a plurality of characters as a character to be developed; a process of accepting a player's operation to select one of a plurality of types of commands, which are commands that specify an action of the character to be developed in a development game in which a common goal is set regardless of the type of character to be developed, and which include a first command that specifies a predetermined action that updates a first parameter linked to the character to be developed, and a second command that specifies the execution of a specific game to achieve the goal, and acquiring information corresponding to the command selected by the player; a process of updating the first parameter corresponding to the selected first command when the information corresponding to the first command is acquired; a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game out of a plurality of second parameters linked to the character to be developed; and a process of updating specific points in accordance with predetermined update conditions. and a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that favors an updated value of the first parameter, which is updated when the first command is selected, and an option corresponding to an effect that favors the second parameter, to impart an effect corresponding to the option.

[0011] In order to solve the above problem, a game device includes one or more computers, the computer performing the following steps: a process of setting a character selected by a player from a plurality of characters as a character to be developed; a process of accepting a player's operation to select one of a plurality of types of commands, which are commands that specify an action of the character to be developed in a development game in which a common goal is set regardless of the type of character to be developed, and which include a first command that specifies a predetermined action that updates a first parameter linked to the character to be developed, and a second command that specifies the execution of a specific game to achieve the goal, and acquiring information corresponding to the command selected by the player; a process of updating the first parameter corresponding to the selected first command when the information corresponding to the first command is acquired; a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game out of a plurality of second parameters linked to the character to be developed; and a process of updating specific points in accordance with predetermined update conditions. and a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that favors an updated value of the first parameter, which is updated when the first command is selected, and an option corresponding to an effect that favors the second parameter, to impart an effect corresponding to the option.

[0012] According to the present invention, it is possible to widen the options available to players.

[0013] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. FIG. 2A is a diagram showing the hardware configuration of a player terminal. FIG. 2B is a diagram showing the hardware configuration of a server. FIG. 3A is a diagram showing an example of a home screen. FIG. 3B is a diagram showing an example of an option setting screen. FIG. 3C is a diagram showing an example of a profile setting screen. FIG. 4 is a diagram showing the general flow of progress of a training game. FIG. 5A is a diagram showing an example of scenario initial addition value data. FIG. 5B is a diagram showing an example of scenario initial upper limit value data. FIG. 5C is a diagram showing an example of scenario event addition value data. FIG. 6A is a diagram showing a screen for selecting a character to be trained. FIG. 6B is a first diagram showing a character detail screen. FIG. 6C is a second diagram showing a character detail screen. FIG. 7A is a diagram showing an ability parameter (initial value) table. FIG. 7B is a diagram showing an aptitude parameter (initial value) table. FIG. 7C is a diagram showing skills. FIG. 7D is a diagram showing dedicated events. FIG. 8 is a diagram showing a character strengthening screen. FIG. 9A is a first diagram illustrating an inheritance character selection screen. FIG. 9B is a first diagram illustrating a training character list screen. FIG. 9C is a second diagram illustrating an inheritance character selection screen. FIG. 9D is a third diagram illustrating an inheritance character selection screen. FIG. 10 is a diagram illustrating inheritance lineage. FIG. 11 is a diagram illustrating factor information. FIG. 12A is a diagram illustrating the effects of basic ability factors. FIG. 12B is a diagram illustrating the effects of character factors. FIG. 13A is a diagram illustrating compatibility judgment targets, and FIG. 13B is a diagram illustrating compatibility judgment items. FIG. 14A is a first diagram illustrating a support card organization screen. FIG. 14B is a diagram illustrating a support card selection screen. FIG. 14C is a second diagram illustrating a support card organization screen. FIG. 15A is a diagram illustrating a support card table. FIG. 15B is a diagram illustrating support effects. FIG. 15C is a diagram illustrating possessed skills. FIG. 15D is a diagram illustrating support events. FIG. 16A is a diagram illustrating a final confirmation screen. FIG. 16B is a diagram illustrating the preset selection screen.FIG. 17A is a diagram explaining character types. FIG. 17B is a diagram explaining member IDs. FIG. 18 is a diagram explaining selection items for each turn. FIG. 19 is a diagram explaining a top screen. FIG. 20 is a first diagram explaining a training screen. FIG. 21A is a second diagram explaining a training screen. FIG. 21B is a third diagram explaining a training screen. FIG. 21C is a diagram explaining a training result notification screen. FIG. 21D is a diagram explaining an event screen. FIG. 22 is a diagram explaining an SS match information dialog. FIG. 23 is a diagram explaining a team member dialog. FIG. 24 is a fourth diagram explaining a training screen. FIG. 25 is a diagram explaining an SS match provisional selection screen. FIG. 26A is a diagram explaining a formula for calculating win rates. FIG. 26B is a diagram explaining a stamina addition value. FIG. 27A is a first diagram explaining a race selection screen. FIG. 27B is a diagram explaining a race start screen. FIG. 27C is a first diagram explaining a race result screen. FIG. 27D is a second diagram illustrating a race results screen. FIG. 28 is a diagram illustrating tasks in representative friendly matches and special races. FIG. 29 is a diagram illustrating overseas aptitude. FIG. 30 is a diagram illustrating an overseas aptitude acquisition screen. FIG. 31 is a diagram illustrating an acquisition condition list dialog. FIG. 32 is a diagram illustrating an effect list dialog. FIG. 33 is a diagram illustrating the general flow of turn start processing. FIG. 34 is a diagram illustrating allocation ratios for training items. FIG. 35 is a diagram illustrating the SSS match activation lottery. FIG. 36 is a diagram illustrating training levels. FIG. 37A is a diagram illustrating a fixed increase value (speed). FIG. 37B is a diagram illustrating a fixed increase value table (power). FIG. 38A is a diagram illustrating a training completion screen. FIG. 38B is a second diagram illustrating a training completion screen. FIG. 38C is a third diagram illustrating a training completion screen. FIG. 39 is a diagram illustrating the memory configuration and computer functions of a player terminal. FIG. 40 is a diagram illustrating the memory configuration and computer functions of a server. FIG. 41 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game.FIG. 42 is a flowchart illustrating preparation stage processing in a player terminal. FIG. 43 is a flowchart illustrating preparation stage processing in a server. FIG. 44 is a flowchart illustrating development stage processing in a server. FIG. 45 is a flowchart illustrating turn start processing in a server. FIG. 46 is a flowchart illustrating SS match information determination processing in a server. FIG. 47 is a flowchart illustrating SSS match activation lottery processing in a server. FIG. 48 is a flowchart illustrating development stage processing in a player terminal. FIG. 49 is a flowchart illustrating overseas aptitude related processing in a player terminal. FIG. 50 is a flowchart illustrating selection command reception processing in a server. FIG. 51 is a flowchart illustrating race execution processing in a server. FIG. 52 is a flowchart illustrating result information reception processing in a player terminal. FIG. 53 is a flowchart illustrating development game termination processing in a server.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0029] (Game Content) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess game media obtained through a lottery known as gacha, or game media distributed by the operator. In this embodiment, a player can possess character cards and support cards as game media. Each character card and support card is always linked to one character. Note that the character linked to the character card is the target of development in the development game. Hereinafter, a character linked to a character card may be simply referred to as a character.

[0030] As will be described in more detail below, the game according to this embodiment provides a character development game. In the character development game, a player can develop a character and generate a character to which various parameters are linked. The character development game according to this embodiment also has gameplay in which a character linked to a character card is developed by competing in races that mimic horse racing.

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

[0032] Here, a home screen selection operation unit 102a, an enhancement screen selection operation unit 102b, a story screen selection operation unit 102c, a racing game selection operation unit 102d, and a gacha screen selection operation unit 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation unit corresponding to the currently displayed screen is highlighted so that the screen currently displayed on the display 26 can be identified.

[0033] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

[0034] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can train characters to have stronger status in the training game.

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

[0036] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game (described later) can race. The player can select a racing game in which the training character will race on the racing game selection screen. Racing games include team competition games in which a team made up of multiple training characters competes against a team of other players selected by a computer. Team competition games have a gaming aspect in which players compete against other players for rankings.

[0037] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency or tickets to participate in a so-called gacha lottery. In the gacha lottery, the player can win character cards or support cards.

[0038] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters he or she owns and sets that character as the character to be trained (hereinafter referred to as the character to be trained).

[0039] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of multiple inherited characters, which will be described in detail later, and multiple support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.

[0040] Once the setting of the character to be trained and the deck (successor characters and support cards) is complete, the game transitions from the preparation stage to the training stage, and a game for training the character to be trained 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 a training character. As described above, the player can organize the training characters they own into a team and use them in team competitive games, etc.

[0041] As described above, the main objective of the game of this embodiment is to generate a training character through the training game and to use the training character to improve the ranking in the team competitive game.

[0042] In addition, this embodiment includes a function for sharing development characters or support cards between players and a function for sharing information between multiple players. A player can set development characters and support cards that other players can use in the development game. Specifically, as shown in FIG. 3A , a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.

[0043] 3B is a diagram illustrating an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. The option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.

[0044] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.

[0045] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can confirm and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.

[0046] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for sharing information with other players. The profile setting screen 120 displays a profile character image 122 that is currently being set. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.

[0047] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation section 126a and a rental card setting operation section 126b.

[0048] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he or she has trained as the representative character. An icon image indicating the currently set representative character is displayed on the representative character setting operation unit 126a. Note that, as will be described in more detail below, the representative character can be organized into a deck as an inherited character in the training game played by another player.

[0049] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be organized into a deck by another player and used in the development game played by that other player.

[0050] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.

[0051] In this embodiment, various time-limited events are held irregularly. During the period when a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can, for example, exchange specific event points, which are provided only during the specific event, for various rewards.

[0052] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game begins. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is granted to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that a player can possess, and the player can possess game points within the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the game points currently possessed to the upper limit is visually displayed.

[0053] Note that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if a player does not have the required number of game points, the player cannot start the training game. However, the player can possess items that restore game points and use the items to restore game points. These items can be given as rewards for the training game or team competition game, or can be acquired by consuming in-game currency. The training game is described in detail below.

[0054] (Training Game) Figure 4 is a diagram for explaining the general flow of a training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, a training main game is a game in which a player selects one character from among the characters they own and trains it as a character to be trained (hereinafter referred to as the character to be trained).

[0055] The setting game, in which the player registers characters to be trained and decks (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing performed in the setting game will be referred to as the preparatory stage processing, and the processing performed in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.

[0056] As shown in Figure 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, successor character registration, support card registration, and team member registration. 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.

[0057] <Preparation Stage Processing> The preparation stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). Note that support cards are used to assist in the training of characters to be trained. Each support card is always associated with one character, and the character associated with the support card registered in the preparation stage processing will assist in the training of the character to be trained. Hereinafter, the character associated with a support card will be referred to as a support character.

[0058] <Scenario Registration> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple training main game scenarios are provided. Each training main game scenario has a final goal, goals during the game, etc. set. The player must sequentially clear the goals set in each scenario. Each goal, the time period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.

[0059] Each scenario is assigned a scenario ID, and the scenario ID selected by the player is registered here. When a character to be developed (described later) is selected, a character ID assigned to each character is registered. Scenarios include scenarios in which different goals are set for each type of character to be developed (referred to here as existing scenarios), and scenarios in which a common goal is set for all characters to be developed (referred to here as new scenarios).

[0060] In an existing scenario, a goal is set at the start of the training game based on the registered scenario ID and character ID. On the other hand, in a new scenario, a goal is set based on the registered scenario ID. In a new scenario, a character ID is not specified when setting a goal for the training game, so a common goal is set regardless of the type of character being trained.

[0061] The training main game also has a storyline, and the game progresses along that storyline. Events occur at various times during the training main game. Events that occur during the training main game are specific to each scenario. Therefore, the multiple scenarios differ from each other in at least some of the events that occur during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.

[0062] FIG. 5A is a diagram illustrating an example of scenario initial addition value data. FIG. 5B is a diagram illustrating an example of scenario initial upper limit value data. FIG. 5C is a diagram illustrating an example of scenario event addition value data. As shown in FIG. 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.

[0063] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are provided: speed, stamina, power, tenacity, and intelligence. The higher the values ​​of these five ability parameters, the more advantageous the character being trained will be in the race.

[0064] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is updated only within the upper limit, and updates to 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 for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.

[0065] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values ​​of five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.

[0066] Specifically, a common base value is set in advance for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario, or may be different for each ability parameter. Then, at the start of the training main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.

[0067] For example, as shown in Figure 5A, according to the scenario initial addition value data, the scenario initial addition values ​​for all five ability parameters linked to the scenario ID of "0001" are set to "200." Therefore, when the scenario ID of "0001" is selected and the training main game is started, the initial upper limit values ​​for all five ability parameters will be "1400."

[0068] Also, for example, if a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values ​​of the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values ​​of the stamina and intelligence ability parameters will be "1600", and the initial upper limit value of the power ability parameter will be "1400".

[0069] Here, the initial upper limit value is derived by adding the initial additional value of the ability parameter to the common base value. However, as shown in FIG. 5B , scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial additional value of the scenario initial additional value data.

[0070] In this way, the scenario initial upper limit value associated with the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, the value obtained by adding the scenario initial additional value to the common base value may be set as the initial upper limit value of each ability parameter.

[0071] Furthermore, in the training main game, a scenario event may occur at a predetermined timing, which increases the upper limit value of each ability parameter. When a scenario event occurs, the scenario event addition value linked to that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001," when a predetermined scenario event occurs, the upper limit values ​​of five ability parameters each increase by "20."

[0072] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set for a single scenario. Furthermore, the timing at which scenario events occur may be the same for all scenarios, or may differ.

[0073] In this way, the upper limit of the ability parameters varies 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 with a variety of scenarios.

[0074] <Registering a character to be trained> Fig. 6A is a diagram illustrating a character to be trained selection screen 150. When a player selects a scenario on the scenario selection screen, the character to be trained selection screen 150 shown in Fig. 6A is displayed. A plurality of character icons 151 are displayed in the center of the character to be trained selection screen 150, and a list of characters owned by the player is displayed.

[0075] Furthermore, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the character-to-be-trained selection screen 150. Furthermore, a return operation section 153 and a next operation section 154 are displayed at the bottom of the character-to-be-trained selection screen 150.

[0076] In this embodiment, an initial value of an ability parameter is set for each character. The ability parameter display section 152a displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player as a numerical value. In this embodiment, a larger numerical value of the ability parameter indicates higher ability.

[0077] The ability parameter display section 152a also displays the initial upper limit value of each ability parameter. In other words, the upper limit value of each ability parameter that is set at the start of the training main game when the player can select a scenario, or after the player has selected a scenario, is displayed in the ability parameter display section 152a. In the ability parameter display section 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.

[0078] Here, the ability parameter display section 152a identifiably displays initial upper limit values ​​that exceed the common base value. For example, in the example shown in FIG. 6A , the initial upper limit values ​​for speed, power, and tenacity exceed the common base value of "1200." Therefore, the ability parameter display section 152a identifiably displays the initial upper limit values ​​for speed, power, and tenacity relative to the initial upper limit values ​​for stamina and intelligence. Here, as an indication, initial upper limit values ​​that exceed the common base value are displayed flashing or in a different color.

[0079] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, the ability parameter (initial value) table stores the initial values ​​of ability parameters for each character. The initial values ​​of ability parameters are displayed in the ability parameter display section 152a based on the initial values ​​of ability parameters stored in the ability parameter (initial value) table.

[0080] In this embodiment, initial ability parameter values ​​are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a.

[0081] 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 the player can increase the character's status level by consuming in-game currency or predetermined items. As the character's status level increases, the initial values ​​of the character's ability parameters also increase.

[0082] 7A shows the initial values ​​when the character is at a predetermined level. Note that the player can increase the ability parameter values ​​in the training main game. That is, the objective of the training main game is to train a character with higher ability parameter values.

[0083] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the aptitude parameter display section 152b displays the initial values ​​of the aptitude parameters of the character corresponding to the character icon 151 selected by the player in alphabetical order.

[0084] FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values ​​of aptitude parameters for each character. The initial values ​​of aptitude parameters are set to one of seven alphabetical levels, A to G. Note that, for the initial aptitude parameter values, A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values ​​of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values ​​of aptitude parameters are displayed in the aptitude parameter display section 152b.

[0085] In this embodiment, initial values ​​of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.

[0086] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the race will be.

[0087] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may change in the main character training game. In the main character training game, the aptitude parameter may be set to S, which is higher in aptitude than A.

[0088] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the character to be trained selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the character to be trained selection screen 150.

[0089] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B , when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a race or team race, as described below. The activation of skills gives each character an advantage in the race.

[0090] FIG. 7C is a diagram explaining skills. As shown in FIG. 7C, each character possesses multiple skills. As shown in FIG. 6B, the character detail screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the training main game, by satisfying certain conditions, the possessed skills of the character being trained can be acquired. Note that a skill will not be activated during a race if it is simply possessed; it can only be activated by acquiring the possessed skill. Hereinafter, a skill that a character can activate, i.e., a skill that a character has acquired, will be referred to as an acquired skill.

[0091] Each character is set with one acquired skill from the start of the main training game. In addition to the acquired skills, each character is set with multiple possessed skills. Possessed skills can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.

[0092] In this embodiment, skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character details screen 160 of Fig. 6B. Skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character details screen 160 of Fig. 6B. In this embodiment, as shown on the character details screen 160 of Fig. 6B, acquired skills are highlighted so that acquired skills can be easily distinguished from possessed skills.

[0093] Specifically, in the character detail screen 160 shown in FIG. 6B , one acquired skill is displayed in an acquired skill display field 161 a, and seven possessed skills are displayed in a possessed skill display field 161 b. Note that the number of acquired skills and possessed skills may differ for each character. Furthermore, for example, the number of acquired skills or possessed skills for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.

[0094] Here, possessed skills include awakened skills. Awakened skills are skills that become possessed when the conditions for unlocking them are met. In other words, awakened skills are not possessed skills unless the conditions for unlocking them are met. Therefore, awakened skills whose conditions for unlocking them are not met cannot be acquired in the main training game.

[0095] In Figure 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. Note that awakening skills differ for each character. 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. In this way, skills may be set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.

[0096] In this embodiment, the awakening level of a character is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-mentioned status level and awakening level. A player can increase the status level and awakening level separately. As shown in FIG. 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, a character enhancement screen 165 is displayed on the display 26.

[0097] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character details screen 160 is tapped, or when the strengthening screen selection operation unit 102b is tapped. Character icons 151 corresponding to owned characters are displayed from the center downward of the character strengthening screen 165. When a character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is placed in a selected state.

[0098] When the strengthening operation section 163b of the character detail screen 160 is tapped to display the character strengthening screen 165, the character that was in a selected state on the character detail screen 160 remains in a selected state when the character strengthening screen 165 starts to be displayed. Information about the selected character is displayed at the top of the character strengthening screen 165.

[0099] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is selected, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The awakening skill display fields 168a, 168b, 168c, and 168d each contain the name of an awakening skill corresponding to the awakening level.

[0100] An awakening level enhancement button 169a is provided below the character enhancement screen 165. 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 the fact that consuming these items will increase the awakening level. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.

[0101] In this embodiment, the awakening level of each character is initially set to level 1. By consuming items, the player can increase the character's awakening level up to a maximum of level 5. Each awakening level is associated with one awakening skill. By increasing the awakening level, the awakening skill corresponding to the increased awakening level is unlocked. 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.

[0102] In this way, each character is set with four Awakening Skills. By increasing the Awakening Level, the player can unlock the same number of Awakening Skills as the Awakening Level. Once unlocked, the Awakening Skills function as acquireable skills.

[0103] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are marked as "Unlocked" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not yet been unlocked are grayed out in the awakening skill display fields 168a, 168b, 168c, and 168d. FIG. 8 shows a state in which the awakening level is level 4 and three awakening skills are unlocked.

[0104] Although detailed explanation will be omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the content of each awakening skill is displayed. Furthermore, when the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, the hint level of possessed skills, which will be described later, can be increased by consuming items.

[0105] Furthermore, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, the character's status level can be increased by consuming items. The character enhancement screen 165 is provided with a return operation unit 169b. When the return operation unit 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.

[0106] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, as shown in FIG. 6C , and a dedicated event display section 162a showing a dedicated event provided for each character is displayed. A dedicated event occurs when a predetermined condition is met in the training main game. When a dedicated event occurs, a story image related to a character appearing in the training game is displayed, or the value of an ability parameter changes.

[0107] 7D is a diagram illustrating dedicated events. As shown in FIG. 7D, multiple dedicated events are associated with each character. As shown in FIG. 6C, the character details screen 160 displays the dedicated events associated with the character. The dedicated events include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.

[0108] 6C may be executed in its entirety while the training main game is being played, or at least some of the dedicated events may be executed while the training main game is being played, or may not be executed at all while the training main game is being played if a predetermined condition is not met. Furthermore, the number of dedicated events provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.

[0109] 6B and 6C , a close operation section 163a is displayed at the bottom of the character detail screen 160. When the close operation section 163a of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the development target character selection screen 150 is displayed on the display 26.

[0110] Furthermore, when the return operation unit 153 is tapped on the character to be trained selection screen 150 shown in Fig. 6A, the home screen 100 shown in Fig. 3A is displayed on the display 26. Furthermore, the character to be trained selection screen 150 is 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 to be trained selection screen 150 on the training information display screen.

[0111] The objective of the training game is to create a stronger character by training a character selected as a character to be trained from among the characters owned by the player. As will be described in detail later, the training main game consists of multiple turns, and the player must train the character to be trained and enter it in races in each turn.

[0112] Each character has a plurality of clear goals set for it. On the training information display screen, the clear goals set for the selected character can be confirmed. For each turn, a race in which the character to be trained can run is predetermined. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieving a predetermined ranking.

[0113] Furthermore, when a character to be trained enters a race, the character to be trained can acquire fans. In each race, the number of base fans that can be acquired is determined by the finishing position, and the higher the finishing position, the more fans the character can acquire. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans can be acquired.

[0114] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number acquired, which is determined for each finishing position. Specifically, a correction value is determined based on the race results, and the base number acquired is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the number of bonuses acquired and the base number acquired is the number of fans that the character to be trained will acquire. For example, if the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the first-place character, the greater the correction value.

[0115] Furthermore, the character to be trained will activate a skill (an acquired skill) with a certain probability during the race. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than finishing order and the progress of the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.

[0116] Some races have a specified number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the specified number of fans as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the race. Therefore, if a race that specifies the number of fans as a condition for entry is set as a target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the specified number of fans for the target race by the turn in which the target race is held.

[0117] Furthermore, the completion goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the completion goal includes, for example, coming in first place a predetermined number of times or more in a high-difficulty race (e.g., a GI race) within a predetermined number of turns. Thus, multiple completion goals are set for each character. By achieving the completion goal, the player can continue the training main game until the final turn. On the other hand, if the completion goal is not achieved, the training main game ends with that turn.

[0118] Therefore, if the character being trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character being trained will not be able to run in the target race. In this case, the clear goal will not be achieved, and the training game will end.

[0119] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the character to be trained so that you can clear all of the clear goals.

[0120] Generally, the goal set for each character is fixed, and the same goal is set as a challenge each time the training game is played. However, some characters may have goals that change depending on the progress of the main training game, or characters may have goals that the player can select.

[0121] Furthermore, when the training game is completed, a training character is generated. At the end of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on the evaluation score. The evaluation score is calculated based on a predetermined formula, such as a score calculated from various parameters of the character to be trained at the time training is completed, or a score calculated from acquired skills. The training information display screen displays information indicating the rank, evaluation score, name, and registration date of the top three training characters with the highest evaluation scores among the training characters trained based on the selected character.

[0122] Although detailed explanations are omitted, the training game has multiple scenarios. The basic game specifications are the same for each scenario, but some functions differ from scenario to scenario. The training information display screen displays the scenario selected when each training character was trained.

[0123] As described above, the player can select a character to be trained while checking various information about each character on the character to be trained selection screen 150 shown in Fig. 6A. When the next operation unit 154 is tapped on the character to be trained selection screen 150, the selected character is set as the character to be trained, and the inherited character selection screen 170 is displayed on the display 26.

[0124] <Registering an Inheritance Character> Fig. 9A is a first diagram illustrating an inheritance character selection screen 170. Fig. 9B is a first diagram illustrating a development character list screen 180. Fig. 9C is a second diagram illustrating the inheritance character selection screen 170. Fig. 9D is a third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is a screen for the player to register an inheritance character.

[0125] A succession character is a character that inherits ability values, skills, etc. from the character to be trained. A player can select two succession characters from the training character he or she owns and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in a deck. Note that only one representative character of another player can be organized in a deck as a succession character in one training game.

[0126] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from development target character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blanks, as shown in FIG.

[0127] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, a development character list screen 180 shown in FIG. 9B is displayed. The development character list screen 180 has a My Character tab 181a and a Rental tab 181b. In addition, below the My Character tab 181a and the Rental tab 181b, a development character list display area is provided. A development character icon 182 is displayed in the development character list display area.

[0128] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 9B. Furthermore, although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed.

[0129] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is placed in a provisionally selected state. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed, as shown in Fig. 9C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, if training character icon 182 is tapped on training character list screen 180, an image showing the training character that is in a provisionally selected state is displayed in first inheritance character selection area 171a.

[0130] In this state, for example, when the second inheritance character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inheritance character selection area 171b, as shown in Figure 9D.

[0131] Furthermore, information relating to the inherited characters used when raising the development character is linked to and stored in the development character. Information relating to the inherited characters used when raising the development character is displayed in the first inherited character selection area 171 a.

[0132] FIG. 10 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as increasing the values ​​of the ability parameters and aptitude parameters of the character to be trained, based on the factor information possessed by the inheriting character. Here, two inheriting characters are set for one character to be trained, and these inheriting characters are training characters that were previously generated. Therefore, when a training character to be set as an inheriting character is generated, two inheriting characters are also set for that training character.

[0133] As shown in Figure 10, the character to be trained in the training main game that is about to begin is referred to as the current generation. Furthermore, the two characters set as inherited characters for this character to be trained are referred to as the first generation of inheritance. Furthermore, for the first generation of inherited characters, two characters are set as inherited characters when the character is first trained. The two characters that were set as inherited characters when the first generation of inherited characters were generated are referred to as the second generation of inheritance.

[0134] In this case, the characters that have a utility for the current character to be trained are the characters of the first and second succession generations, as shown in Figure 10. As described above, two succession characters (first succession generation) are set for one character to be trained, so a total of six characters to be trained provide utility to one character to be trained.

[0135] For example, a first inheritance group is made up of one of two first-generation inheritance characters and two second-generation inheritance characters that are inheritance characters of the first inheritance character. Similarly, a second inheritance group is made up of the other of the two first-generation inheritance characters and two second-generation inheritance characters that are inheritance characters of the first inheritance character.

[0136] 9D, the first inheritance character selection area 171a contains icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b contains icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the second inheritance group.

[0137] FIG. 11 is a diagram illustrating factor information. As will be described in detail later, when the training game is completed, the character to be trained is registered as a training character, and at this time, factor information is linked to and stored with the training character. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery or the like. Then, factor information indicating the determined factor is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.

[0138] However, the factors acquired by a training character do not affect the ability of the training character itself. For example, a training character can be entered in a racing game such as a team competition game. In this case, a simulation, i.e., a calculation process, is performed in the race to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters participating. Since the factors possessed by a training character are not used in the calculation process, even if the character has a large number of factors, it will not be able to advance in the race at an advantage.

[0139] The factors possessed by a character being trained only affect the character being trained when that character is set as the successor character. The factors that a character being trained can acquire are classified into multiple types. In FIG. 11, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of multiple stages. Here, three factor levels are set as factor stages: level 1, level 2, and level 3.

[0140] The factor level is determined by lottery. In this case, after the factors to be acquired by the development character are determined, the factor level for each of the acquired factors may be determined by lottery. 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 factor to be acquired and the factor level are determined at the same time.

[0141] The factor level has the highest effect at level 3 and the lowest effect at level 1. In the lottery to determine the factor level, the probability of winning is set to be lowest for level 3 and highest for level 1. However, the probability of winning an acquired factor or a factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.

[0142] The basic ability factors increase the ability parameter values ​​and upper limit values ​​of the character being trained. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A character being trained will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters: speed, stamina, power, tenacity, and intelligence, respectively. For example, if a character being trained in the first or second generation of inheritance has a speed factor, the value and upper limit value of the speed ability parameter of the character being trained will increase.

[0143] 12A is a diagram illustrating the effects of basic ability factors. The increase in each ability parameter and the increase in the upper limit depend on the factor level of the basic ability factor. For example, if the factor level of the speed factor is level 1, the speed ability parameter of the character being trained will increase by 7; if it is level 2, the ability parameter will increase by 13; and if it is level 3, the ability parameter will increase by 21.

[0144] Therefore, if all six characters being trained, including two characters from the first generation of inheritance and four characters from the second generation of inheritance, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase value of 21 x 6 characters).

[0145] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the character being trained.

[0146] As described above, the training main game is made up of multiple turns, and certain turns among these are set as factor activation turns. For example, suppose that three turns in the training main game, namely, turn 1, turn 31, and turn 55, are set 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 determined whether or not to activate each factor (inherited character), and if it is determined that a factor is to be activated, the activation condition for that factor is met, and the utility corresponding to the factor is brought about.

[0147] Whether or not a basic ability factor will be activated is determined by lottery. The probability of winning the lottery to determine whether or not a basic ability factor will be activated, i.e., the probability of a basic ability factor being activated (hereinafter referred to as the activation probability), may differ among the three factor activation turns. Here, the activation probability of a basic ability factor is set to 100% in the first turn, regardless of the factor level. Furthermore, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. As an 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%.

[0148] The inheritance character selection screen 170 displays the increase value for each ability parameter in the first turn. For example, in FIG. 9C , one inheritance character that constitutes the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed above the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Furthermore, the ability parameter display section 152 a displays the value obtained by adding the increase value for the first turn.

[0149] 9D , two inheritance characters constituting the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn for the two provisionally selected inheritance characters and the increase values ​​are displayed. Here, "+21," "+63," and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively, in the first turn.

[0150] Note that the increase in ability parameters due to the inheritance characters of the first inheritance group and the increase in ability parameters due to the inheritance characters of the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Figure 9D, the notation "+63" displayed above the power ability parameter and the notations "+21" and "+42" displayed above the speed and intelligence ability parameters are color-coded.

[0151] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. At this time, 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 a speed factor is level 1, the upper limit of the speed ability parameter of the character to be trained increases by "4" at the first activation timing, and the upper limit of the speed ability parameter increases within the range of "1" to "4" at the second and third activation timings.

[0152] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character to be trained will increase by "9" at the first activation timing, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation timings. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character to be trained will increase by "16" at the first activation timing, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation timings.

[0153] Here, at the first activation timing, the upper limit value of the ability parameter is always increased by an increase value 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 to activate. If it is determined that activation will occur, a lottery is held to determine the increase value of the upper limit value. At this time, the probability that activation will be determined may be higher the higher the factor level. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.

[0154] Furthermore, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether or not to activate a basic ability factor on a factor-by-factor basis, assume that it is determined that the basic ability factor is to be activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit value of the same ability parameter also increases.

[0155] On the other hand, when determining whether to activate one basic ability factor for each utility, the decision on whether to increase the ability parameter value and the decision on whether to increase the upper limit value are each made by separate lotteries. Therefore, in this case, for example, only one of the ability parameter value and the ability parameter upper limit value may increase. In either case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the training main game, the ability parameter value and upper limit value increase according to the factor level.

[0156] 9C and 9D, the initial upper limit value of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value that includes the additional value of the upper limit value that increases due to the basic ability factors. In this way, by displaying the initial upper limit value that takes into account the scenario initial additional value and the additional value due to the basic ability factors, convenience when selecting an inheritance character is improved.

[0157] The aptitude factors shown in FIG. 11 increase the aptitude parameters of the character being trained. There are six aptitude factors: turf factor, dirt factor, short distance factor, mile factor, middle distance factor, and long distance factor. A character being trained always acquires one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, short distance aptitude, mile aptitude, middle distance aptitude, and long distance aptitude, respectively. For example, if the first or second generation of characters being trained includes a character having a turf factor, the aptitude parameter for turf aptitude of the character being trained will increase.

[0158] In addition, activation timing and activation conditions are set for aptitude factors, and whether or not to activate each aptitude factor is determined in the same factor activation turn as the basic ability factors. If activation of an aptitude factor is determined, the corresponding aptitude parameter increases by one level. As an example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.

[0159] For example, if the aptitude factors of three characters in the first inheritance group are turf, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are turf, short distance, and medium distance, respectively, the turf aptitude and short distance aptitude of the characters to be trained will each increase by two levels, and the mile aptitude and medium distance aptitude will each increase by one level.

[0160] For example, suppose the aptitude factors of three characters being trained that belong to the first inheritance group are all turf factors, and the aptitude factors of three characters being trained that belong to the second inheritance group are all short-distance factors. In this case, the turf aptitude and short-distance aptitude of the character being trained will each increase by three levels. As yet another example, suppose the aptitude factors of three characters being trained that belong to the first inheritance group are all turf factors, and the aptitude factors of three characters being trained that belong to the second inheritance group are turf factors, short-distance factors, and mile factors, respectively. In this case, the turf aptitude of the character being trained will increase by four levels, and the short-distance aptitude and mile aptitude will each increase by one level.

[0161] However, in the first turn, there is a limit to the increase in the 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 turf aptitude of the character to be trained is A, even if the inherited character has the turf factor, the turf aptitude will not increase in the first turn.

[0162] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated based on the factor level. As an example, in turns 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. If activation of an aptitude factor is determined by lottery in turns 31 or 55, the aptitude parameter corresponding to the aptitude factor increases. Note that in turns 31 and 55, the upper limit of each aptitude is raised from A to S. Therefore, in turns 31 and 55, activation of an aptitude factor can increase the value of the aptitude parameter up to S.

[0163] The aptitude parameter display section 152b of the inherited character selection screen 170 displays the aptitude parameter value after it has increased in the first turn.

[0164] The race factors increase the ability parameters of the character to be trained. Race factors are provided for each highly difficult race (hereinafter referred to as a "factor target race"), such as a GI, among the races that can be entered in the main training game. At the end of the training game, a lottery is held to determine whether or not the character to be trained will acquire a race factor for each factor target race in which the character to be trained comes in first. By winning this lottery, the character to be trained can acquire a race factor.

[0165] In addition, a factor level is also set for each race factor that is determined to be acquired, and the factor level is determined by lottery. In addition, here, there is no upper limit to the number of race factors that one training character can acquire, and a training character can acquire multiple race factors.

[0166] Each race factor has a preset ability parameter that is increased when activated and the amount of increase. For example, race factors include those that increase the ability parameter of speed and those that increase the ability parameter of power. In this case, the increase in the ability parameter increases as the factor level increases.

[0167] In addition, activation timing and activation conditions are set for each race factor, and whether or not to activate it is determined for each race factor on the factor activation turn. If it is determined that a race factor will be activated, the ability parameter corresponding to the race factor will increase. Note that the factor activation turns for race factors are limited to the 31st and 55th turns. Furthermore, the activation probability of a race factor on the factor activation turn varies depending on the factor level, with the higher the factor level, the higher the activation probability.

[0168] Character factors are factors unique to a character, and only when a character that has been strengthened to a predetermined level is raised as a character to be raised, will the character factor set for that character be given to the character to be raised at the end of the training game. Note that only one character factor is set per character, so a single character to be raised can only acquire one character factor at most. Furthermore, if a character to be raised is generated based on a character that has not been strengthened to a predetermined level, it will not be able to acquire a character factor.

[0169] Furthermore, character factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, skill hints can be obtained. Furthermore, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.

[0170] FIG. 12B is a diagram explaining the effects of character factors. The increase in the upper limit of the ability parameter due to a character factor is limited to the second and third activation timing. However, a character factor may also be activated at the first activation timing. If a character factor is activated at the first activation timing, as described above, the character being trained will acquire a skill hint, but the upper limit of the ability parameter will not increase.

[0171] Furthermore, when a character factor is activated for the second or third time, in addition to acquiring 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 a range of "3" to "6." The increase in the upper limit may be determined by lottery, for example. In this case, the higher the factor level, the higher the increase may be set.

[0172] In this embodiment, the ability parameters whose upper limit values ​​increase when a character factor is activated are preset for each character factor. For example, character factor A increases the upper limit value of stamina by 3 to 6, and character factor B increases the upper limit value of speed by 1 and the upper limit value of tenacity by 2, or increases the upper limit value of speed by 2 and the upper limit value of tenacity by 2. Whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the basic ability factors, or may be determined separately for each utility.

[0173] The skill factors shown in FIG. 11 are assigned based on the skills acquired by the training character. Specifically, at the completion of the training game, a lottery is held to determine whether or not the training character will acquire a skill factor for each acquired skill. If the lottery is won, the skill factor is assigned to the training character. In other words, the training character can acquire some or all of the skill factors corresponding to the acquired skills. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.

[0174] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, allowing the player to obtain a hint about the skill. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.

[0175] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because whether or not a skill factor is acquired is determined by lottery, even if a character has many skills, they may not be able to acquire a skill factor.

[0176] Here, it is assumed that the training character acquires skill factors in addition to the skills it has already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.

[0177] As described above, the ability parameters of a character to be trained vary greatly depending on the inherited character organized into the deck. Furthermore, even if the training character itself has high abilities, whether or not it acquires factors is determined by lottery, so a training character with high abilities is not necessarily suitable as a inherited character. On the other hand, even if the training character itself does not have high abilities, it may function effectively as a inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only train a powerful training character, but also to develop a training character that is effective as a inherited character, which is an interesting experience.

[0178] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. If the characters are combined in a compatible manner, the conditions for activating the factor become more favorable.

[0179] 13A is a diagram explaining compatibility determination targets, and FIG. 13B is a diagram explaining compatibility determination items. As shown in FIG. 13A, in this embodiment, seven determination targets, No. 1 to No. 7, are provided. The first determination target (No. 1) is the current character to be trained and the first-generation inheritance character in the first inheritance group. The second determination target (No. 2) is the current character to be trained and the first-generation inheritance character in the second inheritance group.

[0180] The third object of judgment (No. 3) is the first-generation inheritance character in the first inheritance group, and the first-generation inheritance character in the second inheritance group. The fourth object of judgment (No. 4) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and one of the second-generation inheritance characters in the first inheritance group (training character A). The fifth object of judgment (No. 5) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and the other of the second-generation inheritance character in the first inheritance group (training character B).

[0181] The sixth determination target (No. 6) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (training character A). The seventh determination target (No. 7) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and the other of the second-generation inheritance character in the second inheritance group (training character B).

[0182] For each of the above-described objects to be determined, a determination is made as to whether a condition is met for each of a plurality of determination items. An example of the determination items is shown in FIG. 13B. In this embodiment, the game world view is set such that characters that can be selected as characters to be trained are students, and each character trains at school.

[0183] 13B, each character is preset with settings such as grade, colleague, and friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade, colleague, or friend. The judgment items also include whether the characters to be judged match in terms of their preferred running style, distance aptitude, and field aptitude.

[0184] Each judgment item is associated with an expected compatibility value, and the expected compatibility values ​​of the judgment items that are established between the characters to be judged are accumulated. Here, the expected compatibility values ​​differ depending on the judgment item, but the expected compatibility values ​​may be common to all judgment items.

[0185] For example, when determining compatibility, first, whether or not all of the criteria are met is determined between the current character being trained, who is the first target of determination, and the first-generation character being trained in the first inheritance group. At this time, the compatibility expectation values ​​associated with the met criteria are accumulated and counted. In this way, the compatibility expectation values ​​are counted in order from the first target of determination to the seventh target of determination, and the activation probability of the factors is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.

[0186] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. 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.

[0187] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inherited character, or the compatibility between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the character to be trained. In other words, the compatibility between characters is an important factor in selecting an inherited character.

[0188] 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 with the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, when an inheritance character is not selected, the compatibility mark is not displayed.

[0189] 9B , the development character list screen 180 is provided with a display switch button 183. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the development character icons 182 displayed on the development character list screen 180, i.e., the development characters that can be selected as inheritance characters.

[0190] <Support Card Registration> Figure 14A is a first diagram illustrating the support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in Figure 14A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 and a start operation unit 193 are displayed at the bottom of the support card organization screen 190.

[0191] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is initially displayed, the support card display frames 192 are displayed blank.

[0192] In this embodiment, a player can set six types of support cards to a deck. Of the six types that a player can set, some (e.g., five types) can be selected from support cards that the player owns. Furthermore, of the six types that a player can set, another part (e.g., one type) can be selected from support cards that other players, such as friends, have set as rental cards.

[0193] 14B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of FIG. 14A, the support card selection screen 200 shown in FIG. 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 possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0194] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions, such as a lottery, are displayed on the support card selection screen 200. At this time, by tapping a support card displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.

[0195] 15A is a diagram illustrating a support card table. As shown in FIG. 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and specialty training for each type of support card (i.e., support card ID) owned by the player. Support characters correspond one-to-one to the type of support card. In other words, one support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.

[0196] In this embodiment, a rarity is set for each support card. There are three levels of rarity: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of a support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of a support card, the greater the number of possessed skills and support events, which will be described later.

[0197] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is stored for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.

[0198] For example, the maximum level for support cards with a rarity of R is set to 20, the maximum level for support cards with a rarity of SR is set to 25, and the maximum level for support cards with a rarity of SSR is set to 30.

[0199] The upper limit of the level can be increased in stages when a predetermined condition is met. For example, the upper limit of a support card with a rarity of R can be increased up to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased up to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased up to a maximum of level 50.

[0200] FIG. 15B is a diagram illustrating support effects. As shown in FIG. 15B, each support card stores multiple support effects. The support effects increase various statuses in the main game. Support cards are provided with multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.

[0201] FIG. 15C is a diagram illustrating possessed skills. As shown in FIG. 15C, each support card is set with a plurality of possessed skills. In this embodiment, just as each character has a possessed skill, the support card is also linked to a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event occurs during the training main game.

[0202] FIG. 15D is a diagram illustrating support events. As shown in FIG. 15D, each support card is linked to multiple support events. A support event is an event that may occur during execution of the training main game. When a support event occurs, various status values ​​in the training main game may increase or decrease.

[0203] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that has been set in advance.

[0204] The support events may include hint events and ability events. The 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 in the training game, which will be described later. The 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 in the training game.

[0205] The first hint event and the second hint event are events that allow a character to possess or acquire a skill. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, 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.

[0206] 14C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in FIG. 14C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in FIG. 14A.

[0207] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 9D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190, as shown in Fig. 14C, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 16A is displayed.

[0208] Fig. 16A is a diagram illustrating a final confirmation screen 205. Fig. 16B is a diagram illustrating a preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the training characters that make up the first inheritance group, the training characters that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the currently selected preset.

[0209] Here, a preset refers to reservation information for a race in which a character to be trained will compete in the training main game. A player can create a preset by selecting any race from all races. Multiple presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 16B is displayed.

[0210] The preset selection screen 205A displays preset read buttons 206a corresponding to the saved presets. The player can set a preset by tapping one of the preset read buttons 206a and then tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b on the preset selection screen 205A is tapped, the preset is not changed and the preset selection screen 205A is displayed.

[0211] When the cancel operation unit 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation unit 205b is tapped, as shown in FIG. 4, the team members are registered, and then the top screen 210 (FIG. 19) is displayed on the display 26.

[0212] <Registering Team Members> Fig. 17A is a diagram explaining character types. Fig. 17B is a diagram explaining member IDs. The training main game of this embodiment has a story in which a team is made up of a character to be trained and 15 other characters. In the preparation stage processing, the 15 characters that will make up the team are determined. Hereinafter, the characters determined to be members of the team will be referred to as team members.

[0213] Characters that can become team members are characters linked to character cards or support cards provided by the management. As shown in Figure 17A, priorities are set for characters that can be determined as team members, and team members are determined in descending order of priority. Here, the scenario-linked character has the highest priority.

[0214] Scenario link characters are essential characters in the story of the development main game, and in this embodiment, six characters are set as scenario link characters in advance. If the character to be developed is not a scenario link character, the six scenario link characters are determined as team members. Also, if the character to be developed is a scenario link character, the five scenario link characters other than the character to be developed are determined as team members.

[0215] Once a scenario link character has been determined as a team member, a support character is then determined as a team member. As described above, a support character is a character linked to a support card. Here, the support character is set to have the next highest priority after the scenario link character. In the preparation stage processing, six support cards are organized into a deck. Therefore, a team member may include six support characters linked to the support cards organized into the deck.

[0216] However, if a character linked to a support card is a scenario link character, that character has already been determined as a team member as a scenario link character. For example, suppose that two of the six support cards organized in a deck are linked to scenario link characters. In this case, since the two support characters have already been determined as team members as scenario link characters, the other four support characters are also determined as team members.

[0217] Although a detailed explanation will be omitted, support characters include characters that can be set as characters to be developed and special characters that cannot be set as characters to be developed. Special characters are set in advance so that they cannot be determined as team members. Therefore, if special characters are linked to all six support cards organized in a deck, the number of support characters determined as team members will be zero. Note that here, special characters are not included in the scenario link characters. However, special characters may be set as scenario link characters. Furthermore, if a special character is a support character, the special character may be determined as a team member.

[0218] Once team members are determined from the scenario link characters and support characters, the remaining team members are determined from the other target characters. The other target characters are characters that can be determined as team members, excluding characters to be trained, scenario link characters, and support characters. Note that the target characters do not include special characters.

[0219] For example, if ten team members have already been determined from scenario link characters and support characters, five characters from the other target characters are determined as team members. Here, the other target characters are extracted, and characters to be team members are determined from among the extracted characters by lottery. Note that, for example, priorities may be set for characters to make up for missing team members, and characters with the highest priority may be determined as team members.

[0220] Characters selected as team members are associated with member IDs. Here, as shown in FIG. 17B, member IDs 01 to 15 are provided. Although detailed explanation will be omitted, initial values ​​of various parameters such as ability parameters are associated with the member IDs, just like characters to be trained. Here, the initial values ​​associated with member IDs 01 to 06 are overall higher than the initial values ​​associated with member IDs 07 to 10. Furthermore, the initial values ​​associated with member IDs 07 to 10 are overall stronger than the initial values ​​associated with member IDs 11 to 15. Therefore, the higher the priority of a character, the higher the initial abilities of the team members.

[0221] As described above, once the characters to be trained, successor characters, support characters (support cards), and team members have been registered and stored, the preparation stage processing ends and the process moves to the training stage processing.

[0222] <Development Stage Processing> Once the preparation stage processing is complete, the development stage processing begins. The development stage processing progresses the development main game, in which the development target character can be developed. In the following, to make it easier to understand, the basic flow of the development main game will first be explained.

[0223] 18 is a diagram illustrating the selection items for each turn. In the scenario of this embodiment, goals to be achieved during the training game are set for the characters to be trained. Here, as described above, a common goal is set for all characters to be trained based on the scenario ID registered in the preparation stage processing. Therefore, the player needs to have all characters to be trained achieve a common goal in the training game, regardless of the type of character selected for the character to be trained.

[0224] As shown in FIG. 18 , the training main game is made up of 1st turn to 67th turn. The player progresses through the training main game by selecting one of the options for each turn. When an option is selected for each turn, that turn ends and the game moves on to the next turn. During each turn, various parameters are updated according to the option selected by the player. The options are described below with reference to FIGS. 18 and 19 .

[0225] FIG. 19 is a diagram illustrating the top screen 210. When the process moves to the development stage, the top screen 210 shown in FIG. 19 is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the top screen 210. A "stamina" parameter is associated with the character to be developed. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failure in training, as described below. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be developed can be visually grasped relative to the upper limit of "stamina."

[0226] Furthermore, the character to be trained is provided with a "condition" parameter. The condition display section 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor, poor, average, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters through training.

[0227] 19 , an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained. The status display section 213 displays the status of the character to be trained using numerical values ​​and letters indicating ranks separated by numerical values. Specifically, in this embodiment, the numerical values ​​and ranks of the ability parameters of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 displays the skill points possessed by the character to be trained using numerical values.

[0228] 19, the bottom of the top screen 210 displays a rest operation section 215a, a training operation section 215b, a skill operation section 215c, an infirmary operation section 215d, an outing operation section 215e, an overseas aptitude operation section 215f, and a race operation section 215g. These operation sections can also be considered commands that specify the actions of the character being trained. The commands of 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 are commands that end the current turn. In other words, in each turn, any one of the commands of 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.

[0229] However, as described above, goals are set for characters to be trained. Goals set for characters to be trained include participating in a preset goal race and achieving a predetermined result in the goal race. In this way, in a turn in which a goal race is set (hereinafter referred to as a race-only turn), the race operation unit 215g is selectable, and the rest operation unit 215a, training operation unit 215b, infirmary operation unit 215d, and outing operation unit 215e are not selectable.

[0230] During the race-only turn, the rest operation section 215a, training operation section 215b, infirmary operation section 215d, and outing operation section 215e are displayed in gray, and operations by the player are not accepted. Therefore, during the race-only turn, the player must operate the race operation section 215g to enter the character to be trained in a race.

[0231] The player can select the option "Rest" by operating the rest operation unit 215a. When "Rest" is selected, the stamina of the character to be trained is restored. The player can also select the training to be performed by operating the training operation unit 215b.

[0232] Furthermore, the player can select the option "Skill" by operating the skill operation unit 215c. When "Skill" is selected, the player can acquire one of the skills by consuming skill points. Note that the skill operation unit 215c is set to be always selectable in all turns. Even if the player operates the skill operation unit 215c to acquire a skill, the turn does not end.

[0233] Furthermore, the player can select the option "infirmary" by operating the infirmary operation unit 215d. When "infirmary" is selected, the negative parameters of the character to be trained can be eliminated. Although a detailed explanation will be omitted, negative parameters that put the character to be trained at a disadvantage in the progression of the game may be set.

[0234] The training main game includes an event that allows a character to acquire negative parameters. When an event occurs, the character to be trained will acquire negative parameters. Also, if training fails, the character to be trained may acquire negative parameters. If "Infirmary" is selected when the character to be trained has acquired negative parameters, the negative parameters may be eliminated. However, even if "Infirmary" is selected, the negative parameters may not be eliminated. Also, selecting "Infirmary" may restore stamina. Note that when the character to be trained has not acquired negative parameters, the infirmary operation unit 215d cannot be selected.

[0235] Furthermore, the player can select the option "Going out" by operating the going out operation unit 215e. When "Going out" is selected, the condition of the character to be trained improves.

[0236] Furthermore, the player can select the option "overseas aptitude" by operating the overseas aptitude operation unit 215f. By selecting "overseas aptitude," the player can acquire overseas aptitude by consuming aptitude points, which will be described later. Note that the overseas aptitude operation unit 215f is set to be selectable at all times in all turns. Even if the player operates the overseas aptitude operation unit 215f to acquire overseas aptitude, the turn does not end. Details of this overseas aptitude and aptitude points will be described later.

[0237] Furthermore, the player can select the type of race in which the character to be trained will run by operating the race operation unit 215g.

[0238] When the character to be trained performs one of the following actions: "Rest," "Training," "Nursing Room," "Outing," or "Race," the current turn ends and the game moves to the next turn.

[0239] FIG. 18 shows an example of selection items that the player can select in each turn. In FIG. 18, ◎ indicates that the selection item must be selected, ○ indicates that the selection item is selectable, and × indicates that the selection item is not selectable. Also, △ indicates that the selection item may or may not be selectable depending on the parameters of the character to be trained at the start of each turn. In this embodiment, the above-mentioned "races" are broadly divided into "normal races" and "special races" as shown in FIG. 18.

[0240] In this example, from the first turn to the tenth turn, "race" cannot be selected, and options other than "race" can be selected. In addition, there are multiple race-limited turns, such as the 11th turn, the 41st turn, the 43rd turn, the 65th turn, and the 67th turn. In the race-limited turns, the player must select a regular race or a special race that has been set in advance.

[0241] That is, a target race and a target in the target race are set in advance for the character to be trained. Here, the finishing order is set as the target for each target race, and the turn in which the target race is held is the race-limited turn. Therefore, the player must enter the character to be trained in the target race in the race-limited turn. Furthermore, if the target set for the target race is not met, the training main game ends.

[0242] The scenario of this embodiment has a story in which a character to be trained trains with team members and aims to win an overseas race. Therefore, the regular race is a domestic race, and the special race is an overseas race. In this embodiment, a representative friendly race is held after the end of a predetermined number of turns. In the representative friendly race, the character to be trained and team members race against overseas representatives. Here, as shown in FIG. 18 , a total of four representative friendly races are held, from the first representative friendly race to the fourth representative friendly race. The goal of the character to be trained may include achieving a predetermined ranking in the representative friendly race.

[0243] 19, a details icon 217 and an expectation level display field 218 are provided in the upper left corner of the top screen 210. The expectation level display field 218 displays the current supporter points and the expectation level calculated from the supporter points. The supporter points are parameters associated with each of the character to be trained and the team members. For example, the supporter points of the character to be trained increase by performing an SS match, which will be described later. Also, for example, the supporter points of the team members increase by performing joint training, which will be described later.

[0244] Note that the conditions under which the character to be trained and team members earn supporter points are not limited to these. For example, either or both of the character to be trained and team members may earn supporter points by participating in a target race. Supporter points may also be awarded randomly for each turn. The expectation display field 218 displays the supporter points of the character to be trained (7,777 points in FIG. 19 ).

[0245] An information button 217a is provided in the details icon 217. When the information button 217a is operated, a team member dialogue 310, which will be described later, is displayed. The team member dialogue 310 displays the supporter points for each character, etc.

[0246] FIG. 20 is a first diagram illustrating the training screen 220. FIG. 21A is a second diagram illustrating the training screen 220. FIG. 21B is a third diagram illustrating the training screen 220. When the training operation unit 215b on the top screen 210 is operated, the training screen 220 is displayed on the display 26. As shown in FIG. 20, training items are displayed at the bottom of the training screen 220. Hereinafter, the speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, tenacity operation unit 221d, intelligence operation unit 221e, and SS match operation unit 221f are sometimes collectively referred to simply as operation unit 221.

[0247] When the player operates the operation unit 221, the training item corresponding to the operation unit 221 to which the operation input was made becomes provisionally selected. At this time, the operation unit 221 corresponding to the provisionally selected training item is highlighted. For example, Figures 20 and 21B show a state in which the stamina operation unit 221b is provisionally selected. Also, Figure 21A shows a state in which the power operation unit 221c is provisionally selected.

[0248] Then, when an operation input is again made to the temporarily selected operation unit 221, training is executed corresponding to the operation input made to the operation unit 221. Specifically, when an operation input is again made to the temporarily selected speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, tenacity operation unit 221d, intelligence operation unit 221e, or SS match operation unit 221f, training for speed, stamina, power, tenacity, intelligence, or SS match is executed, respectively.

[0249] Here, the speed operation section 221a, stamina operation section 221b, power operation section 221c, tenacity operation section 221d, and intelligence operation section 221e also display the training level for each training item. As will be described in detail later, 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.

[0250] Furthermore, the speed operation section 221 a, stamina operation section 221 b, power operation section 221 c, tenacity operation section 221 d, and intelligence operation section 221 e in the provisionally selected state display a failure rate display section 222. The failure rate displayed as a numerical value in the failure rate display section 222 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display section 211.

[0251] The status display unit 213 also displays the increase in ability parameter when the training corresponding to the provisionally selected operation unit 221 is successful. In the example shown in Figures 20 and 21B, the stamina operation unit 221b is provisionally selected, and "+15" is displayed in the stamina column and "+5" in the tenacity column of the status display unit 213. In the example shown in Figure 21A, the power operation unit 221c is provisionally selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display unit 213.

[0252] Furthermore, when a training session is successfully performed, a predetermined event may occur. In this case, an event notification display 223 is displayed on the operation unit 221 corresponding to the training session in which the predetermined event occurs. The event notification display 223 may be displayed in different ways depending on the type of event.

[0253] Furthermore, in a turn in which training can be performed, a character can be assigned to each training item. The characters assigned to the training items are team members and story characters set in the scenario. In a turn in which training can be performed, for each character that can be assigned to training, whether or not to assign it to a training item and the training item to be assigned are determined by lottery.

[0254] 20 , a character icon 224 corresponding to a character placed in training (hereinafter referred to as a "placed character") is displayed in the upper right portion of the training screen 220 for each temporarily selected operation unit 221 item. If the training is successful, a predetermined event linked to the placed character may occur. In this case, an event notification display 223 is displayed on the corresponding character icon 224.

[0255] Furthermore, if the training to which the placed characters are linked is successful, the parameter increase value of the character to be trained will be higher than if the training to which no placed characters are linked is successful. Note that, hereinafter, training to which characters are linked will be referred to as joint training.

[0256] In addition, a bond gauge 224a is displayed below the placed character icon 224. The bond gauge 224a visually displays the bond parameter linked to the placed character. When the placed character is successful in the training linked to the placed character, the bond parameter of the placed character increases. The higher the value of the bond parameter, the greater the increase in the ability parameter of the character to be trained when the training is successful.

[0257] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training event is set for that training item. When a training item for which a friendship training event is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training event is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.

[0258] Each support card (support character) is associated with one of five training categories—speed, stamina, power, tenacity, and intelligence—as a specialty training. The conditions for setting a friendship training status are that the support character is placed in the specialty training category and that the support character's bond parameter is equal to or greater than a predetermined value.

[0259] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a special training of the support character based on a predetermined probability, a friendship training possibility state is set for this training item. Then, when a training item for which a friendship training possibility state is set is selected and this training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.

[0260] Note that the support cards (support characters) may include support cards (support characters) that are not linked to specialty training. For support cards (support characters) that are not linked to specialty training, a friendship training enabling state may be set on the condition that the support character's bond parameter is equal to or greater than a predetermined value, regardless of the training item to be placed on the support card. Alternatively, a friendship training enabling state may not be set on a support card (support character) that is not linked to specialty training.

[0261] As described above, in this embodiment, the conditions for setting a friendship training state in which the support character's bond parameter is greater than or equal to a predetermined value and the support character is placed in a pre-set training item are set as conditions for setting a friendship training state in which friendship training can occur.

[0262] 21C is a diagram illustrating the training result report screen 220a. As described above, when another operation input is made to the operation unit 221 in the temporarily selected state, the training corresponding to the operation unit 221 to which the operation input was made is carried out. Once the training is carried out, the training result report screen 220a is displayed on the display 26. The training result report screen 220a displays an image reporting the success or failure of the training.

[0263] Although not shown in the figures, when normal joint training is carried out, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The displayed image is provided for each training item. Furthermore, the image corresponding to each training item has a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.

[0264] In addition, if a training session in which a friendship training status is set to occur is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that meets the setting conditions for the friendship training status to occur.

[0265] For example, suppose that character A, a support character, is placed in the speed training item. At this time, suppose that character A's bond parameter is equal to or greater than a predetermined value, and that character A's (support card) specialty training is speed. In this case, the speed training item is in a state where friendship training can occur. In this state, suppose that the speed training item is selected and speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.

[0266] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training event to occur. For example, suppose four support characters, characters A, B, C, and D, are placed in the stamina training item. At this time, suppose characters A, B, C, and D all satisfy the setting conditions for the friendship training event to occur. In this case, a friendship training-specific effect is executed on the training result notification screen 220a, in which characters A, B, C, and D are displayed simultaneously or sequentially.

[0267] In the friendship training-only effects, a character who meets the conditions for the friendship training event and the character being trained train together. Therefore, the friendship training event can be set for the support character in addition to the training item.

[0268] Although not shown in the figure, an effect is superimposed on the placed character icon 224 corresponding to a placed character for which a friendship training event can occur. This allows the player to identify which placed character a friendship training event will occur for. Furthermore, when a friendship training event can be set for any training item, an effect is also superimposed on the training operation section 215b on the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training event can be set for that item.

[0269] Furthermore, on the training result notification screen 220a, the ability parameters displayed in the status display section 213 are updated. That is, the ability parameters of the character to be trained corresponding to the training item selected by the player are updated.

[0270] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 21A or 21B is successful is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. When training for speed, stamina, power, or tenacity is successful, stamina decreases. On the other hand, when training for intelligence is successful, stamina is restored.

[0271] Furthermore, if training fails, a predetermined penalty is imposed. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (e.g., a greater decrease in stamina, a greater decrease in the numerical value of an ability parameter, or a greater decrease in condition) than the penalty imposed when the failure rate is low.

[0272] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be applied even if training fails.

[0273] 21D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur during one turn.

[0274] For example, when the first hint event or the second hint event occurs, a hint about a skill is obtained. When a hint about a skill is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.

[0275] The events include a first hint event and a second hint event that provide skill hints, as well as an event that restores stamina, an event that decreases stamina, a first ability event and a second ability event that increase or decrease ability parameters, an event that increases condition, an event that decreases condition, etc. Furthermore, as will be described in detail later, some events occur in a predetermined turn, and some occur when a predetermined lottery is won. Furthermore, some events occur at the start of a turn, and some occur before the end of a turn. When all of the events that have occurred have ended, the top screen 210 for the next turn is displayed.

[0276] Each team member is assigned an SS parameter and an SS level as parameters. The SS parameter and SS level are parameters associated with each team member. The SS parameter is composed of four levels, 0 to 3, and the SS level is composed of five levels, for example, 1 to 5. At the start of the main training game, the SS level of all team members is set to level 1, and the SS parameter level is set to "0."

[0277] 20, on the training screen 220, a star gauge 225 is displayed to the left of the placed character icon 224. The star gauge 225 displays the current SS parameters and SS level of the team member corresponding to the placed character icon 224. Note that the star gauge 225 shows the current SS parameters using a gauge divided into three areas.

[0278] Specifically, when the SS parameter stage is "1," the lower of the three regions is displayed in black, and the middle and upper two regions are displayed in white, as in the star gauge 225 that is relatively higher of the two star gauges 225 in Fig. 20. Also, when the SS parameter stage is "2," the lower and middle of the three regions are displayed in black, and the upper region is displayed in white, as in the star gauge 225 that is relatively lower in Fig. 20. Note that, although not shown, when the SS parameter stage is "0," all three regions are displayed in white, and when the SS parameter stage is "3," all three regions are displayed in black.

[0279] In addition, a bonus mark 225a is displayed above the star gauge 225. Bonus training is set for each team member. Specifically, one of five types of training, namely speed, stamina, power, tenacity, and intelligence, is pre-assigned as a bonus training to the member ID associated with each team member. Therefore, each team member is assigned a bonus training that corresponds to the member ID associated with that team member. Therefore, even for the same character, different bonus training can be set for each training game depending on the member ID assigned to them.

[0280] The bonus mark 225a indicates the bonus training of the team member. If the team member character is a support character, the character will be linked to two things: the special training set on the support card and the bonus training as a team member. In this case, the bonus training may be the same as the special training or may be different.

[0281] In addition, a reward mark 225b is displayed near the star gauge 225. The reward mark 225b indicates an additional reward that will be acquired when the character to be trained defeats a team member in an SS match, which will be described later.

[0282] When a joint training session in which team members are assigned is successful, the SS parameters of all team members assigned to the successful joint training session increase. Here, if a normal joint training session is successful, the SS parameters increase by one level. Furthermore, if a friendship training session occurs, the SS parameters of the assigned team members increase by two levels. However, the SS parameters have a maximum limit of "3" for each SS level. Therefore, for example, if a friendship training session occurs during a training session in which a team member with an SS parameter level of "2" is assigned, the SS parameter level of that team member will increase to "3."

[0283] Then, team members whose SS parameters have reached the upper limit are placed and linked to the training item "SS Match." When at least one team member is placed in the "SS Match," the training item "SS Match" is enabled. In other words, when there is one or more team members whose SS parameters have reached the upper limit, the player can execute the "SS Match." Unlike training other than the "SS Match," team members whose SS parameters have reached the upper limit are always placed in the "SS Match." Therefore, when a reward that the player wants to obtain is linked to a team member, the player can always execute training with the desired team member.

[0284] Therefore, if there is no team member whose SS parameter has reached the upper limit, the player cannot execute an "SS match." In this way, when an "SS match" cannot be executed, the SS match operation section 221f is displayed grayed out, as shown in Figure 20. In this state, the SS match operation section 221f is disabled.

[0285] Once it is determined whether a team member will be assigned to an "SS match," a decision is then made as to whether the team member will be assigned to a "race" held in that turn. At this time, a team member assigned to an "SS match" will not be assigned to a "race." Once it is determined whether a team member will be assigned to an "SS match" or "race," a decision is then made as to whether each team member will be assigned to each training item. At this time, each team member can be assigned to each training item regardless of whether they are assigned to an "SS match" or "race." In other words, in one turn, a team member can be assigned to both an "SS match" or "race" and any one of the training items. For team members who are determined to be assigned to an "SS match" or "race," a lottery is held to determine whether they will be assigned to other training items. This prevents members from being biased toward one type of training and reducing options for joint training.

[0286] When the enabled SS match operation unit 221f is operated by the player, an SS match is executed as training. As will be described in detail later, an SS match is a one-on-one match between a character to be trained and a team member. When an SS match is executed, the SS level of the team member who competed against the character to be trained increases by "1". At the same time, the SS parameter level is reset to "0".

[0287] An information operation section 226 is displayed in the upper left corner of the training screen 220. When the information operation section 226 is operated, an SS match information dialogue 300 is displayed.

[0288] FIG. 22 is a diagram illustrating the SS match information dialog 300. The SS match information dialog 300 is provided with multiple team member information fields 301. A team member information field 301 is provided for each team member. In other words, each team member information field 301 corresponds to one team member. As described above, special training is set for each team member. In the SS match information dialog 300, the team member information fields 301 are displayed categorized according to the special training set for the team member. While four team member information fields 301 are shown in FIG. 22, other team member information fields 301 can be displayed by sliding the SS match information dialog 300 up or down.

[0289] An icon representing a character is displayed on the left side of the team member information field 301. This icon makes it possible to identify which team member's information is displayed in the team member information field 301.

[0290] Furthermore, a star gauge 225 is displayed on the right side of the team member information field 301, allowing the current SS parameters and SS level of the team members to be confirmed. Three additional rewards are also displayed in the team member information field 301. As described above, when a character to be trained wins an SS match against an opposing team member, an additional reward is awarded to the character to be trained. At this time, one additional reward is awarded to the character to be trained.

[0291] At the start of the training main game, three additional rewards are determined for all team members. At this time, the order in which the three additional rewards will be granted to the character to be trained is set. In the team member information column 301, the additional reward that is granted earlier in the order of granting is displayed higher. In other words, if the character to be trained next wins against a specified team member in an SS match, the additional reward displayed in the upper row of the team member information column 301 will be granted. Furthermore, if the character to be trained subsequently wins against a specified team member in an SS match, the additional reward displayed in the middle row of the team member information column 301 will be granted.

[0292] When only two additional rewards remain to be awarded, a new awarding order is determined for the three additional rewards determined at the start of the training main game. For example, suppose that the first of the three additional rewards determined at the start of the training main game has been awarded to the character to be trained. In this case, since only two additional rewards remain to be awarded, a new awarding order is determined for the three additional rewards. As a result, a total of five additional rewards will be set as additional rewards to be awarded to the team member. However, even in this case, the team member information column 301 displays only the three additional rewards that are to be awarded to the character to be trained, from first to third.

[0293] After that, if SS matches are further played and the character to be trained wins three matches against the team members, three additional rewards will be awarded to the character to be trained. In this case, the number of additional rewards to be awarded will again be two, and at this point the order in which the three additional rewards will be awarded will be newly determined.

[0294] Here, three additional rewards are determined at the start of the training main game. Then, during the training main game, the order in which the three additional rewards determined at the start of the training main game are awarded is additionally determined. Therefore, a maximum of three types of additional rewards can be associated with one team member. However, during the training main game, additional rewards different from those at the start of the training main game may be determined by lottery.

[0295] For example, the additional rewards to be given and the order in which they will be given may be set in advance for some characters, such as scenario-linked characters. Also, the additional rewards to be given and the order in which they will be given may be set in advance for all characters.

[0296] Furthermore, when the additional rewards are determined by lottery, a new additional reward may be determined by lottery each time an additional reward is awarded. Alternatively, a predetermined number (e.g., 10 to 20) of additional rewards may be determined by lottery for each team member at the start of the training main game. In this case, when all of the predetermined number of additional rewards set for one team member have been awarded, additional rewards may be awarded again in order, starting with the first, as a second round.

[0297] Here, additional rewards include gaining aptitude points, gaining status, gaining skill hints, and recovering stamina. However, the content of the additional rewards is merely an example, and many other additional rewards are provided. Here, the content of the additional reward determined by lottery may differ for each team member. For example, the types of additional rewards that can be determined by lottery may be predetermined depending on the character type and member ID.

[0298] A reward mark 225b is displayed in the team member information field 301 along with text indicating the details of the additional reward. As described above, the reward mark 225b is also displayed on the training screen 220 near the star gauge 225. Only one reward mark 225b corresponding to the next additional reward to be granted is displayed on the training screen 220 (see FIG. 20 ).

[0299] A close operation section 302 is provided at the bottom of the SS match information dialog 300. When the close operation section 302 is operated, the SS match information dialog 300 is hidden and the training screen 220 is displayed.

[0300] As shown in FIG. 19, when the information button 217a of the details icon 217 displayed on the top screen 210 is operated, a team member dialogue 310 is displayed.

[0301] 23 is a diagram illustrating the team member dialog 310. The team member dialog 310 is provided with a plurality of character information fields 311. A character information field 311 is provided for each character to be trained and each team member. In other words, each character information field 311 corresponds to either a character to be trained or one of the team members.

[0302] 23 shows four character information fields 311, but other character information fields 311 are displayed by inputting a sliding operation in the up or down direction in the team member dialogue 310. Note that the character information field 311 at the top of the team member dialogue 310 corresponds to the character to be trained. Also, here, the character information field 311 of a team member with higher supporter points is displayed higher in the team member dialogue 310.

[0303] An icon representing a character is displayed on the left side of the character information column 311. This icon makes it possible to identify which character's information is displayed in the character information column 311.

[0304] A star gauge 225 is displayed on the right side of the character information field 311 corresponding to the team member, allowing the current SS parameters and SS level of the team member to be confirmed. The character information field 311 also displays the character's name and current supporter points.

[0305] The current expectation level is displayed at the top of the team member dialogue 310. As described above, the expectation level is calculated based on the total supporter points of the character to be trained and each team member. The higher the total points, the higher the expectation level. In this embodiment, an expectation level bonus is granted to the character to be trained according to the expectation level. For example, an expectation level bonus is provided such that the increase in the ability parameter that increases when training is successful increases by 5%. The team member dialogue 310 displays the expectation level bonus that is currently granted.

[0306] The period during which the effect of the expectation bonus is applied is not particularly limited. For example, the effect of an expectation bonus once acquired may continue until the end of the training main game. Alternatively, the number of turns may be set as the period during which the effect continues. Furthermore, the period during which the effect continues may end when a predetermined event occurs during the training main game.

[0307] A close operation section 312 is provided at the bottom of the team member dialog 310. When the close operation section 312 is operated, the team member dialog 310 is hidden and the top screen 210 is displayed.

[0308] FIG. 24 is a fourth diagram illustrating the training screen 220. When team members are placed (linked) to the "SS Match" training item, the SS Match operation section 221f is enabled, as shown in FIG. 24. At this time, a character count display icon 227 is displayed above the SS Match operation section 221f. The character count display icon 227 displays "VS×n (n is an integer from 1 to 5)." The n in "VS×n" indicates the number of team members placed in the training item "SS Match."

[0309] In the example shown in Figure 24, "VS x 2" is displayed, suggesting that two team members are assigned to the training item "SS Match." When the SS Match operation unit 221f is operated in the state shown in Figure 24, the "SS Match" is provisionally selected. In the provisionally selected state of "SS Match," the training screen 220 becomes an SS Match provisional selection screen 320.

[0310] 25 is a diagram illustrating an SS match provisional selection screen 320. Similar to the normal training screen 220, the SS match provisional selection screen 320 displays a status display section 213, a skill point display section 214, an operation section 221, a failure rate display section 222, and an event notification display 223. As described above, an SS match is a game in which a character to be trained competes one-on-one against a team member whose SS parameters have reached the upper limit.

[0311] As will be described in more detail below, at the start of a turn, team members whose SS parameters have reached the upper limit are selected. At this time, if five or fewer team members are selected, all of the selected team members are determined as opponents. On the other hand, if six or more team members are selected, five of the selected team members are selected as opponents by lottery. In other words, in one SS match, a maximum of five team members are selected as opponents. Note that, for example, the team members may be checked one by one in order to see if their SS parameters have reached the upper limit, and the process may end when five team members whose SS parameters have reached the upper limit have been selected.

[0312] Once the opposing team members are determined, a win rate, which is the probability that the character being trained will win, is set for each opponent. This win rate is calculated mainly based on the evaluation points associated with the character being trained and the evaluation points associated with the opposing team members. The evaluation points are calculated based on parameters that are mainly referenced when determining the race results, such as current ability parameters, aptitude parameters, and acquired skills. In other words, the evaluation points are parameters that comprehensively represent the character's strength in the race, and the stronger the character, the higher the evaluation point. Note that the parameters used to calculate the evaluation points may include parameters unrelated to the race results, such as the number of fans.

[0313] FIG. 26A is a diagram explaining the formula for calculating the win rate. FIG. 26B is a diagram explaining the stamina addition value. The win rate for an SS match is calculated based on the formula shown in FIG. 26A. That is, the win rate for an SS match is calculated as follows: (evaluation score of the character to be trained ÷ evaluation score of the opponent) 2 × 50 + "stamina addition value." Here, the stamina addition value is determined based on the current stamina of the character to be trained, as shown in FIG. 26B.

[0314] Specifically, the stamina of a character to be trained is set as an integer between 0 and 100. The stamina addition value is 0% when the stamina of the character to be trained is 30 or less, 5% when it is 31 to 70, and 10% when it is 71 or more.

[0315] As described above, the higher the evaluation score of the character to be trained is relative to the evaluation score of the opponent, the higher the win rate in the SS match. Furthermore, the higher the stamina of the character to be trained is, the higher the win rate in the SS match. Note that the above-described formula for calculating the win rate in the SS match is merely an example. The parameters used to calculate the win rate in the SS match are not limited to the evaluation score and stamina described above, and other parameters may also be used.

[0316] For example, instead of the above-mentioned stamina addition value, a correction value based on stamina may be applied. Specifically, a correction value of -80% is applied when stamina is 0 to 1, -50% when stamina is 2 to 9, -20% when stamina is 10 to 19, and 0% when stamina is 20 or more. In this way, a negative correction value according to stamina may be applied instead of the above-mentioned stamina addition value.

[0317] Furthermore, for example, only the correction value based on the stamina may be used as a parameter for calculating the win rate. In this case, the win rate may be calculated by adding a negative correction value corresponding to the stamina to the reference value. The reference value may be a fixed value, such as 100%, or may be a value calculated based on the SS level or SS parameters.

[0318] Furthermore, a "form" parameter may be applied as a parameter used when calculating the win rate in an SS match. For example, an additive correction value may be provided when the "form" is at its best, and a subtractive correction value may be provided when the "form" is at its worst, and these correction values ​​may be added to, subtracted from, multiplied by, or divided by the reference value. Also, a correction value based on the "form" parameter and a negative correction value according to the stamina may be added to, subtracted from, multiplied by, or divided by the reference value.

[0319] As described above, by changing the win rate depending on the timing of the execution of an SS match, it is possible to entertain the player with the strategy of whether or not to execute an SS match.

[0320] Then, when the SS match operation unit 221f is operated again while the training item "SS match" is provisionally selected, an SS match is executed. When an SS match is executed, the outcome of the character to be trained against each opponent is determined based on the win rate calculated at the start of the turn. This outcome is determined by lottery. For example, if the win rate is 70%, a lottery is held in which the probability of victory is 70% and the probability of defeat is 30%. In this way, the outcome of the character to be trained against each opponent is determined.

[0321] When an SS match is executed, a match is executed with all team members associated with the SS match. Therefore, a player can wait until many team members are associated and then compete in an SS match all at once. Since executing an SS match consumes one turn, the number of turns required for an SS match can be reduced by waiting until many team members are associated and then executing the SS match.

[0322] On the other hand, as described above, the SS parameters of team members are reset when an SS match is performed. In other words, if an SS match is not performed, the SS parameters of team members will remain at their upper limit, and even if training is performed, the SS parameters and SS level will not increase. Therefore, if an SS match is not performed until a large number of team members are linked to an SS match, the SS level of team members will not increase easily. In this way, a high level of strategy is required of the player regarding the timing of performing an SS match, which increases the player's motivation to play.

[0323] Returning to FIG. 25 , the SS match provisional selection screen 320 displays the increase values ​​of various parameters near the status display section 213 and the skill point display section 214. When an SS match is executed, all ability parameters and skill points increase regardless of whether the character being developed wins or loses. That is, when an SS match is executed, the increase values ​​of the ability parameters and skill points are awarded as a basic reward. In addition, the increase values ​​of the ability parameters are added for the bonus training of the opposing team members. That is, the increase values ​​of the ability parameters that match the bonus training of the opposing team members are greater than the increase values ​​of the other ability parameters. Note that when an SS match is executed, only the ability parameters that match the bonus training of the opposing team members may increase. Furthermore, for example, if the character being developed wins the SS match, the increase values ​​of the ability parameters that match the bonus training of the opposing team members may increase as an additional reward.

[0324] The content of the basic reward is not particularly limited. For example, the basic reward may vary depending on the number of SS matches played or the number of wins to date, the number of opponents in the current SS match, the number of wins, the win rate, etc. Also, for example, the higher the SS level of the opponent's team members, the higher the basic reward may be.

[0325] In this embodiment, a victory reward is awarded to the character to be trained, in addition to the basic reward. Here, supporter points are awarded as the victory reward. The SS match provisional selection screen 320 has a point display area 321. The point display area 321 displays the supporter points of the current character to be trained. The point display area 321 also displays the supporter points (here, 1,500) that will be awarded if all opponents are defeated. The victory reward includes the additional reward described above. Supporter points may also be awarded as a basic reward, either separately from or in addition to the victory reward.

[0326] The SS match provisional selection screen 320 also displays an opponent information display field 322. An opponent information display field 322 is provided for each opponent. In the example shown in FIG. 25 , two team members have been determined as opponents, and two opponent information display fields 322 are displayed. The opponent information display field 322 displays a character icon indicating the opponent, a star gauge 225, a bond gauge 224a, and an additional reward that will be earned if the character to be trained wins.

[0327] Furthermore, the opponent information display field 322 is provided with a win rate icon 322a. The win rate icon 322a displays a win rate mark corresponding to the win rate. For example, four patterns of win rate marks are provided: ◎, ○, △, and ×. The win rate mark allows the player to understand to some extent the win rate of each opponent. Furthermore, the win rate icon 322a is used as a basis for determining whether or not to hold an SS match.

[0328] Although not shown in the figure, when an SS match is executed, an individual battle screen is displayed. The individual battle screen notifies whether the character to be trained has defeated the opponent. If there are multiple opponents, the individual battle screen is displayed multiple times. When all the individual battle screens have been displayed, the rewards earned by the character to be trained are notified, and the status is updated.

[0329] As described above, in the training main game of this embodiment, various parameters increase as the character to be trained performs training, including SS matches. As the parameters of the character to be trained increase, the winning rate of the character to be trained in races increases.

[0330] 27A is a first diagram illustrating the race selection screen 240. When the race operation unit 215g on the top screen 210 is operated, the race selection screen 240 shown in Fig. 27A is displayed. The race has a game-like nature in which the character to be trained races against so-called non-player characters (hereinafter referred to as NPCs).

[0331] A stamina display section 211 and a condition display section 212 are displayed at the top of the race selection screen 240. A race selection operation section 241 for selecting a race event in which the character to be trained will compete is displayed at the center of the race selection screen 240. A start operation section 242 is displayed at the bottom of the race selection screen 240. The races that can be selected using the race selection operation section 241 on the race selection screen 240 are set in advance for each turn.

[0332] Furthermore, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that meet the entry conditions. As described above, some races have a specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the race selection operation unit 241, as shown in FIG. 27A, and a notification is made that the race cannot be selected. Furthermore, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the race selection screen 240.

[0333] FIG. 27B is a diagram illustrating a race start screen 250. When the start operation unit 242 is operated after the race event in which the player will participate has been selected using the race selection operation unit 241, the race start screen 250 shown in FIG. 27B is displayed. A strategy display unit 251 is displayed in the center of the race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 251 also displays a change operation unit 252. When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the race to any strategy by operating the strategy change screen.

[0334] A result operation section 253 and a race operation section 254 are displayed at the bottom of the race start screen 250. When the race operation section 254 is operated, a race screen (not shown), i.e., a race video, is displayed on the display 26.

[0335] Figure 27C is a first diagram illustrating the race result screen 260. Figure 27D is a second diagram illustrating the race result screen 260. When playback of the race video has finished, or when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. As shown in Figure 27C, the race result screen 260 displays the finishing order of the characters to be trained in the race. Furthermore, as shown in Figure 27D, the race result screen 260 displays the current class of the character to be trained.

[0336] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of the number of fans is set for each class. Here, characters to be trained are classified into one of eight classes according to the number of fans they have acquired. The race result screen 260 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans they had acquired previously. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.

[0337] As described above, in this embodiment, races are broadly divided into regular races and special races. As indicated by the double circle in FIG. 18 , all special races are set as target races, and the player must enter the character to be trained in the special races at turns 41, 43, 65, and 67. As described above, this scenario is set up so that regular races are domestic races and special races are overseas races, and the story involves the player aiming to win the overseas races. To further enhance the storyline, the scenario also expresses the unique difficulty of overseas races within the game.

[0338] FIG. 28 is a diagram illustrating tasks in friendly matches and special races. In the training main game, tasks shown in FIG. 28 are set for friendly matches and special races. Each task is given a name (task name). Tasks set here are typically specific to overseas races, such as "unfamiliar turf," "unknown course," "jet lag," "language barrier," "overseas food," "long-distance travel," "feeling like an away game," "extreme tension," and "jinx."

[0339] Each task has a debuff effect that is activated in the target race. A debuff effect is a negative effect that puts the character being trained at a disadvantage in the race. For example, the debuff effect of the task "Unfamiliar Turf" is activated in all representative friendly matches and all special races. When the debuff effect of this task "Unfamiliar Turf" is activated, the turf aptitude of the character being trained becomes "G" and the power parameter is reduced by "-100."

[0340] For example, the debuff effect of the "Unknown Course" task is activated in all representative friendly matches and all special races. When the debuff effect of the "Unknown Course" task is activated, the character's mid-distance aptitude becomes "G" and the stamina parameter is reduced by "-100."

[0341] For example, the debuff effect of the "jinx" task is activated in the second and fourth special races. When the debuff effect of the "jinx" task is activated, all ability parameters of the character being trained are reduced by "-100."

[0342] Therefore, for example, the second and fourth special races are set with all of the tasks shown in Fig. 28, and all of the debuff effects are activated, putting the character being trained at a great disadvantage in the race. In this way, the representative friendly matches and special races are set up so that it is difficult for the character being trained to win due to the activation of debuff effects.

[0343] However, each challenge is associated with an overseas aptitude. A character to be trained can acquire overseas aptitude by fulfilling certain acquisition conditions. An overseas aptitude is associated with the effect of overcoming the corresponding challenge. For example, when a character to be trained acquires the overseas aptitude "Aptitude for overseas turf," the challenge "Unfamiliar turf" is overcome. By overcoming the challenge "Unfamiliar turf," the debuff effect corresponding to that challenge is not activated. Therefore, the player must acquire the necessary overseas aptitude by the turn when the representative friendly match or special race is held.

[0344] FIG. 29 is a diagram illustrating overseas aptitudes. As shown in FIG. 29, each overseas aptitude has an acquisition condition set, and a character to be trained can acquire the overseas aptitude when the acquisition condition is met. For example, the acquisition condition for the overseas aptitudes "aptitude for overseas turf" and "aptitude for Longchamp" is set to two wins in SS matches. Therefore, when a character to be trained wins two SS matches during the main training game, the overseas aptitudes "aptitude for overseas turf" and "aptitude for Longchamp" are simultaneously acquired.

[0345] Here, each overseas aptitude is associated with an aptitude level parameter. In this embodiment, there are three aptitude levels, from "1" to "3." When each overseas aptitude is acquired, the aptitude level is set to "1." In other words, when the acquisition conditions are met, the character to be trained will newly acquire overseas aptitude with an aptitude level of "1."

[0346] Each overseas aptitude is associated with an effect for each aptitude level. For example, the aptitude level "1" of the overseas aptitude "aptitude for overseas turf" is associated with an effect of increasing the ability value of "guts" by "+5" when training is successful. Also, for example, the aptitude level "1" of the overseas aptitude "aptitude for Longchamp" is associated with an effect of increasing the ability value of "stamina" by "+5" when training is successful.

[0347] Additionally, the "2" suitability level for the overseas suitability "overseas turf suitability" has two associated effects: overcoming challenges and increasing turf suitability. The "overcoming challenges" effect is the effect of overcoming the "unfamiliar turf" challenge corresponding to the overseas suitability "overseas turf suitability." Therefore, once the "overseas turf suitability" suitability level 2 is achieved, the debuff effect of the "unfamiliar turf" challenge will no longer be activated in the target race.

[0348] Furthermore, the turf suitability increase is an effect that applies to characters to be trained whose turf suitability is "B" or lower, and thereafter in the main training game, the turf suitability becomes "A." The turf suitability increase effect is not limited to representative friendly matches and special races, but is also activated in regular races. Therefore, in this scenario, for example, even if a character with turf suitability "G" is selected as the character to be trained, the main training game can be progressed in the same way as if a character with turf suitability "A" was selected as the character to be trained.

[0349] This allows the player to train characters that would not normally be suited to this scenario, such as characters with turf suitability set to "G," as characters to be trained.

[0350] However, the effect of increasing turf aptitude is limited to within the training game. Specifically, in this embodiment, when the training of a character to be trained is completed, the character to be trained in the training game is stored as the character to be trained. Of the various parameters of the character to be trained, the character to be trained inherits the final ability parameters, aptitude parameters, acquired skills, etc., from the training game.

[0351] However, the effect of acquiring overseas aptitude is limited to within the training game. Therefore, for example, even if acquiring aptitude level 2 for the overseas aptitude "overseas turf aptitude" changes the turf aptitude of the character being trained from "G" to "A," the turf aptitude of the character being trained will remain "G" upon completion of the training game.

[0352] Similarly, the "Longchamp Suitability" overseas suitability level "2" is associated with two effects: challenge overcoming and increased suitability for middle distance races. The effect of challenge overcoming is to overcome the "Unknown Course" challenge corresponding to the "Longchamp Suitability" overseas suitability. Therefore, when "Longchamp Suitability" overseas suitability level 2 is achieved, the debuff effect of the "Unknown Course" challenge will no longer be activated in the target race.

[0353] Furthermore, the increase in mid-distance aptitude is an effect that applies to characters to be trained whose mid-distance aptitude is "B" or lower, and thereafter causes their mid-distance aptitude to become "A" in the main training game. Note that the effect of increasing mid-distance aptitude is not limited to representative friendly matches and special races, but is also activated in regular races. Therefore, in this scenario, for example, even if a character with a mid-distance aptitude of "G" is selected as the character to be trained, the main training game can be progressed in the same way as if a character with a mid-distance aptitude of "A" was selected as the character to be trained.

[0354] However, this effect of improving mid-distance aptitude is limited to within the training game. Therefore, for example, even if the mid-distance aptitude of a character being trained is changed from "G" to "A" by acquiring aptitude level 2 for the overseas aptitude "Longchamp aptitude," the mid-distance aptitude of the character being trained will remain "G" upon completion of the training game.

[0355] Here, the effect of increasing the aptitude parameters by acquiring aptitude level 2 for overseas aptitude is limited to within the training game. However, if the aptitude parameters increase by acquiring aptitude level 2 for overseas aptitude, the increased aptitude parameters may be carried over to the training character.

[0356] Furthermore, the race results are derived mainly based on the ability parameters, aptitude parameters, and acquired skills. At this time, the calculation is performed so that the higher the values ​​of the ability parameters and aptitude parameters, and the more acquired skills, the more advantageous the race results. Here, two tasks and overseas aptitudes related to aptitude parameters are provided, and the other tasks and overseas aptitudes mainly relate to the ability parameters and the effects of training, as shown in Figures 28 and 29.

[0357] Here, each overseas aptitude corresponds to one challenge, and the effect of overcoming the corresponding challenge is set to aptitude level "2." Therefore, a character to be trained cannot overcome a challenge simply by acquiring overseas aptitude. As shown in FIG. 29, required aptitude points are set for each overseas aptitude level "2" and "3." If a player has already acquired overseas aptitude at aptitude level "1," they can spend aptitude points to acquire overseas aptitude at aptitude level "2" or "3."

[0358] Here, for all overseas aptitudes, the effect of overcoming a challenge is linked to aptitude level "2," but this is merely an example. For example, the effect of overcoming a challenge may be linked to aptitude level "1." Furthermore, the aptitude level to which the effect of overcoming a challenge is linked may differ depending on the type of overseas aptitude. Furthermore, here, all overseas aptitudes are required to correspond to one challenge, but overseas aptitudes that do not correspond to a challenge may be provided. Furthermore, challenges that cannot be overcome by acquiring overseas aptitude may be provided.

[0359] 30 is a diagram illustrating an overseas aptitude acquisition screen 330. When the overseas aptitude operation unit 215f is operated on the top screen 210, the overseas aptitude acquisition screen 330 shown in FIG. 30 is displayed. The player can acquire overseas aptitude by inputting operations on the overseas aptitude acquisition screen 330.

[0360] The overseas aptitude acquisition screen 330 displays an overseas aptitude icon 331 corresponding to the overseas aptitude. Each overseas aptitude icon 331 corresponds to one of the overseas aptitudes. The overseas aptitude icon 331 displays the currently acquired aptitude level of the corresponding overseas aptitude. However, an overseas aptitude icon 331 corresponding to an overseas aptitude that has not yet been acquired displays "Not Acquired" and is displayed grayed out, as indicated by cross-hatching in the figure.

[0361] When the player performs an operation input on an overseas aptitude icon 331, the overseas aptitude corresponding to the overseas aptitude icon 331 for which the operation input has been performed is selected. An effect display field 332 is provided at the bottom of the overseas aptitude acquisition screen 330. The effect display field 332 displays the effects brought about by the selected overseas aptitude for each aptitude level. The effect display field 332 is provided with a selected aptitude level display section 332a, a left button 332L, and a right button 332R.

[0362] The selected aptitude level display section 332a displays the aptitude level currently selected by the player. When the left button 332L is operated, the selected aptitude level is decreased by "1," and when the right button 332R is operated, the selected aptitude level is increased by "1." In other words, by operating the left button 332L or the right button 332R, the player can change the selected aptitude level within the range of "1" to "3."

[0363] The overseas aptitude acquisition screen 330 is provided with an owned aptitude points display field 334 and a consumption point display field 335. The owned aptitude points display field 334 displays the aptitude points currently owned by the character to be trained. The consumption point display field 335 displays the aptitude points that are required to acquire the overseas aptitude of the selected aptitude level in the selected state.

[0364] 30, the aptitude level "2" of the overseas aptitude "aptitude for overseas turf" has already been acquired. In this way, when the acquired aptitude level is displayed in the selected aptitude level display section 332a, "0" is displayed in the consumed points display field 335. In addition, in the effect display field 332, the field displaying the effects of unacquired aptitude levels displays the aptitude points required to acquire the overseas aptitude of that aptitude level.

[0365] In the example shown in FIG. 30 , for example, the player operates the right button 332R, updating the selected aptitude level to "3." In this case, the consumed points display field 335 displays 250 points. In this state, when the decision operation unit 336 provided at the bottom of the overseas aptitude acquisition screen 330 is operated, the character to be trained acquires the aptitude level "3" for the overseas aptitude "aptitude for overseas turf."

[0366] Note that even if the aptitude level cannot be increased, for example, because the character being trained does not have enough aptitude points, the aptitude level displayed in the selected aptitude level display section 332a may be increased by operating the right button 332R. In this case, however, the decision operation section 336 may be set to not accept operations, or, even if an operation is accepted, a pop-up message such as "Conditions not met" may be displayed. In either case, if the aptitude level cannot be increased, it is sufficient that the character is not able to acquire overseas aptitude by consuming aptitude points.

[0367] An acquisition condition button 337 and an effect button 338 are provided in the middle of the overseas aptitude acquisition screen 330. When the acquisition condition button 337 is operated, an acquisition condition list dialog 340 shown in Fig. 31 is displayed. When the effect button 338 is operated, an effect list dialog 350 shown in Fig. 32 is displayed.

[0368] FIG. 31 is a diagram illustrating the acquisition conditions list dialog 340. The acquisition conditions list dialog 340 displays multiple overseas aptitude display fields 341 corresponding to any one of the overseas aptitudes. The overseas aptitude display fields 341 display, in text, the acquisition conditions required to acquire overseas aptitude of aptitude level "1." The degree of achievement of the acquisition conditions is also visually displayed, and the overseas aptitude display field 341 corresponding to an acquired overseas aptitude displays "acquired." A close operation unit 342 is provided at the bottom of the acquisition conditions list dialog 340. When the close operation unit 342 is operated, the acquisition conditions list dialog 340 is hidden and the overseas aptitude acquisition screen 330 is displayed.

[0369] FIG. 32 is a diagram illustrating an effect list dialog 350. The effect list dialog 350 displays a list of effects that are granted by acquiring overseas aptitude. The effect list dialog 350 is provided with a task completion status display field 351. The task completion status display field 351 displays a list of tasks set for the representative friendly matches and special races. The task completion status display field 351 also displays whether each task has been completed or not, in an identifiable manner.

[0370] The effect list dialog 350 also has a race effect display field 352 and a training effect display field 353. The race effect display field 352 displays a list of all effects that will be activated in races based on the acquired overseas aptitude. The training effect display field 353 displays a list of all effects that will be activated in training, including SS matches, based on the acquired overseas aptitude. A close operation field 354 is provided at the bottom of the effect list dialog 350. When the close operation field 354 is operated, the effect list dialog 350 is hidden and the overseas aptitude acquisition screen 330 is displayed.

[0371] As described above, the training game of this embodiment requires optimal timing for SS matches and the acquisition of overseas aptitude, which requires a high level of strategy. Furthermore, because the player can select the overseas aptitude to acquire depending on the character being trained and the training policy, training of any character is easy, and the player can train a character in accordance with their own training policy. Below, we will explain the processing at the start of a turn and provide additional information about the SS match.

[0372] FIG. 33 is a diagram illustrating the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn in the training game. Details of the turn start processing will be described later, but here, a general flow of the turn start processing will be described. Note that the turn start processing described below is executed on turns other than race-limited turns, i.e., turns where training can be selected.

[0373] During the training main game, a process is performed each turn to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, the above-mentioned dedicated events provided for each character to be trained, and support events. Note that for each scenario, the scenario events, dedicated events, and support events that can occur during the training main game are predetermined.

[0374] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.

[0375] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario will only appear when the first scenario is selected, and will not appear when another scenario is selected.

[0376] A common scenario event is an event that appears in multiple scenarios, and therefore appears when both the first scenario and the second scenario are selected.

[0377] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and the common scenario events may be provided.

[0378] As described above, the dedicated events are events that are set in advance for each character. In the training main game, dedicated events appear for characters that the player has registered as characters to be trained in the setting game, i.e., in the preparation stage processing.

[0379] As described above, support events are events that are set in advance for each support card. In the training main game, support events that are linked to the support cards that the player registered in the setting game appear. Support events include a first event that can occur at the start of a turn and a second event that can occur after training is performed. Whether or not the first event will occur is determined at the start of a turn based on a randomly obtained random number and a first event table.

[0380] After the process of determining each support character to be placed in the training is performed, the occurrence or non-occurrence of the second event is determined based on a randomly obtained random number and the second event table. Note that only when a support character is placed in the training, the occurrence or non-occurrence of the second event is determined for the placed support character.

[0381] In this embodiment, the first event is not limited to the support card registered in the deck by the player in the preparation stage processing, but may be a support event linked to a support card selected by lottery from all support cards implemented in the game. However, the selection probability of a support event linked to a support card registered in the deck is higher than the selection probability of a support card event linked to a support card not registered in the deck.

[0382] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event or support event will occur is determined based on the character being trained and the support card, respectively. These event types are classified according to the information referenced when determining whether an event will occur.

[0383] In contrast, in this embodiment, each event is classified into one of six event categories depending on the content brought about by the appearance of the event: first hint event, second hint event, first ability event, second ability event, aptitude event, or story event.

[0384] As described above, the first hint event and the second hint event are events that allow a skill to be possessed or acquired. Furthermore, the first ability event and the second ability event are events that increase or decrease the ability parameters of the character being trained. The aptitude event is an event that increases or decreases the aptitude parameters of the character being trained. The story event is an event that displays a story related to the characters that appear in the training game. Note that some story events, in addition to displaying a story, cause changes in ability parameters or aptitude parameters.

[0385] Here, the scenario events include a first hint event, a second hint event, a first ability event, a second ability event, an aptitude event, and a story event. Also, the dedicated events and support events include a first hint event, a second hint event, a first ability event, and a second ability event. Note that the dedicated events may include story events.

[0386] In this embodiment, the turn start processing includes a process for determining a scenario event and a process for determining a dedicated event. The process for determining a scenario event and the process for determining a dedicated event are not illustrated or described here. The turn start processing includes the following processes shown in FIG. 33 : a process for determining whether a first event will occur, a process for determining SS match information, a process for determining whether a character will be deployed and the training items to be deployed, a process for setting a friendship training availability state, a process for determining an ability parameter increase value, a process for determining a training failure rate, and a process for setting a second event availability state. While various other processes are also performed during the turn start processing, the processes shown in FIG. 33 will be described below.

[0387] <Process for Determining Whether a First Event Will Occur> In the process for determining whether a first event will occur, a first event to be generated is determined by lottery from among the support events linked to all support cards provided by the administrator. At this time, the probability of winning a support event linked to a support card registered in the deck by the player in the preparation stage process is set to be high.

[0388] <Process for Determining SS Match Information> At the start of a turn, SS match information is determined. SS match information is various information related to SS matches. In the process for determining SS match information, first, all team members whose SS parameters have reached the upper limit at the start of the turn are extracted. At this time, if the number of extracted team members is five or less, all extracted team members are linked to the training item "SS Match."

[0389] On the other hand, if six or more team members are extracted, five team members to be linked to the training item "SS Match" are determined from the extracted team members. Here, the five determined team members are linked to "SS Match." As described above, it is also possible to check each team member in turn to see if their SS parameters have reached the upper limit, and end the process when five team members whose SS parameters have reached the upper limit have been extracted.

[0390] <Process for Determining Whether or Not to Deploy Characters and Training Items to Deploy The characters to be deployed in races or training items are then determined after the SS match information has been determined. Here, the characters to be deployed in races are first determined by lottery. As described above, characters (team members) linked to "SS matches" are excluded from the process for determining characters to be deployed in races. After determining whether or not to deploy characters in "SS matches" and "races," it is then determined whether or not to deploy each character in a training item. The process for determining the training items to which characters are deployed is performed for all characters subject to the process, regardless of whether or not they are deployed in "SS matches" and "races." However, characters deployed in "SS matches" or "races" may not be deployed in training items other than "SS matches."

[0391] 34 is a diagram illustrating the allocation ratios for training items. An allocation determination table is stored in the player terminal 1 and the server 1000, and the training items into which characters are allocated are determined based on the allocation determination table. In this embodiment, the training items into which characters are allocated are determined for all support characters, scenario link characters, story characters, and other team members based on character identification information.

[0392] Here, a placement determination table is provided for each character identification information, and the placement ratio for each training item differs for each placement determination table. Specifically, according to the placement determination table for support characters and scenario link characters, the decision to not place a character in any training ("none" in the figure) is set to 10%, and the decisions to place a character in the training items of speed, stamina, power, tenacity, and intelligence ("speed," "stamina," "power," "tenacity," and "intelligence" in the figure) are all set to 18%. This placement determination 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.

[0393] Furthermore, according to the placement determination table for scenario link characters, the probability of deciding not to place them in any training is 20%, and the probability of deciding to place them in the training items of speed, stamina, power, tenacity, and wisdom is 16% for each. This placement determination table for scenario link characters is used when the target character is not set as a support character, but is set as a scenario link character.

[0394] According to the placement determination table for support characters, the probability of not placing the character in any training is 30%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and wisdom is 14%. This placement determination table for support characters is used when the target character is set as a support character and not as a scenario link character.

[0395] According to the placement determination table for other characters, the probability of not placing the character in any training is 50%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and wisdom is 10%. The placement determination table for other characters is used when the target character is not set as either 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 target character is a story character.

[0396] As described above, a special training is set for a support card (support character). If the target character is a support character, a change may be made based on the placement determination table shown in FIG. 34 to increase the selection probability of the special training set for the support card. Also, for example, an effect may be associated with some or all of the support cards (support characters) that increases the placement probability for a predetermined training item. A support character associated with such an effect is changed to increase the placement probability for a predetermined training item.

[0397] Each training item has a maximum number of characters that can be placed. Here, the maximum number of characters that can be placed is set to "5" for all training items. Therefore, the maximum number of characters that can be placed in one training item is "5."

[0398] As described above, the training items to which a character is linked are determined for each character. At this time, the order in which the characters' training items are determined is arbitrary. For example, if the upper limit number of characters has already been determined to be placed in a training item in which a character is to be placed, it may be determined that the character will not be placed in any training item. Alternatively, training items that have already reached the upper limit may be excluded from the lottery, and the placement probabilities of other training items may be changed.

[0399] However, the upper limit on the number of characters to be placed is not essential, and characters may be placed in training items according to the results of a lottery. Furthermore, the method for determining the training items in which characters are to be placed is not particularly limited.

[0400] Once the characters to be placed are determined as described above, the characters to be placed are linked to each training item. Then, the placement information in which the training items and the characters to be placed are linked is stored in the player terminal 1 and the server 1000.

[0401] <SSS Match Activation Lottery> Returning to FIG. 33 , once the placement of each character in a training item has been determined, an SSS match activation lottery is then held. In this embodiment, an SSS match is provided, which is ranked higher than an SS match. Specifically, when the activation conditions for an SSS match are met, the SS match is promoted to an SSS match. The activation conditions for an SSS match include winning the SSS match activation lottery. However, execution conditions are set for the SSS match activation lottery, and the SSS match activation lottery is held only when the execution conditions are met.

[0402] Here, the conditions for executing the SSS match activation lottery include five team members being linked to an SS match for the first time after the start of the training game or the last SS match (SSS match) has been executed. Therefore, the SSS match activation lottery can be executed only if five team members are linked to an SS match in the current turn.

[0403] However, for example, an SS match may not be executed on a turn in which the SSS match activation lottery is not won. In this case, five team members will still be associated with an SS match in the next turn. However, in this case, the SSS match activation lottery has already been executed after the previous SS match was executed or after the start of the training game. Therefore, in this case, the execution conditions for the SSS match activation lottery are not met. If the execution conditions for the SSS match activation lottery are not met, the win rate for each team member is determined. In this case, the win rate for each team member is determined based on the evaluation points of the character to be trained and the team members.

[0404] On the other hand, if the conditions for executing the SSS match activation lottery are met, the SSS match activation lottery is executed. If the SSS match activation lottery is not won, the win rate for each team member is determined in the same manner as above. If the SSS match activation lottery is won, the win rate for all team members is determined to be 100%.

[0405] 35 is a diagram illustrating the SSS match activation lottery. As shown in FIG. 35, after an SSS match is activated (or after the training game starts), if the number of wins by the character to be trained in SS matches is three or less, the winning probability of the SSS match activation lottery is set to 10%. Furthermore, after an SSS match is activated (or after the training game starts), if the number of wins by the character to be trained in SS matches is four to seven, the winning probability of the SSS match activation lottery is set to 40%, and if the number of wins is eight or more, the winning probability is set to 100%.

[0406] In Figure 35, the number of wins of the character to be trained in SS matches after the initiation of an SSS match is reset when the SSS match is initiated. Therefore, the number of wins in SS matches in Figure 35 can also be said to be the number of wins in SS matches since the last SSS match was initiated.

[0407] When an SS match is promoted to an SSS match, for example, an effect is superimposed on the training operation section 215b on the top screen 210 and the SS match operation section 221f on the training screen 220. In this way, the top screen 210 and the training screen 220 indicate that the SS match has been promoted to an SSS match. When an SSS match is executed, the character to be trained is guaranteed to win against all team members. Furthermore, when an SSS match is executed, the increase in the ability parameters of the character to be trained and the reward given to the character to be trained are greater than when an SS match is executed.

[0408] Note that the winning probability of the SSS match activation lottery is merely an example. For example, the winning probability may always be constant. Furthermore, there are no particular limitations on the benefits that are added when an SSS match is executed. Furthermore, an SSS match is not required.

[0409] <Process for Setting a State in Which Friendship Training Can Occur> Returning to FIG. 33 , once the placement information is determined as described above, the friendship training can occur state is set. Specifically, a support character is extracted from among the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training can occur state are met for the extracted support character. As described above, here, the setting conditions for the friendship training can occur are that the training item in which the support character is placed is a specialty training, and that the bond parameter linked to the support character is equal to or greater than a predetermined value.

[0410] The friendship training occurrence possibility information is then linked to support characters that meet the friendship training occurrence possibility state setting conditions. The friendship training occurrence possibility information is also linked to training items in which support characters that meet the friendship training occurrence possibility state setting conditions are placed. This sets the friendship training occurrence possibility state.

[0411] <Process for Determining Increase in Ability Parameter> In a turn in which training can be performed, the increase in ability parameter when training is successful is determined for each training item.

[0412] FIG. 36 is a diagram illustrating training levels. As shown in FIG. 36, the training level increases according to the number of times each training item is successful. Specifically, a training level is set for each of five training items: speed, stamina, power, tenacity, and intelligence. For example, if the number of times the "speed" training is successful is 0 to 4, the speed training level is "1." The more times the "speed" training is successful, the higher the speed training level increases, as shown in the figure.

[0413] Although the training level is increased according to the number of successful training attempts, the training level may also be increased according to the number of times the training is performed. Furthermore, the parameters for increasing the training level are not limited to the number of successful training attempts and the number of times the training is performed.

[0414] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.

[0415] Specifically, in this embodiment, speed training is performed, and if successful, the values ​​of the ability parameters of speed and power increase.

[0416] Furthermore, stamina training is performed, and if successful, the values ​​of the stamina and tenacity ability parameters increase.

[0417] Furthermore, power training is performed, and if successful, the values ​​of the stamina and power ability parameters increase.

[0418] Furthermore, if guts training is performed and is successful, the values ​​of the ability parameters of speed, power, and guts increase.

[0419] Additionally, wisdom training is performed, and if successful, the values ​​of the speed and wisdom ability parameters increase.

[0420] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a value obtained by adding a bonus addition value to a fixed increase value determined in accordance with the training item and training level performed.

[0421] Fig. 37A is a diagram illustrating a fixed increase value (speed) table. Fig. 37B is a diagram illustrating a fixed increase value table (power). That is, Fig. 37A shows fixed increase values ​​when the training item is speed. Fig. 37B shows fixed increase values ​​when the training item is power.

[0422] 37A and 37B, the fixed increase value table stores fixed increase values ​​determined in accordance with the training item and training level performed. In this embodiment, as shown in FIGS. 37A and 37B, the ability parameters are set to increase more significantly as the training level increases.

[0423] Although not described here, fixed increase value tables are also provided for stamina, perseverance, and wisdom when selected as training items.

[0424] In addition, in this embodiment, many conditions for adding ability parameters are set. An example of an addition condition is that a character is placed. In this case, a predetermined addition value is added to the fixed increase value. Also, for example, a growth rate may be set in advance for each training item for each character to be trained. In this case, the fixed increase value is multiplied by the growth rate for each training item.

[0425] In this way, when the addition condition is met, the addition value is added to the fixed increase value or multiplied by a predetermined addition rate. Finally, the calculated value is multiplied by the friendship bonus addition rate. The friendship bonus addition rate is used when a friendship bonus occurrence state is set for the training item. Furthermore, the friendship bonus addition rate is calculated for each character placed in the training item.

[0426] For example, suppose the friendship bonus rate is 20% and three characters with friendship bonus potential are placed in the same training item. In this case, the friendship bonus rate becomes 60%. In this way, the friendship bonus rate is multiplied, resulting in a larger increase in ability parameters.

[0427] <Process for Determining Training Failure Rate> Returning to FIG. 33, in a turn where training can be performed, the failure rate of training is determined for each training item.

[0428] <Process for Setting the Possible State of a Second Event> A possible state of a second event is set for a support character placed in one of the training items. The second event is selected by lottery from support events (second events) linked to the support characters (support cards) placed in each training item.

[0429] In this embodiment, a process is performed to determine whether or not a second event can be set for all support characters placed in a training item. If a player selects a training item in which a support character is placed for which a second event can be set, the second event will occur after the training is completed.

[0430] Note that a second event may be set to occur in each of a plurality of support characters arranged in one training item. In this case, when the training is performed, only one of the second events for which a possible event state has been set may be executed. Alternatively, all of the second events for which a possible event state has been set may be executed.

[0431] As described above, in the training main game, the player can increase the ability parameters of the character being trained as the turns progress. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.

[0432] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as the training character. More precisely, information about the character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0433] Furthermore, when the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, race results, team race results, etc. at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.

[0434] Furthermore, a development rank is set for each development character based on its evaluation points. The development rank is an index that indicates the strength of the development character, and each development rank is associated with a range of evaluation points. For example, a development rank of "A+" is assigned to a development character with an evaluation point between 13,000 and 14,499, and a development rank of "S" is assigned to a development character with an evaluation point between 14,500 and 15,499. In this way, by assigning a development rank based on the evaluation points, the approximate strength of the development character can be easily understood. The development character information also includes the evaluation points and the development rank.

[0435] Fig. 38A is a first diagram illustrating the training completion screen 360. Fig. 38B is a second diagram illustrating the training completion screen 360. Fig. 38C is a third diagram illustrating the training completion screen 360. When the training game ends, the training completion screen 360 is displayed on the display 26 as shown in Fig. 38A. The training completion screen 360 first displays the training rank of the trained character, and then displays the evaluation points as shown in Fig. 38B.

[0436] 38C , the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on a training completion screen 360. At this time, a close operation unit 331 is provided on the training completion screen 360. When the close operation unit 331 is tapped, the training completion screen 360 is hidden, and the home screen 100 is displayed on the display 26.

[0437] When the training game ends, a lottery is held to determine the factors that the training character will acquire, and the factor information is linked to and stored with the training character. Although not shown, the player can display the factor information acquired by the training character on a training completion screen 360. The lottery for factors is held for each factor type according to pre-set conditions. The probability of acquiring a factor, etc. is set based on the results of the training game.

[0438] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-described training game will be described.

[0439] (Functional Configuration of Player Terminal 1) Figure 39 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0440] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Fig. 39 are just examples, and the terminal-side game control program includes many other programs.

[0441] The data memory area 12b is provided with a player information memory unit 750 and a game information memory unit 751 as memory units for storing data. The data memory area 12b is also provided with many other memory units. Information directly related to games, such as the training game (hereinafter referred to as game information), is stored in the game information memory unit 751. The game information memory unit 751 also temporarily stores various types of information during the progress of each game, such as the training game. Therefore, all information related to the training character trained in the training game is stored in the game information memory unit 751. Furthermore, all information other than game information, such as information about the player or other players, and setting information for the player terminal 1, is referred to as player information. The player information is stored in the player information memory unit 750.

[0442] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. By running each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.

[0443] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.

[0444] When various pieces of information are set in the player terminal 1, the information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750. Furthermore, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.

[0445] The training game execution unit 701a executes all processing related to the training game. Specifically, the training game execution unit 701a executes preparation stage processing and training stage processing.

[0446] The training completion processing unit 702a stores training character information including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for training when the training game is completed.

[0447] (Functional Configuration of Server 1000) Figure 40 is a diagram illustrating the configuration of the memory 1012 in the server 1000 and its functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0448] 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 Fig. 40 are just examples, and the server-side game control program includes many other programs.

[0449] The data storage area 1012b is provided with a player information storage area 1150 and a game information storage area 1151 as storage areas for storing data. Note that the data storage area 1012b is also provided with many other storage areas. Here, the game information of all players is linked to their player IDs and stored in the game information storage area 1151. Furthermore, the player information of all players is linked to their player IDs and stored in the player information storage area 1150.

[0450] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each storage unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game termination processing unit 1102a.

[0451] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game termination processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game termination processing unit 1102a, respectively.

[0452] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. The information setting processing unit 1100a also keeps track of time and updates the game points of each player.

[0453] The training game execution unit 1101a executes all processing related to the training game.

[0454] When the training game ends, the training game end processing unit 1102a derives evaluation points, training ranks, and the like for the trained characters. The training game end processing unit 1102a also determines by lottery the factors that the trained characters will acquire. Then, the training character information, including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, and the like, is stored in the game information storage unit 1151 in association with the player ID.

[0455] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but they differ in the specific processing content and the range of player information they store. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.

[0456] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0457] (Processing of Player Terminal 1 and Server 1000) <Processing Related to the Training Game> Fig. 41 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 will be referred to as Pn (n is any integer). Furthermore, the processing in the server 1000 will be referred to as Sn (n is any integer).

[0458] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs an information setting process (P1) for updating the player information storage unit 750 based on the player's operation input. In this information setting process, update information is transmitted to the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0459] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Furthermore, for example, when a setting change operation is input, such as an operation to add another player as a friend or an operation to remove a friend, friend information, which is information about friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to play the training game. If the game points are below the upper limit, the information setting processing unit 700a and 1100a count time and grant the player a predetermined number of game points at predetermined intervals.

[0460] When a training game start operation to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0461] 42 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The training game execution unit 701a of the player terminal 1 executes a scenario selection screen display process (P6-1). Here, the training game execution unit 701a displays a scenario selection screen and provisionally registers a scenario ID based on the player's operation input.

[0462] Next, the training game executing unit 701a of the player terminal 1 executes a training target character selection screen display process (P6-2). Here, the training game executing unit 701a displays the training target character selection screen 150 and provisionally registers the training target character based on the player's operation input.

[0463] Specifically, when a display switching operation for switching the screen display is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation on a character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays a character detail screen 160. Furthermore, when a strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays a character strengthening screen 165. Furthermore, when a selection operation (operation on a character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.

[0464] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game execution unit 701a provisionally registers the temporarily stored character as a character to be trained. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.

[0465] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-3). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation of a training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character, and switches the display screen.

[0466] 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 a support card organization screen 190 on the display 26.

[0467] Next, the training game executing unit 701a executes a support card selection screen display process (P6-4). Here, when a selection operation (operation on the card icon 201 of a support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.

[0468] Furthermore, when a display switching operation to switch the display of the screen is input while the support card organization screen 190 is being displayed, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a determination operation (operation of the start operating unit 193) is input, the training game executing unit 701a displays a final confirmation screen 205 on the display 26.

[0469] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-5). Here, when a display switching operation for switching the screen display is input, the training game executing unit 701a switches the display screen of the display 26.

[0470] In addition, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was made, and switches the display screen.

[0471] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a executes a preparation stage completion process (P6-6). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and if the game points are equal to or greater than the predetermined value, transmits confirmation information to the server 1000.

[0472] The confirmation information includes information identifying the provisionally registered character to be trained, inherited character, and support card. Upon receiving the confirmation information, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered character to be trained, inherited character, and support card.

[0473] After transmitting the confirmation information, upon receiving permission information from the server 1000, the training game executing unit 701a registers the provisionally registered scenario ID and the character to be trained. The training game executing unit 701a also registers the training character provisionally stored as the inherited character and the provisionally stored support card in the deck. If the scenario selected in P6-1 is an existing scenario, the training game executing unit 701a sets a goal based on the scenario ID and the character ID of the character to be trained. For example, if the scenario selected in P6-1 is a new scenario, the training game executing unit 701a sets a goal based on the scenario ID. This ends the preparation stage completion process, and the training main game begins. A goal in the training main game is set.

[0474] 43 is a flowchart illustrating the preparatory stage processing (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the character to be trained selected by the player is included in the owned characters, the training game executing unit 1101a determines that there is no abnormality (S6-2).

[0475] If there is no abnormality in the character to be trained selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). Note that in S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the character to be trained, etc., it is determined that there is an abnormality.

[0476] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of that player, that is, if the training character that the player himself / herself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).

[0477] If it is determined that there is no abnormality with the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on that day is less than three (S6-8).

[0478] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a determines whether the player possesses 2,000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the organization condition is met. If the player possesses 2,000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2,000 from the number of possessed predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0479] Furthermore, the training game executing 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 if the organizational conditions for using the representative character of another player are met, the training game executing unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it.

[0480] The training game executing unit 1101a also registers characters to be trained (S6-14). The training game executing unit 1101a also executes a team member registration process (S6-15). Here, the training game executing unit 1101a determines the scenario link characters, support characters, and other target characters as team members, as described above. The training game executing unit 1101a also associates the determined team members with member IDs. Furthermore, the training game executing unit 1101a sets initial values ​​for various status parameters, such as ability parameters, for each team member based on the member ID.

[0481] Next, the training game executing unit 1101a executes an additional reward determination process (S6-16). Here, the training game executing unit 1101a determines three additional rewards for each team member. As described above, three additional rewards are set in advance for the member IDs associated with the team members. Here, the three additional rewards are determined for each team member based on the member ID. Note that each additional reward is assigned an additional reward ID, and here, each team member is associated with the three additional reward IDs and information indicating the order in which the additional rewards are awarded.

[0482] If the character to be trained is a scenario link character, the additional reward that would normally be assigned to the scenario link character is assigned to the character with the smallest member ID, excluding the scenario link character.The training game executing unit 1101a then saves the information determined in steps S6-14 to S6-16 above as game information received by the player terminal 1 (S6-17).The player terminal 1 stores the received game information, and the training stage processing begins.

[0483] On the other hand, if there is an abnormality in any of the character to be trained, the successor character, or the support card, or if the organizational conditions for using another player's representative character are not met, the training game executing unit 1101a sets denial information (S6-18) and causes it to be received by the player terminal 1. When denial information is received, a final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.

[0484] 41 , when the preparation stage processing (P6, S6) is completed, the training game executing unit 701a executes the training stage processing (P7) in the player terminal 1. During this training stage processing, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage processing (S7) based on information received from the player terminal 1.

[0485] The following describes the development stage processing (P7) executed in the player terminal 1 and the development stage processing (S7) executed in the server 1000. However, to facilitate understanding, the processing in the player terminal 1 and the processing in the server 1000 will be explained in the order appropriate.

[0486] 44 is a flowchart illustrating the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing and presentation related to the current turn are completed.

[0487] 45 is a flowchart illustrating the process at the start of a turn in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). If the current turn is a factor activation turn (YES in S10-2), the training game execution unit 1101a executes an activation factor determination process (S10-3). Here, it is determined for each registered inherited character whether or not to activate a factor.

[0488] The training game execution unit 1101a also executes an event occurrence determination process (S10-4). Here, the training game execution unit 1101a determines which events, such as scenario events, dedicated events, and first events, should occur in the current turn.

[0489] Also, if the current turn is not a race-limited turn (NO in S10-5), the training game executing unit 1101a executes the SS match information determination process (S11).

[0490] FIG. 46 is a flowchart illustrating the SS match information determination process in the server 1000. The training game execution unit 1101a extracts all team members whose SS parameters have reached the upper limit (S11-1). Next, the training game execution unit 1101a determines whether one or more team members have been extracted in S11-1 (S11-2). If no team members have been extracted (NO in S11-2), the training game execution unit 1101a terminates the SS match information determination process. Furthermore, if six or more team members have been extracted in S11-1 (YES in S11-3), the training game execution unit 1101a selects five team members by lottery from the extracted team members (S11-4). Then, the training game execution unit 1101a associates the extracted team members with the training item "SS Match" (S11-5).

[0491] Returning to FIG. 45, the training game executing unit 1101a executes a process for determining characters to be placed (S10-6). Here, the training game executing unit 1101a determines whether or not to place races for the remaining team members, excluding the team members linked to the "SS Match" in S11. Furthermore, the training game executing unit 1101a determines by lottery whether or not to place characters and the training items to be placed, based on the placement presence / absence table (FIG. 34). At this time, once the races and training items to be placed have been determined, the training game executing unit 1101a associates characters with the determined races and training items and stores them.

[0492] Next, the training game executing unit 1101a executes the SSS match activation lottery process (S12).

[0493] 47 is a flowchart illustrating the SSS match activation lottery process in the server. If there are fewer than five team members associated with the "SS match" in the SS match information determination process (NO in S12-1), the training game execution unit 1101a determines the winning percentage for each opposing team member (S12-3). Here, the training game execution unit 1101a determines the winning percentage for each opposing team member based on the evaluation points of the character to be trained and all team members associated with the "SS match," as well as the stamina of the character to be trained.

[0494] On the other hand, if there are five team members linked to the "SS match" (YES in S12-1), the training game executing unit 1101a determines whether the SSS match standby flag is off (S12-4). The SSS match standby flag is turned on when the SSS match activation lottery is won and it is determined that an SSS match will be activated. Therefore, in S12-4, it is determined that the SSS match standby flag is on when it has been determined that an SSS match will be activated before the current turn, but the SSS match has not yet been executed.

[0495] If the SSS match standby flag is off (YES in S12-4), the training game execution unit 1101a determines whether the activation lottery execution flag is off (S12-5). Note that the SSS match activation lottery is executed only when the number of team members linked to the "SS match" reaches five for the first time after the SSS match is activated. The activation lottery execution flag is turned on when the SSS match activation lottery is executed. In other words, the on state of the activation lottery execution flag indicates that the SSS match activation lottery has already been executed once since the last SSS match was activated.

[0496] If the activation lottery execution flag is not OFF (NO in S12-5), the training game execution unit 1101a proceeds to S12-3. If the activation lottery execution flag is OFF (YES in S12-5), the training game execution unit 1101a executes an SSS match activation lottery (S12-6). Here, the winning probability is set based on the number of SS match wins since the last SSS match was activated. The training game execution unit 1101a also turns ON the activation lottery execution flag (S12-7).

[0497] If the SSS match activation lottery in S12-6 determines that an SSS match will be activated (YES in S12-8), the training game execution unit 1101a turns on the SSS match standby flag (S12-9). Also, if it is determined in S12-5 that the SSS match standby flag is on (NO in S12-4), or if it is determined that an SSS match will be activated (YES in S12-8), the training game execution unit 1101a determines the win rate of all team members linked to the "SS match" to be 100% (S12-10).

[0498] If the SSS match activation lottery does not determine that an SSS match will be activated (NO in S12-8), the training game executing unit 1101a proceeds to S12-3.

[0499] Returning to FIG. 45, the training game execution unit 1101a executes friendship training setting processing (S10-7). Here, the "process for setting a friendship training occurrence possible state" described using FIG. 33 is executed. That is, the training game execution unit 1101a extracts support characters placed in any of the training items. Then, it is determined whether each of the extracted support characters meets the setting conditions for a friendship training occurrence possible state. The training game execution unit 1101a links friendship training occurrence information to support characters that meet the setting conditions for a friendship training occurrence possible state. In addition, friendship training occurrence possible information is also linked to training items in which support characters that meet the setting conditions for a friendship training occurrence possible state are placed.

[0500] Next, the training game executing unit 1101a executes an ability parameter determination process (S10-8). Here, the "process for determining an ability parameter increase value" described with reference to FIG. 33 is executed. That is, the training game executing unit 1101a selects one of the five training items as the processing target. The training game executing unit 1101a obtains the training level of the ability parameter to be processed and determines a fixed increase value.

[0501] The training game execution unit 1101a also acquires the placement information of the placed characters and determines the added value. The training game execution unit 1101a also determines whether other addition conditions, such as the utility of the currently activated expectation bonus or the effect of overseas aptitude, are met, and determines the final increase value of the training item being processed based on the met addition conditions. The final increase value of the ability parameter is determined for each training item. Although a detailed explanation will be omitted, the ability parameter determination process determines the amount of stamina consumed or recovered when each training item is executed.

[0502] The training game execution unit 1101a also calculates the failure rate of training for each training item based on the physical strength of the character to be trained (S10-9). Here, the failure rate is calculated based on the currently active utility of the expectation bonus or the effect of overseas aptitude, etc.

[0503] Next, the training game executing unit 1101a executes a process for determining whether or not a second event will occur (S10-10). Here, the "process for setting the occurrence state of a second event" described with reference to FIG. 33 is executed. That is, the training game executing unit 1101a determines by lottery whether or not a support event that is preset on a support card linked to a training item will occur. Then, the training game executing unit 1101a stores the information determined in each of the above processes as game information received by the player terminal 1 (S10-11).

[0504] Returning to FIG. 44 , after the turn start processing ends, when a skill acquisition command indicating the acquisition of one of the possessed skills is received from the player terminal 1 (YES in S7-2), the training game executing unit 1101a updates the skill information, such as skill acquisition information (S7-3). Here, the acquisition information is linked to the acquired skill. Also, here, the training game executing unit 1101a subtracts the skill points required to acquire the skill from the currently possessed skill points. Also, here, the training game executing unit 1101a causes the player terminal 1 to receive the updated skill information.

[0505] Furthermore, after the turn start processing is completed, when an overseas aptitude acquisition command indicating the acquisition of any overseas aptitude (aptitude level "2" or higher) is received from the player terminal 1 (YES in S7-4), the training game executing unit 1101a executes overseas aptitude acquisition processing (S7-5). Here, the overseas aptitude acquisition information is updated. Specifically, the acquisition information is linked to the aptitude level of the acquired overseas aptitude. Here, the training game executing unit 1101a also subtracts the aptitude points required to acquire the overseas aptitude from the aptitude points currently possessed. Here, the training game executing unit 1101a also causes the player terminal 1 to receive the updated overseas aptitude information. Then, the training game executing unit 1101a waits until it receives a selection command (information corresponding to the command selected by the player) from the player terminal 1 (NO in S7-6).

[0506] FIG. 48 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, upon receiving the game information (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set commands that the player can select based on the current number of turns. Note that here, if one or more team members are linked to the SS match, the training game executing unit 701a enables the training item "SS match." On the other hand, if no team members are linked to the SS match, the training game executing unit 701a disables the training item "SS match."

[0507] The training game executing unit 701a also executes a display control process to display a game screen based on the received game information (P7-3). Here, the training game executing unit 701a displays the top screen 210, the training screen 220, and the like based on the received game information. Specifically, the training game executing unit 701a displays a placed character icon 224 and a star gauge 225 for each training item on the training screen 220. The training game executing unit 701a also controls the display of the status display unit 213. Furthermore, the training game executing unit 701a displays effects on the operation units corresponding to training items set to a friendship training occurrence possible state and on the training operation unit 215b of the top screen 210. Furthermore, when an SSS match can be initiated, the training game executing unit 701a displays effects on the training operation unit 215b of the top screen 210 and the SS match operation unit 221f of the training screen 220.

[0508] Furthermore, when the skill operation unit 215c is operated (YES in P7-4), the training game execution unit 701a executes a skill screen display process (P7-5). Here, a skill screen for acquiring a skill is displayed. Furthermore, while the skill screen is displayed, a process for having the character to be trained acquire a skill is executed based on the player's operation input.

[0509] Furthermore, when an overseas aptitude-related operation unit related to the acquisition of overseas aptitude is operated (YES in P7-6), the training game execution unit 701a executes overseas aptitude-related processing (P10). The overseas aptitude-related operation unit includes, for example, the overseas aptitude operation unit 215f, the overseas aptitude icon 331, the left button 332L, the right button 332R, the decision operation unit 336, the acquisition condition button 337, and the effect button 338.

[0510] FIG. 49 is a flowchart illustrating the overseas aptitude-related processing in the player terminal 1. When an operation to acquire overseas aptitude (aptitude level "2" or higher) is input on the overseas aptitude acquisition screen 330, i.e., when an operation is input to the decision operation unit 336 (YES in P10-1), the training game execution unit 701a updates the acquisition information of the acquired overseas aptitude (P10-2). The training game execution unit 701a also updates the task completion information indicating the completion status of tasks set for special races. The task completion information makes it possible to identify whether each task has been completed or not. The training game execution unit 701a also activates the effect linked to the overseas aptitude acquired in P10-2 (P10-3).

[0511] The training game executing unit 701a also displays an acquisition effect image suggesting the acquisition of overseas aptitude (P10-4), and transmits an overseas aptitude acquisition command to the server 1000 (P10-5). The overseas aptitude acquisition command transmitted at this time is configured to enable identification of the type of overseas aptitude, the acquired aptitude level, and the task overcoming information. As a result, the overseas aptitude acquisition information and the task overcoming information are shared between the server 1000 and the player terminal 1 that have received the overseas aptitude acquisition command. Furthermore, if an operation other than the acquisition operation is input to the overseas aptitude-related operation unit (NO in P10-1), the training game executing unit 701a switches the screen on the display 26 (P10-6).

[0512] 48, the training game executing unit 701a switches the display screen of the display 26 based on the player's operation input until a turn end operation is input (NO at P7-7). Here, the turn end operation is an operation to end the current turn, and includes operations of the rest operation unit 215a, the nurse's office operation unit 215d, the outing operation unit 215e, the speed operation unit 221a, the stamina operation unit 221b, the power operation unit 221c, the tenacity operation unit 221d, the intelligence operation unit 221e, the SS match operation unit 221f, an operation to decide the race event, etc.

[0513] When the turn end operation is input (YES in P7-7), the training game executing unit 701a transmits a selection command corresponding to the turn end operation input by the player to the server 1000 (P7-8). Thereafter, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-9).

[0514] Returning to FIG. 44, when a selection command is received from the player terminal 1 (YES in S7-6), the training game executing unit 1101a executes a selection command receiving process (S20).

[0515] 50 is a flowchart illustrating the selection command reception process in the server 1000. When a selection command indicating an operation input from the outing operation unit 215e is received (YES in S20-1), the training game execution unit 1101a performs outing execution processing (S20-2). Here, an outing event that will increase the stamina and condition parameters is determined. Furthermore, the stamina and condition parameters are updated based on the determined outing event.

[0516] When a selection command indicating an operation input from the rest operation unit 215a is received (YES in S20-3), the training game execution unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. Furthermore, the physical strength parameter is updated based on the determined rest event.

[0517] When a selection command indicating an operation input from the infirmary operation unit 215d is received (YES in S20-5), the training game execution unit 1101a performs an infirmary execution process (S20-6). Here, an event or the like that will eliminate the negative parameters is determined. Furthermore, the parameters are updated based on the determined event.

[0518] When a selection command indicating an operation input to start a race is received (YES in S20-7), the training game executing unit 1101a performs a race execution process (S21).

[0519] 51 is a flowchart illustrating the race execution process in the server 1000. The training game execution unit 1101a acquires parameters of all characters to be trained and NPCs participating in the race (S21-1). Here, the training game execution unit 1101a acquires parameters to be used when deriving the race results, such as ability parameters, aptitude parameters, and acquired skills, for all participating characters.

[0520] Next, if the race to be executed is a special race, the training game executing unit 1101a extracts unsolved problems from the problems set for the race based on the problem solving information (S21-2).The training game executing unit 1101a then applies the debuff effect set for the problem extracted in S21-2 (S21-3).

[0521] For example, if the task "unfamiliar turf" has not been overcome, the turf aptitude of the character to be trained is changed to "G." Also, if the task "overseas meals" has not been overcome, all ability parameters of the character to be trained are set to "-100." In this way, for each extracted unsolved task, the ability parameters and aptitude parameters of the character to be trained are updated to be disadvantageous.

[0522] The training game executing unit 1101a also acquires the acquired overseas aptitude (S21-4). Next, the training game executing unit 1101a imparts the effect of the overseas aptitude acquired in S21-4 (S21-5). For example, if overseas aptitude has been acquired to which an effect such as increasing ability parameters such as power and stamina by "+200" is linked, a process is executed to add the ability parameters of the character to be trained acquired in S21-1. Note that the ability parameters, etc., increased by the activation of the effect of the overseas aptitude can be confirmed on the race entry screen, the race screen, etc.

[0523] Then, the training game executing unit 1101a executes a race simulation based on the various parameters acquired in S21-1 and the various parameters updated in S21-3 and S21-5 (S21-6).

[0524] Each race is divided into multiple phases from start to finish. In the race simulation, various parameters of the participating characters are input into an arithmetic formula provided for each phase, and calculations are performed.

[0525] Although the specific calculation formula is not particularly limited, the value of the ability parameter is input into the calculation formula for each phase and directly affects the calculated speed, stamina, etc. Also, for example, the aptitude parameter may be used as a correction coefficient input into the calculation formula. Specifically, as described above, the aptitude parameter has seven initial values, A to G. Also, for example, the aptitude parameter may increase to "S," which is more advantageous than "A," during the training game. In this case, the aptitude parameter used in the race simulation will have eight levels, S to G.

[0526] In the race simulation, the aptitude parameters of the character to be trained that correspond to the race are used. For example, if the race track is "turf," the aptitude parameters for "turf" are used from the aptitude parameters for track suitability, and if the race track is "dirt," the aptitude parameters for "dirt" are used from the aptitude parameters for track suitability.

[0527] If the race distance is "short distance," the aptitude parameters for "short distance" are used. Similarly, if the race distance is "mile," "medium distance," or "long distance," the aptitude parameters for "mile," "medium distance," or "long distance" are used, respectively.

[0528] Then, in a predetermined phase, the calculation formula for calculating speed includes a formula for multiplying a correction coefficient. In this case, if the turf suitability is "S", a correction coefficient of 105% is applied, and if the course suitability is "A", a correction coefficient of 100% is applied. Furthermore, if the course suitability is "G", a correction coefficient of 10% is applied. According to this calculation formula, the suitability parameters are used as parameters for calculating speed.

[0529] Furthermore, for example, the aptitude parameters may be used to correct the ability parameters. For example, before the calculation for each phase is performed, the ability parameters are corrected by the aptitude parameters. In this case, for example, if the aptitude parameter is "S", the predetermined ability parameter is multiplied by 1.10, and if the aptitude parameter is "G", the predetermined ability parameter is multiplied by 0.7. Then, the ability parameters corrected by the aptitude parameters are input into the calculation formula, and a simulation is performed. In this way, the aptitude parameters may be used as parameters for correcting the ability parameters.

[0530] As described above, characters to be trained are assigned turf aptitude, dirt aptitude, and distance aptitude. Distance aptitude is set for each distance: short distance, mile, middle distance, and long distance. In the simulation, the results of the race are derived based on the ability parameters and, of the multiple aptitude parameters linked to the character to be trained, the aptitude parameter that is set as the parameter to be used in deriving the result of the race.

[0531] The training game executing unit 1101a stores the results of the race simulated in S21-6 (S21-7). If the executed race is a target race (YES in S21-8), the training game executing unit 1101a determines whether the target has been achieved (S21-9). Here, the target may be, for example, that the character to be trained wins a predetermined ranking or higher.

[0532] If the goal is achieved (YES in S21-9), the training game executing unit 1101a executes a goal achievement process (S21-10). Here, for example, if achieving a predetermined goal is set as a condition for acquiring overseas aptitude, a predetermined event is generated at the end of the turn, and a process for acquiring overseas aptitude is executed. Also, for example, if a predetermined goal achievement reward is awarded upon achieving the goal, the goal achievement reward is awarded. Furthermore, the training game executing unit 1101a executes a reward awarding process for awarding a reward to the player (S21-11). Here, a reward is determined based on the results of the simulation, i.e., the finishing order of the character to be trained, the race development, etc., and the determined reward is awarded.

[0533] On the other hand, if the goal has not been achieved (NO in S21-9), the training game executing unit 1101a executes an end process to end the training main game (S21-12).

[0534] 50, when a selection command indicating an operation input from the SS match operation unit 221f is received (YES in S20-8), the training game execution unit 1101a performs a win / loss determination process (S20-9). Here, a lottery is executed to determine the win / loss of the character to be trained, based on the win rate determined in S12-3 or S12-10. Note that if there are multiple opponents, the win / loss is determined for each opponent.

[0535] Next, the training game executing unit 1101a updates various parameters based on the results of S20-9 (S20-10). Specifically, the training game executing unit 1101a updates the aptitude points, ability parameters, and supporter points of the character to be trained based on the win or loss of the character to be trained. The training game executing unit 1101a also updates the ability parameters of the character to be trained based on the special training of the team members. In other words, a basic reward is awarded here. The training game executing unit 1101a also updates the evaluation points of the character to be trained in accordance with the update of the ability parameters.

[0536] Here, the training game executing unit 1101a also resets the SS parameters of the opposing team members and raises their SS level by "1." The number of wins and the number of SS matches are also updated. The training game executing unit 1101a may also update the ability parameters and evaluation points of the opposing team members based on the results of the win or loss. However, the stamina of the character being trained is not updated here.

[0537] Next, the training game executing unit 1101a awards a victory reward to be awarded when the character to be trained wins (S20-11). Here, when the character to be trained wins against an opponent, the ability parameters and evaluation points are increased as a victory reward. Therefore, when the character to be trained wins, the increase in the ability parameters is greater than when the character to be trained loses. Therefore, when the character to be trained wins against an opponent, the increase in evaluation points is greater than when the character to be trained loses.

[0538] As described above, the winning reward also includes an additional reward. Here, the additional reward set for the opponent against whom the character to be trained wins is awarded. When the additional reward is awarded, the training game executing unit 1101a executes a reward update process that deletes the additional reward awarded to the character to be trained from the additional rewards associated with the team members (S20-12). Here, if, as a result of updating the additional rewards, there are only two additional rewards left for the team members, the training game executing unit 1101a determines by lottery the order in which the three new additional rewards will be awarded.

[0539] Furthermore, when a selection command indicating the execution of any training other than the SS match is received (NO in S20-8), the training game execution unit 1101a performs a success determination process (S20-13). Here, the success or failure of the training is determined based on the failure rate calculated in S10-9. Then, the training game execution unit 1101a updates various parameters of the character to be trained based on the determination result of S20-13 (S20-14). Here, ability parameters and the like are updated as determined in S10-8 at the start of the turn.

[0540] Here, the physical strength of the character to be trained is updated as training is performed. Here, the evaluation score of the character to be trained is updated as the ability parameters are updated. Next, the training game executing unit 1101a updates various parameters of the placed character (S20-15). Here, the training game executing unit 1101a updates the bond parameters, SS parameters, supporter points, etc. of the placed character.

[0541] After the process of S20-12 or S20-15 is executed, the training game execution unit 1101a executes an overseas aptitude acquisition determination process (S20-16). Here, it is determined whether the conditions for acquiring overseas aptitude are met by executing an SS match or training other than an SS match. If the conditions for acquiring overseas aptitude are met, a predetermined event is generated at the end of the turn, and a process for acquiring overseas aptitude is executed.

[0542] Then, the training game executing unit 1101a sets result information indicating the results of each of the above processes, and causes the player terminal 1 to receive the result information (S20-17).

[0543] Returning to FIG. 48, when the player terminal 1 receives the result information from the server 1000 (YES in P7-9), the training game executing unit 701a executes a result information receiving process (P20).

[0544] 52 is a flowchart illustrating the result information reception process in the player terminal 1. The training game execution unit 701a determines an execution pattern for the effects based on the received result information (P20-1). Then, the training game execution unit 701a executes the effects using the execution pattern determined in P20-1 (P20-2). Here, for example, different effects are executed depending on whether the goal is achieved or not. Also, here, for example, different effects are executed depending on whether the character to be trained wins or loses in the SS match.

[0545] Furthermore, if a second event or an event that occurs when the conditions for acquiring overseas aptitude are met occurs (YES in P20-3), the training game execution unit 701a executes a presentation for the event that occurs (P20-4). Furthermore, the training game execution unit 701a updates the parameters based on the received result information (P20-5). Here, if the conditions for acquiring overseas aptitude are met and the event is executed, the acquisition information for overseas aptitude is updated.

[0546] Then, when all effects to be executed in the current turn have been completed, the training game executing unit 701a transmits a start command to the server 1000 (P20-6). This ends the current turn in the player terminal 1. Then, when the server 1000 receives the start command, the processing for the next turn is executed in the same manner as above.

[0547] Although detailed description will be omitted, when a representative friendly match is executed after the end of a turn, the training game executing unit 701a may transmit a predetermined command to the server 1000 instead of a start command. In this case, the server 1000 derives the race results of the representative friendly match, similar to the race execution process shown in FIG. 51 . Upon receiving the race results, the player terminal 1 executes processing such as playing a race video related to the representative friendly match. Then, after the processing related to the representative friendly match is completed, the start command may be transmitted to the server 1000.

[0548] Returning to FIG. 41, when the above-mentioned training stage processing (S7) is completed in the server 1000, the training game termination processing unit 1102a executes training game termination processing (S8).

[0549] 53 is a flowchart illustrating the training game ending process in the server 1000. The training game ending process unit 1102a derives an evaluation score based on various parameters of the character to be trained (S8-1). The training game ending process unit 1102a also derives a training rank based on the derived evaluation score (S8-2).

[0550] The training game end processing unit 1102a also determines the factors that the training character will acquire (S8-3). The training game end processing unit 1102a also determines the class based on the number of fans acquired (S8-4). The training game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the training rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are not awarded to the training character itself, but to the character that is the basis for the training character.

[0551] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.

[0552] The training game termination processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game termination processing unit 1102a also determines a reward to be given to the player (S8-7). The training game termination processing unit 1102a also associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., with the player ID of the player, and stores the information in the game information storage unit 1151 (S8-8). The training game termination processing unit 1102a also sets training result information and causes the player terminal 1 to receive the information (S8-9).

[0553] 41, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game termination processing (P8). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays a training completion screen 360 (see FIGS. 38A, 38B, and 38C) on the display 26 based on the training result information.

[0554] The above-described training game is realized by the above-described processing. Furthermore, training character information relating to a training character trained (created) in the training game is stored in association with a player ID. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.

[0555] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0556] For example, in the above embodiment, a team member whose SS parameter has reached the upper limit is linked to the training item "SS Match." However, linking a team member to "SS Match" is not essential. For example, if there is a team member whose SS parameter has reached a predetermined value, "SS Match" is enabled. At this time, the team member may be assigned to another training item.

[0557] Furthermore, in the above embodiment, the "SS Match" is a battle between a character to be trained and a team member, but the content of the "SS Match" is not particularly limited. For example, if a team member is not associated with the "SS Match," a predetermined event may occur randomly when the "SS Match" is executed. Thus, the content of the training game described in the above embodiment is merely an example.

[0558] In the above embodiment, the characters to be trained compete in races. However, the content of the training game is merely an example. For example, the player may use the characters to be trained to play sports games, puzzle games, action games, rhythm games, etc.

[0559] In the above embodiment, the character to be trained can earn aptitude points by winning an SS match. However, the conditions for updating aptitude points are not limited to this. For example, aptitude points may be updated by the execution or success of training, the passage of a predetermined number of turns, the occurrence of a predetermined event, etc. Furthermore, the conditions for updating aptitude points may include a condition for subtracting aptitude points.

[0560] In any case, the information processing program may cause a computer to perform the following processes.

[0561] (Processing Performed by a Computer) A process of setting a character selected by a player from among multiple characters as a character to be trained (S6-14, for example, in the embodiment). In a training game in which a common goal is set regardless of the type of character to be trained, a player's operation of selecting one of multiple types of commands is accepted (P7-2, for example, in the embodiment), including a first command (for example, training commands for speed, stamina, power, guts, and intelligence) specifying a predetermined action that updates a first parameter (for example, ability parameters) associated with the character to be trained, and a second command (for example, a command to execute a race including the race operation unit 215g) specifying the execution of a specific game (for example, a race) to achieve the goal (P7-2, for example, in the embodiment), and information corresponding to the command selected by the player is acquired (S7-6, for example, in the embodiment). When information corresponding to the first command is acquired, a process of updating the first parameter corresponding to the selected first command (S20-14, for example, in the embodiment). When information corresponding to the second command is acquired, a process of deriving the outcome of the specific game based on the first parameter and a second parameter (in the embodiment, for example, aptitude parameters) associated with the character to be trained, which second parameter is set as a parameter to be used in deriving the outcome of the specific game (in the embodiment, for example, S21-6). A process of updating specific points (in the embodiment, for example, aptitude points) according to a predetermined update condition (in the embodiment, for example, S20-10 and S20-11). A process of consuming specific points corresponding to an option selected by the player from an option corresponding to an effect that favors the updated value of the first parameter (in the embodiment, for example, aptitude level "3" for overseas turf aptitude) and an option corresponding to an effect that favors the second parameter (in the embodiment, for example, aptitude level "2" for overseas turf aptitude) to grant an effect corresponding to the option (in the embodiment, for example, P10-2).

[0562] Furthermore, when a first specific condition (in the embodiment, as an example, 10 SS match wins, participation in a national team friendly match, and possession of 250 or more aptitude points) among a plurality of specific conditions that can be met during the training game is met, a process (in the embodiment, as an example, P10) may be executed to make available specific points corresponding to an option that has an effect of favorably increasing the updated value of the first parameter that is updated when the first command is selected. Furthermore, when a second specific condition (in the embodiment, as an example, 2 SS match wins and possession of 50 or more aptitude points) among the specific conditions is met, a process (in the embodiment, as an example, P10) may be executed to make available specific points corresponding to an option that has an effect of favorably increasing the second parameter.

[0563] In addition, the specific conditions may include a process (in the embodiment, as an example, S21-5) that makes the first parameter linked to the character to be developed more advantageous when a specific condition, including the consumption of specific points, is met than when the specific condition is not met.

[0564] Therefore, the first specific condition and the second specific condition may be different acquisition conditions shown in FIG. 29 . Specifically, the first specific condition may be "20 wins in SS matches," and the second specific condition may be "2 wins in SS matches" and "achieve aptitude level '2'." Alternatively, the first specific condition and the second specific condition may be a common acquisition condition shown in FIG. 29 . Specifically, the first specific condition may be "2 wins in SS matches," and the second specific condition may be "2 wins in SS matches" and "achieve aptitude level '2'."

[0565] Note that some of the functions of the training game described in the above embodiment may not be provided. Furthermore, some or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential, and, for example, all of the programs for executing the above game may be stored in the player terminal 1 or the game device G.

[0566] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart.

[0567] 1 Player terminal 1000 Server G Game device S Information processing system

Claims

1. A process for setting a character selected by a player from among a plurality of characters as a character to be developed; a process for accepting a player's operation to select one of a plurality of types of commands, including a first command specifying a predetermined action for updating a first parameter linked to the character to be developed, and a second command specifying execution of a specific game for achieving the goal, in a development game in which a common goal is set regardless of the type of character to be developed, and acquiring information corresponding to the command selected by the player; a process for updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; a process for deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be developed when information corresponding to the second command is acquired; a process for updating specific points in accordance with a predetermined update condition; and a process for consuming the specific points corresponding to the option selected by the player from an option corresponding to an effect that gives an advantage to the update value of the first parameter selected and updated by the first command, and an option corresponding to an effect that gives an advantage to the second parameter, An information processing program that causes a computer to carry out the above.

2. The information processing program of claim 1, which causes a computer to perform the following processing: when a first specific condition is met among a plurality of specific conditions that can be met during the training game, making it possible to consume specific points corresponding to an option corresponding to an effect that gives an advantage to the updated value of the first parameter to be selected and updated by the first command; and when a second specific condition is met among the specific conditions, making it possible to consume specific points corresponding to an option corresponding to an effect that gives an advantage to the second parameter.

3. An information processing program as described in claim 1 or 2, wherein the process of deriving the outcome of the specific game includes a process of making the first parameter linked to the character to be trained more favorable when a specific condition including the consumption of the specific points is met among a plurality of specific conditions that can be met during the training game, compared to when the specific condition is not met.

4. An information processing method executed by one or more computers, comprising: a process of setting a character selected by a player from among a plurality of characters as a character to be developed; a process of accepting a player's operation to select one of a plurality of types of commands, including a first command specifying a predetermined action for updating a first parameter linked to the character to be developed, and a second command specifying the execution of a specific game to achieve the goal, in a development game in which a common goal is set regardless of the type of character to be developed, and acquiring information corresponding to the command selected by the player; a process of updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be developed; and a process of updating specific points in accordance with a predetermined update condition. a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter selected and updated by the first command, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give the effect corresponding to the option.

5. A system comprising one or more computers, the system comprising: a process for setting a character selected by a player from among a plurality of characters as a character to be developed; a process for accepting a player's operation to select one of a plurality of types of commands including a first command for specifying a predetermined action for updating a first parameter linked to the character to be developed and a second command for specifying execution of a specific game to achieve the goal, the command specifying an action of the character to be developed in a development game in which a common goal is set regardless of the type of character to be developed, and acquiring information corresponding to the command selected by the player; a process for updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; a process for deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be developed; and a process for updating specific points in accordance with a predetermined update condition. an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter selected and updated by the first command, and an option corresponding to an effect that gives an advantageous effect to the second parameter, by consuming the specific points corresponding to the option selected by the player, to give the effect corresponding to the option.

6. A system comprising one or more computers, the system comprising: a process for setting a character selected by a player from among a plurality of characters as a character to be developed; a process for accepting a player's operation to select one of a plurality of types of commands, including a first command for specifying a predetermined action for updating a first parameter linked to the character to be developed, and a second command for specifying execution of a specific game to achieve the goal, in a development game in which a common goal is set regardless of the type of character to be developed, and acquiring information corresponding to the command selected by the player; a process for updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; a process for deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be developed; and a process for updating specific points in accordance with a predetermined update condition. a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter, which is selected and updated by the first command, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give the effect corresponding to the option.

Citation Information

Patent Citations

  • Information processing program, information processing method, game device, and information processing system

    JP2023098428A