Information processing program, information processing method, and game device

By introducing information processing programs with multiple command selection and special treatment status in the cultivation game, the problem of limited card stack options is solved, the game diversity and player motivation is increased, and a richer gaming experience is provided.

CN119156245APending Publication Date: 2024-12-17CYGAMES INC
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Patent Information

Application Number
CN202380027270.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-03-17
Filing Date
2023-02-16
Publication Date
2024-12-17

AI Technical Summary

Technical Problem

In training games, players have limited options when organizing card stacks, resulting in a lack of diversity in game expansion and a decrease in motivation to play the game.

Method used

Provides an information processing program that allows players to select multiple commands in multiple rounds of training games, and associates the game medium associated with character identification information with these commands, updates character parameters, starts special treatment status, and This state triggers specific events and visual effects.

Benefits of technology

By increasing the diversity and dynamics of the game, enhance players' motivation to play and provide a richer gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

An information processing program for causing a computer to execute: a process for enabling a player to select a plurality of commands in each turn in a training game comprising a plurality of turns; a process for associating a game medium associated with character identification information with one of the plurality of commands; a process for updating parameters for cultivating the character to be cultivated on the basis of one of the commands that the player has selected and the game medium associated with the selected command; a process for starting a special pending state if a start condition is satisfied, the start condition including at least a command associated with a prescribed game medium being selected; and a process for causing a special treatment event to occur based on the selection of a command associated with the prescribed game medium during the special treatment state, the special treatment event including the execution of a special treatment visual effect and the assignment of a special treatment.
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Description

Technical Field

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

[0002] In the related art, there is known a game type called a training game as indicated in, for example, Patent Document 1. In the training game, a plurality of types of training categories are provided, and a player can train a training target character by selecting one of these training categories.

[0003] In addition, the player can also include support cards in the deck in the development game disclosed in Patent Document 1. A support character is linked to the support card, and when a prescribed condition is satisfied during the development game, an event occurs in which the support character appears.

[0004] Prior art literature

[0005] Patent Literature

[0006] Patent Document 1: Japanese Patent 6563579 Summary of the invention

[0007] Problem that the invention aims to solve

[0008] In the above-mentioned development games, the options that players use when organizing the card piles are often limited. As a result, even if the game is played repeatedly, there is no significant difference in the game development, so there is a problem of reduced motivation to play the game.

[0009] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can diversify the development of a game and enhance the player's motivation to play.

[0010] Solutions for solving problems

[0011] In order to solve the above-mentioned problem, an information processing program is provided for causing a computer to execute:

[0012] Processing for enabling a player to select multiple commands in each round in a development game consisting of multiple rounds;

[0013] processing for associating the gaming medium associated with the character identification information with one of the plurality of commands;

[0014] A process for updating the parameters of the training target character based on one of the commands that the player has selected and the game medium associated with the selected command;

[0015] Processing for starting a perk state when a start condition is satisfied, the start condition including at least a command associated with a specified gaming medium being selected; and

[0016] Processing for causing a perk event to occur based on selection of a command associated with the specified gaming medium during the perk state, the perk event including execution of a perk visual effect and granting of a perk.

[0017] The information processing program may further cause the computer to execute:

[0018] Processing for determining one of a plurality of characters associated with the specified game medium as a character to be displayed in the special treatment visual effect when the special treatment event occurs.

[0019] The information processing program may further cause the computer to execute:

[0020] A process for canceling the setting of the specific section when an end condition including at least a lapse of a prescribed number of rounds since the setting of the special treatment state is satisfied.

[0021] The information processing program may further cause the computer to execute:

[0022] a process for updating a specific parameter based on selection of a command associated with said specified gaming medium; and

[0023] for determining whether to start the processing of the special treatment state based on the value of the specific parameter,

[0024] The process for starting the special treatment state may include starting a specific section assuming that the start condition is satisfied when it is determined that the special treatment state is to be started.

[0025] In order to solve the above problem, an information processing method is provided, which is executed by one or more computers, wherein the computer executes:

[0026] Processing for enabling a player to select multiple commands in each round in a development game consisting of multiple rounds;

[0027] processing for associating the gaming medium associated with the character identification information with one of the plurality of commands;

[0028] A process for updating the parameters of the training target character based on one of the commands that the player has selected and the game medium associated with the selected command;

[0029] Processing for starting a perk state when a start condition is satisfied, the start condition including at least a command associated with a specified gaming medium being selected; and

[0030] Processing for causing a perk event to occur based on selection of a command associated with the specified gaming medium during the perk state, the perk event including execution of a perk visual effect and granting of a perk.

[0031] In order to solve the above problems, a gaming device is provided, wherein one or more computers execute:

[0032] Processing for enabling a player to select multiple commands in each round in a development game consisting of multiple rounds;

[0033] processing for associating the gaming medium associated with the character identification information with one of the plurality of commands;

[0034] A process for updating the parameters of the training target character based on one of the commands that the player has selected and the game medium associated with the selected command;

[0035] Processing for starting a perk state when a start condition is satisfied, the start condition including at least a command associated with a specified gaming medium being selected; and

[0036] Processing for causing a perk event to occur based on selection of a command associated with the specified gaming medium during the perk state, the perk event including execution of a perk visual effect and granting of a perk.

[0037] Effects of the Invention

[0038] By utilizing the present invention, the game development can be diversified and the playing motivation of the players can be enhanced. BRIEF DESCRIPTION OF THE DRAWINGS

[0039] Figure 1 This is an explanatory diagram schematically showing the configuration of an information processing system.

[0040] Figure 2A This is a diagram for explaining the hardware configuration of a player terminal. Figure 2B This is a diagram for explaining the hardware configuration of a server.

[0041] Figure 3A This is a diagram for explaining an example of a home page screen. Figure 3B is a diagram for explaining an example of an option setting screen. Figure 3C is a diagram for explaining an example of a profile setting screen. Figure 3D It is a diagram for explaining an example of a home page setting screen.

[0042] Figure 4 This is a diagram for explaining the rough progress flow of the cultivation game.

[0043] Figure 5A This is a diagram for explaining a training target character selection screen. Figure 5B This is the first picture used to explain the character detail screen. Figure 5C This is the second figure used to explain the character detail screen.

[0044] Fig. 6A This is a diagram for explaining the capability parameter (initial value) table. Figure 6B It is a diagram for explaining the adaptability parameter (initial value) table. Figure 6C This is a diagram for explaining the skill table. Fig.6D This is a diagram for explaining the event table owned by a character.

[0045] Fig. 7A This is the first figure for explaining the inheritance character selection screen. Figure 7B This is the first figure used to explain the character development list screen. Figure 7C This is the second figure for explaining the inheritance character selection screen. Fig.7D This is the third figure for explaining the inheritance character selection screen.

[0046] Figure 8 It is a diagram used to illustrate inheritance lineage.

[0047] Fig. 9 is a graph used to illustrate factor information.

[0048] Fig. 10A is a diagram for explaining a compatibility judgment object, and Fig. 10B This is a diagram for explaining the compatibility judgment items.

[0049] Fig.11A This is a diagram for explaining sorting conditions. Fig. 11B It is a diagram for explaining the refining conditions.

[0050] Fig.12 This is the first image used to illustrate the character details dialog box.

[0051] Fig.13 This is the second figure used to illustrate the character details dialog box.

[0052] Fig.14 This is the third figure used to illustrate the character details dialog box.

[0053] Fig.15 This is a diagram for explaining a skill display dialog box.

[0054] Fig.16AThis is the first figure used to explain the support card organization screen. Fig. 16B This is a diagram for explaining the support card selection screen. Fig. 16C This is the second figure used to explain the support card organization screen.

[0055] Fig.17A This is a diagram for explaining the support table. Fig. 17B This is a diagram for explaining the support effect table. Fig. 17C This is a diagram for explaining the skill table. Fig.17D This is a diagram for explaining the support event table.

[0056] Fig.18A This is a diagram for explaining the final confirmation screen. Fig.18B This is a diagram for explaining a preset selection screen.

[0057] Fig.19 This is a diagram for explaining a selection item table.

[0058] Fig. 20A This is a diagram for explaining the game screen. Fig. 20B This is a diagram for explaining a special match screen.

[0059] Fig.21A This is the first figure for explaining the training screen. Fig.21B This is a second diagram for explaining the training screen. Fig. 21C This is a diagram for explaining a training result notification screen. Fig.21D This is a diagram for explaining an event screen.

[0060] Fig.22A This is the first diagram for explaining the inheritance event. Fig. 22B This is the second diagram for explaining the inheritance event. Fig. 22C This is the third diagram for explaining the succession event. Fig.22D This is the fourth diagram for explaining the succession event.

[0061] Fig.23A This is the first picture used to explain the skill screen. Fig. 23B This is the second figure used to explain the skill screen.

[0062] Fig.24A This is the first figure for explaining the outgoing screen. Fig. 24B A diagram for explaining a friend going out event screen.

[0063] Fig.25 This is a diagram for explaining the execution mode of the friend going out event.

[0064] Fig.26A This is a second diagram for explaining the outgoing screen. Fig.26B This is the third diagram for explaining the outgoing screen. Fig.26C The fourth figure is used to illustrate the outgoing screen.

[0065] Fig.27A This is the first figure used to illustrate the individual attached character event screen. Fig.27B This is the second figure used to illustrate the individual attached character event screen. Fig.27C This is the first figure used to illustrate the event screen for all the attached characters. Fig.27D This is the second figure used to illustrate the event screen for all the attached characters.

[0066] Fig.28 It is a diagram used to explain the execution mode of individual subordinate character events and all subordinate character events.

[0067] Fig.29A This is the first diagram for explaining the individual match selection screen. Fig.29B This is a diagram for explaining the start screen of an individual competition. Fig.29C This is the first figure for explaining the individual competition result screen. Fig.29D This is the second figure for explaining the individual competition result screen.

[0068] Fig.30 This is a diagram for explaining an example of an item exchange screen.

[0069] Fig.31 This is a diagram for explaining a rough flow of the round start process.

[0070] Fig.32 is a diagram used to illustrate a deployment table.

[0071] Fig.33A It is a diagram for explaining the training level table. Fig.33B It is a diagram for explaining the fixed increment (speed) table. Fig.33C It is a diagram for explaining the fixed increment scale (strength). Fig.33D It is a diagram for explaining the bonus addition rate.

[0072] Fig.34 It is a diagram for explaining the second event table.

[0073] Fig.35 This is a diagram for explaining events related to team support cards.

[0074] Fig.36 This is a diagram for explaining the special treatment area.

[0075] Fig.37A This is a diagram for explaining the deployment role icons of the team support cards. Fig.37B This is a diagram used to illustrate the visual effects of special treatments.

[0076] Fig.38is a diagram used to illustrate a deployment table.

[0077] Fig.39A A diagram for explaining notifications related to opponent character deployment on the game screen. Fig.39B A diagram for explaining notification regarding opponent character deployment on a personal match selection screen.

[0078] Fig.40A This is the first diagram for explaining the cultivation completion screen. Fig.40B This is a second diagram for explaining the cultivation completion screen. Fig.40C This is the third diagram for explaining the cultivation completion screen.

[0079] Fig.41 This is a diagram for explaining the memory structure in the player terminal and its function as a computer.

[0080] Fig.42 This is a diagram for explaining the memory structure in the server and its function as a computer.

[0081] Fig.43 This is a sequence diagram for explaining the processing in the player terminal and the server related to the development game.

[0082] Fig.44 This is a flowchart for explaining the training phase processing in the server.

[0083] Fig.45 This is a flowchart for explaining the round start processing in the server.

[0084] Fig.46 This is a flowchart for explaining the friendship training determination process in the server.

[0085] Fig.47 This is a flowchart for explaining the development phase processing in the player terminal.

[0086] Fig.48 This is a flowchart for explaining the turn start processing in the player terminal.

[0087] Fig.49 This is a flowchart for explaining the round-period processing in the server.

[0088] Fig.50 This is a flowchart for explaining the outgoing selection process in the server.

[0089] Fig.51 This is a flowchart for explaining the out-of-office related event execution processing in the server.

[0090] Fig.52 This is a flowchart for explaining the special treatment area setting process in the server.

[0091] Fig.53 This is a flowchart for explaining the turn period processing in the player terminal. DETAILED DESCRIPTION

[0092] Aspects of embodiments of the present invention will be described below with reference to the accompanying drawings. The values ​​and the like indicated in the embodiments are merely examples for facilitating understanding, and unless otherwise specifically mentioned, do not limit the present invention. Note that in this specification and the accompanying drawings, elements having substantially the same function and structure are attached with the same reference numerals and are not repeatedly described, and in addition, elements not directly related to the present invention are not shown.

[0093] (Overall Structure of Information Processing System S)

[0094] Figure 1 1 is an explanatory diagram schematically showing the structure of an information processing system S. The information processing system S is a so-called client server system, which includes a player terminal 1 serving as a client (in other words, a game terminal), a server 1000, and a communication network N having a communication base station Na.

[0095] In the information processing system S of the present embodiment, the player terminal 1 and the server 1000 function as the game apparatus G. Functions in game progress control are respectively assigned to the player terminal 1 and the server 1000, and as a result of cooperation between the player terminal 1 and the server 1000, the game can progress.

[0096] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 includes a variety of electronic appliances that are communicably connected to the server 1000 in a wireless or wired manner. Examples of the player terminal 1 include a smartphone, a mobile phone, a tablet device, a personal computer, and a game console. This embodiment will be described in the context of a case where a smartphone is used as the player terminal 1.

[0097] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 performs processing such as updating the accumulated information and causing the player terminal 1 to download images and various information, etc., mainly based on operations input from the player terminal 1.

[0098] The communication base station Na is connected to the communication network N, and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, an Internet network, a local area network (LAN) or a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0099] (Hardware Structure of Player Terminal 1 and Server 1000)

[0100] Figure 2A 1 is a diagram for explaining the hardware structure of the player terminal 1. Figure 2B 1 is a diagram for explaining the hardware structure of the server 1000. Figure 2A As shown, the player terminal 1 is configured to include a central processing unit (CPU) 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 .

[0101] In addition, if Figure 2B As shown, the server 1000 is configured to include 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 .

[0102] Note that the structures 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 the structures and functions 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, respectively. Therefore, the following description will focus on the hardware structure of the player terminal 1, and the description of the server 1000 will be omitted.

[0103] The CPU 10 runs a program stored in the memory 12 to control the progress of the game. The memory 12 is composed of a read-only memory (ROM) or a random access memory (RAM), and stores a program and various data required to control the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0104] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0105] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) 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.

[0106] The communication unit 20 is wirelessly communicatively connected to the communication base station Na, and transmits and receives information (such as various data and programs, etc.) to and from the server 1000 via the communication network N. In the player terminal 1, the program, etc. received from the server 1000 is stored in the memory 12 or the storage unit 18.

[0107] The input unit 22 is composed of a unit (e.g., a touch screen, a button, a keyboard, a mouse, a cross keypad, or an analog controller, etc.) through which a player operation is input (an operation is accepted). In addition, the input unit 22 may 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 that detects the tilt or movement of the player terminal 1 or a microphone that detects the voice of the player. In other words, the input unit 22 includes a variety of devices that enable the player's intention to be input in a recognizable manner.

[0108] The output unit 24 is configured to include a display device and a speaker. Note that the output unit 24 may be a device connected (externally) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch screen as the input unit 22, which is arranged to be overlaid on the display 26.

[0109] (Game Details)

[0110] Next, a game provided by the information processing system S (that is, the game device G) in this embodiment will be described. Players can own characters obtained by lottery (so-called gacha) and characters distributed from the management side. In addition, players can own support cards obtained by lottery and support cards distributed from the management side.

[0111] Although the details will be described later, a training game is provided in the game according to the present embodiment. In the training game, the player can train the character owned by the player. In addition, the training game in the present embodiment has the game play of training the character while the player makes the character participate in a race imitating horse racing.

[0112] Figure 3A 1 is a diagram for explaining an example of the home screen 100. When the game application is started in the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the lower part of the home screen 100. The menu bar 102 is provided with a plurality of operation parts that the player can operate (tap).

[0113] Here, the menu bar 102 is provided with a home screen selection operation unit 102a, a reinforcement screen selection operation unit 102b, a story screen selection operation unit 102c, a competition game selection operation unit 102d, and a gashapon screen selection operation unit 102e. Note that in the menu bar 102, the operation unit corresponding to the displayed screen is displayed in an emphasized manner so that the displayed screen on the display 26 can be recognized.

[0114] When the home screen selection operation unit 102a is tapped, the display 26 displays Figure 3A Home screen 100 is shown.

[0115] When the enhancement screen selection operation unit 102b is tapped, an enhancement screen (not shown) is displayed. On the enhancement screen, the support cards and characters owned by the player can be enhanced. The player can enhance the levels set for the characters and support cards by enhancing the characters and support cards. Various parameters are set for the characters and support cards, and as a result of the enhancement of the levels, the parameters increase. By increasing the parameters of the characters and support cards, the player can train the characters into characters with stronger states in the training game.

[0116] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character that appears in the game. On the story screen, the player can select and view a story by selecting a character and a story image.

[0117] When the game selection operation unit 102d is tapped, a game selection screen (not shown) is displayed. In the present embodiment, various game selections are provided in which the cultivated characters cultivated in the cultivation game described later can participate. The player can select the game selection screen to be participated in by the cultivated characters. Examples of the game selection include team competition games in which a team organized by a plurality of cultivated characters competes with a team of other players selected by a computer. The team competition game has a gameplay in which a player competes with other players for ranking.

[0118] When the gashapon screen selection operation unit 102e is tapped, a gashapon screen (not shown) is displayed. On the gashapon screen, the player can play a so-called gashapon lottery, in which the player can obtain characters and support cards by lottery using in-game currency.

[0119] In addition, on the home screen 100, a cultivation game operation unit 104 is provided at the upper part of the menu bar 102. When the cultivation game operation unit 104 is tapped, the cultivation game screen is displayed and the cultivation game described later is started. The cultivation game is roughly divided into a preparation phase and a cultivation phase, and in the preparation phase, the player first selects a character from the characters owned by the player and sets the selected character as a cultivation target character.

[0120] In addition, in the preparation phase, the player sets a card pile to be used when training the training target character. The card pile is organized by using a plurality of successor characters and a plurality of support cards described in detail later. Therefore, in the training game, the successor characters and support cards included in the card pile are used.

[0121] When the setting of the training target character and the card pile (inherited character and support card) is completed, the training game enters the training phase from the preparation phase, and the game for training the training target character begins. In the training game, the parameters of the training target character can be changed. The training target character that has completed training in the training game becomes the training character. The player can have multiple training characters. As shown above, the player can organize the training characters owned by the player into a team and use them in team competition games, etc.

[0122] As described above, the main purpose of the game of this embodiment is to generate a development character through a development game, and to improve the ranking in the team competition game by adopting the development character.

[0123] 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. Players can set development characters and support cards to be used in the development game for other players. Specifically, Figure 3A As shown, a setting operation unit 106 is provided at the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.

[0124] Figure 3B 1 is a diagram for explaining an example of the option setting screen 110. The option setting screen 110 is a screen where various information can be confirmed and set. The option setting screen 110 is provided with a plurality of operation parts, and when an operation part is tapped, information corresponding to the operation part can be confirmed and set.

[0125] The operation unit on the option setting screen 110 includes 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.

[0126] Figure 3C 1 is a diagram for explaining an example of the profile setting screen 120. On the profile setting screen 120, the player can confirm and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, a belonging circle, a representative character, and a rental card.

[0127] The profile character is used as a character displayed when other players view information related to the player. For example, when using a circle function that provides a place for sharing information with other players, the profile character is displayed. On the profile setting screen 120, a currently set profile character image 122 is displayed. 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.

[0128] In addition, the player name set by the player, the player ID given to the player, and the name of the circle to which the player belongs are displayed on the profile setting screen 120. In addition, the profile setting screen 120 is provided with a representative character setting operation unit 126a and a rental card setting operation unit 126b.

[0129] 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 training characters trained by the player as a representative character. The representative character setting operation unit 126a displays an icon image indicating the currently set representative character. Note that although the details will be described later, the representative character can be included in the card pile as an inherited character in the training game played by other players.

[0130] 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 owned by the player as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. Note that, as shown above, the support card set as a rental card can be included in the card pile of other players and used in the cultivation game played by other players.

[0131] Note that, although detailed description will be omitted, when the setting of the profile information is changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. In the server 1000, the profile information is saved for each player.

[0132] In addition, if Figure 3A As shown, on the home screen 100, a setting icon 128 is displayed. When the setting icon 128 is tapped, a home setting screen 130 is displayed.

[0133] Figure 3D 100 is a diagram for explaining an example of the home setting screen 130. On the home setting screen 130, the player can set a home screen setting character 132 to be displayed on the home screen 100. The player can set four home screen setting characters 132 to be displayed on the home screen 100.

[0134] Although illustration is omitted, when a flick operation in the left-right direction is input on the home screen 100, the screen displayed on the display 26 (in other words, the display on the home screen 100) changes. The home screen 100 displays four home screen setting characters 132 that are currently set. Functions as the respective operation parts displayed on the menu bar 102 are assigned to the home screen setting characters 132. Therefore, when one of the home screen setting characters 132 displayed on the home screen 100 is tapped, the screen changes as when one of the operation parts in the menu bar 102 is tapped.

[0135] The home page setting screen 130 displays the character images corresponding to the four home page setting characters 132 currently set and the corresponding operation parts in a recognizable manner. When one of the character images displayed on the home page setting screen 130 is tapped, a character selection screen (not shown) is displayed. On the character selection screen, the player can select the home page setting character 132. In addition, on the home page setting screen 130, the player can set the costume of the home page setting character 132.

[0136] In addition, if Figure 3A As shown, the home screen 100 displays a circle icon 134. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, the player can exchange information with other players belonging to the same circle.

[0137] In addition, in the present embodiment, various time-limited events are held irregularly. During the time period when the time-limited event is being held, the home screen 100 displays the time-limited event icon 108. When the time-limited event icon 108 is tapped, the time-limited event screen (not shown) is displayed. On the time-limited event screen, the player can, for example, exchange the event points provided for the limited time for various rewards.

[0138] When the cultivation game operation unit 104 is tapped on the home screen 100, the cultivation game screen is displayed and the cultivation game is started. Note that the player can play the cultivation game by using game points. Whenever a specified amount of time (e.g., 10 minutes) passes, a specified amount (e.g., +1) of game points is given to the player. There is an upper limit value (e.g., 100) set for the amount of game points that a player can have, and the player can have game points within the range limited by the upper limit value. In the upper part of the home screen 100, a game point display bar 136 is provided, and the ratio of the game points currently owned relative to the upper limit value is visually displayed.

[0139] Note that at the time point of starting the cultivation game, the game points are deducted by a specified amount (e.g., -30). Therefore, if the player does not have the required amount of game points, the player cannot start the cultivation game. However, the player can have items for recovering the game points, and the player can recover the game points by using these items. These items are given, for example, as rewards for cultivation games and team competitive games, or are obtained by using in-game currency. Hereinafter, the cultivation game will be described in detail.

[0140] (Development Game)

[0141] Figure 4 This is a diagram for explaining the rough flow of the training game. The training game is roughly divided into a setup game and a training main game. Although the details will be described later, the training main game is a game in which a player trains a training target character selected from the characters owned by the player.

[0142] In addition, the setup game is used for the player to register the training target character and the card pile (inherited character and support card), and corresponds to the preparation phase of the training game. Hereinafter, the processing performed in the setup game is referred to as the preparation phase processing, and the processing performed in the training main game will be referred to as the training phase processing. Here, for ease of understanding, the rough flow of the preparation phase processing and the training phase processing will be described first.

[0143] <Preparation phase processing>

[0144] In the preparation phase processing, the training target character registration and card pile (inherited character and support card) registration are mainly performed. Note that the support card is used to assist in the training of the training target character. Each support card is always associated with one or more characters, and the character associated with the support card registered in the preparation phase processing assists in the training of the training target character. Hereinafter, the character associated with the support card will be referred to as the support character.

[0145] <Registration of training target roles>

[0146] When the player taps the cultivation game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In the present embodiment, a plurality of scenarios are provided in the cultivation main game. The final goal, the mid-game goal, etc. are set for each scenario of the cultivation main game, and the player needs to clear the set goals in sequence. Each goal, the length of the time period to achieve these goals, etc. are different for each scenario. The player can select one of the plurality of scenarios on the scenario selection screen. Here, the case of selecting a specified scenario will be described.

[0147] Figure 5A1 is a diagram for explaining a training target character selection screen 150. In the center of the training target character selection screen 150, a plurality of character icons 151 are displayed, and the characters owned by the player are displayed in a list. In addition, in the upper part of the training target character selection screen 150, an ability parameter display section 152a and an adaptability parameter display section 152b are displayed. In addition, in the lower part of the training target character selection screen 150, a return operation section 153 indicated as "return" and a next operation section 154 indicated as "next" are displayed.

[0148] In this embodiment, initial values ​​are set for the ability parameters of each character, and the ability parameter display unit 152a numerically displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player. In this embodiment, a larger numerical value of the ability parameter indicates a higher ability.

[0149] Fig. 6A is a diagram for explaining the capability parameter (initial value) table. Fig. 6A As shown, the ability parameter (initial value) table stores the initial value of the ability parameter for each character. Therefore, the initial value of the ability parameter in the ability parameter display unit 152a is displayed based on the initial value of the ability parameter stored in the ability parameter (initial value) table.

[0150] In this embodiment, for each character, initial values ​​of ability parameters are set for a plurality of abilities. Specifically, the ability parameter display unit 152a is provided with five types of ability parameters (speed, endurance, strength, perseverance, and intelligence indicated as "speed", "endurance", "strength", "perseverance", and "intelligence", respectively).

[0151] Note that the initial value of the ability parameter of each character increases due to the player's operation, etc. For example, the character is set with 5 levels, and the player can upgrade the level of the character by using in-game currency and prescribed items. In this case, the initial value of the ability parameter increases in association with the improvement of the character's level. Fig. 6A The initial value for the case where the character is at a specified level is shown. Note that the player can increase the value of the ability parameter in the training main game. In other words, the purpose of the training main game is to train a character with a higher value of the ability parameter.

[0152] In addition, in this embodiment, adaptability parameters (initial values) are set for each role, and Figure 5A As shown, the adaptability parameter display unit 152b displays the initial value of the adaptability parameter of the character corresponding to the character icon 151 selected by the player in letters.

[0153] Figure 6B is a diagram for explaining the adaptability parameter (initial value) table. Figure 6B As shown, the adaptability parameter (initial value) table stores the initial value of the adaptability parameter for each character. The initial value of the adaptability parameter is set to one of 7 levels indicated by letters A to G. Note that the initial value of the adaptability parameter is such that A represents the highest adaptability and G represents the lowest adaptability. The adaptability parameter display unit 152b displays the initial value of the adaptability parameter based on the initial value of the adaptability parameter stored in the adaptability parameter (initial value) table.

[0154] In this embodiment, for each character, initial values ​​of adaptability parameters are set for multiple adaptability types. Specifically, as adaptability parameters, adaptability parameters related to various field adaptabilities for grass and mud; adaptability parameters related to various distance adaptabilities for short distance, mile, middle distance and long distance; and adaptability parameters related to various running methods such as leading, front row, center and chasing are provided.

[0155] In the training game, the player can make the training target character participate in various competitions. When doing so, when the adaptability of the training target character matching the competition conditions is higher, the competition will be beneficial to the training target character.

[0156] Note that the initial value of the adaptability parameter of each character can be configured so that the initial value can be increased by using in-game currency. In addition, the value of the adaptability parameter can be changed in the cultivation main game. In addition, in the cultivation main game, there may be a case where the adaptability parameter is set to S (which indicates a higher adaptability than A).

[0157] Figure 5B 1 is a first diagram for explaining the character details screen 160. Figure 5C 1 is a second diagram for explaining the character details screen 160. When the character icon 151 on the training target character selection screen 150 is long pressed, the character details screen 160 is displayed on the display 26. The character details screen 160 displays the details of the ability of the character corresponding to the character icon 151 long pressed on the training target character selection screen 150.

[0158] In the center of the character details screen 160, a skill operation unit 161 and an event operation unit 162 are displayed. Figure 5B As shown, when the character details screen 160 is initially displayed, the skill operation unit 161 is displayed in an emphasized manner, and the skills provided for each character are displayed. Skills are abilities that are activated when predetermined conditions are met during the individual match described later. The activation of skills makes the match unfold in a favorable manner for each character.

[0159] Figure 6C is a diagram used to illustrate the skill table. Figure 6CAs shown in , the skill table stores the skills for each character possessed by the player. Figure 5B As shown, the character details screen 160 displays skills based on the skills stored in the skill table. Note that skills are not activated simply by having the skills, and skills can only be activated when the skills are acquired. Hereinafter, skills in a state where the character can activate the skills will be referred to as acquired skills.

[0160] Starting from the cultivation main game, an acquired skill is set for each character. In addition, in addition to the acquired skills, multiple possessed skills are set for each character. Possessing skills are skills that can be acquired by using skill points (described later) after starting the cultivation main game. In other words, possessing skills can become acquired skills exchanged for skill points.

[0161] In this embodiment, Figure 6C The skills corresponding to the "double circle (◎)" on the skill table shown are displayed as acquired skills. Figure 5B In the character details screen 160. In addition, Figure 6C The skills corresponding to the "circle (0)" on the skill table shown are displayed as possessed skills. Figure 5B In this embodiment, if Figure 5B As shown on the character details screen 160 in FIG. 1 , the acquired skills are displayed in an emphasized manner so that the acquired skills can be easily distinguished from the possessed skills.

[0162] Note that although Figure 5B The case where one acquired skill is displayed in the acquired skill display column 161a and seven owned skills are displayed in the owned skill display column 161b as skills provided for each character is shown, but it is not limited thereto, and for example, the number of acquired skills and owned skills may be different between each character. In addition, for example, as a result of the level of the character, the use of in-game currency and items, etc., the number of acquired skills or owned skills of each character may increase.

[0163] In addition, when the player taps the event operation unit 162 on the character detail screen 160, Figure 5C As shown, the content on the character details screen 160 changes, and a character owned event display bar 162a indicating character owned events provided for each character is displayed. Figure 5C As shown, the event operation unit 162 is displayed in an emphasized manner. The character possession event occurs when a predetermined condition is satisfied in the development main game, and causes a story related to the character appearing in the development game to be displayed and the value of the ability parameter to be changed.

[0164] Fig.6D This is a diagram used to illustrate the event table that a character has. Fig.6D As shown in , the character possession event table stores character possession events for each character owned by the player. Figure 5C As shown, based on the character possession events stored in the character possession event table, the character possession events are displayed on the character details screen 160. Note that the character possession events may include prompt events that allow possession or acquisition of skills, ability events that increase or decrease the value of the character's ability parameter, and the like.

[0165] Notice, Figure 5C The character possession events displayed on the character detail screen 160 shown may all be executed when the cultivation main game is executed, may at least partially be executed when the cultivation main game is executed, or may not be executed at all when the cultivation main game is executed if the prescribed conditions are not met. In addition, for example, the number of character possession events provided for each character may increase due to the improvement of the character's level, the use of in-game currency and items, etc. In addition, if the prescribed conditions are met, the character possession events that are not displayed as character possession events may be executed during the cultivation main game.

[0166] In addition, if Figure 5B and Figure 5C As shown, a close operation unit 163 indicating "close" is displayed at the bottom of the character details screen 160. When the close operation unit 163 on the character details screen 160 is tapped, the display of the character details screen 160 is terminated, and the training target character selection screen 150 is displayed on the display 26.

[0167] In addition, when Figure 5A When the return operation unit 153 is tapped on the training target character selection screen 150 shown in FIG. 150 , the display 26 displays Figure 3A The home screen 100 shown in FIG. 100. In addition, the training target character 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. On the training information display screen, the player can confirm information related to the character selected on the training target character selection screen 150.

[0168] The training information display screen is provided with a clearance target label. Although the details will be described later, the training main game consists of a plurality of rounds, and the player needs to train the training target character or make the training target character participate in the competition in each round.

[0169] In addition, multiple clearance goals are set for each character. When the clearance goal label is tapped, the clearance goals set for the selected character are displayed in a list on the training information display screen. In each round, a competition that the training target character can participate in is pre-set.

[0170] In addition, when the training target character as the training target participates in the competition, the training target character can obtain fans, victory points and special currency. In each competition, the basic amount of fans, victory points and special currency is set according to the arrival position, and the higher the arrival position, the greater the value of fans, victory points and special currency to be obtained.

[0171] In addition, difficulty levels are set for matches, and in matches with higher difficulty levels, a larger number of fans, victory points, and special currencies can be obtained. For example, in the competition, there are GI, GII, and GIII level competitions, which are called graded competitions. The levels increase in the order of GIII, GII, and GI. For higher level competitions, the difficulty level is higher, and a larger number of fans, victory points, and special currencies can be obtained.

[0172] Here, the number of fans that can be obtained by participating in the competition is calculated by adding the bonus acquisition amount to the basic acquisition amount set according to the position reached. Specifically, the correction value is determined based on the result of the competition, and the bonus acquisition amount is calculated by multiplying the basic acquisition amount by the correction value. The sum of the bonus acquisition amount and the basic acquisition amount is the number of fans obtained by the character to be cultivated. For example, in the case where the result of the competition is the first place, the correction value increases as the difference between the character to be cultivated and the character in the second place increases. In addition, in the case where the result of the competition is the second to fifth place, the correction value increases as the difference between the character to be cultivated and the character in the first place decreases.

[0173] In addition, the training target character activates skills at a specified probability during the game. At this time, the correction value increases as the number of skills activated increases. Therefore, in each game, a condition for adding the number of fans is set, and the number of fans to be obtained increases according to various game results other than the arrival position and the progress during the game. However, the number of fans obtained by the training target character is at least equal to or greater than the basic acquisition amount corresponding to the arrival position.

[0174] Note that there are competitions where the number of fans is defined as a participation condition. If the number of fans acquired by the training target character is less than the number of fans defined as the participation condition, the player cannot allow the training target character to participate in the competition. Competitions with higher difficulty levels require a larger number of fans to participate in the competition.

[0175] As shown above, multiple clearance goals are set for each character. By achieving these clearance goals, the player can continue to cultivate the main game until the final round. On the other hand, if the player cannot achieve the clearance goal, the cultivation of the main game in this round ends.

[0176] As mentioned above, players can Figure 5A The training target role selection screen 150 is shown, and the training target role is selected while confirming various types of information related to each role. Then, when the next operation unit 154 is tapped on the training target role selection screen 150, the selected role is set as the training target role, and the successor role selection screen 170 is displayed on the display 26.

[0177] <Inherited role registration>

[0178] Fig. 7A This is a first diagram for explaining the successor character selection screen 170 . Figure 7B This is the first figure for explaining the development character list screen 180 . Figure 7C This is a second diagram for explaining the successor character selection screen 170 . Fig.7D 3 is a third diagram for explaining the successor character selection screen 170. The successor character selection screen 170 is a screen for the player to register a successor character.

[0179] The successor character is a character from which the training target character inherits ability values, skills, etc. The player can select two successor characters from the training characters owned by the player, the representative characters of friends such as followers, and the representative characters of other players extracted according to the prescribed extraction conditions, include the selected characters in the card pile, and thereby register the characters. Note that in one round of training games, the player can include at most only one representative character among the representative characters of other players as a successor character in the card pile.

[0180] The successor role selection screen 170 is provided with a capability parameter display unit 152a, an adaptability parameter display unit 152b, a first successor role selection area 171a, and a second successor role selection area 171b. When the screen changes from the training target role selection screen 150 to the successor role selection screen 170, as shown in FIG. Fig. 7A As shown, the first inheritance role selection area 171a and the second inheritance role selection area 171b are displayed in an empty state.

[0181] When the first successor character selection area 171a or the second successor character selection area 171b is tapped, Figure 7B The training character list screen 180 is shown. The training character list screen 180 is provided with a My Character tab 181a and a Rental tab 181b. In addition, a training character list display area is provided below the My Character tab 181a and the Rental tab 181b. In the training character list display area, a training character icon 182 is displayed.

[0182] When the My Role tab 181a is selected, Figure 7BAs shown, the development character icon 182 corresponding to the development character owned by the player is displayed. In addition, although not shown in the figure, when the rental tab 181b is selected, the development character icon 182 corresponding to the representative character of the friend (in other words, the development character that the friend has developed) is displayed.

[0183] In addition, when the development role icon 182 is tapped, the development role corresponding to the development role icon 182 is temporarily selected. Figure 7C As shown, the succession role selection screen 170 is displayed. At this time, for example, when the first succession role selection area 171a is tapped to display the development role list screen 180, and the development role icon 182 is tapped on the development role list screen 180, an image indicating the temporarily selected development role is displayed in the first succession role selection area 171a.

[0184] In this state, for example, when the second succession role selection area 171b is tapped to display the development role list screen 180, and the development role icon 182 is tapped on the development role list screen 180, as shown in FIG. Fig.7D As shown, an image indicating the temporarily selected development character is displayed on the second inheritance character selection area 171b.

[0185] In addition, information related to the successor role for developing the development role is stored in association with the corresponding development role. The first successor role selection area 171a displays information related to the successor role for developing the development role.

[0186] Figure 8 is a diagram for explaining the inheritance pedigree. In the training game, based on the factor information of the inheritance character, various utilities are generated, such as increasing the values ​​of the ability parameters and adaptability parameters of the training target character. In this case, two inheritance characters are set for one training target character; however, these inheritance characters are previously generated training characters. Therefore, when generating a training character to be set as an inheritance character, two inheritance characters are also set for the training character.

[0187] like Figure 8 As shown, it is assumed that the training target character used as the training target of the training main game to be started is in the current generation. In addition, it is assumed that the two training characters set as the successor characters for the training target character of the current generation are in the first generation of succession. In addition, for the training character that inherits the first generation, when the training of the training character is started, the two training characters are set as the successor characters. It is assumed that the two training characters set as the successor characters when the training character that inherits the first generation is generated are in the second generation of succession.

[0188] In this case, if Figure 8As shown above, since two inherited roles (inherited first generation) are set for one training target role, a total of six training roles have an effect on one training target role.

[0189] For example, one of the two training roles that inherit the first generation and two training roles that inherit the second generation as the successor roles of the training role constitute the first inheritance group. Similarly, the other of the two training roles that inherit the first generation and two training roles that inherit the second generation as the successor roles of the training role constitute the second inheritance group.

[0190] like Fig.7D As shown, the first inheritance role selection area 171a shows icons corresponding to one training role of the first generation and two training roles of the second generation, which constitute the first inheritance group. Similarly, the second inheritance role selection area 171b shows icons corresponding to one training role of the first generation and two training roles of the second generation, which constitute the second inheritance group.

[0191] Fig. 9 is a diagram for explaining factor information. Although the details will be described later, when the training game is completed, the training object character used as the training object is registered as the training character; however, at this time, the training character is stored in association with the factor information. Specifically, when the training of the training character is completed, the factor acquired by the training character is determined by lottery. Then, the factor information indicating the factor drawn by lottery is associated with the training character. In other words, when the training game is completed, the training character can acquire the factor drawn by lottery.

[0192] However, the factors acquired by the training character do not affect the ability of the training character itself. For example, the training character can be allowed to participate in competition games such as team competition games. At this time, in the game, a simulation (in other words, calculation processing) is performed to determine the arrival position and the start of the game based on the ability parameters, adaptability parameters, acquired skills, etc. of all the training characters participating in the game. Since the factors held by the training character are not used in the calculation processing, even if the training character holds multiple factors, this will not make the game progress favorable to the training character.

[0193] In the case where the training role is set as an inherited role, the factors held by the training role only affect the training target role used as the training target. The factors that the training role can acquire are classified into a plurality of categories. Fig. 9Basic ability factor, adaptability factor, competition factor, role factor and skill factor are shown as factor categories. One of multiple levels is set for each factor. Here, three levels (i.e., level 1, level 2 and level 3) are provided as factor levels.

[0194] Note that the factor level is determined by lottery. At this time, after determining the factors to be acquired by the training role, the factor level can be determined by lottery for each acquired factor. Alternatively, a lottery ratio is set for the corresponding combination pattern between the factor and the factor level, and any one of the combination patterns can be determined based on the set lottery ratio. Therefore, the factors to be acquired and their factor levels are determined at the same time.

[0195] Regarding the factor level, level 3 indicates the highest effect and level 1 indicates the lowest effect. In the lottery for determining the factor level, the probability of winning the level 3 is set to the lowest and the probability of winning the level 1 is set to the highest. However, the probability of winning the factor to be acquired and the probability of winning the factor level can be changed according to the training game results. In this case, for example, for a training role with higher ability parameters and evaluation points, the factor level can be determined to be higher.

[0196] The basic ability factor increases the ability parameter of the training target character. Five types of basic ability factors are provided (i.e., speed factor, endurance factor, strength factor, perseverance factor, and intelligence factor). The training character always obtains one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters (i.e., speed, endurance, strength, perseverance, and intelligence) respectively. For example, in the case where the training character inheriting the first generation or the second generation holds the speed factor, the speed ability parameter of the training target character increases.

[0197] At this time, the amount of increase in the speed ability parameter differs according to the factor level of the speed factor. For example, in the case where the factor level of the speed factor is level 1, the speed ability parameter of the training target character increases by "7", in the case of level 2, the ability parameter increases by "13", and in the case of level 3, the ability parameter increases by "21". Therefore, in the case where all the training characters have a speed factor of level 3 among a total of six training characters including two training characters inheriting the first generation and four training characters inheriting the second generation, the speed ability parameter of the training target character increases by a maximum of 126 (the increase value 21 multiplied by six training characters).

[0198] However, activation timing and activation conditions are set for each factor. Therefore, even if the inherited character has the factor, if the activation timing and activation conditions are not met, it will not have any effect on the training target character.

[0199] As described above, the cultivation main game is composed of multiple rounds, and its prescribed rounds are set as factor activation rounds. For example, three rounds in the cultivation main game (i.e., round 1, round 30, and round 54) are set as factor activation rounds. In these factor activation rounds, it is determined whether to activate the factor for each factor, and in the case of determining that the factor is activated, the activation conditions of the factor are met, and the utility corresponding to the factor is generated.

[0200] Note that it is determined by drawing whether to activate the basic ability factor. At this time, the probability of the player being drawn in the drawing for determining whether to activate the basic ability factor (in other words, the probability of activating the basic ability factor) (hereinafter referred to as the activation probability) can be different for the three factor activation rounds. Here, in the 1st round, regardless of the factor level, the activation probability of the basic ability factor is set to 100%. In addition, in the 30th round and the 54th round, the activation probability of the basic ability factor is different according to the factor level. In one example, in the 30th round and the 54th round, the activation probability of the basic ability factor of level 3 is set to 100%, the activation probability of the basic ability factor of level 2 is set to 90%, and the activation probability of the basic ability factor of level 1 is set to 80%.

[0201] On the successor character selection screen 170, the amount by which the ability parameter increased in the first round is displayed. Figure 7C , one inheritance character constituting the first inheritance group is temporarily selected. In this case, the type of ability parameter increased in the first round due to the temporarily selected inheritance character and the amount of increase in the ability parameter are displayed. Here, "+63" is displayed below the strength ability parameter, and this indicates that the strength ability parameter is increased by 63 points in the first round. In addition, the value obtained as a result of adding the amount by which the ability parameter is increased in the first round is displayed in the ability parameter display section 152a.

[0202] In addition, Fig.7D In the example, two inheritance characters constituting the first inheritance group and the second inheritance group are temporarily selected. In this case, the types of ability parameters increased in the first round due to the two temporarily selected inheritance characters and the amount of increase in the ability parameters are displayed. Here, "+21", "+63" and "+42" are respectively displayed below the speed ability parameter, the strength ability parameter and the intelligence ability parameter, and this indicates that the speed ability parameter, the strength ability parameter and the intelligence ability parameter increased by 21 points, 63 points and 42 points, respectively, in the first round.

[0203] Note that on the inheritance character selection screen 170, the amount by which the ability parameter is increased due to the inheritance character constituting the first inheritance group and the amount by which the ability parameter is increased due to the inheritance character constituting the second inheritance group are displayed in a identifiable manner. Fig.7D , the notation "+63" displayed below the strength parameter and the notations "+21" and "+42" displayed below the speed and intelligence parameters are distinguished by color.

[0204] Fig. 9 The adaptability factors shown increase the adaptability parameters of the training object character. Six adaptability factors (i.e., grass factor, mud factor, short distance factor, mile factor, medium distance factor, and long distance factor) are provided. The training character always obtains one of the six adaptability factors. The six adaptability factors correspond to grass adaptability, mud adaptability, short distance adaptability, mile adaptability, medium distance adaptability, and long distance adaptability, respectively. For example, in the case where the training character that inherits the first generation or inherits the second generation includes a training character with a grass factor, the adaptability parameter of the grass adaptability of the training object character increases.

[0205] Note that activation timing and activation conditions are also set for each adaptability factor, and whether to activate each adaptability factor is determined in the same factor activation round as the basic ability factor. In the case where it is determined to activate the adaptability factor, the corresponding adaptability parameter is increased by 1 level. In one example, in the first round, regardless of the factor level, the activation probability of the adaptability factor is set to 100%.

[0206] For example, assuming that the adaptability factors of the three training characters belonging to the first inheritance group are grass factor, short distance factor and mile factor, and the adaptability factors of the three training characters belonging to the second inheritance group are grass factor, short distance factor and medium distance factor. In this case, the grass adaptability and short distance adaptability of the training object character are increased by two levels, and its mile adaptability and medium distance adaptability are increased by one level.

[0207] In addition, for example, it is assumed that the adaptability factors of the three cultivation roles belonging to the first inheritance group are all grassland factors, and the adaptability factors of the three cultivation roles belonging to the second inheritance group are all short-distance factors. In this case, the grassland adaptability and short-distance adaptability of the cultivation object role are increased by three levels respectively. In addition, as another example, it is assumed that the adaptability factor level of the three cultivation roles belonging to the first inheritance group is the grassland factor, and the adaptability factors of the three cultivation roles belonging to the second inheritance group are the grassland factor, the short-distance factor, and the mile factor respectively. In this case, the grassland adaptability of the cultivation object role is increased by four levels, and the short-distance adaptability and the mile adaptability are increased by one level respectively.

[0208] However, in round 1, a limit is provided for the amount of increase of the adaptability parameter. Specifically, in round 1, the upper limit of all adaptability parameters is set to A. Therefore, in the case where the initial value of the grass adaptability of the training target character is A, even if the inheriting character has a grass factor, the grass adaptability will not increase in round 1.

[0209] In contrast, in the 30th and 54th rounds, it is determined whether to activate each adaptability factor based on the factor level. In one example, in the 30th and 54th rounds, the activation probability of the adaptability factor of level 3 is set to 5%, the activation probability of the adaptability factor of level 2 is set to 3%, and the activation probability of the adaptability factor of level 1 is set to 1%. In the 30th and 54th rounds, when it is determined by lottery to activate the adaptability factor, the adaptability parameter corresponding to the adaptability factor increases. Note that in the 30th and 54th rounds, the upper limit of each adaptability increases from A to S. Therefore, in the 30th and 54th rounds, as a result of the activation of the adaptability factor, the value of the adaptability parameter can increase to S.

[0210] Note that the value of the adaptability parameter increased in the first round is displayed on the adaptability parameter display section 152 b of the successor character selection screen 170 .

[0211] The competition factor increases the ability parameter of the training target character. For the competitions with high difficulty levels (hereinafter referred to as factor object competitions) (such as GI, etc.) that the training target character can participate in in the training main game, the competition factor is set respectively. When the training game is completed, a lottery is conducted for each factor object competition in which the training target character wins the first place to determine whether the competition factor is obtained. By winning the lottery in this lottery, the training character can obtain the competition factor.

[0212] Note that factor levels are also provided for competition factors, and for each competition factor that is determined to be obtained, the factor level is determined by lottery. In addition, here, there is no upper limit to the number of competition factors that a training character can obtain, and a training character can obtain multiple competition factors.

[0213] Each competition factor is pre-set with the ability parameter increased as a result of its activation and the amount of the ability parameter increase. For example, the competition factor includes a competition factor that increases the speed ability parameter and the strength ability parameter. At this time, for a competition factor with a higher factor level, the amount of the ability parameter increase is higher.

[0214] In addition, the activation timing and activation conditions are also set for the competition factors, and whether to activate the competition factors is determined for each competition factor in the factor activation round. In the case of determining to activate the competition factor, the ability parameter corresponding to the competition factor is increased. Note that the factor activation round of the competition factor is limited to the 30th round and the 54th round. In addition, the activation probability of the competition factor in the factor activation round is different according to the factor level, and the activation probability is higher for a higher factor level.

[0215] The character factor is a factor unique to a character, and, for example, only when a character that has been strengthened to a specified level is developed as a development target character, the character factor set for the character is given to the development character when the development game is completed. Note that since only one character factor is set for one character, the maximum number of character factors that one development character can obtain is 1. In addition, in the case of generating a development character based on a character that has not been strengthened to a specified level, the character factor cannot be obtained.

[0216] In addition, the character factor can be activated in a pre-set factor activation round and activated by being drawn in a lottery performed in the factor activation round. When the character factor is activated, a prompt event set for each character factor occurs, and as shown above, a prompt for a skill can be obtained.

[0217] The skill factor is assigned based on the acquired skills acquired by the training character. Specifically, when the training game is completed, a lottery is conducted for each acquired skill acquired by the training character to determine whether the skill factor is acquired. By drawing in this lottery, the skill factor is assigned to the training character. In other words, the training character can acquire part or all of the skill factors corresponding to the acquired skills. Note that when it is determined that the skill factor is acquired, the factor level of the skill factor is determined by lottery.

[0218] In addition, the skill factor can be activated in a pre-set factor activation round and activated by being drawn in a lottery performed in the factor activation round. At this time, the probability of being drawn is higher for skill factors with higher factor levels. When the skill factor is activated, the prompt event set for each skill factor occurs, and a prompt for the skill can be obtained. Therefore, the training target character can obtain the same skills as the acquired skills obtained by the inherited character, etc.

[0219] As described above, whether a skill factor is acquired is determined within the range of acquired skills acquired by the development character. Therefore, for a development character with a greater number of acquired skills, the possibility of acquiring a skill factor is also higher. However, since whether a skill factor is acquired is determined by lottery, there is a case where a skill factor cannot be acquired even if the number of acquired skills is high.

[0220] Note that here, in addition to the acquired skills, the training character acquires a skill factor; without providing a skill factor, the skills that the training target character can acquire can be determined based on the acquired skills held by the training character serving as the successor character.

[0221] As described above, the ability parameters of the character to be cultivated vary significantly depending on the inherited characters included in the card pile. In addition, even if the ability of the cultivated character itself is high, a cultivated character with high ability is not necessarily suitable as an inherited character because whether or not the factor is acquired is determined by a draw. On the other hand, even in the case where the ability of the cultivated character itself is not high, there are cases where such a cultivated character is effectively used as an inherited character as a result of acquiring many factors with high factor levels. Therefore, by allowing inherited characters to be included in the card pile, interest is aroused not only in simply cultivating powerful cultivated characters but also in cultivating cultivated characters that are effective as inherited characters.

[0222] In addition, in this embodiment, the compatibility between the character to be cultivated, the character to be cultivated in the first generation, and the character to be cultivated in the second generation is determined. In addition, the combination of characters with high compatibility is advantageous in terms of factor activation conditions.

[0223] Fig. 10A is a diagram for explaining a compatibility judgment object, and Fig. 10B is a diagram for explaining the compatibility judgment items. Fig. 10A As shown, in this embodiment, seven judgment objects are provided, from No. 1 to No. 7. The first judgment object (No. 1) is the training object role of the current generation and the training character that inherits the first generation in the first inheritance group. The second judgment object (No. 2) is the training object role of the current generation and the training character that inherits the first generation in the second inheritance group.

[0224] The third judgment object (No. 3) is the training character that inherits the first generation in the first inheritance group and the training character that inherits the first generation in the second inheritance group. The fourth judgment object (No. 4) is the training character of the current generation, the training character that inherits the first generation in the first inheritance group, and one of the training characters that inherits the second generation in the first inheritance group (training character A). The fifth judgment object (No. 5) is the training character of the current generation, the training character that inherits the first generation in the first inheritance group, and another training character that inherits the second generation in the first inheritance group (training character B).

[0225] The sixth judgment object (No. 6) is a training object character of the current generation, a training character that inherits the first generation in the second inheritance group, and a training character that inherits the second generation in the second inheritance group (training character A). The seventh judgment object (No. 7) is a training object character of the current generation, a training character that inherits the first generation in the second inheritance group, and another training character that inherits the second generation in the second inheritance group (training character B).

[0226] For each of the above-mentioned judgment objects, it is judged whether the conditions are satisfied for each of the plurality of judgment items. Fig. 10B An example of the judgment item is shown. In this embodiment, according to the world view of the game, the setting is such that the characters that can be selected as the training target characters are students, and the respective characters are trained in schools.

[0227] In addition, if Fig. 10B As shown, each character has pre-set attributes such as grade, colleague, and good friend. For example, the judgment items include details such as whether two or three characters used as judgment objects are of the same grade, whether the characters are colleagues, and whether the characters are good friends. In addition, the judgment items include whether the characters used as judgment objects match each other in terms of the running style, distance adaptability, and venue adaptability that the characters are good at.

[0228] In addition, each judgment item is associated with a compatibility expectation value, and the compatibility expectation value is accumulated for the judgment items in which the roles serving as judgment objects are compatible with each other. Here, the compatibility expectation value differs according to the judgment item; however, the compatibility expectation value may be the same for all judgment items.

[0229] For example, when judging compatibility, first, it is judged whether the training object role of the current generation as the first judgment object is compatible with the training role of the first generation in the first inheritance group for all judgment items. At this time, the compatibility expectation values ​​associated with the judgment items that are compatible with each other are accumulated and counted. Therefore, the compatibility expectation values ​​are counted sequentially from the first judgment object to the seventh judgment object, and the factor activation probability is corrected based on the finally calculated compatibility expectation value. Specifically, a higher compatibility expectation value results in a higher activation probability for all factors, and a lower compatibility expectation value results in a lower activation probability for all factors.

[0230] Note that the launch probability may be calculated by using the calculated compatibility expected value as a correction value. In addition, for example, a correction value for correcting the factor launch probability may be set for each compatibility level, and the compatibility level may be determined based on the calculated compatibility expected value.

[0231] Therefore, since the factor activation probability varies according to the compatibility between the training target role and the inherited role or the compatibility of the inherited roles relative to each other, the combination of the two inherited roles significantly affects the training of the training target role. In other words, the compatibility between the roles is important information for making decisions related to the selection of the inherited role.

[0232] like Figure 7B , Figure 7C and Fig.7D As shown, in the state where the successor role is selected, a compatibility mark indicating the degree of compatibility is displayed on the upper right side of the successor role selection screen 170 and the training role list screen 180. Here, the compatibility level with respect to the selected role is indicated by three types of compatibility marks: a double circle (◎), a circle (○), and a triangle (△). Note that Fig. 7A As shown, when no inheritance role is selected, the compatibility mark is not displayed.

[0233] In addition, if Figure 7B As shown, a display switching button 183 is provided on the development character list screen 180. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can change the development character icons 182 to be displayed on the development character list screen 180. In other words, the player can make settings for sorting the development characters that can be selected as the successor characters and refining the sorting.

[0234] Fig.11A This is a diagram for explaining sorting conditions. Fig. 11B This is a diagram used to illustrate the extraction conditions. On the display condition setting screen, the player can select and set Fig.11AHere, as the sorting condition, any one of the evaluation points, factors, number of skills, name, venue adaptability, registration date, running method adaptability, compatibility level, distance adaptability and memo can be selected and set. When the sorting condition is set, the training role list screen 180 is displayed. At this time, the display order of the training role icons 182 on the training role list screen 180 is changed according to the sorting condition.

[0235] In addition, on the display condition setting screen, players can select and set Fig. 11B Here, as the refinement conditions, the basic ability factor, the adaptability factor and the compatibility level are provided. Note that, in the case where the basic ability factor or the adaptability factor is set as the refinement condition, only the cultivated characters having the factor selected by the player are displayed on the cultivated character list screen 180.

[0236] At this time, the player can set the factor level; for example, in the case where the factor level is set to level 3 when refining the ranking, only the cultivated characters having factors whose factor level is level 3 among the factors selected by the player are displayed on the cultivated character list screen 180. Note that the player can refine the ranking of the cultivated characters by selecting whether the cultivated character itself has the factor or the inherited character of the cultivated character has the factor.

[0237] In addition, the player can refine the ranking according to the compatibility level. Here, the ranking can be refined to specify the cultivation role indicated by the double circle (◎), the cultivation role indicated by the circle (○), and the cultivation role indicated by the triangle (△). Therefore, the ranking and its refinement can be performed under various conditions, and the convenience for the player is improved.

[0238] In addition, Figure 7B On the development character list screen 180 shown, when a development character icon 182 is long-pressed, detailed information of the development character corresponding to the development character icon 182 is displayed.

[0239] Fig.12 185A is a first diagram for explaining the character details dialog box 185A. Fig.13 185 is a second diagram for explaining the character details dialog box 185A. Fig.14 3 is a diagram for explaining the character details dialog box 185A. The character details dialog box 185A displays detailed information of the development character. In the upper part of the character details dialog box 185A, an ability parameter display column 186 showing the ability parameters of the development character is displayed.

[0240] In the upper left portion of the capability parameter display bar 186, the icon of the character used as the basis for cultivating the character, the evaluation points of the cultivated character, and its cultivation ranking are displayed. In addition, in the upper right portion of the capability parameter display bar 186, a nickname change button 186a and a memo input button 186b are provided. When the nickname change button 186a is tapped, a nickname list screen (not shown) is displayed. On the nickname list screen, a list of nicknames acquired by the cultivated character is displayed. Note that in the cultivation main game, many nicknames are provided, and acquisition conditions are set for all nicknames.

[0241] In the cultivation main game, a nickname that satisfies the acquisition condition is given to the cultivation character. The player can select any of the nicknames acquired by the cultivation character and set the nickname to the cultivation character. On the nickname list screen, the player can change the nickname to be set for the cultivation character. On the left side of the nickname change button 186a, the currently set nickname (in this case, "Legend") is displayed.

[0242] Note that examples of nickname acquisition conditions include: the training target character has acquired a specified number of fans; the training target character has an ability parameter or adaptability parameter with a value equal to or greater than a specified value; the training target character has acquired specified skills; the training target character has achieved a number of game wins equal to or greater than a specified number; and the training target character has achieved a specified ranking in a specific game (for example, first place).

[0243] In addition, when the memo input button 186b is tapped, a text input screen (not shown) is displayed. On the text input screen, for example, hiragana, katakana, numbers, English characters, etc. can be input with nine letters or less. The letters input on the text input screen are stored as a memo in association with the cultivation character. In the case where a memo is stored for the cultivation character, the memo (in this case, abcdefg) is displayed on the left side of the memo input button 186b.

[0244] Note that the sorting condition of the development character icons 182 on the development character list screen 180 includes the above-mentioned memo. Therefore, the player can more easily search for a development character to be used as a successor character by registering the development character in association with the memo.

[0245] In addition, an adaptability information display column 187 is displayed below the ability parameter display column 186. In the adaptability information display column 187, adaptability parameters related to field adaptability for grass and mud, adaptability parameters related to distance adaptability for short distance, mile, middle distance and long distance, and adaptability parameters related to running style adaptability for leading, front row, center and chasing are displayed.

[0246] Below the adaptability information display column 187, a various information display column 188 is displayed. In the various information display column 188, a skill display label 188a, an inheritance information display label 188b, a training information display label 188c, and a closing operation unit 188d are provided. Fig.12 As shown in FIG. 1 , when the skill display tab 188a is tapped, the acquired skills of the development character are displayed in the various information display column 188. Fig.13 As shown, when the inheritance information display tab 188b is tapped, the inheritance information of the development character is displayed.

[0247] Note that in the various information display column 188, inheritance information is displayed based on the training role that can be set as the inheritance role and the inheritance role adopted when the training role is trained. The inheritance information includes information related to the inheritance role used to train the training role, the factor information of the training role, and the factor information of the inheritance role. Here, the inheritance information is displayed in a list for each training role.

[0248] Specifically, the factor information associated with the development role and the factor information associated with the successor role of the development role are displayed for each role. Therefore, by scrolling the various information display bars 188 in the up and down directions, the player can confirm the factor information of each of the three roles.

[0249] In the various information display column 188, the basic ability factor, the adaptability factor, and the role factor are displayed in different colors. For example, the basic ability factor is displayed in blue, the adaptability factor is displayed in red, and the role factor is displayed in green. Note that in the various information display column 188, the competition factor and the skill factor are each displayed in white. In addition, a star indicating the factor level is superimposed and displayed on each factor information.

[0250] In addition, if Fig.14 As shown, when the training information display label 188c is tapped, the training information of the training character is displayed. Note that the training information includes the type of support cards used when training the training character, the characters of the first generation and the second generation, the records of each game in the training game, and additional evaluation points.

[0251] Therefore, in the character details dialog box 185A, the player can confirm various types of information related to the development character. Therefore, the player can easily grasp the information associated with the succession character to be included in the card pile, thereby improving the convenience for the player.

[0252] Note that when the close operation portion 188d is tapped in the character details dialog box 185A, the character details dialog box 185A is closed, and the development character list screen 180 is displayed on the display 26. Fig. 7A , Figure 7B , Figure 7C and Fig.7D As shown, a skill display button 172 is provided at the upper right portion of the successor character selection screen 170 and the development character list screen 180. When the skill display button 172 is tapped, the skills that the development character temporarily selected as the successor character may acquire are displayed in a list.

[0253] Fig.15 185B. The skill display dialog box 185B displays icons corresponding to skills and a skill description display column 189 indicating details of the skills. As skills displayed in the skill description display column 189, all skills that the training target character may acquire when the currently selected training character is used as the successor character are displayed in a list.

[0254] In other words, in the skill display dialog box 185B, information related to skills associated with the character factors or skill factors possessed by the development character is displayed in a list. Figure 7C As shown, when the skill display button 172 is tapped while a development character is selected as an inheritance character, skills associated with the role factors and competition factors possessed by the development character (inheritance character) are displayed in the skill display dialog box 185B.

[0255] On the other hand, Fig.7D As shown, when the skill display button 172 is tapped while two development characters are selected as successor characters, skills associated with the role factors and competition factors respectively possessed by the two development characters (successor characters) are displayed in the skill display dialog box 185B.

[0256] As described above, in this embodiment, for each training character that can be set as an inheritance character, the inheritance information (factor information) is displayed in a list in the character details dialog box 185A. In addition, the information (skills) associated with the inheritance information (factor information) is displayed in a list in the skill display dialog box 185B. At this time, the character details dialog box 185A and the skill display dialog box 185B are displayed based on the training character that can be set as the inheritance character and the inheritance character adopted for generating the training character. The display in the character details dialog box 185A and the skill display dialog box 185B enhances the convenience for the player.

[0257] Note that here, the skills that can be acquired as a result of factor activation are displayed in the skill display dialog box 185B. However, in the skill display dialog box 185B, instead of information related to the skills, factor information for prompts to acquire the skills may be displayed. In any case, inheritance information (factor information) is classified into a plurality of categories (factor categories), and in the skill display dialog box 185B, inheritance information classified into prescribed categories (character factors and match factors) or information associated with inheritance information (skill-related information) may be displayed. Therefore, it is considered that the skill display dialog box 185B displays information related to the extracted inheritance information after extracting some inheritance information.

[0258] In addition, when two development characters are temporarily selected, the next operation unit 154 provided in the successor character selection screen 170 is enabled. When the enabled next operation unit 154 is tapped, the development character in the temporarily selected state is temporarily registered in the card pile as the successor character, and the support card organization screen 190 described later is displayed.

[0259] Note that on the successor character selection screen 170, the player must always select two training characters as successor characters. Fig. 7A and Figure 7C As shown, the next operation unit 154 is grayed out and does not accept player operations thereon. In addition, on the successor character selection screen 170, a return operation unit 153 is provided, and when the return operation unit 153 is tapped, the training target character selection screen 150 is displayed.

[0260] <Support card registration>

[0261] Fig.16A 1 is a first diagram for explaining the support card organization screen 190. When two successor characters are registered on the successor character selection screen 170, Fig.16A The support card organization screen 190 shown. In the central portion of the support card organization screen 190, a support card display area 191 is provided. The support card display area 191 includes a plurality of support card display frames 192. In addition, in the lower portion of the support card organization screen 190, a return operation unit 153 indicated as "return" and a start operation unit 193 indicated as "start" are displayed.

[0262] In the support card display area 191, a plurality of (in this case, six) support card display frames 192 are displayed. As many support card display frames 192 as the support cards that the player can set are displayed. Note that when the support card organization screen 190 is initially displayed, the support card display frames 192 are displayed empty.

[0263] In this embodiment, the player can set six types of support cards in the card pile. Note that among the six types that the player can set, a part (for example, five types) can be selected from the support cards owned by the player. In addition, among the six types that the player can set, the other part (for example, one type) can be selected from the support cards set as rental cards by other players (such as friends, etc.).

[0264] Fig. 16B 2 is a diagram for explaining the support card selection screen 200. Fig.16A When a support card display frame 192 (except the support card display frame 192 displayed in the lower right part) is tapped on the support card organization screen 190 of Fig. 16B The support card selection screen 200 shown. On the support card selection screen 200, card icons 201 corresponding to the support cards owned by the player are displayed in a list. By tapping the card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0265] Note that, although not shown in the figure, when the support card display frame 192 displayed in the lower right portion is tapped on the support card organization screen 190, support cards set as rental cards by a friend or by a player extracted based on a prescribed condition such as a lottery are displayed on the support card selection screen 200. The player can select a support card belonging to the friend by tapping the support card displayed on the support card selection screen 200 at this time. Therefore, the player can use support cards owned by other players in the cultivation game.

[0266] Fig.17A is a diagram used to explain the support table. Fig.17A As shown, the support table stores the type (specifically, character ID), rarity, level, and proficiency training of the support character in association with each other according to the category (specifically, support card ID) of the support card owned by the player.

[0267] Each support card is associated with at least one support character (character ID). In other words, a support card ID is always associated with one or more character IDs. Here, support cards each associated with one support character and support cards associated with five support characters are provided. However, this is not limited to this, and a support card may be associated with, for example, two to four or six or more support characters.

[0268] Fig.17AThe support cards in the categories A1, A2, and A3 shown are all associated with character A. In addition, the support cards in category G are associated with five characters (i.e., characters A, C, E, H, and K). Hereinafter, there are cases where support cards associated with multiple characters (such as the support cards in category G) will be referred to as group support cards. Note that here, no proficiency training is set for group support cards. However, proficiency training can be set for group support cards, as with other support cards.

[0269] In the present embodiment, rarity is set for each support card. Rarity is provided in three levels, namely, rare (R), super rare (SR), and super special rare (SSR). Note that R corresponds to the lowest rarity and SSR corresponds to the highest rarity. In the present embodiment, support cards with higher rarity tend to have a greater support effect described later. In addition, in the present embodiment, support cards with higher rarity tend to have a greater number of possessed skills described later and a greater number of support events described later.

[0270] The level of the support card is provided in 50 levels from level 1 to level 50. The player can upgrade the level of the support card, and the level upgraded by the player is stored for each support card. Note that the level of the support card can be upgraded by using in-game currency, items, etc. Note that an upper limit is provided for the level of the support card according to the rarity of the support card.

[0271] For example, for a support card of rarity R, level 20 is set as the upper limit, for a support card of rarity SR, level 25 is set as the upper limit, and for a support card of rarity SSR, level 30 is set as the upper limit.

[0272] Note that the upper limit of the level can be increased in a step-by-step manner if the specified conditions are met. For example, the upper limit of support cards of rarity R can be increased to a maximum of level 40, the upper limit of support cards of rarity SR can be increased to a maximum of level 45, and the upper limit of support cards of rarity SSR can be increased to a maximum of level 50.

[0273] Fig. 17B is a diagram for explaining the support effect table. Fig. 17B As shown, the support effect table stores support effects according to the types of support cards owned by the player.

[0274] Support effects increase various states in the cultivation main game. Support cards are set with multiple support effect objects. Examples of support effect objects include physical strength, speed, endurance, strength, perseverance, intelligence, etc.

[0275] Fig. 17C This is a diagram used to illustrate the skill table. Fig. 17C As shown, in the possessed skill table, possessed skills are set for each support card owned by the player. In this embodiment, possessed skills are set for each support card, just as the character that can be set as the training target character has possessed skills. In the training main game, the occurrence of the prompt event allows the training target character to have the possessed skills set for each support card.

[0276] Fig.17D is a diagram for explaining the support event table. Fig.17D As shown, the support event table stores support events that can occur according to the support cards owned by the player. Support events are events that may occur when the training main game is being executed. When a support event occurs, the values ​​of various states of the training target character may increase or decrease.

[0277] For example, the occurrence of a support event may be determined based on the number of rounds, or may be determined by a specified draw. In addition, multiple support events may be selected to occur in one round. In any case, the occurrence of a support event may be determined based on a pre-set specified determination method.

[0278] Note that the support event may include the first prompt event that may occur at the beginning of a round in the training game, the second prompt event that may occur after performing (described later) training in the training game, the first ability event that may occur at the beginning of a round in the training game, the second ability event that may occur after performing training in the training game, etc. The first prompt event and the second prompt event are events that enable the possession or acquisition of skills. In addition, the first ability event and the second ability event are events that increase or decrease the numerical value of the ability parameter of the character. Hereinafter, the first prompt event and the first ability event will be collectively referred to as the first event, and the second prompt event and the second ability event will be collectively referred to as the second event.

[0279] Fig. 16C 1 is a second diagram for explaining the support card organization screen 190. In this embodiment, when all six support cards are selected, as shown in FIG. Fig. 16C As shown in FIG. 1 , the start operation unit 193 can be operated. On the other hand, if all six support cards are not selected, as shown in FIG. Fig.16A As shown, the start operation unit 193 cannot be operated.

[0280] Note that when the return operation unit 153 is operated on the support card organization screen 190, the display 26 is displayed. Fig.7D The inherited role selection screen 170 is shown. Fig. 16C As shown, when the start operation unit 193 is tapped on the support card organization screen 190, the selected support card is temporarily registered and the final confirmation screen 205 ( Fig.18A ).

[0281] Fig.18A This is a diagram for explaining the final confirmation screen 205 . Fig.18B 205A. The final confirmation screen 205 displays the character selected by the player, the character to be cultivated that constitutes the first succession group, the character to be cultivated that constitutes the second succession group, and the support card. In addition, the final confirmation screen 205 displays a preset display unit 205a. The preset display unit 205a indicates the currently selected preset number.

[0282] Here, a preset refers to reservation information for a match in which the character to be trained is to participate in the training main game. The player can create a preset by selecting any match from all matches. A plurality of presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205. Specifically, when the preset display portion 205a is tapped, the preset display 205a is displayed. Fig.18B The preset selection screen 205A is shown.

[0283] On the preset selection screen 205A, preset readout buttons 206a corresponding to the saved presets are displayed. The player can set the preset by tapping the selection operation portion 206c after tapping one of the preset readout buttons 206a. Note that when the selection operation portion 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. In addition, when the cancel operation portion 206b on the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.

[0284] Note that 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, the game screen 210 ( Fig. 20A ).

[0285] Note that this embodiment is limited so that when registering a support card, the category of the character set as the training target character and the category of the character set as the support character do not overlap. Specifically, the character ID is associated with the character that can be set as the training target character. In addition, the character ID of one or more characters used as support characters is always associated with the support card.

[0286] Here, one training target character and six support cards are registered. At this time, there cannot be any duplication between the character ID of the training target character and the character ID of the support character. Therefore, the player cannot include a support card associated with the same character as the training target character in the card pile. In addition, the player cannot include multiple support cards associated with the same character in the card pile.

[0287] In addition, multiple character IDs associated with the group support card do not overlap with each other and are all different. When the group support card is included in the card pile, there cannot be any overlap between all character IDs associated with the group support card, character IDs associated with other support cards, and character IDs associated with the training target character. Therefore, the player must organize the card pile so that the character IDs do not overlap between the training target character and the support character and between the support characters.

[0288] Then, when the training target character, successor character, and support card are registered, the preparation phase processing ends.

[0289] <Cultivation Stage Processing>

[0290] When the preparation phase process ends, the training phase process begins. In the training phase process, the training target character can be trained. Note that in the following, for ease of understanding, first, the basic flow of the training main game will be explained.

[0291] Fig.19 is a diagram for explaining the selection item table. Note that in this case, a common selection item table is used for all training target roles. However, a selection item table may be provided for each training target role category. Fig.19 As shown, the training game consists of the 1st round to the 78th round, and its gameplay is such that various parameters are updated according to the selection results made by the player in each round. In addition, according to the selection item table, the items that the player can select are pre-set for each round.

[0292] Fig. 20A This is a diagram for explaining the game screen 210 . Fig. 20B is a diagram for explaining the special game screen 230. When the process enters the training phase, the display 26 is displayed. Fig. 20A The game screen 210 shown in FIG. 210 is shown. In the upper part of the game screen 210, a physical strength display unit 211 and a status display unit 212 are displayed. The training target character is provided with a "physical strength" parameter. The "physical strength" parameter is mainly used when calculating the failure rate (which is the probability of failure in training) described later. The physical strength display unit 211 is displayed so that the current remaining amount of the "physical strength" of the training target character relative to the upper limit value of the "physical strength" can be visually grasped.

[0293] In addition, the training target character is provided with a "status" parameter. The status display unit 212 is displayed so that the current "status" of the training target character can be visually grasped in multiple levels (five levels: very bad, bad, ordinary, good, and very good). Having a higher "status" parameter makes the game development more favorable to the training target character, and in addition, increases the amount by which the ability parameter increases as a result of training.

[0294] In addition, if Fig. 20A As shown, in the central part of the game screen 210, the image of the training object role, the state display unit 213, and the skill point display unit 214 are displayed. The state display unit 213 shows the current state of the training object role with numerical values ​​and multiple levels of ranking (G+, F, F+, E, E+, D, D+, C, C+, B, B+, A, A+, S, SS and SS+, these 16 levels). Specifically, in the present embodiment, numerical values ​​and rankings are displayed for each ability parameter of "speed", "stamina", "power", "spirit" and "wisdom". In addition, the skill point display unit 214 shows the remaining amount of the skill points possessed by the training object role in the training game with numerical values.

[0295] In addition, if Fig. 20A As shown, a rest operation unit 215 indicating "rest", a training operation unit 216 indicating "training", a skill operation unit 217 indicating "skill", an outing operation unit 218 indicating "outing", a personal competition operation unit 219 indicating "match", and a shopping operation unit 220 indicating "shopping" are displayed at the bottom of the game screen 210. In addition, the current round number is displayed at the top of the game screen 210. In addition, an item operation unit 221 is displayed in the center of the game screen 210.

[0296] like Fig.19 As shown, the player can select any one of the following "rest" (rest operation unit 215), "training" (training operation unit 216), "outing" (outing operation unit 218), "match" (personal match operation unit 219) and "special match" (special match operation unit 231) in each round. Fig.19 As shown, the items that can be selected in each round are preset.

[0297] When the "Rest" item is selected, physical strength is restored, and when the "Go Out" item is selected, one or both of physical strength and condition are increased. In addition, when the "Training" item is selected, the training described later can be performed, when the "Competition" item is selected, the training target character can be made to participate in an individual competition, and when the "Special Competition" item is selected, the training target character can be made to participate in a special competition described later. When the game result is exported after selecting the "Rest", "Training", "Go Out", "Competition" or "Special Competition" item, the current round ends and the process enters the next round.

[0298] In this embodiment, a round in which the rest operation unit 215, the training operation unit 216, the outing operation unit 218, and the individual competition operation unit 219 cannot be selected is set, such as Fig.19 The 74th round, the 76th round, the 78th round, etc. are shown. In such rounds, Fig. 20B As shown, a special game screen 230 is displayed on the display 26 .

[0299] On the special match screen 230, a special match operation unit 231 indicated as "special match", a skill operation unit 217, a store operation unit 220, and an item operation unit 221 are displayed, and the player can select any of these operation units. When the special match operation unit 231 is selected, a special match is executed, which is different from the individual match executed in the case where the individual match operation unit 219 is selected. The special match occurs three times in total (that is, one match each in the 74th round, the 76th round, and the 78th round), and the overall victory is determined based on the accumulated value of victory points described later.

[0300] On the other hand, the skill operation unit 217, the store operation unit 220, and the item operation unit 221 are set to be always selectable in all rounds. Note that although the details will be described later, even if skill acquisition, store utilization, and item use are performed as a result of operating the skill operation unit 217, the store operation unit 220, and the item operation unit 221, the round does not end.

[0301] In this embodiment, when executing a personal match or a special match, the training target character can obtain victory points and special currency according to the position reached in the match. The amount of victory points and special currency to be obtained in each match is set according to the position reached. The value of victory points and special currency to be obtained increases as the position reached becomes higher.

[0302] In addition, a larger amount of victory points and special currencies can be obtained in a game with a higher difficulty level. For example, in the GI, GII and GIII levels, a larger amount of victory points and special currencies can be obtained in a game with a higher level.

[0303] In the cultivation game of the present embodiment, a preset target number of points is set for each prescribed round section. In the present embodiment, the cultivation game consists of rounds 1 to 78. Here, rounds 1 to 24 are referred to as the initial round section, rounds 25 to 48 are referred to as the middle round section, rounds 49 to 72 are referred to as the late round section, and rounds 73 to 78 are referred to as the final round section.

[0304] Target points are set for each of the initial round segment, the middle round segment, and the late round segment. The target points set for each round segment can be the same or different. Players can advance the training game to the final round segment by accumulating victory points obtained in each round segment to achieve each target point in sequence.

[0305] In addition, the target points are set based on the adaptability parameters related to the field adaptability of the training object role and the adaptability parameters related to the distance adaptability of the training object role. For example, the target points of the training object role whose grass adaptability parameter is higher than the mud adaptability parameter are set to be greater than the target points of the training object role whose mud adaptability parameter is higher than the grass adaptability parameter. In addition, for example, different target points can be set according to the category with the highest parameter in the adaptability parameters for short distance, mile, middle distance and long distance. In addition, different target points can be set according to the combination of the adaptability parameters related to field adaptability and distance adaptability. Therefore, there is a situation where the target points set for each training object role are different according to the adaptability parameters related to field adaptability and distance adaptability. Note that in addition to the field adaptability and distance adaptability of the training object role, the target points can also be set based on the adaptability parameters related to the running method adaptability.

[0306] exist Fig. 20A The upper part of the game screen 210 shown shows the target points for the current round section and the remaining victory points (which are the victory points required to reach the target points). As a result of displaying the target points and the remaining victory points, the player can grasp the amount of victory points he / she should obtain in the current round section.

[0307] Note that the victory points obtained by the player are reset in the early round segment, the middle round segment, and the late round segment. However, the victory points obtained by the player can be accumulated sequentially without being reset in each round segment.

[0308] When the target points are reached in all the early round sections, the middle round sections and the late round sections, the player can enter the final round section of the cultivation game. In the final round section, all three games (first game, second game and third game) of the special game are performed, and the final victory is determined based on the cumulative value of the victory points corresponding to the game results.

[0309] As the special game progresses, the amount of victory points that can be obtained increases. Specifically, in all three games, the amount of victory points that can be obtained by taking first place in the second game is greater than the amount of victory points that can be obtained by taking first place in the first game, and the amount of victory points that can be obtained by taking first place in the third game is greater than the amount of victory points that can be obtained by taking first place in the second game.

[0310] In addition, the so-called non-player characters (hereinafter referred to as NPCs) that participate in the competition in all three competitions to compete with the training object character for wins and losses have the same character ID. However, the parameters of the NPC are set to increase as the special competition progresses. For example, in the order of the first competition, the second competition, and the third competition, the correction value to be added to the ability parameter of the NPC increases to increase the ability parameter of the NPC. Note that in the final round section, even if the ranking in the special competition is equal to or lower than the specified ranking (for example, below the second place), the training game does not end, and the special competition can be continued.

[0311] Fig.21A This is a first diagram for explaining the training screen 240 . Fig.21B 2 is a second diagram for explaining the training screen 240. When the training operation unit 216 on the game screen 210 is operated, the training screen 240 is displayed on the display 26.

[0312] like Fig.21A As shown, training items are displayed at the bottom of the training screen 240. Here, a speed operation unit 241 indicated as "speed", an endurance operation unit 242 indicated as "endurance", a strength operation unit 243 indicated as "strength", a willpower operation unit 244 indicated as "willpower", and an intelligence operation unit 245 indicated as "intelligence" are displayed.

[0313] When the player taps one of the operation units 241 to 245 once, the training item corresponding to the tapped operation unit 241, 242, 243, 244 or 245 is temporarily selected. At this time, the operation unit 241, 242, 243, 244 or 245 corresponding to the temporarily selected training item is displayed in an emphasized manner. Fig.21A The state of the temporary selection force operation unit 243 is shown. Fig.21B The state in which the endurance operation unit 242 is temporarily selected is shown.

[0314] In addition, each of the operation units 241 to 245 is displayed together with the training level of the training item. The training level is a parameter that increases according to the number of times each training item is selected, and as the training level increases, the amount of increase in the ability parameter when performing training increases. The training level is initially set to level 1 and is increased to a maximum of level 5.

[0315] In addition, in the temporarily selected operation unit 241, 242, 243, 244 or 245, a failure rate display unit 246 indicating "failure" is displayed. The failure rate indicated by a numerical value in the failure rate display unit 246 is set to increase in inverse proportion to the remaining amount of physical strength displayed in the physical strength display unit 211.

[0316] In addition, in the state display unit 213, the amount of increase in the ability parameter when the training corresponding to the temporarily selected operation unit 241, 242, 243, 244 or 245 is performed and the training is successful is displayed. Fig.21A In the example shown, the strength operation unit 243 is temporarily selected, and in the state display unit 213, "+8" is displayed for "endurance" and "+10" is displayed for "strength". Fig.21B In the example shown, the stamina operation section 242 is temporarily selected, and in the status display section 213 , “+15” is displayed for “stamina” and “+5” is displayed for “perseverance”.

[0317] In addition, when training is performed and the training is successful, event notification display 247 is displayed in operation unit 241, 242, 243, 244 or 245 corresponding to the training item in which the prescribed event occurs. Note that in event notification display 247, different display forms can be adopted according to the event category.

[0318] Here, in the rounds other than the 74th round, the 76th round, and the 78th round in which the special match is performed in the final round section, it is determined at the start of the round whether a support character associated with a support card included in the deck is deployed in each training. In other words, it is determined whether a support card or a support character is associated with a training item.

[0319] In addition, when the support character is associated with the training item, the support character is associated with any one of the five training items. Fig.21B As shown, a deployed role icon 248 indicating a support role deployed in training is displayed for each training item of the temporarily selected operation unit 241, 242, 243, 244 or 245 in the upper right portion of the training screen 240. When a support role is deployed, the amount of increase in the ability parameter increases when the training is successful.

[0320] Here, a connection meter is provided for each supporting character. The connection meter takes a value of, for example, 0 to 100. The current value of the connection meter can be visually grasped through the connection meter display part 248a displayed for each deployed character icon 248.

[0321] The initial value of the connection meter is 0, and its maximum value is 100. However, depending on the support card, a support effect is set that increases the initial value of the connection meter (such as increasing the initial value by 10). In this case, for the support character associated with the support card having the support effect, the initial value of the connection meter is greater than 0 from the start of the development main game.

[0322] In addition, when a preset increase condition is satisfied, the connection meter increases. The increase condition includes, for example, selecting a training in which a support character is deployed (in this case, it is assumed that the training is successful). In addition, the increase condition includes, for example, using a specified item purchased in a store described later or the occurrence of a first event or a second event described later.

[0323] When training (hereinafter referred to as joint training) in which a support character is deployed is successful, the amount of increase in the ability parameter increases as the value of the connection meter of the deployed support character increases. In addition, in joint training in which a support character is deployed, there is a case where friendship training occurs. When friendship training occurs, the amount of increase in the ability parameter when the training is successful increases by, for example, 10% to 50%.

[0324] Friendship training can occur simultaneously for multiple support characters. Therefore, when, for example, friendship training occurs simultaneously for multiple support characters in one round, the ability parameters can be significantly increased in one round of training.

[0325] However, an occurrence condition is set for friendship training. Although the details will be described later, the occurrence condition of friendship training is different between the group support card and other support cards. For support cards other than the group support card, the set occurrence condition of friendship training includes the value of the connection meter of the support character being equal to or greater than a specified value (e.g., 80), and the deployment of the support character in the specified training set for each support card.

[0326] Here, for support cards other than the group support card, proficiency training is set as a prescribed training used as a condition for the occurrence of friendship training. In other words, for a support card associated with only one support character, friendship training can occur only when the support character is deployed in its proficiency training. For example, for a support card in which speed training is set as proficiency training, friendship training can occur only when the support character associated with the support card is deployed in speed training.

[0327] In contrast, for a group support card associated with a plurality of support characters, a condition for the occurrence of friendship training different from that for other support cards is set. Although the details will be described later, during the cultivation of the main game, there is a case where a special treatment area is set. In this special treatment area, friendship training based on the group support card can occur. In the special treatment area, friendship training occurs regardless of the training item in which the group support card is deployed. In other words, in the special treatment area, as a result of executing the training in which the group support card is arranged, friendship training based on the group support card occurs regardless of the training item.

[0328] Note that, as described above, a plurality of characters are associated with a group support card as support characters. However, the group support card is associated with each training as one card, and a plurality of support characters are not associated with each training individually.

[0329] In addition, in the case where the joint training is successful, there is a case where a prescribed event occurs corresponding to the role displayed with the deployment role icon 248. In this case, the event notification display 247 is displayed on the corresponding deployment role icon 248. Hereinafter, the deployment role icon 248 displayed with the event notification display 247 will be referred to as the event deployment role icon 249.

[0330] Note that the characters to be deployed in training may include characters other than the support characters corresponding to the support cards that the player has registered in the preparation phase process. For example, the characters to be deployed in training may be selected by random drawing from all the support characters implemented in the game. In this case, character icons 248 indicating characters other than the registered support characters are displayed on the training screen 240.

[0331] In addition, when performing joint training, events associated with characters other than the support characters registered by the player may occur. Here, the occurrence rate of events associated with characters not registered by the player is lower than the occurrence rate of events associated with the support characters registered by the player. In this case as well, the event notification display 247 may be displayed on the character icon 248 displayed on the training screen 240.

[0332] Fig. 21C 2 is a diagram for explaining a training result notification screen 240a. When the temporarily selected operation unit 241, 242, 243, 244 or 245 is tapped again, the training corresponding to the tapped operation unit 241, 242, 243, 244 or 245 is performed. When the training is performed, the training result notification screen 240a notifying the success or failure of the training is displayed on the display 26. Here, the word "success" is displayed, and the player is notified of the success of the training.

[0333] In addition, at this time, based on the success of the training, the ability parameter is updated and displayed in the state display unit 213. In other words, the ability parameter of the training target character corresponding to the training item selected by the player is updated.

[0334] In this case, adding Fig.21A or Fig.21B The amount of increase in the ability parameter when the training is successful is displayed in the state display unit 213 in the state display unit 213. In addition, the display in the physical strength display unit 211 is updated according to the training items performed. When any one of speed training, endurance training, strength training and perseverance training is successful, the physical strength decreases. On the other hand, when performing intelligence training, the physical strength is restored.

[0335] In addition, in the case of training failure, there is a case where a prescribed penalty is given. Specific examples of penalties include a reduction in physical strength, a reduction in the value of an ability parameter, and a decline in condition. Note that, for example, the penalty to be given when the failure rate is high can be set to be more unfavorable than the penalty to be given when the failure rate is low (e.g., physical strength is reduced by a larger amount, ability parameters are reduced by a larger amount, and condition is reduced by a larger number of levels).

[0336] In addition, the details of the penalty can be determined according to the training items. For example, in the case of a speed training failure, the speed capacity parameter can be reduced, and in the case of a strength training failure, the strength capacity parameter can be reduced. In addition, a part of the training items (e.g., intelligence) can be configured so that no penalty is given even if the training fails.

[0337] Fig.21D 240b is a diagram for explaining the event screen 240b. When the display of the training result notification screen 240a ends, the event screen 240b is displayed on the display 26. Various events are executed on the event screen 240b. Note that there is a case where a plurality of events occur during one round.

[0338] For example, when the first prompt event or the second prompt event occurs, a skill prompt is obtained. When the skill prompt is obtained, the player can acquire the skill by using the skill points. A plurality of types of skills are provided, and there is a case where a prescribed ability is activated for each skill. Activation conditions and effects are set for each skill, and when each activation condition is met, the preset effect is activated. There is a case where a skill is activated while a personal match or a special match described later is being performed.

[0339] In addition to the first prompt event and the second prompt event that allow the player to have a skill, the event also includes an event that restores physical strength, an event that reduces physical strength, a first ability event and a second ability event that increases or decreases ability parameters, an event that improves the status, an event that worsens the status, etc. Although the details will be described later, the event includes an event for a round in which the event occurs, and an event that occurs when a specified draw is drawn. In addition, there are events that occur at the beginning of a round and events that occur before the end of a round. When all events determined to have occurred are completed, the game screen 210 related to the next round is displayed.

[0340] Fig.22A This is the first diagram for explaining the inheritance event. Fig. 22B This is the second diagram for explaining the inheritance event. Fig. 22C This is the third diagram for explaining the succession event. Fig.22D 4 is a diagram for explaining the inheritance event. In the above-mentioned factor activation round, the inheritance event occurs in association with the start of the round. Note that the inheritance event is a scenario common event described later, and always occurs in the same round regardless of the scenario selected by the player. In this embodiment, although the 1st round, the 31st round, and the 55th round are set as factor activation rounds, the case where the inheritance event occurs in the 31st round will be described here.

[0341] At the beginning of round 31, first, Fig.22A As shown in FIG. 24, the training target character and the operation part indicated as "touch" are displayed on the event screen 240b. When the operation part displayed on the event screen 240b is tapped, as shown in FIG. Fig. 22B As shown, an animated image including the training target character and two successor characters is displayed. In addition, when the operation unit is tapped, all factors held by a total of six training characters of the first successor generation and the second successor generation are selected to determine whether to activate the factor.

[0342] Then, if Fig. 22C As shown, the display starts to determine the lottery draw and determines the factors of its launch. Fig.22D As shown, the type of capability parameter or adaptability parameter increased due to the factor activation and the amount of increase of the parameter are displayed, and the parameter is updated. Fig. 20A The game screen 210 shown in FIG. 210 is displayed, and the player can select one of the items. At this time, the state display unit 213 is in a state where the amount of increase in the ability parameter or adaptability parameter as displayed in the inheritance event is added to the ability parameter or adaptability parameter.

[0343] Fig.23A This is the first figure for explaining the skill screen 250 . Fig. 23B2 is a second diagram for explaining the skill screen 250. When the skill operation unit 217 on the game screen 210 is operated, the display 26 is displayed. Fig.23A Skill screen 250 is shown.

[0344] On the skill screen 250, a skill display bar 251 is displayed. In the skill display bar 251, acquired skills, skills previously set for the training target character, and skills acquired as a result of the occurrence of various events are displayed. In addition, when the first prompt event or the second prompt event occurs for the owned skill, the skill points to be used to acquire the owned skill are discounted. Here, regarding the acquired prompted owned skill, the skill points required to acquire the skill are displayed together with the discount. At this time, a discount rate display icon 252 indicating the discount rate is displayed together in the skill display bar 251.

[0345] In addition, the activation conditions of each skill and the effects produced when the skill is activated are displayed for the skills displayed on the skill screen 250. In addition, a physical strength display unit 211, a status display unit 212, and a skill point display unit 214 are displayed at the top of the skill screen 250. In addition, the current round number is displayed at the top of the skill screen 250.

[0346] When acquiring skills by using skill points based on player actions, such as Fig. 23B As shown, "GET" is displayed for the acquired skill to notify that the possessed skill has been acquired. In addition, in the skill point display unit 214, the used skill points are subtracted from the displayed skill points.

[0347] Fig.24A 255. When the outgoing operation unit 218 on the game screen 210 is operated, the display 26 displays Fig.24A Here, as an example, the out-of-town screen 255 displays a training target character selection operation unit 256a and a support character selection operation unit 256b.

[0348] Here, support cards other than group support cards are classified into a normal character type and a friend character type. A support card of a normal character type is a support card associated with a character that can be set as a training target character. On the other hand, a support card of a friend character type is a support card associated with a character different from a character that can be set as a training target character. In other words, a support card of a friend character type is associated with a character that cannot be set as a training target character. Hereinafter, a character that is associated with a support card of a friend character type and cannot be set as a training target character will be referred to as a friend character.

[0349] In the case where a support card of the friend character type is included in the deck, such as Fig.24A As shown, the outgoing screen 255 is displayed. The training target role selection operation unit 256a displayed on the outgoing screen 255 corresponds to the training target role. When the training target role selection operation unit 256a is tapped, a single-person outgoing event occurs in which the training target role goes out alone. When the single-person outgoing event occurs, a single-person outgoing screen (not shown) is displayed.

[0350] A plurality of (e.g., three) execution modes are provided for the single-person outgoing event. When the training target character selection operation unit 256a is tapped, the execution mode of the single-person outgoing event is determined by, for example, drawing, and a single-person outgoing screen corresponding to the determined execution mode is displayed. Each outgoing screen displays content indicating that the training target character goes out to different destinations.

[0351] Therefore, when a single-person outing event occurs, the parameters of the training object character increase. The type of parameters increased due to the single-person outing event and the amount of increase in the parameters are set for each single-person outing event execution mode. Here, an execution mode is included in which the status of the training object character increases by two levels, and an execution mode in which the status of the training object character increases by one level and the physical strength increases by a specified value. Note that multiple execution modes that are different from each other in terms of the amount of increase in status and / or physical strength can be provided. In addition, in the event of a single-person outing event, the amount of increase in status and / or physical strength can be determined by lottery.

[0352] Fig. 24B 257. When the support character selection operation unit 256b is tapped on the out-of-town screen 255, the friend out-of-town event occurs. Fig. 24B As shown, a friend going out event screen 257 is displayed. On the friend going out event screen 257, friend roles are displayed.

[0353] Fig.25 This is a diagram for explaining the execution mode of the friend going out event. Here, the friend going out event execution mode to be determined is set according to the number of times the friend going out event occurs (in other words, according to the number of times the training target character goes out with the friend character). In addition, as shown in the figure, the utility (special treatment) is set for each friend going out event execution mode. As with the single person going out event, physical strength and condition are the object parameters of the utility of the friend going out event.

[0354] However, the utility generated by the friend going out event is greater than the utility generated by the single person going out event. Note that the utility generated by the friend going out event and the single person going out event are merely examples. For example, the object parameter of the utility may be different between the two types of events. Alternatively, the object parameter of the utility may be the same for the two types of events. In addition, the utility generated by the friend going out event may be set to be less than the utility generated by the single person going out event.

[0355] like Fig. 24B As shown, the friend character associated with the support card is displayed on the friend outing event screen 257. In addition, on the friend outing event screen 257, the utility generated by the occurrence of the friend outing event is displayed (in this case, "boost +30" and "boost").

[0356] Note that multiple friend character types of support cards are provided. On the friend outing event screen 257, different friend characters are displayed according to the type of support card. In addition, the execution mode of the friend outing event that occurs is different according to the type of support card. However, the utility generated by the friend outing event can be the same for all support cards, or can be different between support cards.

[0357] Note that the player can include support cards of multiple friend character types in the card pile. In this case, on the outing screen 255, a support character selection operation unit 256b is provided for the support cards of each friend character type.

[0358] In addition, when a group support card is included in the card pile, the player can select an outing partner from the support characters associated with the group support card. Hereinafter, the support characters associated with the group support card will be referred to as subsidiary characters. In addition, five subsidiary characters are associated with one group support card. The five subsidiary characters will be referred to as the first subsidiary character, the second subsidiary character, the third subsidiary character, the fourth subsidiary character, and the fifth subsidiary character.

[0359] Fig.26A This is a second diagram for explaining the outgoing screen 255 . Fig.26B This is the third diagram for explaining the outgoing screen 255 . Fig.26C This is a fourth diagram for explaining the outgoing screen 255 . Fig.26A The outing screen 255 shows a case where a support card for a friend character type is not included in the card pile and a team support card is included in the card pile.

[0360] In the case where a group support card is included in the deck, such as Fig.26A As shown in FIG. 25, the training target character selection operation unit 256a and the team support card selection operation unit 256c are displayed on the outgoing screen 255. Then, when the team support card selection operation unit 256c is tapped, as shown in FIG. Fig.26B As shown, the first subsidiary character selection operation unit 258a, the second subsidiary character selection operation unit 258b, the third subsidiary character selection operation unit 258c, the fourth subsidiary character selection operation unit 258d, the fifth subsidiary character selection operation unit 258e and all the subsidiary character selection operation units 259 are displayed on the outing screen 255.

[0361] The first subsidiary character selection operation unit 258a, the second subsidiary character selection operation unit 258b, the third subsidiary character selection operation unit 258c, the fourth subsidiary character selection operation unit 258d, and the fifth subsidiary character selection operation unit 258e correspond to the first subsidiary character, the second subsidiary character, the third subsidiary character, the fourth subsidiary character, and the fifth subsidiary character, respectively. On the other hand, the all-subordinate character selection operation unit 259 corresponds to all subordinate characters.

[0362] The player can select an individual subsidiary character event to occur by tapping one of the first subsidiary character selection operation unit 258a to the fifth subsidiary character selection operation unit 258e. In the individual subsidiary character event, the training target character goes out with the subsidiary character. However, each subsidiary character can be selected only once during one training game. For example, in the case where the training target character has gone out with the second subsidiary character and the fourth subsidiary character, as shown in FIG. Fig.26B As shown in FIG. 1 , the second sub-character selection operation unit 258b and the fourth sub-character selection operation unit 258d are grayed out. The grayed-out operation units do not accept player operations.

[0363] However, the number of times each subsidiary character can be selected is not limited to once, and can be twice or more than twice. In addition, the number of times each subsidiary character can be selected can be different according to the subsidiary character.

[0364] In addition, in the present embodiment, a specific condition is provided under which all the subsidiary character selection operation units 259 can be selected. In this case, all individual subsidiary character color events occur (in other words, the training target character goes out with all the subsidiary characters) as a specific condition. Fig.26B As shown, in a state where a specific condition is not satisfied, "?" is displayed in the all-attached character selection operation unit 259. In this state, the all-attached character selection operation unit 259 does not accept player operations.

[0365] In addition, if Fig.26CAs shown, when a specific condition is met, all the subsidiary characters are displayed in the all subsidiary character selection operation unit 259. In this state, the operation input to the all subsidiary character selection operation unit 259 is valid. Note that the player can repeatedly select the all subsidiary character selection operation unit 259. Specifically, the player first needs to go out with each of the first to fifth subsidiary characters once. Then, when the player has gone out with each of the subsidiary characters once, the player can go out with all the subsidiary characters any number of times thereafter.

[0366] The all-attached character selection operation unit 259 indicates the number of times the all-attached character selection operation unit 259 has been selected (in other words, the number of times the player has gone out with all the attached characters) by a right-pointing arrow. Note that, as shown above, in the case of a configuration in which each attached character can be selected twice or more, it is preferred that the number of times the player has gone out with each attached character is also indicated in the first to fifth attached character selection operation units 258a to 258e, as in the all-attached character selection operation unit 259.

[0367] Fig.27A This is the first figure for explaining the individual attached character event screen 260. Fig.27B 2 is a second diagram for explaining the individual subordinate character event screen 260. For example, it is assumed that the third subordinate character selection operation unit 258c is tapped and the third subordinate character is selected. In this case, Fig.27A As shown, the third affiliated character selected by the player is displayed on the individual affiliated character event screen 260. In addition, on the individual affiliated character event screen 260, as shown Fig.27B As shown, the utility generated as a result of the occurrence of the individual subordinate character event is displayed (in this case, "boost +30" and "boost").

[0368] Note that, since a plurality of subsidiary characters are provided, as many individual subsidiary character event screens 260 as the number of subsidiary characters are provided. In other words, the execution mode of the individual subsidiary character event that occurs differs depending on the subsidiary character selected by the player.

[0369] Fig.27C This is the first figure used to explain the all-attached character event screen 261. Fig.27D 2 is a second diagram for explaining the all-attached character event screen 261. Assume that the all-attached character selection operation unit 259 is tapped and all the attached characters are selected. In this case, all-attached character events occur. When all-attached character events occur, Fig.27C As shown, the all-attached character event screen 261 is displayed. On the all-attached character event screen 261, all the attached characters associated with the team support card are displayed.

[0370] In addition, on the all-attached character event screen 261, if Fig.27D As shown, the utility generated as a result of the occurrence of all the attached character events is displayed (in this case, "promote +50", "promote", and "get skill tips"). Here, the training target character obtains skill tips as the utility caused by all the attached character events; however, the training target character can have or acquire skills.

[0371] Note that here, all the affiliated characters are displayed on the all affiliated character event screen 261. However, there is no particular limitation on the content of the all affiliated character event screen 261. For example, only a part of the affiliated characters may be displayed on the all affiliated character event screen 261, and in addition, two or more affiliated characters may be displayed.

[0372] Fig.28 is a diagram used to illustrate the execution mode of individual subordinate role events and all subordinate role events. Fig.28 As shown, in the individual affiliated character event, the affiliated character selected by the player is displayed on the individual affiliated character event screen 260. In addition, in the all affiliated character event, all affiliated characters are displayed on the all affiliated character event screen 261.

[0373] In addition, as shown in the figure, utility (special treatment) is set for each execution mode of individual subsidiary character events and all subsidiary character events. In this case, different utilities are generated according to the execution mode; however, all execution modes can generate the same utility. In addition, when all subsidiary character events occur, prescribed skills can be possessed. In this case, when all subsidiary character events occur for the first time, prescribed possessed skills are granted. Therefore, the utility generated by all subsidiary character events is greater than the utility generated by individual subsidiary character events. However, the utility generated by all subsidiary character events can be the same or smaller than the utility generated by individual subsidiary character events.

[0374] Fig.29A This is a first diagram for explaining the individual competition selection screen 265. When the individual competition operation unit 219 on the game screen 210 is operated, the display Fig.29A The individual match selection screen 265 is shown. The individual match has a gameplay in which the training target character competes with an NPC.

[0375] In the upper part of the individual match selection screen 265, the physical strength display unit 211 and the status display unit 212 are displayed. In addition, in the central part of the individual match selection screen 265, a personal match selection operation unit 266 for selecting the type of match in which the training target character is to participate is displayed. In the case where a plurality of personal match selection operation units (sub-commands) 266 are displayed on the personal match selection screen 265, different personal matches are set in these plurality of personal match selection operation units 266. In addition, in the lower part of the personal match selection screen 265, a start operation unit 267 indicated as "start" is displayed. Note that the match selected via the personal match selection operation unit 266 on the personal match selection screen 265 can be set in advance for each round.

[0376] In addition, participation conditions are set for each competition, and the player can only allow the training target character to participate in the competition that meets the participation conditions. As shown above, there is a competition that specifies the number of fans as a participation condition. Fig.29A As shown, for a match that does not meet the specified number of fans, the participation conditions are displayed in the personal match selection operation unit 266, and it is notified that the match cannot be selected. In addition, in the round of the target match for which a clearance goal is set, only the target match is displayed in a selectable manner on the personal match selection screen 265.

[0377] Fig.29B This is a diagram for explaining the individual competition start screen 270. When the start operation unit 267 is operated in a state where the competition type of the individual competition to be participated in is selected in the individual competition selection operation unit 266, the display Fig.29B The individual match start screen 270 is shown. A strategy display section 271 is displayed in the center of the individual match start screen 270. In addition, in the strategy display section 271, the currently selected strategy (chasing behind, centering, front row, or leading) is displayed in an emphasized manner, and a change operation section 272 indicated as "change" is displayed. When the change operation section 272 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the individual match to any strategy through the operation on the strategy change screen.

[0378] In addition, a result operation unit 273 indicating “result” and a game operation unit 274 indicating “game” are displayed at the bottom of the individual game start screen 270 .

[0379] When the game operation unit 274 is operated, a game screen (not shown) is displayed on the display 26. On the display 26, a game development animation (hereinafter also referred to as a game animation) is displayed.

[0380] Fig.29C This is a first diagram for explaining the individual competition result screen 280 . Fig.29D2 is a second diagram for explaining the individual match result screen 280. When the replay of the above-mentioned match animation is finished and the result operation unit 273 is operated, the individual match result screen 280 is displayed on the display 26. On the individual match result screen 280, as shown in FIG. Fig.29C As shown in FIG. 280 , the position of the training target character in the individual competition is displayed. Fig.29D As shown, the current class of the training target role is displayed.

[0381] In the present embodiment, the class placement of the training object role is determined according to the number of fans obtained. The range of the number of fans is set for each class, and in this case, the training object role is classified into one of the eight classes according to the number of fans. On the personal match result screen 280, the number of fans, victory points and special currency obtained in the personal match of the current round are displayed. In addition, on the personal match result screen 280, the cumulative number of fans added to the number of fans previously obtained and the number of fans newly obtained are displayed. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner. In addition, on the personal match result screen 280, the cumulative victory points of the victory points previously obtained plus the newly obtained victory points and the cumulative special currency amount of the special currency previously obtained plus the amount of the newly obtained special currency are displayed.

[0382] Fig.30 is a diagram for explaining an example of an item exchange screen 300. For example, Fig. 20A When the store operation unit 220 on the game screen 210 shown in FIG. Fig.30 The item exchange screen 300 shown in FIG. 300 shows an item exchange screen. On the item exchange screen 300, the player can use the special currency obtained by the player to exchange the special currency for the specified items displayed on the item exchange screen 300. Fig. 20A On the game screen 210 shown, the total amount of the special currency held by the player may be displayed in an overlay manner at the bottom of the store operation unit 220 .

[0383] like Fig.30 As shown, on the item exchange screen 300, the item operation unit 221 and the item exchange list 301 are displayed. In the item exchange list 301, one or more item exchange tags 302 are displayed.

[0384] In the item exchange label 302, the name of the item that the player can exchange (item name), the effect of the item, the amount of special currency required for exchange, the indication of the exchange period, and the item exchange operation unit 303 are displayed. The exchange period is indicated in each item exchange label 302, and for example, indicates the remaining number of rounds from the current round that the player can obtain the item by exchange. On the item exchange screen 300, the item is exchanged every certain time period (prescribed number of rounds). The exchange period is the remaining number of rounds until the item exchange is performed. In addition, in the item exchange, a lottery can be performed on a round-by-round basis during the cultivation game, and a special sale can occur with a certain probability. The time period for the special sale is, for example, the time period from the round in which the special sale occurs until the round in which the next item exchange is performed. During the special sale time period, the amount of special currency required for item exchange is less than the amount during the time period other than the special sale.

[0385] The items that players can obtain through redemption include, for example, parameter changing items, status granting items, training level changing items, skill prompt acquisition items, character redeployment items, training effect changing items, physical strength usage items, failure rate changing items, event parameter changing items, etc.

[0386] Parameter changing items change the parameters of the character to be cultivated. For example, parameter changing items increase the value of the target parameter of the character to be cultivated by a specified amount, including speed, endurance, strength, perseverance, intelligence, stamina, stamina upper limit, condition, skill points, and number of fans.

[0387] The state-granting item grants a state to the training target character. For example, the state-granting item grants a favorable state or an unfavorable state to the training target character. The favorable state includes, for example, a state in which the amount of increase of various parameters of the training target character is increased, and a state in which the amount of skill points to be used for skill acquisition is reduced. In addition, the unfavorable state includes, for example, a state in which an event such as a reduction of various parameters of the training target character occurs, and a state in which the increase of various parameters is prevented.

[0388] The training level changing item changes the training level of each training item. For example, the training level changing item increases the training level of the target training item among speed, endurance, strength, perseverance and intelligence by a prescribed amount.

[0389] Skill prompt acquisition items enable the training target character to possess or acquire skills by causing skill events to occur. For example, skill prompt acquisition items can enable the training target character to possess or acquire Figure 6C Various skills shown.

[0390] Character redeployment items will be as follows Fig.21A and Fig.21BThe roles deployed in the specified training shown are redeployed in another training. Role redeployment will be explained later.

[0391] The training effect changing item changes the training effect caused by training during a certain period of time. Specifically, the training effect changing item increases the fixed increase amount (described later) of the ability parameter of the training target character caused by training during a certain period of time by a specified amount. For example, the training effect changing item increases the fixed increase amount of the ability parameter of the target training in each training item (speed, strength, perseverance, endurance and intelligence) by X% within X rounds.

[0392] The physical use item increases the training effect by increasing the amount of physical strength used in training. Specifically, the physical use item increases the fixed increase (described later) of the ability parameter of the training target character caused by training by a fixed amount. The physical use item can be used in combination with a training effect changing item to increase the training enhancement effect.

[0393] The failure rate changing item changes the failure rate of the subject's training items. For example, the failure rate changing item will reduce the failure rate of the subject's training in each training item (speed, strength, perseverance, endurance and intelligence) by a specified amount.

[0394] Event parameter change items change the parameter change value of the training target character to be given when an event occurs after the game. For example, event parameter change items increase the amount of target parameter change in the training target character's speed, endurance, strength, perseverance, intelligence, physical strength, physical strength upper limit, condition, skill points, and number of fans by a specified amount.

[0395] Fig.30 The item exchange list 301 shown shows examples of training effect change items, event parameter change items, and parameter change items. When the item exchange operation unit 303 of each item exchange label 302 is tapped, the required amount of the special currency indicated in the item exchange label 302 is subtracted from the accumulated amount of the special currency acquired by the player. In addition, at the same time, the item indicated in the item exchange label 302 is given to the player.

[0396] Note that the items that can be exchanged by using the item exchange tag 302 include items whose number of times the item can be exchanged (in other words, the number of times the item can be purchased) is limited to or less than a specified number of times. In the case where the number of times the limited item can be given reaches the upper limit, the player can no longer exchange for the limited item even if he holds special currency.

[0397] In addition, when the item operation unit 221 is tapped, an item use screen (not shown) is displayed on the display 26. On the item use screen, a list of items owned by the player is displayed. The item list includes items obtained by exchange by using the item exchange screen 300. In other words, on the item use screen, items exchanged with special currency and given to the player are displayed. Note that on the item use screen, items obtained in various events can be displayed. The player can use various items by tapping the items displayed on the item use screen.

[0398] In this embodiment, by operating the item operation unit 221, the player can use various items exchanged for special currency. Fig.21A When using each item on the training screen 240 shown in FIG. 1 , an icon indicating the effect currently exerted by the use of the item may be displayed. At this time, the number of rounds of the effect exerted by the use of the item may be displayed together with the icon below. Fig.30 As shown, a redeemable time period is set for each item. Players can redeem each item with a special currency during the redeemable time period set for each item. Note that each item may not be set with a redeemable time period.

[0399] Fig.31 1 is a diagram for explaining the rough flow of the round start processing. The training phase processing includes the round start processing executed at the beginning of each round of the training game. Although the details of the round start processing will be described later, the rough flow of the round start processing will be described here.

[0400] During the cultivation main game, processing is performed in each round to determine whether various events occur. Events are roughly classified into three categories (i.e., scenario events, the above-mentioned character possession events provided for each cultivation target character, and support events). Note that in each scenario, scenario events, character possession events, and support events that may occur during the cultivation main game are pre-set.

[0401] A scenario event refers to an event set for each scenario of the cultivation main game. In the present embodiment, a plurality of scenarios are provided, and the player can select a scenario. The scenario event occurs according to the scenario selected by the player. In other words, the scenario event occurring in the cultivation main game is determined based on the scenario selected by the player.

[0402] Note that scenario events may include scenario-specific events and scenario-common events. Scenario-specific events refer to events associated with only one scenario. For example, a scenario-specific event associated with a first scenario occurs only when the first scenario is selected, and does not occur when other scenarios are selected.

[0403] In addition, the scenario common event refers to an event that occurs in common in multiple scenarios. Therefore, the scenario common event occurs both when the first scenario is selected and when the second scenario is selected.

[0404] Here, it is assumed that the situation event includes a situation-specific event and a situation-common event. However, only a situation-specific event or a situation-common event may be provided.

[0405] As described above, the character possession event is pre-set for each character. In the development main game, the character possession event of the character registered as the development target character by the player in the setup game (in other words, the preparation phase process) occurs.

[0406] As described above, support events are pre-set for each support card. In the training main game, support events associated with the support cards registered by the player in the setting game occur. Support events include a first event that can occur at the beginning of a round and a second event that can occur after training is performed. At the beginning of a round, it is determined whether the first event occurs based on a random number obtained randomly and a first event table.

[0407] After the determination process of each support character deployed in training is performed, it is determined whether the second event occurs based on the randomly acquired random number and the second event table. Note that only when the support character is deployed in training, it is determined whether the second event occurs for the deployed support character.

[0408] Note that in the present embodiment, it is assumed that the first event is selected by drawing from the support events associated with the support cards registered in the deck by the player in the preparation phase process. However, it is not limited to this, and a support event associated with a support card selected by drawing from all the support cards implemented in the game may be selected. In this case, it is preferred that the selection probability of the support event associated with the support card registered in the deck is higher than the selection probability of the support event associated with the support card not registered in the deck.

[0409] Therefore, it is determined based on the scenario whether the scenario event occurs, etc. In addition, it is determined based on the training target character and the support card whether the character has an event and the support event occur, etc. These event categories are classified according to the information referenced when determining whether the event occurs, etc.

[0410] Regarding this feature, in this embodiment, each event is classified into six event categories according to the content generated by the occurrence of the event. Here, each event is classified into any event category among the first prompt event, the second prompt event, the first ability event, the second ability event, the adaptability event and the story event.

[0411] As described above, the first prompt event and the second prompt event make it possible to have or acquire a skill. In addition, the first ability event and the second ability event increase or decrease the ability parameter of the training object role. The adaptability event increases or decreases the adaptability parameter of the training object role. The story event displays the story related to the role that appears in the training game. Note that the story event also includes a story event that changes the ability parameter and adaptability parameter in addition to displaying the story. The above-mentioned outing events (single person outing event, good friend outing event, individual subsidiary role event and all subsidiary role events) correspond to the story event.

[0412] In this embodiment, the turn start process includes not only the process for determining the situation event and the process for determining the character owning event, but also Fig.31 The "first event occurrence determination process", "support character deployment determination process", "ability parameter increase amount determination process", "second event occurrence determination process", "opponent character deployment determination process", and "opponent character deployment notification process" are shown. Note that although various other processes are additionally executed in the turn start process, they will be described in order here. Fig.31 Processing shown.

[0413] <First event occurrence determination process>

[0414] The first event is selected by drawing from the support events (first events) associated with the support cards registered by the player in the preparation phase process. Specifically, at the beginning of the round, a random number is obtained, and based on the obtained random number and the first event table, whether the first event occurs and the content of the first event are determined.

[0415] <Support role deployment confirmation process>

[0416] Fig.32 is a diagram used to illustrate the deployment table. Fig.32 As shown, on the deployment table, a selection ratio of whether the support role is deployed in the training project ("deployed in one of the training projects" or "not deployed") is set. Fig.32 The deployment table shown determines the deployment for all support cards (support characters) registered by the player during the preparation phase process.

[0417] Specifically, Fig.32 As shown, in this embodiment, the support character is "deployed" in one of the training items of speed, endurance, strength, perseverance and intelligence with a probability of 16%, and "not deployed" in any training item with a probability of 20%. Note that, as shown above, with respect to the support card set set for the proficiency training, correction is made so that the proficiency training is selected with a higher probability than other training items.

[0418] Note that, when determining a training item for deploying a support character, the support character determined to be deployed and the determined training item may be associated with each other and may be stored in the server 1000. More specifically, the following association information may be stored in the server 1000, in which the character ID of the support character or the support card ID of the support card associated with the support character is associated with the training ID representing the category of the training item.

[0419] <Capability Parameter Increase Amount Determination Process>

[0420] Fig.33A is a diagram used to illustrate the training level table. Fig.33A As shown, the training level is set to increase according to the number of times each training is selected. Specifically, when the number of times each training is selected is equal to or less than 3 times, each training level related to "Speed", "Stamina", "Power", "Spirit" and "Wisdom" is set to "Level 1"; when the number of times each training is selected is 4 to 7 times, each training level is set to "Level 2"; when the number of times each training is selected is 8 to 11 times, each training level is set to "Level 3"; when the number of times each training is selected is 12 to 15 times, each training level is set to "Level 4"; and when the number of times each training is selected is equal to or greater than 16, each training level is set to "Level 5".

[0421] In this embodiment, when the training selected by the player is performed and the training is successful, the value of the prescribed ability parameter increases according to the performed training item.

[0422] Specifically, in the present embodiment, when “Speed” training is performed and the training is successful, the values ​​of the “Speed” ability parameter and the “Power” ability parameter increase.

[0423] In addition, when "Stamina" training is performed and the training is successful, the values ​​of the "Stamina" ability parameter and the "Spirit" ability parameter increase.

[0424] In addition, when "Power" training is performed and the training is successful, the values ​​of the "Stamina" ability parameter and the "Power" ability parameter are increased.

[0425] In addition, when "Spirit" training is performed and succeeds, the values ​​of the "Speed" ability parameter, the "Power" ability parameter, and the "Spirit" ability parameter increase.

[0426] In addition, when "Wisdom" training is performed and the training is successful, the values ​​of the "Speed" ability parameter and the "Wisdom" ability parameter increase.

[0427] In this embodiment, the amount of increase in the ability parameter if the training is successful is calculated by multiplying a fixed increase amount determined corresponding to the training item performed and its training level by the reward addition rate described later and adding the obtained value to the fixed increase amount.

[0428] Fig.33B It is a diagram for explaining a fixed increase scale (speed). Fig.33C It is a diagram for explaining a fixed increment scale (force). Specifically, Fig.33B The fixed increase for the case where the training item is "Speed" is shown. Fig.33C A fixed increase is shown for the case where the training program is "Power".

[0429] like Fig.33B and Fig.33C As shown in FIG. 1 , the fixed increment table stores the fixed increments determined corresponding to the executed training items and their training levels. Fig.33B and Fig.33C As shown, a fixed increase amount is set so that as the training level increases, the ability parameter increases by a larger amount.

[0430] Note that although the description thereof will be omitted here, fixed increase scales are provided respectively for the case where "Stamina", "Spirit", and "Wisdom" are selected as training items.

[0431] In addition, in addition to the above-mentioned fixed increase amount, the bonus addition rate is determined based on the support cards (support characters) deployed in each training item. The bonus addition rate is set when the above-mentioned friendly training occurs.

[0432] Fig.33D : is a diagram for explaining the bonus addition rate. In this embodiment, for each support card (support character) determined to be deployed in each training, it is determined whether the friendship training occurrence condition is met. In addition, the bonus addition rate is determined for the support card determined to meet the friendship training occurrence condition.

[0433] Specifically, with respect to the group support card, as a result of the occurrence of friendship training, the bonus addition rate is determined to be 10%. In addition, with respect to support cards other than the group support card, the bonus addition rate is determined to be 20%. Note that the bonus addition rate may be changed based on the type of the support card and its connection meter value. For example, it is preferred that as the connection meter value increases, the bonus addition rate increases.

[0434] In addition, a value obtained by multiplying the fixed increase determined by using the fixed increase table by the reward addition rate is derived to be used as the reward addition amount. The value obtained by adding the reward addition amount to the fixed increase amount is determined as the amount by which the value of the ability parameter is increased in the event of successful training. Note that, with respect to training in which a plurality of support roles are deployed, the reward addition amount of each of the plurality of support roles deployed is added to the fixed increase amount. Thus, the amount by which the ability parameter of the training target role is increased in the event of successful training is determined for all training items.

[0435] <Second event occurrence determination process>

[0436] Fig.34 This is a diagram for explaining the second event table. The second event is selected by lottery from the support events (second events) associated with the support cards corresponding to the support characters deployed in each training item. Specifically, after the "support character deployment determination process", a random number is obtained, and whether the second event occurs is determined based on the obtained random number and the second event table. On the second event table, the selection ratio of the second event "occurrence" and "non-occurrence" is set.

[0437] For example, Fig.34 As shown, the second events associated with the specified support cards include events in four categories: event A, event B, event C, and event D. For example, on the second event table, the probability of "occurrence" of each event (event A to D) is set to 5%, and the probability of "non-occurrence" of the second event is set to 80%. Note that the selection ratio of the second event can be set separately for each support card (in other words, each support character).

[0438] In the present embodiment, after the "support character deployment determination process", the second event occurrence determination process is performed for all support characters arranged in each training item. In addition, the event notification display 247 is displayed on the training screen 240 based on the second event occurrence determination.

[0439] In the case where the player selects a training for which the support character for which the second event is determined to occur is deployed, the second event occurs after the training is performed. For example, in the case where the second prompt event is determined to occur for the support character deployed in speed training, when the speed training is performed, the second prompt event always occurs after the training is performed.

[0440] However, when executing training other than training for speed, the second prompt event does not occur after the training is executed. In addition, in the case where the second event is determined to occur for two or more support characters deployed in the same training, which of the second events occurs is determined by lottery or based on the priority preset for the support events. In other words, multiple second events do not occur in a single round.

[0441] For example, it is determined which of the multiple second events occurs with equal probability. However, it is not limited to this, and weights may be set according to the categories of the second events, and it may be determined which of the multiple second events occurs according to the set weights. Note that in the case where the second event is determined to occur for two or more characters, all of the determined second events may occur.

[0442] Here, for example, when determining the occurrence of the second event, the occurrence information indicating whether the support event occurs may be associated with the support card or the support character associated with the second event, and may be stored in the server 1000. More specifically, the following association information may be stored in the server 1000, in which the occurrence information is associated with the character ID of the support character or with the support card ID of the support card associated with the support character.

[0443] When the above-mentioned "first event occurrence determination processing", "support role deployment determination processing", "ability parameter increase amount determination processing" and "second event occurrence determination processing" are executed and the training operation unit 216 is operated, for example, the display 26 displays Fig.21B Training screen 240 is shown.

[0444] As mentioned above, in Fig.21B On the illustrated training screen 240 , as a result of the “support role deployment determination process”, two types of deployed role icons 248 deployed in the endurance training item are displayed.

[0445] In addition, on the training screen 240, the amount of increase in the ability parameter determined by the "ability parameter increase amount determination process" is displayed in the state display unit 213. In addition, on the training screen 240, an event notification display 247 for notifying the second event determined by the "second event occurrence determination process" is displayed.

[0446] As described above, each support card is provided with at least the first event and the second event as support events. However, according to the support card category, in addition to the first event and the second event, other events can also be provided. In this embodiment, the following events are associated with the group support card.

[0447] Fig.35 is a diagram for explaining events associated with a team support card. Events associated with a team support card are classified into a first event, an initial event, a continuous event, an outgoing event, and a second event. Note that Fig.35 The occurrence conditions and effects of the various events shown are merely examples thereof.

[0448] Similar to other support cards, the first event of the group support card occurs as a result of being drawn in the lottery at the beginning of the round. In the case where the first event occurs, various parameters such as ability parameters increase. Note that although detailed description will be omitted, the first event of the group support card is roughly classified into repeated events and single occurrence events. Repeated events can occur multiple times in a round of cultivation games. Single occurrence events can occur only once in a round of cultivation games.

[0449] The initial event of the group support card enables the subsequent events described below to occur. The initial event is set with two occurrence conditions (i.e., the first occurrence condition and the second occurrence condition). The first occurrence condition is that the initial event has not occurred and the training in which the group support card is deployed is performed. The second occurrence condition is that the initial event has not occurred and the initial event selection is drawn.

[0450] Specifically, in the state where the initial event does not occur in the cultivation main game, the joint training in which the group support card is deployed is performed, or the initial event selection is drawn, the initial event occurs. Therefore, the initial event occurs only once in a round of the cultivation game. Note that according to the first occurrence condition, the initial event always occurs when the joint training is performed first. In addition, in the state where the initial event does not occur, the initial event selection is performed in each round. In addition, in the case where the group support card is not included in the card pile, the initial event selection is also performed.

[0451] Note that the initial event draw can be performed only when the team support card is included in the card pile. In addition, even if the team support card is not included in the card pile, the team support card can be deployed in one of the training items as a result of being drawn in the prescribed draw.

[0452] The continuous event of the group support card makes it possible to set a state in which it is possible to go out with the attached character associated with the group support card. The condition for the occurrence of the continuous event is that the initial event has occurred and the continuous event draw is drawn. Note that here, the probability of drawing the continuous event draw is different according to the connection meter value of the group support card. For example, the probability of drawing the continuous event draw is 5% when the connection meter value is less than 40, 10% when the connection meter value is equal to or greater than 40 and less than 80, and 15% when the connection meter value is equal to or greater than 80.

[0453] Note that although detailed description will be omitted, the continuous event is a story event, and its content is such that the player is prompted to select one of multiple options during the story. At this time, when the specified option is selected, the cultivation main game is set to be able to go out until the cultivation main game being played ends.

[0454] However, the content of the continuous event is not limited to the above. For example, in the case of a continuous event, the game can always be set to be in a state where it can go out. In addition, the continuous event can occur repeatedly or only once. In the case where the continuous event can occur only once, unless the player selects a prescribed option when the continuous event occurs, the game will not be set to be in a state where it can go out.

[0455] The outing event of the group support card is the above-mentioned individual subsidiary character event and all subsidiary character events. The occurrence condition of the individual subsidiary character event is: in the state of being able to go out, one of the first subsidiary character selection operation unit 258a to the fifth subsidiary character selection operation unit 258e is selected on the outing screen 255. In other words, after the training main game is set to the state of being able to go out, when one of the subsidiary characters is selected, the individual subsidiary character event occurs. As a result of the occurrence of the individual subsidiary character event, the physical strength and condition of the training target character increase.

[0456] In addition, in all attached character events, all attached characters are selected (in other words, the training target character goes out with all attached characters) as the occurrence condition. As a result of the occurrence of all attached character events, the physical strength and condition of the training target character increase. In addition, in the case where all attached character events occur for the first time, the training target character has the skill.

[0457] As described above, in order to form a support card, the initial event and the continuous event need to be sequentially generated. Then, the state of being able to go out is set in association with the occurrence of the continuous event, and thus, it is possible to go out with the attached character afterwards.

[0458] Note that here, it is assumed that in order for an outing event to occur, it is necessary to cause an initial event and a continuous event to occur, and in addition, it is necessary to achieve an outing state. However, for example, in the case where a group support card is included in the card pile, an outing event associated with a group support card may be allowed to occur from the start of the cultivation main game or from a specified number of turns.

[0459] The occurrence condition of the second event of the group support card is different from the occurrence condition of the second event of other support cards. Specifically, the occurrence of a continuous event, the execution of training in which the group support card is deployed, and the occurrence of a lottery draw are set as the occurrence condition of the second event. Note that, instead of or in addition to the occurrence of a continuous event, the realization of a state of being able to go out can also be provided as an occurrence condition. As a result of the occurrence of the second event, various parameters such as ability parameters increase. In addition, like the first event, the second event is also roughly classified into a repeated event and a single occurrence event.

[0460] As described above, the initial event, continuous event and outgoing event provided as the support event of the group support card are different from those of other support cards. In addition, the outgoing event includes individual subsidiary character events provided for each subsidiary character, and the player can select one of the individual subsidiary character events. Therefore, the player can display the preferred subsidiary character in the individual subsidiary character event. In particular, a plurality of subsidiary characters are associated with the group support card. Due to this, although the number of support cards that can be included in the card pile is limited, a larger number of characters can be displayed. Therefore, the game development is diversified, and the game play power is enhanced.

[0461] In addition, when the player goes out with all the attached characters, all the attached character events can be made to occur. Therefore, the player has the motivation to experience all the individual attached character events, and further enhances the game interest.

[0462] In addition, in this embodiment, a special treatment area (special treatment state) can be set based on the group support card. In the special treatment area, the player can advance the cultivation game in an advantageous manner. Hereinafter, the special treatment area will be explained.

[0463] Fig.36 This is a diagram for explaining the special treatment area. When the game is set to be able to go out, when executing training with the group support card deployed, the special treatment area is drawn. The special treatment area starts when the special treatment area is drawn. However, in the special treatment area, the special treatment area is not drawn. Therefore, not being in the special treatment area is also considered to be a condition for the special treatment area to occur.

[0464] Here, in the case where a joint training in which a group support card is deployed is performed after the game is set to a state capable of going out, the special treatment area starts with a probability of 1 / 10. The special treatment area starts in a round following the round in which the joint training associated with the group support card is performed. When the special treatment area starts, as a utility, the bad condition of the training target character is eliminated. Although detailed description will be omitted, the bad condition refers to a state set for the training target character and which makes the progress of the training main game unfavorable.

[0465] Note that the special treatment area is basically set on the premise that the group support card is included in the card pile. However, as shown above, even in the case where the group support card is not included in the card pile, when the initial event draw is drawn, the initial event also occurs, and thereafter, the continuous event can be caused to occur and the state of being able to go out can be set. Therefore, in the case where the state of being able to go out is achieved and the group support card not included in the card pile is deployed, the special treatment area is likely to occur. In addition, here, it is assumed that the probability of drawing the special treatment area is 10%; however, the probability of drawing can be set appropriately.

[0466] In addition, the special treatment area produces the following effects: a bad condition is not given to the training target character, and the effect of the second event such as increasing the ability parameter is further enhanced. In addition, in the special treatment area, when the training in which the team support card is deployed is performed, the friendship training based on the team support card occurs, and the effect of increasing the ability parameter is further enhanced. In addition, at this time, the special treatment visual effect that appears only in the special treatment area is performed. In other words, the appearance of the special treatment visual effect notifies that the friendship training occurs and the training effect is enhanced.

[0467] An end condition is set for the special treatment area, and as a result of satisfying the end condition, the setting of the special treatment area is released. Here, the release lottery is drawn and 5 rounds have passed after the special treatment area occurs as the end condition. The release lottery is performed in 2 to 4 rounds after the special treatment area occurs. Therefore, the special treatment area lasts for 5 rounds at most and ends in 1 round at the shortest.

[0468] Note that here, the probability of winning the lottery for the release of the lottery is 50%; however, the probability of winning the lottery can be set appropriately. In addition, the release of the lottery is not necessary. For example, only the number of rounds until the end of the special treatment area can be set as the special treatment area end condition.

[0469] Fig.37A It is a diagram for explaining the deployment character icon 248 of the team support card. Fig.37B 2 is a diagram for illustrating a special treatment visual effect. As shown above, multiple subordinate characters are associated with a team support card; however, only one type of deployment character icon 248 corresponds to each team support card. Here, the first subordinate character is displayed in the deployment character icon 248 corresponding to the team support card.

[0470] Furthermore, in the special treatment area, when a team support card is deployed in training, as a result of selecting and executing the training in which the team support card is deployed, a friendly training based on the team support card can be caused to occur. At this time, the friendly training can occur in any training item. In the state where the friendly training can occur, such as Fig.37AAs shown, the deployment role icon 248 is displayed in an emphasized manner using the effect. Fig.37A The situation where the team support card is deployed in the speed training is shown. At this time, the amount of increase in the ability parameter when the speed training is successful is displayed near the state display unit 213. Here, the increase in the bonus addition amount due to the occurrence of friendship training is displayed.

[0471] In addition, when Fig.37A When speed training is selected in the state shown, friendly training based on the team support card occurs. At this time, if the training is successful, a special treatment visual effect is executed. In the special treatment visual effect, Fig.37B As shown, the subordinate roles are displayed and the success of the training is notified.

[0472] Here, a plurality of special treatment visual effect execution modes are provided. In the present embodiment, a special treatment visual effect execution mode is provided for each subordinate character. Since five subordinate characters are associated with one group support card, five special treatment visual effect execution modes are provided. In each execution mode, one subordinate character is always displayed, and in addition, the voice of the displayed subordinate character is output.

[0473] In the case of friendship training based on the group support card, the special treatment visual effect execution mode is determined by drawing. Specifically, in the case of friendship training (special treatment event), one of the multiple subsidiary characters associated with the group support card (prescribed game medium) is determined as the character to be displayed in the special treatment visual effect. Therefore, the determined subsidiary character is displayed in the special treatment visual effect.

[0474] However, instead of drawing, the special treatment visual effect execution mode may be selected, for example, in a pre-set order. In addition, here, it is assumed that a special treatment visual effect execution mode is provided for each subsidiary character; however, a special treatment visual effect execution mode corresponding to only a part of the subsidiary characters may be provided. Alternatively, a special treatment visual effect execution mode displaying multiple subsidiary characters may be provided.

[0475] As described above, in the special treatment visual effect, one of the multiple attached characters is displayed. Therefore, even when the number of support cards that can be included in the card pile is limited, the game development is diversified and the game interest is enhanced. In addition, in the case where the game is in the special treatment area, a visual effect different from the visual effect in the case where the game is not in the special treatment area can be performed as the special treatment visual effect, and special treatment (such as increasing the parameter increase amount, etc.) is given. Therefore, the game interest is further enhanced.

[0476] <Opponent Character Deployment Determination Process>

[0477] In the round start process, it is determined whether to deploy an opponent character. The opponent character is an NPC that appears in a personal match and competes with the training target character in the personal match. The opponent character has the same character ID as an NPC that appears in a normal personal match in which the opponent character does not appear (hereinafter referred to as a normal NPC).

[0478] However, the opponent character has higher parameters than the ordinary NPC. For example, the opponent character has the following ability parameters, in which the ability parameters of the ordinary NPC with the same character ID are multiplied by a specified multiple (for example, 1.1 times). Therefore, the individual competition in which the opponent character appears has the gameplay of basically competing for the ranking (first place) between the opponent character and the training target character.

[0479] Fig.38 is a diagram used to illustrate the deployment table. Fig.38 As shown, in the deployment table, the selection ratio of whether to deploy ("deploy" or "not deploy") the opponent role is set. In this embodiment, based on Fig.38 The deployment table shown determines whether to deploy the opponent character.

[0480] In this embodiment, in the case where the individual matches occurring in the current round include matches whose adaptability parameters related to the field adaptability and distance adaptability of the current training target character are equal to or greater than a prescribed value (e.g., equal to or greater than C), opponent character deployment is performed. Therefore, in the "opponent character deployment determination process", first, it is determined whether the individual matches (match categories) occurring in the current round include matches whose adaptability parameters related to the field adaptability and distance adaptability of the current training target character are equal to or greater than a prescribed value (hereinafter referred to as suitable matches).

[0481] like Fig.38 As shown, in this embodiment, the ratio of opponent character selection varies according to the difficulty level of the appropriate game. Fig.38 As shown, in a case where the difficulty level (grade) of the appropriate match is GI, the opponent character is “deployed” with a probability of 60%, and the opponent character is “not deployed” with a probability of 40%.

[0482] In addition, when the difficulty level of the appropriate match is GII, the opponent character is "deployed" with a probability of 50%, and the opponent character is "not deployed" with a probability of 50%. In addition, when the difficulty level of the appropriate match is GIII, the opponent character is "deployed" with a probability of 40%, and the opponent character is "not deployed" with a probability of 60%. However, the opponent character selection ratio may not change according to the difficulty level of the appropriate match. For example, the opponent character selection ratio may be uniform regardless of the difficulty level of the appropriate match.

[0483] When it is determined to deploy an opponent role, the category (role ID) of the opponent role to be deployed is randomly selected by drawing. At this time, from the roles whose adaptability parameters related to the venue adaptability and distance adaptability are equal to or higher than the specified value (for example, equal to or higher than C) relative to the venue (such as grass or mud, etc.) and distance (such as short distance, mile, middle distance or long distance, etc.) set for the appropriate game, a role is randomly selected by drawing to be used as the opponent role. However, in the case where there are multiple suitable games in one round, the opponent role is randomly selected by drawing, so that the same opponent role (role ID) is not selected in multiple suitable games. In addition, the random selection of the opponent role by drawing is carried out by excluding the training object role used as the training object.

[0484] Here, the opponent character parameters can be changed according to the difficulty level of the appropriate game. For example, as the difficulty level of the appropriate game increases, the opponent character can have higher parameters. In addition, regardless of the difficulty level of the appropriate game, the opponent character parameters can take a certain value.

[0485] The opponent character parameters are set to increase as the cultivation game round progresses. Specifically, the opponent character parameters can be set to increase in the order of the early round segment, the mid-round segment, and the late round segment. More specifically, in the case of the early round segment, the opponent character ability parameters are 1.1 times the ability parameters of the ordinary NPC of the same character ID; in the case of the mid-round segment, the opponent character ability parameters are 1.3 times the ability parameters of the ordinary NPC of the same character ID; and in the case of the late round segment, the opponent character ability parameters are 1.5 times the ability parameters of the ordinary NPC of the same character ID.

[0486] When the training target character participates in a suitable competition, the player is given a basic reward. In addition, when the training target character defeats the opponent character in a suitable competition, the player is given an additional reward in addition to the basic reward. However, when the training target character participates in a suitable competition, the additional reward can be given regardless of the result of the competition with the opponent character. The basic reward refers to the reward that the player can obtain regardless of the result of the competition with the opponent character. The additional reward refers to the reward given to the training target character in addition to the basic reward, and examples thereof include skill prompts related to the venue of the suitable competition, skill prompts related to the distance of the suitable competition, and skill prompts related to the running method of the training target character.

[0487] In addition, the additional reward may be displaying a specified event on the display 26. In the specified event, for example, the opponent character is displayed. In addition, the additional reward includes skill prompts and parameters associated with the training target character. The skill prompts may be determined based on the parameters of the training target character (such as field adaptability, distance adaptability, running style adaptability, etc.).

[0488] <Opponent Character Deployment Notification Processing>

[0489] Fig.39A 3 is a diagram for explaining the opponent character deployment notification on the game screen 320. Fig.39B 3 is a diagram for explaining the opponent character deployment notification on the individual match selection screen 330 .

[0490] When it is determined to deploy an opponent role through the "opponent role deployment determination process", if Fig.39A As shown, an opponent character notification display 321 is displayed in a superimposed manner on the personal match operation unit 219 of the game screen 320.

[0491] When the personal game operation unit 219 displaying the opponent character notification display 321 is tapped, the display 26 displays Fig.39B The individual match selection screen 330 is shown. In the match category in the individual match selection operation unit 266 on the individual match selection screen 330, the opponent character notification display 321 indicated as "opponent character participation" is displayed in a superimposed manner on the match category (appropriate match) determined to deploy the opponent character.

[0492] Note that in this embodiment, when it is determined that the opponent character is to be deployed, the display 26 is displayed. Fig.39A and Fig.39B ; however, it is not limited thereto, and the opponent character notification display 321 may include, for example, text or an image that can be used to identify the character type of the opponent character.

[0493] In this embodiment, when the final round in each of the initial round section, the middle round section, and the late round section ends, a reward event occurs when the training target character meets the specified conditions. The specified conditions are, for example: the number of victory points obtained exceeds the target points by a certain amount; the first place in a game of a specified difficulty level (for example, GI) is obtained for a specified number of times; and the victory against the opponent character is obtained for a specified number of times.

[0494] Reward events include low reward events and high reward events, and the type of reward event that occurs changes according to the state of achievement of the specified conditions. Low reward events, for example, refer to events that increase the level of the unique skills set for the training target character. High reward events, for example, refer to events that increase the parameters of the training target character by a specified amount and events that increase the skill points by a specified amount in addition to events that increase the level of the unique skills set for the training target character.

[0495] In this embodiment, when only the basic conditions are met among the prescribed conditions, a low reward event occurs, and when additional conditions are met in addition to the basic conditions among the prescribed conditions, a high reward event occurs. For the high reward event, the event content changes based on the round segment category.

[0496] For example, when the round segment category is an initial round segment, the high-reward event that occurs increases the level of the unique skill set for the training object character, increases a type of parameter randomly selected from the parameters of the training object character by a specified amount (for example, +10), and increases the skill points by a specified amount (for example, +20).

[0497] In addition, when the round segment category is a mid-round segment, the high-reward event that occurs increases the level of the unique skills set for the training object character, increases all parameters of the training object character by a specified amount (for example, +5), and increases the skill points by a specified amount (for example, +30).

[0498] In addition, when the round segment category is a late round segment, the high-reward event that occurs increases the level of the unique skills set for the training object character, increases all parameters of the training object character by a specified amount (for example, +10), and increases the skill points by a specified amount (for example, +30).

[0499] In addition, in this embodiment, in addition to the above-mentioned bonus event that occurs at the end of the round section, a bonus event also occurs when the training target character meets special conditions. An example of a special condition is that the training target character wins the first place in a specific competition in an individual competition. Specifically, the special conditions are: winning the first place a specified number of times in an individual competition set at a specific venue and a specific distance; winning the first place a specified number of times in an individual competition in a specific area; and winning the first place in a specific competition in a GI competition with a high difficulty level. For example, a bonus event refers to an event that increases the parameter of the training target character by a specified amount.

[0500] When all rounds in the above-mentioned cultivation main game are completed, the cultivation game ends. In addition, when the player cannot achieve the goals set for each character and the target points set for each prescribed round section during the main cultivation game, the cultivation game ends at this time point.

[0501] Here, at the end of the training game, the training target character trained in the training game is stored as a training character. More strictly, information related to the training character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. Note that 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, adaptability parameters, acquired skills, inheritance information, etc.

[0502] In addition, at the end of the training game, the evaluation points of the trained training character are calculated. Here, the evaluation points are calculated based on the ability parameters, adaptability parameters, acquired skills, personal match records, etc. at the time point when the training game ends. Note that the evaluation point calculation method (in other words, the calculation formula for calculating the evaluation points) is prepared in advance, and the evaluation points are calculated based on the prescribed calculation formula. Note that there are no special restrictions on the evaluation point calculation method and the calculation formula. For example, the evaluation points can be calculated only based on parameters that affect the results of the game when the training character participates in the game in the team competition game and other competition games (such as the ability parameters, adaptability parameters and acquired skills at the time point when the training game ends).

[0503] In addition, a training ranking is set for a training role based on the evaluation points. The training ranking is an indicator indicating the strength of the training role, and the evaluation point range is associated with each training ranking. For example, a training ranking of "A+" is assigned to a training role with an evaluation point of 13,000 to 14,499, and a training ranking of "S" is assigned to a training role with an evaluation point of 14,500 to 15,499. Therefore, as a result of assigning a training ranking based on the evaluation points, it is easy to grasp the approximate strength of the training role. Note that the training role information also includes the evaluation points and the training ranking.

[0504] Fig.40A This is a first diagram for explaining the cultivation completion screen 340 . Fig.40B This is a second diagram for explaining the cultivation completion screen 340 . Fig.40C 3 is a third diagram for explaining the cultivation completion screen 340. When the cultivation game is finished, Fig.40A As shown, the cultivation completion screen 340 is displayed on the display 26. On the cultivation completion screen 340, first, as shown in FIG. Fig.40B As shown, the training ranking of the trained training characters is displayed, and then, the evaluation points are displayed.

[0505] In addition, when a prescribed amount of time has passed after the evaluation point is displayed, as Fig.40C As shown, the ability parameter, adaptability parameter and acquired skill of the cultivated character are displayed on the cultivation completion screen 340. At this time, a close operation unit 331 is provided on the cultivation completion screen 340. When the close operation unit 331 is tapped, the cultivation completion screen 340 becomes hidden, and the home screen 100 is displayed on the display 26.

[0506] Note that at the end of the training game, a lottery is performed to determine the factors acquired by the training target character, and the factor information is stored in association with the training character. Although not shown in the figure, on the training completion screen 340, the player can display the factor information acquired by the training character.

[0507] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned development game will be described. Note that hereinafter, in particular, processing related to the team support card of the development game will be described in detail, and description of other processing will be omitted.

[0508] (Functional Structure of Player Terminal 1)

[0509] Fig.41 1 is a diagram for explaining the structure of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the terminal side game control program (module) in the program storage area 12a.

[0510] 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 Fig.41 The programs listed in are examples, and the terminal-side game control program is provided with many other programs.

[0511] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. Note that the data storage area 12b is provided with many other storage units. Here, information directly related to games such as cultivation games (hereinafter referred to as game information) is stored in the game information storage unit 751.

[0512] Note that the game information storage unit 751 also performs temporary storage of various information during the processing of various games such as the cultivation game. Therefore, all information related to the cultivation character cultivated in the cultivation game is stored in the game information storage unit 751. In addition, it is assumed that all information other than the game information (for example, information related to the player or other players and setting information of the player terminal 1) is player information. The player information is stored in the player information storage unit 750.

[0513] The CPU 10 runs each program stored in the program storage area 12a, and updates the data in each storage unit in the data storage area 12b. In addition, the CPU 10 enables the player terminal 1 (computer) to function as a terminal-side game control unit 1A by running each program stored in the program storage area 12a. The terminal-side game control unit 1A includes an information setting processing unit 700a, a cultivation game execution unit 701a, and a cultivation completion processing unit 702a.

[0514] Specifically, the CPU 10 runs the information setting processing program 700 to make the computer function as an information setting processing unit 700a. Similarly, the CPU 10 runs the cultivation game execution program 701 and the cultivation completion processing program 702 to make the computer function as a cultivation game execution unit 701a and a cultivation completion processing unit 702a, respectively.

[0515] When various information is set in the player terminal 1, the information setting processing unit 700a stores the information related to the setting as player information in the player information storage unit 750. In addition, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the updated information to the server 1000.

[0516] The training game execution unit 701a executes all the processes related to the training game. Specifically, the training game execution unit 701a executes the preparation phase process and the training phase process.

[0517] The training completion processing unit 702a stores the training character information when the training game is completed. The training character information includes the ability parameters, adaptability parameters, acquired skills, inheritance information and factor information of the training character, the type of character used in the training, etc.

[0518] (Functional Structure of Server 1000)

[0519] Fig.421 is a diagram for explaining the structure of the memory 1012 in the server 1000 and its function as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When the game starts, the CPU 1010 stores the server-side game control program (module) in the program storage area 1012a.

[0520] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game end processing program 1102. Note that Fig.42 The programs listed in are examples, and the server-side game control program is provided with many other programs.

[0521] The data storage area 1012b is provided with a player information storage unit 1150 and a game information storage unit 1151 as storage units for storing data. Note that the data storage area 1012b is provided with many other storage units. Here, the game information of all players is stored in the game information storage unit 1151 in association with the player ID. In addition, the player information of all players is stored in the player information storage unit 1150 in association with the player ID.

[0522] The CPU 1010 runs each program stored in the program storage area 1012a, and updates the data in each storage unit in the data storage area 1012b. In addition, the CPU 1010 causes the server 1000 (computer) to function as a server-side game control unit 1000A by running the corresponding program stored in the program storage area 1012a. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game end processing unit 1102a.

[0523] Specifically, the CPU 1010 runs the information setting processing program 1100 to make the computer function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs the training game execution program 1101 and the training game end processing program 1102 to make the computer function as a training game execution unit 1101a and a training game end processing unit 1102a, respectively.

[0524] When various information is 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. In addition, the information setting processing unit 1100a counts time and updates the game points of each player.

[0525] The development game execution unit 1101a executes all processes related to the development game.

[0526] When the training game ends, the training game end processing unit 1102a derives evaluation points, training rankings, etc. for the trained training character. In addition, the training game end processing unit 1102a determines the factors acquired by the training character by lottery. In addition, the game information storage unit 1151 stores the training character information in association with the player ID, and the training character information includes the ability parameters, adaptability parameters, acquired skills, inheritance information and factor information of the training character, the category of the character used in the training, etc.

[0527] Note that, although the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 have the commonality that both store player information, the specific processing contents and the scope of the player information to be stored are different from each other. In addition, although the cultivation game execution unit 701a in the player terminal 1 and the cultivation game execution unit 1101a in the server 1000 have the commonality that both perform processing related to the cultivation game, the roles of the two units (in other words, the scope of the assigned tasks) are different.

[0528] The processing executed by each functional unit in the above-mentioned player terminal 1 and server 1000 will be described below by using a flowchart.

[0529] (Processing in Player Terminal 1 and Server 1000)

[0530] <Processing related to the cultivation game>

[0531] Fig.43 1 is a sequence diagram for explaining the processing in the player terminal 1 and the server 1000 related to the cultivation game. Note that in the following description, the processing in the player terminal 1 will be indicated as Pn (n is an arbitrary integer). In addition, the processing in the server 1000 will be indicated as Sn (n is an arbitrary integer).

[0532] When the player performs various setting change operations in the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input from the player. In this information setting processing, update information is sent to the server 1000. In the server 1000, upon receiving the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0533] Note that the player information updated in P1 and S1 is, for example, profile information that can be set by the player. In addition, for example, when an operation for adding another player as a friend or an operation for removing a friend is input as a setting change operation, friend information that is information related to the friend is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a respectively manage the game points to be used to execute the cultivation game. In the case where the game points are less than the upper limit value, the information setting processing units 700a and 1100a record the time, and give the specified amount of game points to the player whenever a specified amount of time has passed.

[0534] When a cultivation game start operation for starting the cultivation game is input in the player terminal 1, the cultivation game execution unit 701a executes a preparation phase process (P6). In addition, during the preparation phase process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the cultivation game execution unit 1101a executes a preparation phase process (S6) based on the information received from the player terminal 1. In the preparation phase process (P6 and S6), the setting and registration of the cultivation target character and the card pile including the successor character and the support card are performed based on the player operation.

[0535] At the end of the preparation phase processing (P6), the cultivation game execution unit 701a executes the cultivation phase processing (P7). In addition, during this cultivation phase processing, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the cultivation game execution unit 1101a executes the cultivation phase processing (S7) based on the information received from the player terminal 1. Note that, in fact, different tasks are assigned to the player terminal 1 and the server 1000, and due to the cultivation phase processing (P7) in the player terminal 1 and the cultivation phase processing (S7) in the server 1000, the cultivation main game progresses.

[0536] However, part or all of the various processes in the training phase processing (P7) (described later) in the player terminal 1 may be performed in the training phase processing (S7) in the server 1000, or part or all of the various processes in the training phase processing (S7) in the server 1000 may be performed in the training phase processing (P7) in the player terminal 1.

[0537] At the end of the training phase processing (P7), the training completion processing unit 702a in the player terminal 1 executes the training game end processing (P8). Similarly, at the end of the training phase processing (S7), the training game end processing unit 1102a in the server 1000 executes the training game end processing (S8). In the training game end processing (P8, S8), the training object character trained in the training phase processing is saved as a training character. At this time, the factor information to be given to the training character is determined by lottery, and the factor information is stored in association with the training character. In the following, the training phase processing (P7, S7) will be described in detail.

[0538] Fig.44 This is a flowchart for explaining the training phase process in the server 1000. The training game execution unit 1101a in the server 1000 executes the round start process (S10) when it is the start of a round (Yes in S7-1), and executes the round period process (S20) when it is not the start of a round.

[0539] Fig.45 1 is a flowchart for explaining the round start processing in the server 1000. Fig.45 As shown, first, the training game execution unit 1101a in the server 1000 performs a scenario event occurrence determination process (S10-1). Here, in the case where there is a scenario event that always occurs in the current number of rounds, the training game execution unit 1101a determines that the scenario event occurs. In the case where there is no scenario event that always occurs in the current number of rounds, the training game execution unit 1101a determines whether the scenario event occurs and the category of the scenario event that occurs by drawing.

[0540] In addition, the training game execution unit 1101a performs a character ownership event occurrence determination process (S10-2). Here, in the case where there is a character ownership event that always occurs in the current number of rounds, the training game execution unit 1101a determines that the character ownership event has occurred. In addition, in the case where there is no character ownership event that always occurs in the current number of rounds, the training game execution unit 1101a determines whether the character ownership event has occurred and the type of the character ownership event that has occurred by drawing.

[0541] In addition, the training game execution unit 1101a executes a first event occurrence determination process (S10-3). Here, at the start of a round, a random number is acquired, and based on the acquired random number and the first event table, whether the first event occurs and the type of the first event that occurs are determined.

[0542] In addition, the training game execution unit 1101a executes the support character lottery process (S10-4). Fig.32 The deployment table shown in the figure is used to determine whether the support character is deployed in each training item by lottery. This process is performed for each support character.

[0543] Note that, in the case where it is determined that a support character is deployed in a training item, the development game execution unit 1101a associates the support card ID (or support character ID) with the training ID provided for each training item.

[0544] In addition, the development game execution unit 1101 a executes a friendship training determination process for determining whether friendship training has occurred ( S11 ).

[0545] Fig.46 1 is a flowchart for explaining the friendship training judgment processing in the server 1000. The training game execution unit 1101a extracts the support card associated with one of the training items in S10-4 (S11-1). When the support card is extracted ("Yes" in S11-2), the training game execution unit 1101a sets the support card used as the processing object for judging whether the friendship training occurs (S11-3).

[0546] In the case where the support card set in S11-3 is not a group support card ("No" in S11-4), the development game execution unit 1101a determines whether the training item in which the support card is deployed is the proficiency training set in the support card (S11-5). In the case where the support card is deployed in the proficiency training ("Yes" in S11-5), and the value of the connection meter of the support card is equal to or greater than the prescribed value (80) ("Yes" in S11-6), the development game execution unit 1101a sets the friendship training occurrence information indicating the occurrence of friendship training in association with the support card (S11-7).

[0547] On the other hand, when the support card set in S11-3 is a group support card ("Yes" in S11-4), and in addition, the game is in the special treatment area ("Yes" in S11-9), the training game execution unit 1101a sets the friendship training occurrence information (S11-7). Note that, in the case where there are unprocessed support cards that have not been processed from S11-3 to S11-9 among the support cards deployed in the training item, the training game execution unit 1101a repeats the processing from S11-3.

[0548] Return to Fig.45, the training game execution unit 1101a executes the ability parameter determination process (S10-5). The ability parameter determination process determines the amount of increase in the ability parameter of the training target character when each training item is executed and the training items are successful. Specifically, the training game execution unit 1101a refers to Fig.33A The training level table shown, Fig.33B and Fig.33C The fixed increment scale shown, and Fig.33D The reward addition rate table shown determines the amount of increase in the ability parameter of the training target character when the training is successful for all training items. Therefore, when friendship training occurs, the amount of increase in the ability parameter increases.

[0549] In this case, here, the training game execution unit 1101a refers to the physical strength table (not shown) to determine the amount of physical strength reduction or physical strength recovery when executing each training project. In addition, the training game execution unit 1101a calculates the training failure rate for each training project based on the physical strength of the training object character.

[0550] In addition, the training game execution unit 1101a executes the second event occurrence determination process (S10-6). Fig.34 The second event table shown in the figure determines whether the second event occurs. Specifically, after the support character drawing process (S10-4), a random number is obtained, and whether the second event occurs is determined based on the obtained random number and the second event table. Here, for example, the training game execution unit 1101a performs a grant drawing, which is used to determine whether to allow the occurrence of the support event pre-set in the support card associated with the training item in S10-4.

[0551] Note that here, when it is determined that the second event occurs, the utility generated by the occurrence of the second event is determined. At this time, if the game is in the special treatment area, the training game execution unit 1101a performs calculation processing so that the utility generated by the occurrence of the second event increases.

[0552] In addition, the training game execution unit 1101a executes the opponent character drawing process (S10-7). Fig.38 The deployment table shown determines by lottery whether the opponent character is deployed in each appropriate match.

[0553] In addition, the training game execution unit 1101a performs the inheritance event occurrence determination process (S10-8). Specifically, when the current round is a factor activation round, the training game execution unit 1101a determines that the inheritance event occurs. In this case, the training game execution unit 1101a determines whether to activate each factor based on the factor information of the inheritance character registered in the card pile in the preparation phase processing of S6. Therefore, according to the factor determined to be activated, the ability parameter or adaptability parameter increases, and the skill prompt is obtained.

[0554] The development game execution unit 1101a stores the game information including the information related to the lottery results in S10-1 to S10-8 in the game information storage unit 1151 (S10-9). In addition, the development game execution unit 1101a performs processing for causing the player terminal 1 to receive the game information stored in the game information storage unit 1151.

[0555] Fig.47 1 is a flowchart for explaining the cultivation phase processing in the player terminal 1. The cultivation game execution unit 701a of the player terminal 1 executes the round start processing (P10) when the game is at the beginning of the round ("Yes" in P7-1), and executes the round period processing (P20) when the game is not at the beginning of the round.

[0556] Fig.48 : is a flowchart for explaining the turn start process in the player terminal 1. As a result of executing the turn start process (S10) in the server 1000 and setting the game information in S10-9, the turn start process (P10) in the player terminal 1 starts.

[0557] The cultivation game execution unit 701a accesses the game information storage unit 1151 in the server 1000, and receives the game information saved in S10-9 from the server 1000 (P10-1). In addition, the cultivation game execution unit 701a performs a display process for displaying the game screen 210, etc. based on the received game information (P10-2). In addition, the cultivation game execution unit 701a performs a command setting process for allowing the player to select various commands related to the cultivation stage process (P10-3).

[0558] Specifically, the training game execution unit 701a refers to Fig.19The selection item table shown executes processing for allowing the player to select various commands (such as operations on the rest operation unit 215, the training operation unit 216, the skill operation unit 217, the outing operation unit 218, the individual match operation unit 219, the store operation unit 220, the item operation unit 221, etc.) based on the current round number. In addition, the training game execution unit 701a executes processing for allowing the player to select a plurality of individual match selection operation units 266 associated with the individual match operation unit 219.

[0559] In addition, in the command processing, the training game execution unit 701a allows the player to select commands such as operations on the following operation units: the speed operation unit 241, the endurance operation unit 242, the strength operation unit 243, the perseverance operation unit 244, and the intelligence operation unit 245 corresponding to each training item, the skill display bar 251, the training target character selection operation unit 256a, the support character selection operation unit 256b, one of the first subsidiary character selection operation unit 258a to the fifth subsidiary character selection operation unit 258e, the all subsidiary character selection operation unit 259, the result operation unit 273, the match operation unit 274, the item exchange operation unit 303, etc. The training game execution unit 701a performs processing for allowing the player to select a command from the plurality of commands.

[0560] Note that, as a result of receiving release information (described later) from the server 1000, the development game execution unit 701a enables all the affiliated character selection operation parts 259 to be selected thereafter.

[0561] Then, when the player selects one of the commands ("Yes" in P10-4), the training game execution unit 701a sends command information that can be used to identify the command selected by the player to the server 1000 (P10-5).

[0562] Fig.49 1 is a flowchart for explaining the during-round process in the server 1000. As a result of executing the round start process (P10) in the player terminal 1 and sending command information in P10-5, the during-round process (S20) in the server 1000 starts.

[0563] The training game execution unit 1101a analyzes the sent command information (S20-1). When receiving command information related to item or skill acquisition ("Yes" in S20-2), the training game execution unit 1101a performs item and skill related processing (S20-3) to allow acquisition of items or skills.

[0564] Furthermore, when command information related to the competition execution is received (Yes in S20 - 4 ), the training game execution unit 1101 a derives the competition result through simulation execution processing ( S20 - 5 ) and determines the reward ( S20 - 6 ).

[0565] In addition, when command information indicating one of the training items is received ("Yes" in S20-7), the training game execution unit 1101a executes training execution processing (S20-8). Here, the success or failure of the training is determined, and the ability parameter is updated. In addition, here, when a support card is associated with the training performed, a process for updating the value of the connection meter is performed.

[0566] In addition, when receiving the command information instructing the rest operation unit 215 (Yes in S20-9), the training game execution unit 1101a executes the rest execution process (S20-10). Here, the amount of physical strength increase is determined, and the determined increase is added to the current physical strength.

[0567] In addition, when going out is selected, in other words, when command information indicating the training object character selection operation unit 256a, the support character selection operation unit 256b, the first subsidiary character selection operation unit 258a to the fifth subsidiary character selection operation unit 258e, or all the subsidiary character selection operation units 259 is received ("Yes" in S20-11), the training game execution unit 1101a performs the out-of-town selection processing (S21).

[0568] Fig.50 This is a flowchart for explaining the outing selection process in the server 1000. When receiving the command information instructing the training target role selection operation unit 256a ("Yes" in S21-1), the training game execution unit 1101a executes the single-player outing event determination process (S21-2). Here, the single-player outing event execution mode is determined. In addition, the parameters are updated based on the determined execution mode.

[0569] When receiving the command information instructing the supporting character selection operation unit 256b (Yes in S21-3), the development game execution unit 1101a executes the friend outing event determination process (S21-4). Here, the friend outing event execution mode is determined. In addition, the parameters are updated based on the determined execution mode.

[0570] In addition, when one of the subordinate characters is selected (Yes in S21-5), the development game execution unit 1101a determines the individual subordinate character event execution mode (S21-6). Here, the parameters are updated based on the determined execution mode.

[0571] In addition, the training game execution unit 1101a stores the selected information of the subsidiary character selected by the player (S21-7). Then, when the selected information is stored for all the subsidiary characters associated with the group support card ("Yes" in S21-8), the training game execution unit 1101a stores and sets the release information indicating the release of all the subsidiary character selection operation units 259 (S21-9).

[0572] In addition, when all the attached character selection operation units 259 are selected ("No" in S21-5) and the release information is stored ("Yes" in S21-10), the training game execution unit 1101a determines the execution mode of all attached character events (S21-11). Here, the parameters are updated based on the determined execution mode. In addition, here, when the occurrence of all attached character events is determined for the first time, the processing for granting the possessed skills is executed.

[0573] return Fig.49 , when executing the processing associated with the end of the round, the outing-related event execution processing (S22) is executed.

[0574] Fig.51 1 is a flowchart for explaining the execution processing of outing-related events in the server 1000. When the state of being able to go out is not achieved ("No" in S22-1) and the initial event has occurred ("Yes" in S22-2), the training game execution unit 1101a executes the continuous event drawing (S22-3). Here, the probability of winning the continuous event drawing is set based on the current connection meter value of the group support card. In the case of winning the continuous event drawing ("Yes" in S22-4), the training game execution unit 1101a executes the continuous event execution processing for executing the continuous event (S22-5).

[0575] Thus, the continuous event is executed in the player terminal 1. Note that, although the description of the specific processing will be omitted, if the player selects a prescribed option in the player terminal 1 when the continuous event is executed, the outgoing state is set in the player terminal 1 and the server 1000.

[0576] In addition, when the initial event does not occur ("No" in S22-2), the training game execution unit 1101a determines whether the training of deploying the group support card in S20-8 is executed (S22-6). When the training of deploying the group support card is executed ("Yes" in S22-6), the training game execution unit 1101a executes the initial event execution process for executing the initial event (S22-9). Therefore, the initial event is executed in the player terminal 1.

[0577] If the training of deploying the team support card is not performed (No in S22-6), the training game execution unit 1101a executes the initial event drawing (S22-7). If the initial event drawing is successful (Yes in S22-8), the training game execution unit 1101a executes the initial event execution process (S22-9).

[0578] Return to Fig.49 , the training game execution unit 1101a executes the special treatment area setting process (S23) after the outing related event execution process.

[0579] Fig.52 Flowchart for explaining the special treatment area setting process in the server 1000. When the game is not in the special treatment area ("Yes" in S23-1), the state of being able to go out is set ("Yes" in S23-2), and the training of deploying the group support card is performed ("Yes" in S23-3), the training game execution unit 1101a executes the special treatment area occurrence lottery (S23-4). When the special treatment area occurrence lottery is drawn ("Yes" in S23-5), the training game execution unit 1101a sets the special treatment area indicative game in the special treatment area information (S23-6). Note that the special treatment area in information can be associated with any one of the training game, the training object character, and the group support card.

[0580] In addition, if the game is in the special treatment area ("No" in S23-1), the training game execution unit 1101a updates the number of special treatment area continuation rounds (S23-7). Here, the number of times the processing for the round is performed after the special treatment area starts is counted. If the number of special treatment area continuation rounds is 5 ("Yes" in S23-8), the training game execution unit 1101a clears the information in the special treatment area (S23-11). Therefore, the special treatment area is released, in other words, the special treatment area ends.

[0581] In addition, if the number of rounds in the special treatment area is not 5 ("No" in S23-8), the training game execution unit 1101a executes the cancellation of the lottery (S23-9). In the case where the cancellation of the lottery is drawn ("Yes" in S23-10), the training game execution unit 1101a clears the information in the special treatment area (S23-11).

[0582] Return to Fig.49 The development game execution unit 1101a saves the game information based on the results of the above-mentioned respective processing procedures in the round period processing (S20), and causes the player terminal 1 to receive the information.

[0583] Fig.53Flowchart for explaining the during-round processing in the player terminal 1. As a result of executing the during-round processing (S20) in the server 1000 and setting the game information in S20-12, the during-round processing (P20) in the player terminal 1 starts. The training game execution unit 701a analyzes the received game information (P20-1). In addition, when the training in which the group support card is deployed is performed ("Yes" in P20-2) and the game is in the special treatment area ("Yes" in P20-3), the special treatment visual effect execution mode is determined by drawing (P20-4).

[0584] In addition, the training game execution unit 701a executes a special treatment visual effect according to the execution mode determined in P20-4 (P20-5). In addition, the training game execution unit 701a displays various game screens such as event screens based on the analysis results in P20-1 (P20-6). Here, when the execution mode of various events is determined in the server 1000, the training game execution unit 701a causes the event to occur according to the determined execution mode.

[0585] As a result of the above processing, the above-mentioned cultivation game is realized. Note that the above-mentioned processing procedures in the player terminal 1 and the server 1000 are merely examples. In addition, the above-mentioned respective processing procedures may be executed only in the player terminal 1, or may be executed only in the server 1000.

[0586] The above describes aspects of the embodiments with reference to the accompanying drawings; however, it is needless to say that the present invention is not limited to the above embodiments. Obviously, those skilled in the art can think of various variations or modifications within the scope of the disclosure in the claims, and it should be understood that such variations or modifications also belong to the technical scope of the present invention.

[0587] The gameplay and processing procedures in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, it is sufficient that the information processing program causes a computer (in this embodiment, one or both of the player terminal 1 and the server 1000) to execute the following processing.

[0588] (Processing to be performed by a computer)

[0589] Processing (in this embodiment, an example is P10-3) for enabling a player to select a plurality of commands (in this embodiment, an example is individual training items) in each round in a development game consisting of a plurality of rounds.

[0590] Processing for associating a game medium (in this embodiment, an example is a support card) associated with character identification information (in this embodiment, an example is a character ID) with one of a plurality of commands (in this embodiment, an example is S10-4).

[0591] Processing for updating the parameters of the development target character based on the command selected by the player and the game medium associated with the selected command (in the present embodiment, an example thereof is S20 - 8 ).

[0592] Used to start processing (in this embodiment, an example is S23-6) of a special treatment state (in this embodiment, an example is a special treatment area) when a start condition is met (in this embodiment, an example is achieving the state of being able to go out, executing training with group support cards deployed, and a draw occurring in the special treatment area), and the start condition at least includes selecting a command associated with a specified game medium (in this example, an example is a group support card).

[0593] Processing (in the present embodiment, examples of which are S11-7 and P20-5) for causing a special treatment event (in the present embodiment, examples of which are friendship training) including the execution of a special treatment visual effect and the granting of a special treatment based on the selection of a command associated with a specified game medium during a special treatment state.

[0594] In addition, in addition to the above-described processing, the following processing may be performed.

[0595] Processing for determining, when a special treatment event occurs, one of multiple characters (in this embodiment, an example is a subsidiary character) associated with a specified game medium as a character to be displayed in a special treatment visual effect (in this embodiment, an example is P20-4).

[0596] Used to cancel the setting of a specific interval (in this embodiment, an example is S23-11) when an end condition is met (in this embodiment, an example is the cancellation of the lottery draw or the passage of five rounds), and the end condition includes at least a prescribed number of rounds from the time the special treatment state was set.

[0597] Note that in the above-described embodiments, the number and types of commands that the player can select are merely examples, and the design thereof can be changed appropriately.

[0598] In addition, in the above embodiment, it is assumed that the prescribed game medium is a group support card; however, the prescribed game medium is not limited to the group support card. Specifically, a support card associated with a character can be set as the prescribed game medium for starting a special treatment state.

[0599] In addition, the starting conditions for starting the special treatment area (special treatment state) in the above-mentioned embodiment are merely examples. For example, regardless of whether the state of being able to go out is achieved, the special treatment area can always occur when performing training associated with a prescribed game medium. In any case, it is sufficient that the starting conditions for starting the special treatment state at least include selecting a command associated with a prescribed game medium, and other conditions can be appropriately set.

[0600] Thus, for example, the computer can be caused to execute processing (in the present embodiment, an example of which is S20-8) for updating a specific parameter (in the present embodiment, an example of which is a connection meter) based on the selection of a command associated with a specified game medium (in the present embodiment, an example of which is a group support card), and processing for determining whether to start a special treatment state (in the present embodiment, an example of which is a special treatment area) based on the value of the specific parameter, and in the case where it is determined that the special treatment state has started, a specific interval can be started assuming that the start condition is satisfied.

[0601] Specifically, in the above embodiment, a draw is performed to determine whether the special treatment area starts when training with the group support cards deployed, and the special treatment area starts when the draw is successful. In this case, the probability of winning is preferably set to increase as the value of the connection meter increases.

[0602] In addition, in the above embodiment, it is assumed that as a special treatment event, friendship training occurs and a special treatment visual effect is performed. However, the content of the special treatment event is not limited thereto, and in addition, the special treatment to be given due to the special treatment event can also be appropriately set.

[0603] In addition, in the above-mentioned embodiment, it is assumed that the special treatment visual effect execution mode (the attached role to be displayed) is determined by lottery. However, the special treatment visual effect execution mode can be only one mode, and in addition, when multiple modes are provided, the execution mode can be determined according to a preset order.

[0604] In addition, in the above-mentioned embodiment, the end condition for ending the special treatment area is only an example. For example, in the case where the end condition is not provided, the special treatment area can continue until the end of the training game. In addition, in the case where the maximum number of rounds for the special treatment area to continue is not provided, the special treatment area can only end when the release lottery is drawn. Alternatively, in the case where the release lottery is not performed, the special treatment area can only end when the specified number of rounds has passed.

[0605] In addition, the special treatment area can be managed as a state associated with the training target character or the training game. In addition, when a command other than training is selected, it can be determined by lottery whether the special treatment area starts. In addition, for example, when starting or ending the special treatment area, the player's selection operation can be involved. In addition, for example, the special treatment area can start at a preset timing (such as the number of rounds passed from the start of the training game and the number of rounds passed from the realization of the state of being able to go out, etc.).

[0606] Note that the information processing program for executing the processing in the above-mentioned embodiment and its various variations can be stored in a non-transitory storage medium readable by a computer, and can be provided in the form of a storage medium. In addition, a game terminal device including the storage medium can be provided. In addition, the above-mentioned embodiment and its various variations can be adopted in the information processing method for realizing each function and the steps shown in the flow chart.

[0607] Description of Reference Numerals

[0608] 1 Player Terminal

[0609] 1000 servers

[0610] G Game Device

[0611] Information Processing System

Claims

1. An information processing program for causing a computer to execute: Processing for enabling a player to select multiple commands in each round in a development game consisting of multiple rounds; processing for associating the gaming medium associated with the character identification information with one of the plurality of commands; A process for updating the parameters of the training target character based on one of the commands that the player has selected and the game medium associated with the selected command; A process for starting a special treatment state when a start condition is satisfied, the start condition including at least a command associated with a specified game medium being selected; as well as Processing for causing a perk event to occur based on selection of a command associated with the specified gaming medium during the perk state, the perk event including execution of a perk visual effect and granting of a perk.

2. The information processing program according to claim 1 further causes the computer to execute processing for determining, when the special treatment event occurs, one of the plurality of characters associated with the prescribed game medium as a character to be displayed in the special treatment visual effect, in, In the special treatment visual effect, the determined character is displayed.

3. The information processing program according to claim 1 or 2, further causing the computer to execute processing for releasing the setting of the specific interval when an end condition is satisfied, the end condition including at least a lapse of a prescribed number of rounds since the special treatment state was set.

4. The information processing program according to any one of claims 1 to 3, further causing a computer to execute: a process for updating a specific parameter based on selection of a command associated with said specified gaming medium; and for determining whether to start the processing of the special treatment state based on the value of the specific parameter, in, The process for starting the special treatment state starts a specific section assuming that the start condition is satisfied when it is determined that the special treatment state is to be started.

5. An information processing method, which is executed by one or more computers, in, The computer executes: Processing for enabling a player to select multiple commands in each round in a development game consisting of multiple rounds; processing for associating the gaming medium associated with the character identification information with one of the plurality of commands; A process for updating the parameters of the training target character based on one of the commands that the player has selected and the game medium associated with the selected command; A process for starting a special treatment state when a start condition is satisfied, the start condition including at least a command associated with a specified game medium being selected; as well as Processing for causing a perk event to occur based on selection of a command associated with the specified gaming medium during the perk state, the perk event including execution of a perk visual effect and granting of a perk.

6. A gaming device wherein one or more computers execute: Processing for enabling a player to select multiple commands in each round in a development game consisting of multiple rounds; processing for associating the gaming medium associated with the character identification information with one of the plurality of commands; A process for updating the parameters of the training target character based on one of the commands that the player has selected and the game medium associated with the selected command; A process for starting a special treatment state when a start condition is satisfied, the start condition including at least a command associated with a specified game medium being selected; as well as Processing for causing a perk event to occur based on selection of a command associated with the specified gaming medium during the perk state, the perk event including execution of a perk visual effect and granting of a perk.