Information processing program, information processing method, and game device
Patent Information
- Application Number
- JP2023008108
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-01-23
- Publication Date
- 2024-12-24
- Estimated Expiration
- 2041-11-12
AI Technical Summary
In training games with numerous parameters, players face difficulty in understanding the optimal parameters for their characters, leading to a decrease in motivation due to the challenge of acquiring appropriate information.
An information processing program that stores character information associated with player unique information, allows battles between trained characters, and enables information sharing among players, facilitating easier access and understanding of character parameters.
Enhances player engagement by improving the convenience of information gathering, thereby reducing the decline in motivation to play the game.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, and a game device.
Background Art
[0002] Conventionally, games of a genre called breeding games have been known. In breeding games, a plurality of types of breeding items are provided, and a player can select any one of the breeding items and breed a character to be bred.
[0003] For example, Patent Document 1 discloses a game in which parameters of a character to be bred change based on characters compiled in a deck by a player. A character bred in a breeding game can be used in a battle game for battling against other players or a computer.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Various parameters are set for a character bred in a breeding game. As the number of types of parameters increases, it becomes difficult to understand which parameter character should be bred. In such a case, a player needs to collect various information. However, there is a problem that if it is difficult to obtain appropriate information, the player's motivation to play the game decreases.
[0006] An object of the present invention is to provide an information processing program, an information processing method, and a game device capable of suppressing a decrease in a player's motivation to play a game by improving the convenience of information collection for the player. [Means for solving the problem]
[0007] To solve the above problems, the information processing program is: A process for storing character information of a character raised in a training game, linked to the unique information of the player who raised the character, A process that sets at least several of the aforementioned characters, which have been trained by other players, as opponent characters based on the player's actions, A process to execute a battle game in which the battle characters compete, using the character information of the character set as the battle character, Have the computer perform this task.
[0008] The process of executing the aforementioned battle game may include a process of determining the ranking of the battle characters.
[0009] The information processing program may further have the computer perform a process to manage information on when the competitive game is played using the character as the opponent character by a player other than the player who trained the character.
[0010] The aforementioned information processing program is A process for generating posting information that makes the character information of the aforementioned character viewable, based on the actions of the player who raised the aforementioned character, The process of making the generated post information accessible to other players, Accessing the aforementioned posted information triggers a process to display the aforementioned CHAR information, The computer may then perform this task further.
[0011] The aforementioned information processing program is A process that provides an information sharing tool that enables information sharing among multiple players and allows posting of the posted information. Let the computer perform the next step The process of displaying the character information may be performed in the information sharing tool.
[0012] In order to solve the above problems, an information processing method is an information processing method performed by a computer, a process of associating and storing character information of a character grown in a breeding game with the unique information of the player who grew the character, a process of setting, based on a player's operation, a plurality of the characters grown by at least other players as battle characters, a process of executing a battle game in which the battle characters battle using the character information of the characters set as the battle characters, and includes.
[0013] In order to solve the above problems, a game device includes one or more computers, and the computer performs a process of associating and storing character information of a character grown in a breeding game with the unique information of the player who grew the character, a process of setting, based on a player's operation, a plurality of the characters grown by at least other players as battle characters, a process of executing a battle game in which the battle characters battle using the character information of the characters set as the battle characters, and executes.
Advantages of the Invention
[0014] According to the present invention, by improving the convenience of collecting player information, it is possible to suppress a decrease in the player's motivation to play the game.
Brief Description of the Drawings
[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] FIG. 2A is a diagram for explaining the hardware configuration of the player terminal. FIG. 2B is a diagram for explaining the hardware configuration of the server. [Figure 3] FIG. 3A is a diagram for explaining an example of the home screen. FIG. 3B is a diagram for explaining an example of the option setting screen. FIG. 3C is a diagram for explaining an example of the profile setting screen. FIG. 3D is a diagram for explaining an example of the music playback condition setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general progress flow of the breeding game. [Figure 5] FIG. 5A is a diagram for explaining the main character selection screen. FIG. 5B is the first diagram for explaining the character details screen. FIG. 5C is the second diagram for explaining the character details screen. [Figure 6] FIG. 6A is a diagram for explaining the ability parameter (initial value) table. FIG. 6B is a diagram for explaining the aptitude parameter (initial value) table. FIG. 6C is a diagram for explaining the skill table. FIG. 6D is a diagram for explaining the dedicated event table. [Figure 7] FIG. 7A is the first diagram for explaining the inherited character selection screen. FIG. 7B is a diagram for explaining the list screen of the bred characters. FIG. 7C is the second diagram for explaining the inherited character selection screen. FIG. 7D is the third diagram for explaining the inherited character selection screen. [Figure 8] FIG. 8A is the first diagram for explaining the support card setting screen. FIG. 8B is a diagram for explaining the support card selection screen. FIG. 8C is the second diagram for explaining the support card setting screen. [Figure 9] FIG. 9A is a diagram for explaining the support card table. FIG. 9B is a diagram for explaining the support effect table. FIG. 9C is a diagram for explaining the possessed skill table. FIG. 9D is a diagram for explaining the support event table. [Figure 10] FIG. 10 is the first diagram for explaining the character identification information table. [Figure 11] FIG. 11 is the second diagram for explaining the character identification information table. [Figure 12] Figure 12 is a diagram illustrating the selection item table. [Figure 13] Figure 13A is the first diagram illustrating the game screen. Figure 13B is the second diagram illustrating the game screen. [Figure 14] Figure 14A is the first diagram illustrating the training screen. Figure 14B is the second diagram illustrating the training screen. Figure 14C is a diagram illustrating the training results notification screen. Figure 14D is a diagram illustrating the events screen. [Figure 15] Figure 15A is the first diagram illustrating the skills screen. Figure 15B is the second diagram illustrating the skills screen. [Figure 16] Figure 16A is the first diagram illustrating the individual race selection screen. Figure 16B is a diagram illustrating the individual race start screen. Figure 16C is a diagram illustrating the individual race results screen. [Figure 17] Figure 17A is an illustration illustrating the team race selection screen. Figure 17B is an illustration illustrating the team race formation screen. Figure 17C is an illustration illustrating the team race start screen. Figure 17D is an illustration illustrating the team race interim results screen. [Figure 18] Figure 18A is the first diagram illustrating the detailed results screen for the team race. Figure 18B is the first diagram illustrating the overall results screen for the team race. Figure 18C is the second diagram illustrating the detailed results screen for the team race. Figure 18D is the second diagram illustrating the overall results screen for the team race. [Figure 19] Figure 19 is a diagram illustrating the general flow of processing at the start of a turn. [Figure 20] Figure 20 is a diagram illustrating the presence or absence of placement. [Figure 21] Figure 21A is a diagram illustrating the training level table. Figure 21B is a diagram illustrating the fixed increase value (speed) table. Figure 21C is a diagram illustrating the fixed increase value (power) table. Figure 21D is a diagram illustrating the bonus addition rate table. [Figure 22]Figure 22 is a diagram illustrating event types and event classifications. [Figure 23] Figure 23 illustrates the relationship between event type and turn count. [Figure 24] Figure 24A is the third diagram illustrating the game screen. Figure 24B is the third diagram illustrating the training screen. [Figure 25] Figure 25A is a diagram illustrating the table for determining whether or not a special training event will be held. Figure 25B is a diagram illustrating the table for determining special icons. Figure 25C is a diagram illustrating the table for determining bonus icons. [Figure 26] Figure 26A is a diagram illustrating the fixed bonus value (main character) table. Figure 26B is a diagram illustrating the bonus addition value (main character) table. [Figure 27] Figure 27A is a diagram illustrating the fixed increase value (training target) table. Figure 27B is a diagram illustrating the bonus increase value (training target) table. [Figure 28] Figure 28A is the first diagram illustrating the team arena screen. Figure 28B is the second diagram illustrating the team arena screen. Figure 28C is a diagram illustrating the team formation screen. Figure 28D is a diagram illustrating the character development list screen. [Figure 29] Figure 29A is the first diagram illustrating the character details dialog. Figure 29B is the second diagram illustrating the character details dialog. Figure 29C is the third diagram illustrating the character details dialog. [Figure 30] Figure 30A is a diagram illustrating the opponent team selection screen. Figure 30B is a diagram illustrating the start confirmation screen. Figure 30C is the first diagram illustrating the results list screen. Figure 30D is the second diagram illustrating the results list screen. [Figure 31] Figure 31A is a diagram illustrating the practice match top screen. Figure 31B is a diagram illustrating the character selection screen. Figure 31C is the first diagram illustrating the character selection screen. Figure 31D is the second diagram illustrating the character selection screen. [Figure 32] FIG. 32 is a diagram for explaining a race condition. [Figure 33] FIG. 33 is a diagram for explaining a practice member selection screen. [Figure 34] FIG. 34A is a first diagram for explaining a practice partner screen. FIG. 34B is a second diagram for explaining a practice partner screen. FIG. 34C is a fourth diagram for explaining a character detail dialog. [Figure 35] FIG. 35A is a diagram for explaining a practice match result screen. FIG. 35B is a diagram for explaining a practice member registration screen. FIG. 35C is a diagram for explaining a race result save dialog. [Figure 36] FIG. 36A is a first diagram for explaining an example of a circle screen. FIG. 36B is a second diagram for explaining an example of a circle screen. [Figure 37] FIG. 37 is a fifth diagram for explaining a character detail dialog. FIG. 37B is a diagram for explaining an example of a sharing method selection screen. FIG. 37C is a third diagram for explaining an example of a circle screen. FIG. 37D is a sixth diagram for explaining a character detail dialog. [Figure 38] FIG. 38 is a diagram for explaining the configuration of a memory in a player terminal and functions as a computer. [Figure 39] FIG. 39 is a diagram for explaining the configuration of a memory in a server and functions as a computer. [Figure 40] FIG. 40 is a sequence diagram for explaining the processing of a player terminal and a server related to a breeding game. [Figure 41] FIG. 41A is a diagram for explaining an example of player information. FIG. 41B is a diagram for explaining an example of profile information. FIG. 41C is a diagram for explaining an example of friend information. [Figure 42] FIG. 42A is a diagram for explaining an example of game information. FIG. 42B is a diagram for explaining an example of breeding character information. FIG. 42C is a diagram for explaining an example of team formation information. [Figure 43]Figure 43 is the first flowchart illustrating the preparation process on the player terminal. [Figure 44] Figure 44 is a second flowchart illustrating the preparation process on the player terminal. [Figure 45] Figure 45 is a flowchart illustrating the training stage processing on the player terminal. [Figure 46] Figure 46 is a flowchart illustrating the turn start processing on the player terminal. [Figure 47] Figure 47 is a flowchart illustrating the placement process on the player terminal. [Figure 48] Figure 48 is a flowchart illustrating the numerical determination process in the player terminal. [Figure 49] Figure 49 is a flowchart illustrating the event determination process in the player terminal. [Figure 50] Figure 50 is a flowchart illustrating the turn-based processing on the player terminal. [Figure 51] Figure 51 is a flowchart illustrating the training execution process on the player terminal. [Figure 52] Figure 52 is a first sequence diagram illustrating the processing of player terminals and servers related to a team-based competitive game. [Figure 53] Figure 53 is a second sequence diagram illustrating the processing of player terminals and servers related to a team-based competitive game. [Figure 54] Figure 54 is a sequence diagram illustrating the processing of player terminals and servers related to a practice match. [Figure 55] Figure 55 is a flowchart illustrating the processing of the practice match top screen on the player terminal. [Figure 56] Figure 56 is the first flowchart illustrating the processing of the practice partner screen on the player terminal. [Figure 57] Figure 57 is a second flowchart illustrating the processing of the practice partner screen on the player terminal. [Figure 58] Figure 58 is a third flowchart illustrating the processing of the practice partner screen on the player terminal. [Figure 59] Figure 59 is the first flowchart illustrating the practice match setup process on the player terminal. [Figure 60] Figure 60 is a second flowchart illustrating the practice match setup process on the player terminal. [Figure 61] Figure 61 is a third flowchart illustrating the practice match setup process on the player terminal. [Figure 62] Figure 62 is a fourth flowchart illustrating the practice match setup process on the player terminal. [Figure 63] Figure 63 is a flowchart illustrating the process of executing practice matches on the server. [Figure 64] Figure 64 is a flowchart illustrating the process of starting a practice match on the player's terminal. [Figure 65] Figure 65 is the first sequence diagram illustrating the processing of the player terminal and server related to the information sharing function. [Figure 66] Figure 66 is a flowchart illustrating the processing of the circle screen on the player terminal. [Figure 67] Figure 67 is a second sequence diagram illustrating the processing of the player terminal and server related to the information sharing function. [Modes for carrying out the invention]
[0016] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0017] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0018] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.
[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0020] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Server 1000 also primarily performs processes such as updating the stored information and downloading images and other information to player terminals 1, based on the operations input from player terminals 1.
[0021] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0022] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24.
[0023] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024.
[0024] Furthermore, the configuration and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0025] The CPU 10 runs the program stored in memory 12 and controls the game's progress. Memory 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. Memory 12 is connected to the CPU 10 via bus 14.
[0026] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0027] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0028] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and other information received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0029] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0031] (Game content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess characters obtained through a lottery known as gacha, or characters distributed by the operator. Players can also possess support cards obtained through a lottery, or support cards distributed by the operator.
[0032] As will be explained in more detail later, the game according to this embodiment provides a character development game. In the character development game, the player can develop the character they possess. Furthermore, the character development game in this embodiment has the gameplay of developing the character by having them participate in races modeled after horse racing.
[0033] Figure 3A is a diagram illustrating an example of the home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with multiple control buttons that the player can operate (tap).
[0034] In this configuration, the menu bar 102 includes a home screen selection control section 102a, an enhanced screen selection control section 102b, a story screen selection control section 102c, a team arena screen selection control section 102d, and a gacha screen selection control section 102e. Furthermore, in the menu bar 102, the control section corresponding to the currently displayed screen is highlighted so that the screen currently displayed on the display 26 can be identified.
[0035] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in Figure 3A is displayed on the display 26.
[0036] When the enhancement screen selection operation unit 102b is tapped, an enhancement screen (not shown) is displayed. On the enhancement screen, the player can enhance the characters and support cards they possess. By enhancing the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level rises. When the parameters of the characters and support cards increase, the player can cultivate characters with more powerful statuses in the cultivation game.
[0037] 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. The player can select and view the characters and story images on the story screen.
[0038] When the team arena screen selection operation unit 102d is tapped, the team arena screen described later is displayed. On the team arena screen, the player can play a team competition game in which the team they have formed battles against the teams of other players selected by the computer. The team competition game has a gameplay of competing for rankings with other players.
[0039] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can perform a so-called gacha draw, where they consume in-game currency to obtain characters and support cards by lottery.
[0040] Furthermore, on the home screen 100, a training game control panel 104 is provided above the menu bar 102. When the training game control panel 104 is tapped, the training game screen is displayed, and the training game, described later, begins. The training game is broadly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects one character from among the characters they own and sets it as the main character to be trained. Also in the preparation phase, the player sets the support cards to be used when training the main character.
[0041] Once the main character and support cards have been set up, the game transitions from the preparation phase to the training phase, and the game for training the main character begins. Players can own the characters they have trained in the training game as their own trained characters. As described above, players can assemble their trained characters into a team and use them in team-based competitive games.
[0042] Thus, the main objectives of the game in this embodiment are to train characters through a training game and to improve the ranking in a team competition game using the trained characters.
[0043] Furthermore, this embodiment includes functions for sharing training characters or support cards among players, and functions for sharing information among multiple players. Players can set training characters and support cards that other players can use in the training game. Specifically, as shown in Figure 3A, a settings operation unit 106 is provided in the upper right corner of the home screen 100. When the settings operation unit 106 is tapped, the options settings screen 110 is displayed.
[0044] Figure 3B illustrates an example of the option settings screen 110. The option settings screen 110 is a screen where various information can be viewed and set. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the information corresponding to that button can be viewed and set.
[0045] The options settings screen 110 includes a profile settings control panel 110a and a close control panel 110b. When the close control panel 110b is tapped, the options settings screen 110 is closed and the home screen 100 is displayed. When the profile settings control panel 110a is tapped, the profile settings screen 120 is displayed.
[0046] Figure 3C illustrates an example of the profile settings screen 120. On the profile settings screen 120, players can view and set their profile information. Profile information includes profile character, player name, player ID, affiliated club, representative character, and rental card.
[0047] The profile character functions as a character that is displayed when a player's information is viewed by other players. For example, the profile character is displayed when using the Circle function, which is a place for sharing information with other players. The profile settings screen 120 displays the currently set profile character image 122. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. On the profile character change screen, the player can change their profile character.
[0048] Furthermore, the profile settings screen 120 displays the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs. The profile settings screen 120 also includes a representative character setting operation section 126a and a rental card setting operation section 126b.
[0049] When the Representative Character Setting Operation Unit 126a is tapped, a Representative Character Setting screen (not shown) is displayed. On the Representative Character Setting screen, the player can set one of the characters they have trained as their representative character. The Representative Character Setting Operation Unit 126a displays an icon image indicating the currently set representative character. As will be explained in more detail later, the representative character can be used as an inherited character in the training game played by other players.
[0050] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards they own as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. As mentioned above, support cards set as rental cards can be used in the training game played by other players.
[0051] Although a detailed explanation will be omitted, when profile information is changed on the profile settings screen 120, the change information is sent to the server 1000. The server 1000 stores the profile information for each player.
[0052] Furthermore, as shown in Figure 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, the home settings screen 130 is displayed.
[0053] Figure 3D illustrates an example of the home settings screen 130. On the home settings screen 130, the player can set the home screen setting characters 132 that are displayed on the home screen 100. The player can set up to four home screen setting characters 132 that are displayed on the home screen 100.
[0054] Although not shown in the diagram, when a left or right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, switches. The home screen 100 displays the four home screen setting characters 132 that are currently set. Each home screen setting character 132 is assigned the function of an operation unit displayed on the menu bar 102. Therefore, when a home screen setting character 132 displayed on the home screen 100 is tapped, the screen switches in the same way as when an operation unit on the menu bar 102 is tapped.
[0055] The home settings screen 130 clearly displays the character image and corresponding control section for each of the four currently set home screen characters 132. When a character image displayed on the home settings screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen character 132 on the character selection screen. The player can also set the outfit for the home screen character 132 on the home settings screen 130.
[0056] Furthermore, as shown in Figure 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, the circle screen is displayed. On the circle screen, players can exchange information with other players belonging to the same circle. The circle function that enables information exchange with other players will be described later.
[0057] When the training game control unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game begins. The training game is described in detail below.
[0058] (Raising / training game) Figure 4 is a diagram illustrating the general flow of a training game. Training games can be broadly divided into setting games and training-focused games. As will be explained in more detail later, the training-focused game is a game in which the player selects one main character from among the characters they own and trains it as the target character.
[0059] Furthermore, the setting game is where players register their inherited characters, main characters, and support cards, and corresponds to the preparation stage of the training game. Below, the processes performed in the setting game will be called the preparation stage processes, and the processes performed in the training main game will be called the training stage processes. To facilitate understanding, we will first explain the general flow of the preparation stage processes and training stage processes.
[0060] <Preparation Stage Processing> The preparation phase primarily involves registering inherited characters, the main character, support cards, specific characters, and setting initial character identification information. Support cards are intended to assist in the development of the main character. Each support card is always associated with one character, and the character associated with the support card registered during the preparation phase will assist in the development of the main character. Hereafter, the character associated with a support card will be referred to as a support character.
[0061] <Registering the main character> On the home screen 100, when the player taps the training game operation unit 104, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the training main game are provided. Each scenario of the training main game has a final goal and goals along the way, and the player must clear the set goals in order. Each goal and the time required to achieve it differs from scenario to scenario. On the scenario selection screen, the player can select one of the multiple scenarios. Here, we will explain the case when a predetermined scenario is selected.
[0062] Figure 5A is a diagram illustrating the main character selection screen 150. In the center of the main character selection screen 150, multiple character icons 151 are displayed, showing a list of characters owned by the player. At the top of the main character selection screen 150, a parameter display section 152 is displayed. At the bottom of the main character selection screen 150, a return operation section 153 labeled "Return" and a next operation section 154 labeled "NEXT" are displayed.
[0063] In this embodiment, initial values for ability parameters are set for each character, and the parameter display unit 152 displays the initial values of the ability parameters of the character corresponding to the character icon 151 selected by the player as numerical values. In this embodiment, a higher numerical value for the ability parameter indicates a higher ability.
[0064] Figure 6A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Figure 6A, the ability parameter (initial value) table stores the initial values of the ability parameters for each character. Based on the initial values of the ability parameters stored in the ability parameter (initial value) table, the parameter display unit 152 displays the initial values of the ability parameters.
[0065] In this embodiment, initial values for ability parameters are set for each of the multiple types of abilities for each character. Specifically, the ability parameters include a speed ability parameter labeled "Speed" in the parameter display unit 152, a stamina ability parameter labeled "Stamina" in the parameter display unit 152, a power ability parameter labeled "Power" in the parameter display unit 152, a tenacity ability parameter labeled "Spirit" in the parameter display unit 152, and a wisdom ability parameter labeled "Wisdom" in the parameter display unit 152.
[0066] The initial values of each character's ability parameters may be increased through player actions. For example, a character may have five levels, and the player may be able to increase the character's level by consuming in-game currency or designated items. In this case, the initial values of the ability parameters should increase as the character's level increases. The player can increase the values of the ability parameters in the main training game. In other words, the objective of the main training game is to train characters with higher valued ability parameters.
[0067] In this embodiment, aptitude parameters (initial values) are set for each character. Figure 6B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in Figure 6B, the aptitude parameter (initial value) table stores the initial values of the aptitude parameters for each character. The initial values of the aptitude parameters are set to one of seven levels using the alphabet from A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. The parameter display unit 152 may also display the initial values of the aptitude parameters based on the initial values of the aptitude parameters stored in the aptitude parameter (initial value) table.
[0068] In this embodiment, initial values for aptitude parameters are set for each of the multiple types of aptitudes for each character. Specifically, the aptitude parameters include aptitude parameters related to track aptitude for turf and dirt, aptitude parameters related to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters related to running style aptitude for front-runner, pace-setter, stalker, and closer.
[0069] Furthermore, the initial values of each character's aptitude parameters may be increased by spending in-game currency. Also, the values of the aptitude parameters may change during the main training game. In addition, during the main training game, the aptitude parameter may be set to S, which is higher than A.
[0070] Figure 5B is the first diagram illustrating the character details screen 160. Figure 5C is the second diagram illustrating the character details screen 160. When a character icon 151 on the main character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays the detailed abilities of the character corresponding to the character icon 151 that was pressed and held on the main character selection screen 150.
[0071] The character details screen 160 displays the skill control section 161 and the event control section 162 in the center. As shown in Figure 5B, when the character details screen 160 is first displayed, the skill control section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of individual races and team races, which will be described later. The race development of each character will be advantageous when skills are activated.
[0072] Figure 6C is a diagram illustrating the skill table. As shown in Figure 6C, the skill table stores the skills of each character the player possesses. Based on the skills stored in the skill table, the skills are displayed on the character details screen 160, as shown in Figure 5B. Note that skills cannot be activated simply by possessing them; they can only be activated after being acquired. Below, skills that a character can activate will be referred to as acquired skills.
[0073] Each character is assigned one acquired skill, 161a, from the start of the main training game. In addition to the acquired skill 161a, each character is also assigned multiple possessed skills, 161b. Possessed skills 161b can be acquired after the start of the main training game by spending skill points, as described later. In other words, possessed skills 161b can be exchanged for acquired skills 161a by spending skill points.
[0074] In this embodiment, skills corresponding to "◎" in the skill table shown in Figure 6C are displayed as acquired skills 161a in the character details screen 160 of Figure 5B. Also, skills corresponding to "〇" in the skill table shown in Figure 6C are displayed as possessed skills 161b in the character details screen 160 of Figure 5B. In this embodiment, as shown in the character details screen 160 of Figure 5B, acquired skills 161a are highlighted to make it easier to distinguish between acquired skills 161a and possessed skills 161b.
[0075] In this embodiment, Figure 5B shows a case where one acquired skill 161a and seven possessed skills 161b are displayed as skills provided for each character, but it is not limited to this. For example, the number of acquired skills 161a and possessed skills 161b may differ for each character. Also, for example, the number of acquired skills 161a or possessed skills 161b for each character may increase due to the character's level increasing, the consumption of in-game currency or items, etc.
[0076] Furthermore, when the player taps the event operation section 162 on the character details screen 160, the content of the character details screen 160 changes, as shown in Figure 5C, and a dedicated event 162a for each character is displayed. In this case, as shown in Figure 5C, the event operation section 162 is highlighted. Dedicated events 162a occur when certain conditions are met in the main training game, and they display stories related to the characters appearing in the training game or change the values of ability parameters.
[0077] Figure 6D is a diagram illustrating the dedicated event table. As shown in Figure 6D, the dedicated event table stores dedicated events 162a for each character owned by the player. Based on the dedicated events 162a stored in the dedicated event table, the dedicated events 162a are displayed on the character details screen 160, as shown in Figure 5C. The dedicated events 162a may include hint events that allow the character to possess or acquire skills, ability events that increase or decrease the numerical values of the character's ability parameters, etc.
[0078] Furthermore, the special events 162a displayed on the character details screen 160 shown in Figure 5C may all be executed during the execution of the main training game, or at least some of them may be executed during the execution of the main training game, or none of them may be executed during the execution of the main training game if the predetermined conditions are not met. Also, for example, the number of special events 162a provided for each character may increase due to the increase in the character's level, the consumption of in-game currency or items, etc. Also, if the predetermined conditions are met, special events 162a that are not displayed as special events 162a may be executed during the main training game.
[0079] Furthermore, as shown in Figures 5B and 5C, a close operation button 163 labeled "close" is displayed at the bottom of the character details screen 160. When the close operation button 163 on the character details screen 160 is tapped, the display of the character details screen 160 ends, and the main character selection screen 150 is displayed on the display 26.
[0080] Furthermore, when the return operation button 153 is tapped on the main character selection screen 150 shown in Figure 5A, the home screen 100 shown in Figure 3A is displayed on the display 26. Also, when the next operation button 154 is tapped on the main character selection screen 150 shown in Figure 5A, the selected character is set as the main character, and the inherited character selection screen 170 is displayed on the display 26.
[0081] <Registering inherited characters> Figure 7A is the first diagram illustrating the inheritance character selection screen 170. Figure 7B is the diagram illustrating the training character list screen 180. Figure 7C is the second diagram illustrating the inheritance character selection screen 170. Figure 7D is the third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is the screen on which the player registers inheritance characters. Inheritance characters are characters that inherit abilities, skills, etc., from the main character. The player can select and register two inheritance characters from their own training characters or from representative characters of other players registered as friends, such as followers.
[0082] The inheritance character selection screen 170 is provided with a first inheritance character selection area 171a and a second inheritance character selection area 171b. When the screen transitions from the main character selection screen 150 to the inheritance character selection screen 170, as shown in Figure 7A, the first inheritance character selection area 171a and the second inheritance character selection area 171b are displayed as blank.
[0083] When the first inheritance character selection area 171a or the second inheritance character selection area 171b is tapped, the training character list screen 180, as shown in Figure 7B, is displayed. The training character list screen 180 has a My Character tab 181a and a Rental tab 181b. Below the My Character tab 181a and Rental tab 181b, there is a training character list display area. The training character list display area displays training character icons 182.
[0084] When the My Character tab 181a is selected, the training character icon 182 corresponding to the training character owned by the player is displayed, as shown in Figure 7B. Although not shown in the illustration, when the Rental tab 181b is selected, the training character icon 182 corresponding to the friend's representative character, i.e., the training character trained by the friend, is displayed. When the training character icon 182 is long-pressed, detailed information about the training character corresponding to the training character icon 182 is displayed.
[0085] Furthermore, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is temporarily selected. Also, when the training character icon 182 is tapped, the inheritance character selection screen 170 is displayed, as shown in Figure 7C. At this time, for example, if the first inheritance character selection area 171a is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image of the training character that has been temporarily selected will be displayed in the first inheritance character selection area 171a. In addition, information related to the inheritance character used during training is linked to and stored for each training character. The first inheritance character selection area 171a displays information related to the inheritance character used when training the training character.
[0086] In this state, for example, if the second inheritance character selection area 171b is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image representing the training character that has been tentatively selected will be displayed in the second inheritance character selection area 171b, as shown in Figure 7D.
[0087] When two training characters are in a provisional selection state, the Next Operation Unit 154 located on the Inheritance Character Selection Screen 170 is activated. When the activated Next Operation Unit 154 is tapped, the provisionally selected training characters are registered as inheritance characters, and the Support Card Setting Screen 190, described later, is displayed.
[0088] Furthermore, on the inheritance character selection screen 170, the player must select two training characters as inheritance characters. If the two inheritance characters are not in a provisional selection state, the next operation unit 154 will be grayed out, as shown in Figures 7A and 7C, and the player's input will not be accepted. In addition, the inheritance character selection screen 170 is provided with a return operation unit 153, and when the return operation unit 153 is tapped, the main character selection screen 150 is displayed.
[0089] <Register your support card> Figure 8A is the first diagram illustrating the support card settings screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card settings screen 190 shown in Figure 8A is displayed. A support card display area 191 is provided in the center of the support card settings screen 190. The support card display area 191 contains multiple support card display areas 192. In addition, a return operation section 153 labeled "Return" and a start operation section 193 labeled "START" are displayed at the bottom of the support card settings screen 190.
[0090] The support card display area 191 displays multiple support card display areas 192 (six in this case). The number of support card display areas 192 displayed is the same as the number of support cards that the player can set. Initially, when the support card setting screen 190 is displayed, the support card display area 192 is shown as blank.
[0091] In this embodiment, a player can set up to six types of support cards. Of the six types that a player can set up, some (for example, five types) can be selected from the support cards that the player owns. In addition, of the six types that a player can set up, some (for example, one type) can be selected from support cards that other players, such as friends, have set up as rental cards.
[0092] Figure 8B is a diagram illustrating the support card selection screen 200. When the support card display area 192 (excluding the support card display area 192 displayed in the lower right) is tapped on the support card setting screen 190 in Figure 8A, the support card selection screen 200 shown in Figure 8B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards the player possesses. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0093] Although not shown in the diagram, when the support card display area 192 in the lower right corner of the support card setting screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping a support card displayed on the support card selection screen 200, the player can select one of their friends' support cards. In this way, players can use support cards owned by other players in the training game.
[0094] Figure 9A is a diagram illustrating the support card table. As shown in Figure 9A, the support card table stores the type of support character (i.e., character ID), rarity, level, and preferred training for each type of support card (i.e., support card ID) held by the player. Each support character corresponds one-to-one with each type of support card. In other words, each support card is always associated with one character ID. To put it another way, one support card is always associated with one support character.
[0095] In this embodiment, each support card is assigned a rarity level. There are three rarity levels: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is the lowest rarity, and SSR is the highest rarity. In this embodiment, support cards with higher rarity tend to have stronger support effects, as described later. Also, in this embodiment, support cards with higher rarity tend to have more skills and support events, as described later.
[0096] Support cards have 50 levels, from level 1 to level 50. Players can increase the level of a support card, and the level achieved by the player is stored for each support card. Support card levels can be increased using in-game currency or items. There is also a level cap for support cards, determined by their rarity.
[0097] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.
[0098] Furthermore, the level cap can be increased in stages when certain conditions are met. For example, a support card with rarity R can have its level cap increased up to a maximum of level 40, a support card with rarity SR can have its level cap increased up to a maximum of level 45, and a support card with rarity SSR can have its level cap increased up to a maximum of level 50.
[0099] Figure 9B is a diagram illustrating the support effect table. As shown in Figure 9B, the support effect table stores the support effects for each type of support card held by the player.
[0100] Support effects increase various stats in the training-focused game. Support cards have multiple targets for their support effects. Examples of targets for support effects include physical strength, speed, stamina, power, tenacity, and intelligence.
[0101] Figure 9C is a diagram illustrating the possessed skills table. As shown in Figure 9C, the possessed skills table has skills set for each support card the player possesses. In this embodiment, the possessed skills are set for each support card so that the character set as the main character by the player possesses those skills. The possessed skills set for each support card can be acquired by the main character selected by the player, or by other characters who have been promoted to team members as described later, when a hint event occurs during the main training game.
[0102] Figure 9D is a diagram illustrating the support event table. As shown in Figure 9D, the support event table stores the support events that may occur for each support card the player possesses. Support events are events that may occur during the execution of the main training game. When a support event occurs, the values of various stats in the main training game may increase or decrease.
[0103] For example, the support events that occur may be determined based on the number of turns, or they may be determined by a predetermined lottery. Furthermore, multiple support events may be selected in a single turn. In any case, the support events that occur should be determined according to a predetermined determination method set in advance.
[0104] Figure 8C is a second diagram illustrating the support card setting screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in Figure 8C. On the other hand, when not all six support cards are selected, the start operation unit 193 becomes inoperable, as shown in Figure 8A.
[0105] When the return operation unit 153 is operated on the support card setting screen 190, the inherited character selection screen 170 shown in Figure 7D is displayed on the display 26. Also, as shown in Figure 8C, when the start operation unit 193 is tapped on the support card setting screen 190, the selected support card is registered and the game screen 210 (Figure 13A) is displayed on the display 26.
[0106] <Registering a specific character> As described above, once the main character, inherited character, and support card are registered, a specific character is then registered. In this embodiment, four types of characters are pre-set as specific characters.
[0107] Figure 10 is the first diagram illustrating the character identification information table. Figure 11 is the second diagram illustrating the character identification information table. Figure 10 shows the case where "Character C" is registered as the main character, and "Character E", "Character I", "Character L", "Character M", "Character Q", and "Character T" are registered as support characters. Figure 11 shows the case where "Character F" is registered as the main character, and "Character E", "Character J", "Character L", "Character M", "Character Q", and "Character T" are registered as support characters.
[0108] In this embodiment, when registering a support card, restrictions are in place to prevent duplication between the character type set as the main character and the character type set as the support character.
[0109] In this embodiment, as shown in Figure 10, "Character F," "Character J," "Character N," and "Character R" are set as specific characters. When the player selects a main character from among the multiple characters, the selected character is registered as the main character in the character identification information table.
[0110] Additionally, when a support card is selected by the player, the character identification information table is updated, and the character corresponding to the selected support card is registered as a support character.
[0111] Furthermore, when information relating to the main character and support card is registered in the character identification information table, information relating to a specific character is registered. At this time, as shown in Figures 10 and 11, regardless of the type of main character and support character registered, "Character F", "Character J", "Character N", and "Character R" are registered as specific characters.
[0112] <Setting of Initial Character Identification Information> As described above, when the main character, inherited character, support character, and specific character are registered, registration of team members and sub-members is performed. Although details will be described later, in the breeding game, it is necessary to play the battle game using the characters registered as team members. Also, when the characters registered as sub-members satisfy certain conditions, those characters are registered as team members.
[0113] In this embodiment, in the character identification information table, the characters registered as the main character, support character, and specific character are registered as team members. That is, in the case of FIG. 10, "Character C", "Character E", "Character F", "Character I", "Character J", "Character L", "Character M", "Character N", "Character Q", "Character R", "Character T" are registered as team members. Also, in the case of FIG. 11, "Character E", "Character F", "Character J", "Character L", "Character M", "Character N", "Character Q", "Character R", "Character T" are registered as team members.
[0114] Also, in the character identification information table, among the characters or support cards (support characters) possessed by the player, the characters not registered as team members are registered as sub-members. Note that all of the remaining characters among the predetermined characters that are not registered as team members, or some of the characters selected by lottery, may be registered as sub-members.
[0115] Here, it is assumed that the support character and the specific character are registered as team members from the beginning of the breeding main game. However, the support character and the specific character may be registered as sub-members at the start of the breeding main game and then registered as team members at a predetermined timing.
[0116] In this way, when information related to team members and sub - members (initial character identification information) is stored in the character identification information table, the preparation - stage processing ends.
[0117] <Growth - stage processing> When the preparation - stage processing ends, the growth - stage processing starts. In the growth - stage processing, it becomes possible to grow the main character and the characters registered as team members. Hereinafter, for the sake of easy understanding, first, the basic flow of the main growth game will be described, and then the characteristic points of the main growth game will be described in detail.
[0118] FIG. 12 is a diagram for explaining the selection - item table. Here, a selection - item table is provided for each type of main character. However, a common selection - item table may be provided regardless of the type of main character. As shown in FIG. 12, the growth game is composed of the 1st turn to the 60th turn, and has a gameplay in which various parameters are updated according to the player's selection result in each turn. Also, according to the selection - item table, the items that the player can select are preset for each turn.
[0119] FIG. 13A is the first diagram for explaining the game screen 210. FIG. 13B is the second diagram for explaining the game screen 210. When shifting to the growth - stage processing, the game screen 210 shown in FIGS. 13A and 13B is displayed on the display 26. At the upper part of the game screen 210, a physical - strength display part 211 and a condition display part 212 are displayed. A parameter of "physical strength" is provided for the main character. The parameter of "physical strength" is mainly used for calculating the failure rate, which is the probability of failing in the training described later. The physical - strength display part 211 displays the remaining amount of the "physical strength" of the current main character visually with respect to the upper limit value of the "physical strength".
[0120] Furthermore, the main character has a "condition" parameter. The condition display unit 212 visually displays the current "condition" of the main character in multiple stages (five stages: very poor, poor, normal, good, and excellent). The higher the "condition" parameter, the more advantageous the main character's race performance will be, and the greater the increase in ability parameters through training.
[0121] Furthermore, as shown in Figures 13A and 13B, the central part of the game screen 210 displays an image of the main character, a status display section 213, and a skill point display section 214. The status display section 213 displays the current status of the main character as a numerical value and a rank (G + F, F + , E, E + , D, D + , C, C + , B, B + , A, A + S, SS, SS + It is shown in 16 stages. Specifically, in this embodiment, the numerical values and ranks of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. In addition, the skill point display section 214 shows the remaining amount of skill points that the main character possesses in the training game as a numerical value.
[0122] Furthermore, as shown in Figures 13A and 13B, the bottom of the game screen 210 displays a rest control unit 215 labeled "Rest," a training control unit 216 labeled "Training," a skill control unit 217 labeled "Skill," an outing control unit 218 labeled "Going Out," and a personal race control unit 219 labeled "Race." The top of the game screen 210 also displays the current turn number.
[0123] Furthermore, the player can select one of the following options in each turn: "Rest" (rest control unit 215), "Training" (training control unit 216), "Going Out" (going out control unit 218), or "Race" (individual race control unit 219). As shown in Figure 12, the selectable options for each turn are pre-set.
[0124] In this embodiment, there are turns, such as the 20th, 30th, 35th, 57th, and 59th turns shown in Figure 12, where the items in the rest operation unit 215, training operation unit 216, and outing operation unit 218 become unselectable. In such turns, as shown in Figure 13B, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed grayed out, and player input is not accepted. Therefore, in these turns, the player must select the personal race operation unit 219.
[0125] On the other hand, the skill operation unit 217 is set to be selectable at all times during every turn. As will be explained in more detail later, even if a skill is acquired, the turn does not end. In this embodiment, the team race is forcibly executed after the end of a predetermined turn.
[0126] Figure 14A is the first diagram illustrating the training screen 220. Figure 14B is the second diagram illustrating the training screen 220. When the training operation unit 216 of the game screen 210 is operated, the training screen 220 is displayed on the display 26.
[0127] As shown in Figure 14A, training items are displayed at the bottom of the training screen 220. Here, the speed control unit 221 labeled "Speed," the stamina control unit 222 labeled "Stamina," the power control unit 223 labeled "Power," the tenacity control unit 224 labeled "Spirit," and the intelligence control unit 225 labeled "Wisdom" are displayed.
[0128] When the player taps any of the control units 221 to 225 once, the training item corresponding to the tapped control unit 221 to 225 is provisionally selected, and the control unit 221 to 225 corresponding to the provisionally selected training item is highlighted. Figure 14A shows the state where the power control unit 223 is provisionally selected. Figure 14B shows the state where the stamina control unit 222 is provisionally selected.
[0129] Additionally, each control panel 221-225 displays the training level for each training item. The training level is a parameter that increases based on the team ranking, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.
[0130] Additionally, the operation units 221-225, which are currently under provisional selection, display a failure rate indicator 226 labeled "Failure". The failure rate, displayed numerically in the failure rate indicator 226, is set to increase inversely proportional to the remaining health displayed in the health indicator 211.
[0131] Furthermore, the status display unit 213 displays the value by which the ability parameter increases if the training corresponding to the tentatively selected operation unit 221-225 is executed and successful. For example, in the example shown in Figure 14A, the power operation unit 223 is tentatively selected, and "+8" is displayed for "Stamina" and "+10" for "Power" in the status display unit 213. In the example shown in Figure 14B, the stamina operation unit 222 is tentatively selected, and "+15" is displayed for "Stamina" and "+5" for "Spirit" in the status display unit 213.
[0132] Furthermore, if the training is successfully executed, an event notification display 227 is displayed on the operation units 221-225 corresponding to the training item in which a predetermined event occurs. The event notification display 227 can be displayed in different ways depending on the type of event.
[0133] Furthermore, as shown in Figure 14B, the upper right corner of the training screen 220 displays character placement icons 228 for each of the tentatively selected operation units 221 to 225, corresponding to the characters placed in the training. If the training is successful and a predetermined event occurs corresponding to the character displayed on the character placement icon 228, an event notification display 227 is displayed on the corresponding character placement icon 228. Hereafter, training in which characters are placed will be referred to as joint training.
[0134] Figure 14C is a diagram illustrating the training result notification screen 220a. When any of the tentatively selected operation units 221 to 225 is tapped again, the training corresponding to the tapped operation unit 221 to 225 is executed. Once the training is executed, the training result notification screen 220a, which notifies the success or failure of the training, is displayed on the display 26. Here, the word "Success" is displayed, notifying the player that the training was successful.
[0135] Furthermore, at this time, the ability parameters in the status display unit 213 are updated based on the success of the training. In other words, the ability parameters (ability information) of the main character corresponding to the training item (training type) selected by the player are updated.
[0136] Here, the value of the ability parameter that increases upon successful training, as displayed in the status display unit 213 in Figure 14A or Figure 14B, is added. In addition, the display in the stamina display unit 211 is updated according to the training item performed. If you perform any of the speed, stamina, power, or tenacity training and succeed, your stamina will decrease. On the other hand, if you perform intelligence training and succeed, your stamina will recover.
[0137] Furthermore, if training fails, a predetermined penalty will be imposed. Specifically, the penalties may include a decrease in physical strength, a decrease in ability parameters, a decrease in overall condition, etc. It should be noted that, for example, the penalty imposed when the failure rate is high may be more unfavorable than the penalty imposed when the failure rate is low (for example, a larger decrease in physical strength, a larger decrease in ability parameters, or a larger decrease in overall condition).
[0138] Furthermore, the nature of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may decrease, and if power training fails, the value of the power ability parameter may decrease. In addition, for some training items (for example, intelligence), no penalty may be imposed even if the training fails.
[0139] Figure 14D is a diagram illustrating the event screen 220b. After the training results notification screen 220a finishes displaying, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur in a single turn.
[0140] For example, when a hint event occurs, the player can obtain a hint about a skill. Once a hint is obtained, the player can spend skill points to acquire the skill. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has defined activation conditions and effects, and when the respective activation conditions are met, the predetermined effect is activated. Skills may be activated during the individual and team races described later.
[0141] Events include events that grant skills, events that restore stamina, events that decrease stamina, events that increase ability parameters, events that decrease ability parameters, events that increase condition, events that decrease condition, etc. As will be explained in more detail later, events include predetermined events for each turn and events that occur when you win a predetermined lottery. Also, once all events have finished, the game screen 210 for the next turn will be displayed.
[0142] Figure 15A is the first diagram illustrating the skill screen 230. Figure 15B is the second diagram illustrating the skill screen 230. When the skill operation unit 217 of the game screen 210 is operated, the skill screen 230 shown in Figure 15A is displayed on the display 26.
[0143] The skill screen 230 displays the skill display area 231. The skill display area 231 displays acquired skills, skills pre-set for the main character, and skills acquired through various events. In addition, if a hint event occurs for an acquired skill, the skill points required to acquire that skill are discounted. Here, for acquired skills for which a hint has been obtained, the required skill points are displayed with a discount. At this time, a discount rate display icon 232 indicating the discount rate is displayed together with the skill display area 231.
[0144] Additionally, the skills displayed on the skill screen (230) show the activation conditions and effects of each skill when activated.
[0145] Additionally, the top of the skill screen 230 displays the health indicator 211, the condition indicator 212, and the skill point indicator 214. The top of the skill screen 230 also displays the current turn count.
[0146] Based on the player's actions, when a player acquires a skill by spending skill points, as shown in Figure 15B, the acquired skill will be displayed as "GET," indicating that the player has acquired the skill. At the same time, the skill points spent will be deducted from the skill points displayed in the skill point display unit 214, and the display will be updated.
[0147] Figure 16A is the first diagram illustrating the individual race selection screen 240. When the individual race control unit 219 of the game screen 210 is operated, the individual race selection screen 240 shown in Figure 16A is displayed. Individual races are a game where the main character races against so-called non-player characters (hereinafter referred to as NPCs).
[0148] The top of the personal race selection screen 240 displays a stamina display section 211 and a condition display section 212. In the center of the personal race selection screen 240, a personal race selection operation section 241 is displayed for selecting the type of personal race in which the main character will participate. At the bottom of the personal race selection screen 240, a start operation section 242 labeled "Start" is displayed. The races that can be selected using the personal race selection operation section 241 on the personal race selection screen 240 are pre-set for each turn. In addition, conditions for participating in each race may be pre-set, and participation in the race may be possible only if these conditions are met.
[0149] Figure 16B is a diagram illustrating the individual race start screen 250. When the type of individual race to be entered is selected in the individual race selection operation unit 241, and the start operation unit 242 is operated, the individual race start screen 250 shown in Figure 16B is displayed. The strategy display unit 251 is displayed in the center of the individual race start screen 250. In addition, the strategy display unit 251 highlights the currently selected strategy (stalk, overtake, lead, breakaway) and displays the change operation unit 252 labeled "Change". When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the individual race to any strategy by operating on the strategy change screen.
[0150] Additionally, at the bottom of the individual race start screen 250, there is a results control section 253 labeled "Result" and a race control section 254 labeled "Race".
[0151] When the race control unit 254 is operated, a race screen (not shown) is displayed on the display 26. The display 26 displays a video of the race unfolding (hereinafter also referred to as the race video).
[0152] Figure 16C is a diagram illustrating the individual race results screen 260. When the playback of the race video described above is finished, and when the results operation unit 253 is operated, the individual race results screen 260 is displayed on the display 26. The individual race results screen 260 displays the finishing order in the individual race.
[0153] Figure 17A is a diagram illustrating the team race selection screen 270. As described above, in this embodiment, a team race is forcibly started when a predetermined turn ends. When a team race starts, the team race selection screen 270 shown in Figure 17A is displayed. In the center of the team race selection screen 270, a team selection operation unit 271 is displayed for selecting an opponent in the team race to participate in. The opponent can be an NPC. Alternatively, the opponent is not limited to an NPC, but can be a team of another player. In this case, a communication battle will be held with a team of another player.
[0154] Furthermore, the characters that can participate in a team race can be selected from among the team members, and do not necessarily have to include the main character. Also, a single team member may participate in multiple races within a team race.
[0155] Figure 17B is a diagram illustrating the team formation screen 280. When the opposing team selection operation unit 271 is operated, the team formation screen 280 is displayed on the display 26. The team formation operation unit 281 is displayed on the team formation screen 280. By operating the team formation operation unit 281, the player can form a team of characters for the team race using characters registered as team members. In this embodiment, five races are held in the team race: "short distance," "mile," "middle distance," "long distance," and "dirt." The game has a gameplay where the overall winner of the team race is determined based on the wins and losses of each race.
[0156] Specifically, in a team race, if the number of races won by the player's team out of five is greater than the number of races won by the opposing team, the player wins the team race overall. Conversely, if the number of races won by the player's team out of five is less than the number of races won by the opposing team, the player loses the team race overall. Also, if the number of races won by the player's team is the same as the number of races won by the opposing team, it is a draw.
[0157] Players can assemble a team of up to three different characters for each race. However, it is not possible to use the same type of character in multiple races. Additionally, a start control panel 282 labeled "Start" is displayed at the bottom of the team assembly screen 280.
[0158] Figure 17C is a diagram illustrating the team race start screen 290. When the start operation unit 282 of the team formation screen 280 is operated, the team race start screen 290 shown in Figure 17C is displayed. In this embodiment, five races are performed in the team race, but the order in which they are performed may be predetermined or may be determined randomly.
[0159] As shown in Figure 17C, the central part of the team race start screen 290 displays the characters of the player's team and the opposing team for the race being performed. Here, we show a case where the player has assembled two characters and the opposing team has assembled two characters for a "medium-distance" race.
[0160] Furthermore, as shown in Figure 17C, the bottom of the team race start screen 290 displays a results control unit 291 labeled "Result" and a race control unit 292 labeled "Race". When the race control unit 292 is operated, a race video (not shown) is displayed.
[0161] Figure 17D illustrates the team race interim results screen 300. When the playback of the race video described above is finished, and when the results operation unit 291 on the team race start screen 290 is operated, the team race interim results screen 300 is displayed on the display 26. The team race interim results screen 300 displays the winner and loser of the race in question (in this case, the "middle distance" race). The method for determining the winner and loser of each of the five races in the team race is not particularly limited. For example, the team to which the character that comes in first place belongs may be declared the winner. Alternatively, points may be awarded according to the finishing order, and the team with the highest number of points may be declared the winner.
[0162] Then, once the display of the team race interim results screen 300 in Figure 17D has finished, the team race start screen 290 for the next race (for example, the "short distance" race) will be displayed, and thereafter, the display of the team race start screen 290 and the team race interim results screen 300 will be carried out in the same manner as above until all five types of races have been completed.
[0163] Figure 18A is the first diagram illustrating the team race detailed results screen 310. As described above, once the team race start screen 290 and the team race intermediate results screen 300 for all five types of races have been displayed, the team race detailed results screen 310 is displayed on the display 26. In the center of the team race detailed results screen 310, the win / loss result display section 311 is displayed. The win / loss result display section 311 informs the player of the win / loss results for each race. Here, as shown in Figure 18A, we show the case where there are 3 wins and 2 losses in each race.
[0164] Figure 18B is the first diagram illustrating the team race overall results screen 320. When the win / loss result display unit 311 finishes displaying the results, the team race overall results screen 320 is displayed on the display 26. The team race overall results screen 320 informs the player of the overall win / loss results in the team race. As shown in Figure 18A, if there are 3 wins and 2 losses in each race, the team race overall results screen 320 will inform the player that they have won the team race.
[0165] Furthermore, the team race overall results screen 320 displays the team rankings. In this embodiment, the team rankings change based on the results of the team races. For example, if a team wins a team race, its team ranking will increase.
[0166] Furthermore, on the team race overall results screen 320, which notifies the team of their victory in the team race, a "NEXT" button labeled "Next" is displayed on the Next control unit 321. When the Next control unit 321 on the team race overall results screen 320 is operated, the game screen 210 for the next turn is displayed.
[0167] Figure 18C is a second diagram illustrating the team race detailed results screen 310. Here, as shown in Figure 18C, the case where there are 2 wins and 3 losses in each race is shown. Figure 18D is a second diagram illustrating the team race overall results screen 320. As shown in Figure 18C, when there are 2 wins and 3 losses in each race, the team race overall results screen 320 will report that the team lost the team race.
[0168] If a team loses a team race, their team ranking will drop. However, regardless of the outcome of the team race, the main training game continues, and the next turn begins when the Next Control Unit 321 is tapped.
[0169] As described above, in the main training game, team races are held at predetermined turn intervals. Winning a team race grants benefits such as an increase in the main character's ability parameters. In addition, in the main training game, sub-members are promoted to team members at predetermined turn intervals. Here, a predetermined number of sub-members are promoted to team members in the turn following a team race. Thus, the gameplay of the training game revolves around gradually increasing the number of team members and winning team competitions.
[0170] Figure 19 illustrates the general flow of turn-start processing. The training stage processing includes turn-start processing, which is executed at the beginning of each turn in the training game. While details of turn-start processing will be discussed later, this section provides a general overview of the turn-start processing flow.
[0171] At the start of a turn, as shown in Figure 19, the following processes are executed: "Determining whether or not to place team members," "Determining which training items to place," "Determining the increase value of ability parameters," and "Determining which events will appear." These processes will be explained in order below.
[0172] <Process to determine whether or not to assign team members> Figure 20 is a diagram illustrating the placement / non-placement table. As shown in Figure 20, the placement / non-placement table has a selection ratio for placement / non-placement ("place" or "do not place") set for each character's character identification information. In this embodiment, the placement / non-placement status for all team members is determined based on the placement / non-placement table shown in Figure 20, by referring to the character identification information table shown in Figure 10 or Figure 11 described above.
[0173] Specifically, as shown in Figure 20, in this embodiment, for team members registered as both "support character" and "specific character" in their character identification information, "place" is selected with an 80% probability. Furthermore, for team members registered as "specific character" but not as "support character" in their character identification information, "place" is selected with a 60% probability.
[0174] Additionally, for team members registered as "support characters" in their character identification information but not as "specific characters," there is a 40% chance that "place them" will be selected. Furthermore, for team members not registered as either "support characters" or "specific characters" in their character identification information, there is a 10% chance that "place them" will be selected.
[0175] Thus, team members registered as support characters are more likely to be placed in training than team members not registered as support characters. Furthermore, team members registered as specific characters are more likely to be placed in training than team members not registered as specific characters.
[0176] <Process for determining the training items to be included> Next, for the team members whose placement has been decided as described above, it is determined which of the following training items they will be assigned to: "Speed," "Stamina," "Power," "Spirit," or "Wisdom."
[0177] The method for determining which training items to assign is not particularly limited, but for example, a lottery may be held to ensure that each training item is assigned with equal probability. Alternatively, the training items may be assigned to each character based on pre-set settings without a lottery. Furthermore, a lottery may be held to make it more likely for a character to be assigned to their preferred training (see Figure 9A). If a lottery is performed, a lottery table with predetermined selection ratios may be stored in advance, or a lottery table may be created each time a lottery is performed.
[0178] <Process to determine the increase value of ability parameters> Figure 21A is a diagram illustrating the training level table. As shown in Figure 21A, the training level is set to increase as the team ranking rises. Specifically, if the team ranking is 100th or lower, each training level related to "Speed," "Stamina," "Power," "Spirit," and "Wisdom" is set to "Level 1." If the team ranking is 99th or higher but 60th or lower, each training level is set to "Level 2." If the team ranking is 59th or higher but 30th or lower, each training level is set to "Level 3." If the team ranking is 29th or higher but 10th or lower, each training level is set to "Level 4." If the team ranking is 9th or higher, each training level is set to "Level 5."
[0179] In this embodiment, the training level is set to increase as the team ranking rises, but this is not the only example. For example, the training level may be set to increase according to the number of training items in which each team member excels. In this example, the training level is set to be the same for all training items in relation to the team ranking, but the training level may differ for each training item even for the same team ranking.
[0180] In this embodiment, when the training selected by the player is executed successfully, the value of a predetermined ability parameter increases according to the training item that was executed.
[0181] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values of the "Speed" and "Power" ability parameters increase.
[0182] Additionally, if "Stamina" training is performed and successful, the values of the "Stamina" and "Spirit" ability parameters will increase.
[0183] Additionally, if "Power" training is performed and successful, the values of the "Stamina" and "Power" ability parameters will increase.
[0184] Additionally, if "Spirit" training is performed and successful, the values of the "Speed," "Power," and "Spirit" ability parameters will increase.
[0185] Additionally, if "Wisdom" training is performed and successful, the values of the "Speed" and "Wisdom" ability parameters will increase.
[0186] In this embodiment, the value of the ability parameter that increases upon successful training is calculated by adding to the fixed increase value, which is determined in accordance with the training items and training level performed, a value obtained by multiplying the fixed increase value by a bonus addition rate described later.
[0187] Figure 21B illustrates the table for increasing fixed values (speed). Figure 21C illustrates the table for increasing fixed values (power). Specifically, Figure 21B shows the increasing fixed values when the training item is "Speed". Figure 21C shows the increasing fixed values when the training item is "Power".
[0188] As shown in Figures 21B and 21C, the fixed increase value table stores the fixed increase values determined in accordance with the training items and training levels performed. Furthermore, in this embodiment, as shown in Figures 21B and 21C, the ability parameters are set to increase more significantly as the training level increases.
[0189] Although not described here, tables showing the fixed increases in each of the following training items are also provided: "Stamina," "Spirit," and "Wisdom."
[0190] In addition to the fixed increase values mentioned above, the bonus rate is determined based on the characters assigned to each training item and the character identification information table shown in Figure 10 or Figure 11.
[0191] Figure 21D is a diagram illustrating the bonus rate table. In this embodiment, the bonus rate is determined based on the character identification information of the character assigned to each training session.
[0192] Specifically, as shown in Figure 21D, the bonus rate table includes, for each character's character identification information, the presence or absence of a bonus rate and the selection ratio of the rate (10% increase or 20% increase).
[0193] If the character identification information is registered as both "Support Character" and "Specific Character," there is a 50% chance that "None" will be selected and a 50% chance that "20% Up" will be selected.
[0194] Additionally, if only "Support Character" is registered as character identification information, there is a 50% chance that "None" will be selected and a 50% chance that "10% Up" will be selected.
[0195] Additionally, if only a "specific character" is registered as character identification information, there is a 50% chance that "none" will be selected and a 50% chance that "10% increase" will be selected.
[0196] Additionally, if neither "Support Character" nor "Specific Character" is registered as character identification information, there is an 80% chance that "None" will be selected, and a 20% chance that "10% Up" will be selected.
[0197] Then, the bonus value is derived by multiplying the fixed increase value determined by the fixed increase value table by the bonus addition rate. The value obtained by adding the bonus value to the fixed increase value determines the amount of increase in the ability parameter value when the training is successful. In the case of training with multiple characters, the bonus value of each of the characters is added to the fixed increase value. In this way, the amount of increase in the main character's ability parameter when the training is successful is determined for all types of training.
[0198] <Process to determine the appearance event> Figure 22 is a diagram illustrating event types and classifications. During the main training game, a process is performed each turn to determine whether or not an event will occur. Events are broadly divided into four types: scenario events, the above-mentioned dedicated events 162a provided for each main character, support events, and team member events. Each scenario has predetermined scenario events, dedicated events 162a, support events, and team member events that may occur during the main training game.
[0199] Scenario events are events set for each scenario in the main training game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. Scenario events appear for each scenario selected by the player. In other words, the scenario events that appear in the main training game are determined based on the scenario selected by the player.
[0200] Furthermore, scenario events may include both scenario-specific events and scenario-common events. Scenario-specific events are events tied to only one specific scenario. For example, scenario-specific events tied to the first scenario will only appear when the first scenario is selected, and will not appear if any other scenario is selected.
[0201] Furthermore, scenario-common events are events that appear in common across multiple scenarios. Therefore, scenario-common events will appear both when the first scenario is selected and when the second scenario is selected.
[0202] Here, scenario events will consist of scenario-specific events and scenario-common events. However, it is also acceptable to have only one of either scenario-specific or scenario-common events.
[0203] As mentioned above, the special event 162a is an event that is pre-set for each character. In the main training game, the special event 162a of the character that the player registered as the main character during the setting game, i.e., the preparation stage, will appear.
[0204] As mentioned above, support events are pre-set events for each support card. In the main training game, support events linked to the support cards registered by the player in the setting game will appear. In addition to the support events linked to the registered support cards, support events linked to team members may also appear. However, the probability of a support event linked to a support card registered by the player in the setting game being determined is set higher than the probability of other support events being determined.
[0205] Team member events primarily occur when team members are assigned to training sessions, i.e., when joint training sessions are conducted. However, team member events can also occur independently of training sessions if certain conditions are met.
[0206] Thus, the appearance or non-appearance of scenario events is determined based on the scenario. Similarly, the appearance or non-appearance of dedicated events 162a, support events, and team member events is determined based on the main character, support card, and team member, respectively. In short, event types are distinguished by the information referenced when determining the appearance or non-appearance of an event.
[0207] In contrast, in this embodiment, each event is classified into one of five event categories based on the content brought about by its appearance. Here, each event is classified into one of the following event categories: hint event, ability event, aptitude event, story event, or training event.
[0208] As mentioned above, Hint events are events that allow you to possess or acquire skills. Ability events are events that increase or decrease the ability parameters of the main character. Aptitude events are events that increase or decrease the aptitude parameters of the main character. Story events are events that display the story related to the characters that appear in the training game. Note that in addition to displaying the story, some story events also change ability parameters or aptitude parameters. Special training events are events that increase the ability parameters of team members.
[0209] Here, scenario events include hint events, ability events, aptitude events, and story events. Additionally, dedicated event 162a and support events include hint events and ability events. Team member events include story events and training events. Note that the relationship between event types and event classifications shown in Figure 22 is merely an example. Therefore, for example, dedicated event 162a may include story events and training events.
[0210] Figure 23 illustrates the relationship between event type and turn count. Figure 23 shows an example where a predetermined character is registered as the main character during the main training game. Whether or not an event occurs is determined based on an event determination table provided for each scenario.
[0211] Here, the event determination table includes an event occurrence determination table and an event content determination table. In the event occurrence determination table, information indicating whether or not an event will occur, and information indicating the probability of the event occurring, are linked for each turn. Here, it is assumed that the information indicating whether or not an event will occur, and information indicating the probability of the event occurring, are defined for each type of event for all turns.
[0212] Furthermore, in the event content determination table, the events that will appear, or events that can appear, are predetermined for each turn and for each type of event.
[0213] At the start of each turn, the event appearance determination table is consulted to first determine whether or not an event will appear, for each type of event. Depending on the turn number and the type of event, it may be determined that the event will "appear" automatically. In addition, depending on the turn number and the type of event, it may be stipulated that the event will appear with a 50% probability. In this case, a draw is held to determine whether the event "appears" with a 50% probability.
[0214] The type of event that is determined to "appear" is determined by referring to the event content determination table, which then determines the content of the event to appear. For example, according to the event appearance determination table, it is set that a scenario event will always appear in the first turn. Each event is also assigned an event ID. The event content determination table associates the scenario event with event ID=0001 as an event that can appear in the first turn. Therefore, when playing the training main game, the scenario event with event ID=0001 will always appear in the first turn.
[0215] Similarly, according to the event determination table (event appearance determination table and event content determination table), it is determined that scenario events with event IDs 0002, 0003, 0004, 0005, and 0006 will appear in turns 4, 5, 6, 7, and 10, respectively.
[0216] Here, events are broadly categorized into fixed events and random events. Fixed events are events whose appearance turn is fixed; in other words, they can appear on a predetermined turn and will not appear on any other turn. Here, the scenario events with event IDs 0001, 0002, 0003, 0004, 0005, and 0006 are all fixed events and are scenario-specific events.
[0217] In contrast, random events are events that appear only when it has been decided that they will appear and that they are indeed events that will appear. In Figure 23, in the turn labeled "Draw," it is decided by a draw whether or not an event will appear, and if it is decided that an event will appear, the event that was selected by the draw from among the random events will appear.
[0218] In the event content determination table, for turns in which events are selected by lottery, the event IDs that are subject to the lottery are set. For example, suppose there are random events with event IDs 0010, 0011, and 0012 as scenario events. Also, suppose the scenario event with event ID 0010 is associated with turn 12 in the event content determination table.
[0219] In this case, at the start of turn 12, a lottery is held to determine whether or not to make the scenario event appear. If the lottery is successful, the scenario event with event ID=0010 will appear; otherwise, the scenario event will not appear.
[0220] For example, suppose that in the event content determination table, scenario events with event IDs 0010, 0011, and 0012 are associated with turn 15. If a lottery is held to determine whether or not to make an event appear, the scenario event to appear will be determined by lottery from among the events with event IDs 0010, 0011, and 0012, and the scenario event that is selected by lottery will appear.
[0221] This section describes the case where fixed events and random events are mutually exclusive. However, when the scenario events to appear are determined by lottery, fixed events may be included in the lottery in addition to random events, or in place of random events.
[0222] In this embodiment, turns 4 through 7 are set as branching turns. A branching turn is a turn in which the content of an event changes if a predetermined condition is met. In this case, the predetermined condition is that a predetermined number of a specific character is included in the team members, or in other words, that a predetermined number of a specific character is included in the main character or support characters.
[0223] Specifically, in the fourth turn, it is determined whether a predetermined number of four specific characters are included as team members. If four specific characters are included as team members, the scenario event is replaced with a team member event. The team member event includes a specific character event, which is set up for each specific character. Here, if a specific character is included as a team member, the scenario event is replaced with a specific character event in the branching turn.
[0224] Similarly, in turns 5, 6, and 7, it is determined whether the team members include a predetermined number of specific characters: 3, 2, and 1 respectively. If the team members include the predetermined number of specific characters, the scenario event is replaced with a specific character event.
[0225] Specifically, the scenario events with event IDs 0002, 0003, 0004, and 0005 are story events. In these story events, a story is played in which team members think of a team name, but ultimately no team name is proposed. Therefore, if a specific character is not included as a team member, no team name will be proposed for four consecutive turns.
[0226] In contrast, if a specific character is included as a team member, the number of scenario events will be replaced with specific character events equal to the number of specific characters. Specific character events are story events. In specific character events, a story will be played in which the specific character proposes a team name. There are four specific characters, and each specific character proposes a different team name. Therefore, if a specific character is included as a team member, the same number of team names as the number of specific characters will be proposed from turn 4 to turn 7.
[0227] Additionally, the scenario event with event ID=0006 that appears in turn 10 is a story event. In this story event, a story is played in which the player is asked to choose a team name. There are a total of five possible team names: four team names suggested by four specific characters, plus a pre-set default team name.
[0228] If a team does not include a specific character and no team names are proposed from turn 4 to turn 7, the only team name the player can choose from in turn 10 will be the default team name. In this case, the player must select the default team name. Also, if, for example, two team names are proposed from turn 4 to turn 7, the player can choose one of the three possible team names: the two proposed team names plus the default team name.
[0229] The team name selected by the player in turn 10 will be registered as the official team name and will be used in various situations until the end of the main training game. At predetermined times before the end of the main training game, the player may be granted benefits corresponding to the registered team name. Examples of benefits granted to the player include acquiring skills corresponding to the registered team name, increases in ability parameters and aptitude parameters, and acquisition of in-game currency.
[0230] Thus, the scenario events with event IDs 0002, 0003, 0004, 0005, and 0006, as well as the specific character events that are replaced from turn 4 to turn 7, are all scenario-specific events. Scenario IDs are managed by linking them to the event IDs that can appear. Therefore, the scenario events and specific character events that appear from turn 4 to turn 7, and in turn 10, are linked only to scenario ID 1.
[0231] Also, according to the event decision table, in the second turn and the eighth turn, dedicated events 162a with event IDs = 1001 and 1002 respectively appear. Also, according to the event decision table, in the third turn to the seventh turn, the ninth turn, the eleventh turn, and the twelfth turn, the presence or absence of the dedicated event 162a and the dedicated event 162a to be made to appear are determined by lottery.
[0232] Here, the dedicated event 162a is different for each character. Also, the relationship between the number of turns and the dedicated event 162a that appears is set for each character. Therefore, depending on the character registered as the main character, the turn in which the dedicated event 162a appears and the dedicated event 162a that appears in each turn will be different.
[0233] Also, in the event decision table, as shown in FIG. 23, it is set that in a predetermined turn, the presence or absence of the support event and the content of the support event to be made to appear are determined by lottery. Note that for the support event, the event IDs that can be won by lottery may be different for each turn or may be common for all turns.
[0234] In the lottery for determining the presence or absence of the support event, the probability of determining "appearance" is not affected by the registered support cards. In other words, in each turn, the probability of determining that the support event appears is common regardless of which support cards are registered. On the other hand, when the "appearance" of the support event is determined, the content of the support event is determined. At this time, however, the probability of determining the content of the support event changes depending on the registered support cards.
[0235] Specifically, when the "occurrence" of a support event is determined, the event ID of the support event that can occur in that turn is extracted based on the event content determination table. Then, a lottery table is generated based on the extracted event ID, and one event ID is determined based on the generated lottery table.
[0236] Note that the event IDs to be extracted may include the event IDs of support events associated with registered support cards and the event IDs of support events not associated with registered support cards. In this case, in the lottery table, the winning probability of the event ID of the support event associated with the registered support card is set higher than the winning probability of the event ID of the support event not associated with the registered support card. As a result, the support event associated with the registered support card has a higher appearance probability than other support events.
[0237] Thus, in each turn, the appearance probability of the support event is not affected by the registered support cards, but the content of the support event that appears is affected by the registered support cards.
[0238] However, the probability itself of causing a support event to occur, or the content (type) of the support event that occurs itself, may change depending on the registered support cards. That is, the number or occurrence probability of events occurring during the training main game may vary depending on the registered support cards.
[0239] Also, in each turn, the presence or absence of team member events, etc. is determined by lottery. The team member events determined by lottery are limited to training events. The training events will be described in detail below.
[0240] Figure 24A is a third diagram illustrating the game screen 210. Figure 24A shows the case where a special training event occurs during the turn. In this case, as shown in Figure 24A, an event notification display 227 is displayed on the training operation section 216 of the game screen 210.
[0241] Figure 24B is a third diagram illustrating the training screen 220. When the training operation unit 216 of the game screen 210 is operated, the training screen 220 is displayed on the display 26. If a special training event occurs corresponding to a character displayed on the placement character icon 228 of the training screen 220, an event notification display 227 is displayed on the placement character icon 228 of the corresponding character.
[0242] Furthermore, as shown in Figure 24B, a bond gauge 228a and a special icon 228b are displayed for each character placement icon 228 of the characters placed in training. The bond gauge 228a indicates a parameter (hereinafter referred to as the bond parameter) that increases according to the number of times joint training is performed with the corresponding team member character. This bond parameter is initially set to 0 and can increase up to a maximum of 100. The bond gauge 228a visually displays the value of the bond parameter.
[0243] Furthermore, special icon 228b indicates the number of training events performed for the corresponding team member character. As will be explained in more detail later, special icon 228b is displayed in a manner corresponding to the number of training events that have been performed for the character of placement character icon 228 on which special icon 228b is displayed.
[0244] Figure 25A is a diagram illustrating the training event execution determination table. When it is decided that team members will be assigned to each training item, whether or not a training event will be executed for each team member assigned to each training item is determined by lottery based on the training event execution determination table shown in Figure 25A. Hereafter, team members who have been selected to undergo a training event will also be referred to as training target team members.
[0245] Specifically, as shown in Figure 25A, the probability of whether or not to execute a training event is set based on the bond parameter value of the team member being trained. Here, the higher the bond parameter value, the more likely the training event is to be selected. The number of training events that can appear is equal to the number of team members who have been selected in the lottery. However, there may be a limit on the number of team members who can be trained simultaneously for each training item.
[0246] Figure 25B is a diagram illustrating the special icon determination table. The training event includes two execution patterns: "success" and "great success". For each team member being trained, when the fifth training event is performed, the training event will always be performed with the "great success" execution pattern. On the other hand, for each team member being trained, when a training event other than the fifth is performed, the training event will always be performed with the "success" execution pattern. In other words, for each team member being trained, the training event can only be performed with the "great success" execution pattern once. The event notification display 227 may be displayed in different ways depending on the content of the training event to be performed ("success" or "great success" execution pattern) and the number of team members for whom the training event has been decided.
[0247] As shown in Figure 25B, if the number of training events performed for each team member being trained is between 0 and 4, that is, if the training event has not yet been performed with the "Great Success" execution pattern, the special icon 228b will be displayed in a larger size the more training events have been performed.
[0248] Furthermore, the outcome of the special training event, whether it is a "great success" or a "success," may be determined by lottery. In this case, the lottery probability may be set so that the more times the special training event is performed for the team member being trained, the more likely the "great success" outcome is to be selected. In this case, the larger the size of the special icon 228b, the more likely the "great success" outcome is to be selected, thus the special icon 228b indicates the likelihood of the "great success" outcome being selected.
[0249] Furthermore, after a training event has been executed with the "Great Success" execution pattern, that is, if the number of training events related to the team member being trained has been executed is 5 or more, a special icon 228b will be displayed in a larger size than when the number of training events related to the team member being trained has been executed between 0 and 4 times. Also, as shown in Figure 25B, an indication display a will be shown to suggest that a training event has already been executed with the "Great Success" execution pattern.
[0250] Furthermore, if a special training event occurs and the event is a "successful" event, the ability parameters of the team members being trained and the main character will increase within a predetermined range. If the special training event is a "great success" event, the ability parameters of the team members being trained and the main character will increase significantly beyond the predetermined range.
[0251] Furthermore, as shown in Figure 24B, if the execution of a special training event is decided, a bonus icon 228c indicating the value by which the main character's ability parameters will increase due to the special training event will be displayed in the status display section 213 of the training screen 220.
[0252] Figure 25C illustrates the bonus icon determination table. The bonus icon 228c is displayed in different sizes depending on the amount by which the main character's ability parameters increase due to the training event. Here, the bonus icon 228c is displayed in a larger size when the amount by which the main character's ability parameters increase due to the training event is 20-39, compared to when it is 0-19. Also, the bonus icon 228c is displayed in a larger size when the amount by which the main character's ability parameters increase due to the training event is 40 or more, compared to when it is 20-39.
[0253] Figure 26A is a diagram illustrating the bonus fixed value (main character) table. When the training event described above is executed, the amount by which the main character's ability parameters increase due to the training event (bonus fixed value) is determined according to the number of team members for whom the training event has been decided. Here, as shown in Figure 26A, the more team members for whom the training event has been decided, the larger the amount by which the main character's ability parameters increase due to the training event (bonus fixed value) becomes.
[0254] Figure 26B is a diagram illustrating the bonus addition value (main character) table. When a training event is executed with the "Great Success" execution pattern, in addition to the fixed bonus value mentioned above, a value (bonus addition value) is determined that increases the main character's ability parameters due to the training event with the "Great Success" execution pattern. Here, as shown in Figure 26B, the value (bonus addition value) that increases the main character's ability parameters is set according to the training specialty of the team member whose training event is executed with the "Great Success" execution pattern. In other words, the value by which the main character's ability parameters increase due to the training event is the sum of the fixed bonus value and the bonus addition value mentioned above.
[0255] FIG. 27A is a diagram for explaining a fixed increase value (training target) table. When the above-described training event is executed, a value (fixed increase value) by which the ability parameter of a team member targeted for training increases due to the training event is determined. Here, as shown in FIG. 27A, a range of values (fixed increase values) by which the ability parameter of a team member targeted for training increases according to the type of training executed is set. Here, a value (fixed increase value) within the range set in FIG. 27A is determined by lottery.
[0256] FIG. 27B is a diagram for explaining a bonus increase value (training target) table. When the training event is executed in the "great success" execution pattern, in addition to the above-described fixed increase value, a value (bonus increase value) by which the ability parameter of a team member targeted for training increases due to the training event is determined. Here, as shown in FIG. 27B, a value (bonus increase value) by which the ability parameter of a team member targeted for training increases is set according to the favorite training of the team member targeted for training in the training event executed in the "great success" execution pattern.
[0257] Note that when the training event is executed in the "great success" execution pattern, an additional increase event in which the ability parameter of the team member targeted for training and the ability parameter of the main character increase may be executed according to the number (times) of training events in the "great success" execution pattern executed simultaneously. For example, it can be made such that the more the number (times) of training events in the "great success" execution pattern executed simultaneously, the larger the value by which the ability parameter of the team member targeted for training and the ability parameter of the main character increase.
[0258] As described above, when a special training event occurs, the ability parameters of the main character and the team member being trained will increase. Furthermore, if the main character or the team member being trained is a specific character, a predetermined rate may be added to the fixed increase or bonus increase. In other words, if the main character or the team member being trained is a specific character, their ability parameters will increase more significantly than if they were not.
[0259] As described above, in this training-focused game, players can increase the number of team members as turns progress. Furthermore, players can increase the ability parameters of the main character and team members as turns progress. Ability parameters increase through successful training or the appearance of various events. As mentioned above, during training, if a specific character is assigned to a training item, a bonus value is added.
[0260] While I won't go into detail here, if your main character or support character is a specific character, a predetermined bonus value will be added when ability events occur. Therefore, players can gain an advantage in the main training game by registering specific characters as their main or support characters.
[0261] Furthermore, if a specific character is included in the team members, a specific character event will occur during branching turns. Therefore, players can broaden their choices in the game and enhance the enjoyment of the game by registering specific characters as main or support characters.
[0262] In the training game described above, the training game ends when all turns are completed. When the training game ends, the main character that was trained in the training game is remembered as a trained character. More precisely, information about the trained character trained in the training game (hereinafter referred to as trained character information) is remembered and linked to the player ID. As will be explained in more detail later, the trained character information remembered and linked to the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.
[0263] (Team competition game) Next, we will explain team games. For example, on the home screen 100, when the team arena screen selection operation section 102d of the menu bar 102 is tapped, the team arena screen is displayed. Players can play team games or practice matches (described later) by inputting commands on the team arena screen.
[0264] Figure 28A is the first diagram illustrating the team arena screen 400. Figure 28B is the second diagram illustrating the team arena screen 400. When the team arena screen selection operation unit 102d is tapped, the team arena screen 400 shown in Figure 28A is displayed. The team arena screen 400 displays the team game selection operation unit 401 and the practice match selection operation unit 402.
[0265] When the team competition game selection control unit 401 is tapped, the team arena screen 400 displays the team formation selection control unit 403, the team competition game start control unit 404, and the return control unit 405, as shown in Figure 28B. When the return control unit 405 is tapped, the screen transitions to the team arena screen 400 shown in Figure 28A. When the team formation selection control unit 403 is tapped, the team formation screen 410 is displayed on the display 26.
[0266] Figure 28C is a diagram illustrating the team formation screen 410. On the team formation screen 410, the player can form a team to be used in the team competition game. The team competition game includes five types of races: short-distance races, mile races, middle-distance races, long-distance races, and dirt races. Each race is conducted in a competition format between the team formed by the player (hereinafter referred to as the player team) and the opposing team selected by the player (hereinafter referred to as the opposing team). In all five types of races, the team to which the character that comes in first belongs wins. The player wins if the number of wins of the player team is greater than the number of wins of the opposing team.
[0267] On the team formation screen 410, players can create teams for short-distance races, mile races, middle-distance races, long-distance races, and dirt races. Each team can have a maximum of three characters. Players can register their own trained characters to the team. Hereafter, trained characters registered to a team will be referred to as registered characters.
[0268] As shown in Figure 28C, the team formation screen 410 displays character icons 411 corresponding to the registered characters for each team. When a character icon 411 is tapped, the registered character corresponding to the tapped character icon 411 is temporarily selected, and the character training list screen 420 is displayed on the display 26.
[0269] Figure 28D is a diagram illustrating the character training list screen 420. On the character training list screen 420, the player can select a registered character. Specifically, the top of the character training list screen 420 displays an image of the character being trained in the provisional selection state, as well as an ability parameter display area 421. The ability parameter display area 421 displays the ability parameters of the character being trained in the provisional selection state.
[0270] Additionally, below the ability parameter display area 421, training character icons 422 corresponding to the training characters owned by the player are displayed. When a training character icon 422 is tapped, the training character corresponding to the tapped training character icon 422 is temporarily selected. In this way, when the temporarily selected training character is changed, the display in the ability parameter display area 421 is also changed simultaneously.
[0271] The character training list screen 420 is provided with a confirmation operation unit 423. When the confirmation operation unit 423 is tapped after a training character different from the registered character has been tentatively selected on the character training list screen 420, the registered character is changed. When the registered character is changed, the team formation screen 410 shown in Figure 28C is displayed. At this time, the team formation screen 410 displays a character icon 411 corresponding to the changed registered character.
[0272] The team formation screen 410 is provided with a confirmation operation unit 412. When the registered character has not been changed, the confirmation operation unit 412 is displayed in gray, as shown in Figure 28C. In this state, operations on the confirmation operation unit 412 are disabled. On the other hand, when the registered character has been changed, operations on the confirmation operation unit 412 become enabled. When the confirmation operation unit 412 accepts an operation, the change of the registered character is confirmed.
[0273] Furthermore, a return operation section 405 is provided on the team formation screen 410 and the character training list screen 420. When the return operation section 405 is tapped on the team formation screen 410, the team formation screen 410 shown in Figure 28B is displayed. However, if the return operation section 405 is tapped while the registered character has been changed, the change to the registered character is discarded. Therefore, in this case, the team formation screen 410 will be displayed without the registered character being changed.
[0274] Furthermore, when the return operation unit 405 is tapped on the character training list screen 420, the character training list screen 420 shown in Figure 28C is displayed. Note that if the return operation unit 405 is tapped while the registered character has been changed, the change to the registered character is discarded. Therefore, in this case, the team formation screen 410 will be displayed without the registered character being changed.
[0275] Furthermore, if the character icon 411 is pressed and held on the team formation screen 410, and if the training character icon 422 is pressed and held on the training character list screen 420, the character details dialog 430 will be displayed on the display 26.
[0276] Figure 29A is the first diagram illustrating the character details dialog 430. Figure 29B is the second diagram illustrating the character details dialog 430. Figure 29C is the third diagram illustrating the character details dialog 430. The character details dialog 430 displays detailed information about the training character corresponding to the character icon 411 or training character icon 422 that was pressed and held. At the top of the character details dialog 430, the ability parameter display area 421 is displayed.
[0277] Furthermore, below the ability parameter display area 421, the aptitude information display area 431 is displayed. The aptitude information display area 431 displays aptitude parameters related to track suitability for turf and dirt, aptitude parameters related to distance suitability for sprint, mile, middle distance, and long distance, and aptitude parameters related to running style suitability for front-runner, pace-setter, stalker, and closer.
[0278] Below the aptitude information display area 431, various information display areas 432 are displayed. These various information display areas 432 include a skill display tab 432a, an inheritance information display tab 432b, and a training information display tab 432c. When the skill display tab 432a is tapped, the skills acquired by the training character are displayed in the various information display area 432, as shown in Figure 29A. When the inheritance information display tab 432b is tapped, the training character's inheritance information is displayed, as shown in Figure 29B. The inheritance information includes information about the two inheritance characters set in the setting game during the training game when training the character in question.
[0279] Furthermore, when the training information display tab 432c is tapped, the training information of the training character is displayed, as shown in Figure 29C. The training information includes the type of support card set in the setting game in the training game when training the character, the results of individual races in the training game, and evaluation points calculated using various parameters such as ability parameters.
[0280] As described above, the character details dialog 430 allows the player to check various information about the character being trained. While a detailed explanation is omitted here, the character details dialog 430 can be displayed from various screens where the character being trained can be shown, not just the team formation screen 410 and the character training list screen 420. For example, the character details dialog 430 can also be displayed when a predetermined operation is performed on the enhancement screen or the main character selection screen 150 in the training game. The character details dialog 430 is also provided with a close operation button 433. When the close operation button 433 is tapped, the character details dialog 430 is closed, and the original screen is displayed on the display 26.
[0281] Furthermore, in the team arena screen 400 shown in Figure 28B, when the team game start operation unit 404 is tapped, the opposing team selection screen 440 is displayed. As will be explained in more detail later, when the team game start operation unit 404 is tapped, the opposing teams are extracted from the server 1000.
[0282] Figure 30A is a diagram illustrating the opponent team selection screen 440. The opponent team selection screen 440 displays opponent team icons 441 corresponding to the opponent teams. In this case, three opponent teams are extracted from server 1000. Therefore, three opponent team icons 441 are displayed on the opponent team selection screen 440. The opponent team icons 441 show the team's overall evaluation score and the rank corresponding to the overall evaluation score. The overall evaluation score is calculated by summing the evaluation scores and various aptitudes of all registered characters made up of the team.
[0283] On Server 1000, opposing teams are selected based on the overall score of the currently set player teams. Here, one team is selected from each of the following: a team with a score higher than the player team's overall score within the first range (e.g., +8000 to +10000 points), a team whose difference from the player team's overall score is within the second range (e.g., -2000 to +2000 points), and a team with a score lower than the player team's overall score within the third range (e.g., -8000 to -10000 points). Note that the teams selected as opposing teams at this time are the teams that other players have currently set as their own player teams.
[0284] Additionally, the opposing team icon 441 displays character images of the leaders of the five teams corresponding to each of the five race events. In the team formation screen 410, the registered character corresponding to the character icon 411 displayed at the top of each team becomes the leader.
[0285] Furthermore, a reload operation section 442 is provided at the bottom of the opponent team selection screen 440. When the reload operation section 442 is tapped, the server 1000 extracts the three opponent teams again, and the opponent team icons 441 are changed. When the return operation section 405 is tapped on the opponent team selection screen 440, the team arena screen 400 shown in Figure 28B is displayed. Then, when any of the opponent team icons 441 are tapped on the opponent team selection screen 440, the start confirmation screen 450 is displayed.
[0286] Figure 30B is a diagram illustrating the start confirmation screen 450. The start confirmation screen 450 displays team icons 451, each representing a character participating in one of the five types of races: short-distance races, mile races, middle-distance races, long-distance races, and dirt races. Team icons 451 are provided for both the player's team and the opposing team. In this example, the player's team icon 451 is displayed on the left side of the start confirmation screen 450, and the opposing team's team icon 451 is displayed on the right side.
[0287] Furthermore, a return operation unit 405 and a start operation unit 452 are provided at the bottom of the start confirmation screen 450. When the return operation unit 405 is tapped, the team arena screen 400 shown in Figure 28B is displayed. However, even after transitioning to the team arena screen 400, the player cannot cancel the opponent team they have selected. Therefore, when the return operation unit 405 is tapped on the start confirmation screen 450, the opponent team is saved. Then, with the opponent team saved, when the team game start operation unit 404 is tapped on the team arena screen 400, the start confirmation screen 450 shown in Figure 30B is displayed again.
[0288] When the start operation unit 452 is tapped on the start confirmation screen 450, the results list screen 460 is displayed.
[0289] Figure 30C is the first diagram illustrating the results list screen 460. Figure 30D is the second diagram illustrating the results list screen 460. In the results list screen 460, as in the start confirmation screen 450, team icons 451 are displayed for each race category, and the team icon 451 of the race for which the race results are to be displayed is highlighted. In Figure 30C, the team icon 451 of the first race, which is displayed at the very top, is highlighted.
[0290] At the bottom of the results list screen 460, there is a race video playback selection section 461 and a results display selection section 462. When the race video playback selection section 461 is tapped, the race video of the highlighted race is played. When the race video playback ends, as shown in Figure 30D, it is displayed whether the player team won or lost. When the results display selection section 462 is tapped, the race video is not played, and only the race results are displayed as shown in Figure 30D.
[0291] When the race results are displayed, the team icon 451 will show the finishing order of each character who participated. While a detailed explanation is omitted here, team-based games have point-granting conditions that determine how points are awarded to players. For example, points are awarded based on finishing order, or for consecutive wins by the team. These points are announced to the player after each race, and the total points are announced after all five races are completed. The gameplay of team-based games involves players competing against other players in rankings based on these total points.
[0292] As described above, in team-based competitive games, players can form teams using the characters they have trained and compete against teams formed by other players. The total points earned from these matches determine the rankings against other players, thus providing players with an incentive to train stronger characters.
[0293] In this training game, in order to train stronger characters, it is necessary to select more appropriate support cards and inherited characters. Therefore, it is desirable for players to collect information for training strong characters. In this embodiment, in a team competition game, by long-pressing the team icon 451 of the opposing team displayed on the results list screen 460, the player can view the character details dialog 430 of the opposing team's registered characters.
[0294] This allows players, for example, to check the inheritance and training information of highly-rated characters and then train characters similar to those registered by opposing teams. However, highly-rated characters do not necessarily guarantee a high win rate in team-based games, making it difficult to obtain the information needed to assemble the optimal team. When it becomes difficult to obtain appropriate information in this way, players' motivation to play the game decreases.
[0295] Therefore, in this embodiment, players can participate in practice matches in which other players' trained characters compete. In these practice matches, players can enter their own trained characters, as well as characters owned by other players, into desired races and see what the race results will be. This makes it easier for players to obtain information for training stronger characters. The practice match will be explained below.
[0296] Figure 31A is a diagram illustrating the practice match top screen 500. When the practice match selection operation unit 402 is tapped on the team arena screen 400 shown in Figure 28A, the practice match top screen 500 shown in Figure 31A is displayed. From the practice match top screen 500, the player can set various race conditions such as the course, the characters participating in the race, etc. When the course selection operation unit 501 is tapped on the practice match top screen 500, a race condition setting screen (not shown) is displayed.
[0297] Figure 32 is a diagram illustrating the race conditions. Players can set the race conditions as they wish on the race conditions setting screen. Specifically, players can select the course to run on from existing courses or set it individually. Players can also set the number of participants from 11 to 18. Furthermore, players can set the season to Random, Spring, Summer, Autumn, or Winter. If Random is selected, the season will be randomly determined by a draw at the start of the race.
[0298] Furthermore, the player can set the weather and conditions to one of 12 patterns, either random or as shown in the diagram. If random is selected, the weather and conditions will be determined randomly by a lottery at the start of the race. The player can also set the character's condition to one of 5 patterns, either random or as shown in the diagram. If random is selected, the character's condition will be determined randomly by a lottery at the start of the race. If any pattern other than random is selected, the condition of all participating characters will be uniformly set to the selected condition. The player can also set the NPC's strength to one of 5 patterns, as shown in the diagram.
[0299] Figure 31B is a diagram illustrating the race character setting screen 510. When race conditions are set on the race conditions setting screen, the race character setting screen 510 is displayed on the display 26. The race character setting screen 510 displays character setting tabs 511, a reset operation unit 512, a start operation unit 513, a practice member display operation unit 514, and a return operation unit 515. The number of character setting tabs 511 displayed is the same as the number of participants set on the race conditions setting screen. When the race character setting screen 510 is first displayed, all character setting tabs 511 are displayed blank. When a character setting tab 511 is tapped, the race character selection screen 520 is displayed.
[0300] Figure 31C is the first diagram illustrating the character selection screen 520. Figure 31D is the second diagram illustrating the character selection screen 520. On the character selection screen 520, the player can select the characters to participate in the practice match. Specifically, the top of the character selection screen 520 displays an image of the character being trained in the provisional selection state, and an ability parameter display area 521. The ability parameter display area 521 displays the ability parameters of the character being trained in the provisional selection state.
[0301] Additionally, below the ability parameter display area 521, training character icons 522 corresponding to the training characters owned by the player are displayed. When a training character icon 522 is tapped, the training character corresponding to the tapped training character icon 522 is temporarily selected. In this way, when the temporarily selected training character is changed, the display in the ability parameter display area 521 is also changed simultaneously.
[0302] Furthermore, the character selection screen 520 is equipped with a return operation unit 523 and a next operation unit 524. When the return operation unit 523 is tapped, the character setting screen 510 shown in Figure 31B is displayed. In this case, the temporarily selected training character is discarded. When the next operation unit 524 is tapped, the temporarily selected training character is set as the character to be used in the race. In this case, the screen transitions from the character selection screen 520 to the character setting screen 510. At this time, as shown in Figure 31B, information about the training character set as the character to be used in the race is displayed in the character setting tab 511.
[0303] Furthermore, the character selection screen 520 includes a My Character display tab 525 and a rental character display tab 526. When the My Character display tab 525 is tapped, as shown in Figure 31C, the training character icons 522 corresponding to the training characters owned by the player are displayed. On the other hand, when the rental character display tab 526 is tapped, as shown in Figure 31D, the training character icons 522 corresponding to the friend's representative character or the character registered as a training partner (described later) are displayed.
[0304] Players can select multiple characters to participate in a practice match from their own trained characters, their friends' representative characters, and their practice partners. Once two or more specific characters are set as participating characters, the practice match can be executed. The specific number of characters can be any one or more combinations of characters trained by the player, their friends' representative characters, and their practice partners. Thus, on the character selection screen 520, players can have not only their own trained characters but also trained characters trained by other players participate in the practice match.
[0305] Furthermore, if the training character icon 522 is long-pressed on the character selection screen 520, the character details dialog 430 described above will be displayed. Therefore, players can also check the detailed information of the training character from the character selection screen 520.
[0306] As described above, the player can individually select the number of training characters to participate in the practice match on the character selection screen 520, up to the number of participants. When the reset operation unit 512 shown in Figure 31B is tapped, the training characters that were set as characters to participate in the practice match are discarded. When the start operation unit 513 is tapped with the number of training characters set up for the number of participants, the practice match will start. When the return operation unit 515 is tapped, the set training characters are discarded, and the race conditions setting screen is displayed.
[0307] As mentioned above, the process of individually setting the training characters to participate in practice matches for each participant is cumbersome. Therefore, in this embodiment, a practice member registration function is provided that allows registration of practice members including multiple training characters, and also allows the system to retrieve the registered practice members to be used as training characters in practice matches. When the practice member display operation unit 514 is tapped on the participant character setting screen 510, the practice member selection screen 530 is displayed.
[0308] Figure 33 illustrates the practice member selection screen 530. As will be explained in more detail later, players can register all characters that participated in a practice match as practice members. The practice member selection screen 530 displays the practice member display area 531. The practice member display area 531 is displayed for each registered practice member. The practice member display area 531 displays icons corresponding to the characters included in the practice members. If this icon is long-pressed, the character details dialog 430 will be displayed in the same way as described above.
[0309] Furthermore, when the practice member display area 531 is tapped, the practice member corresponding to the practice member display area 531 is put into a provisional selection state. When the select operation unit 532 on the practice member selection screen 530 is tapped while any practice member is in a provisional selection state, the characters included in the provisionally selected practice member are set as the characters to participate in the practice match. More specifically, all characters that make up the practice member are set as the characters to participate. In this case, the screen transitions from the practice member selection screen 530 to the character to participate setting screen 510. Note that when the return operation unit 533 on the practice member selection screen 530 is tapped, the provisionally selected practice member is discarded, and the character to participate setting screen 510 is displayed.
[0310] Furthermore, as shown in Figure 31A, the practice match top screen 500 is equipped with a practice member control unit 502, a practice partner control unit 503, and a saved race control unit 504. When the practice member control unit 502 is tapped, a practice member list screen (not shown) is displayed. The practice member list screen displays a list of registered practice members.
[0311] Furthermore, as described above, this embodiment includes a training partner registration function that allows players to register training characters developed by other players, such as friends, as training partners. Training characters of other players registered as training partners through the training partner registration function are displayed on the race character selection screen 520.
[0312] Figure 34A is the first diagram illustrating the practice partner screen 540. Figure 34B is the second diagram illustrating the practice partner screen 540. Figure 34C is the fourth diagram illustrating the character details dialog 430. When the practice partner operation unit 503 is tapped on the practice match top screen 500 shown in Figure 31A, the practice partner screen 540 is displayed. The practice partner screen 540 includes the practice partner list screen 540a and the practice partner search screen 540b. When transitioning to the practice partner screen 540, the practice partner list screen 540a is displayed on the display 26.
[0313] The practice partner screen 540 includes a list tab 541a and a search tab 541b. When the list tab 541a is tapped, the practice partner list screen 540a is displayed, and when the search tab 541b is tapped, the practice partner search screen 540b is displayed. On the practice partner list screen 540a, an information display area 542 is displayed for each character currently registered as a practice partner (hereinafter referred to as a partner character).
[0314] The information display area 542 shows the partner character's character image, evaluation score, rank, character name, ability parameters, and the name of the player who trained the partner character. Additionally, if another player has a specific relationship with the player, such as being a follower, information indicating that relationship is displayed. For example, the information display area 542 at the top of Figure 34A displays "Follow." This indicates that the partner character was trained by a player who has been set as a follower.
[0315] Furthermore, a cancel operation section 543 is provided below the information display section 542. By tapping the cancel operation section 543, the player can unregister the partner character. Also, when the close operation section 544 on the practice partner screen 540 is tapped, the practice partner screen 540 is closed and the screen transitions to the practice match top screen 500.
[0316] Furthermore, as shown in Figure 34B, the practice partner search screen 540b is provided with an input field 545a where a partner ID can be entered and a search operation unit 545b. As will be explained in more detail later, a partner ID is assigned to a training character that one player has authorized another player to register as a practice partner. When the input field 545a is tapped, an input screen (not shown) where numbers can be entered is displayed. By operating the input screen, a partner ID becomes available to enter into the input field 545a. When the search operation unit 545b is tapped with a partner ID entered in the input field 545a, information about the training character to which that partner ID has been assigned is displayed in the information display unit 542.
[0317] Furthermore, the practice partner search screen 540b includes a Circle tab 546a and a Recommended tab 546b. When the Circle tab 546a is tapped, information about the representative character of other players belonging to the same circle as the player is displayed in the information display area 542. When the Recommended tab 546b is tapped, information about the training characters owned by other players is displayed in the information display area 542 according to predetermined search conditions. The search conditions are not particularly limited, but for example, training characters owned by friends may be searched.
[0318] The practice partner search screen 540b is provided with a reload operation unit 547. When the reload operation unit 547 is operated, for example, the search conditions are changed and a new search is performed.
[0319] When the information display area 542 is tapped on the practice partner screen 540, the character details dialog 430 is displayed, as shown in Figure 34C. The character details dialog 430 displayed at this time is the same as, for example, the one that appears when the opposing team's team icon 451 is long-pressed on the results list screen 460 (see Figure 30D) displayed in a team competition game.
[0320] Here, the character details dialog 430 is displayed both when a character trained by the player themselves is selected and when a character trained by another player is selected. In this case, different icons are displayed in the character details dialog 430 depending on whether the character was trained by the player themselves or another player.
[0321] Specifically, the character details dialog 430 for a character trained by another player will display a partner registration icon 434. By tapping the partner registration icon 434, the player can register that character as a partner character.
[0322] In contrast, the character details dialog 430 for a character trained by the player themselves displays a share icon 435, as shown in Figures 29A and 29B. The share icon 435 is provided to allow other players to register the trained character as a practice partner. Details of the share icon 435 will be described later.
[0323] Returning to Figure 31B, on the character selection screen 510, once all characters have been selected as described above, tapping the start control unit 513 will start a practice match. When the start control unit 513 is tapped, the race simulation results are derived based on the ability parameters of the characters. Then, a race video is played based on the derived simulation results. As with the team competition game described above, in practice matches, the player can choose whether to play the race video or just display the race results.
[0324] Figure 35A is a diagram illustrating the practice match results screen 550. When the race video playback ends or an operation to display the race results is performed, the practice match results screen 550 shown in Figure 35A is displayed. The practice match results screen 550 displays the finishing order of the participating characters, as shown in the figure. When the Next operation unit 551 on the practice match results screen 550 is tapped, the practice member registration screen 560 is displayed.
[0325] Figure 35B is a diagram illustrating the practice member registration screen 560. At the top of the practice member registration screen 560, the icons of all the characters that participated in the current practice match, that is, all the characters included in the current practice members, are displayed. The practice member registration screen 560 also displays the practice member display area 561. The practice member display area 561 is displayed for each registered practice member. The practice member display area 561 displays the icon corresponding to the character included in the practice members. If this icon is long-pressed, the character details dialog 430 will be displayed in the same way as above.
[0326] Furthermore, a save operation unit 561a is provided in the practice member display area 561. When the save operation unit 561a is tapped, the currently registered practice member is overwritten by the current practice member. Specifically, in Figure 35B, the upper practice member display area 561 corresponds to the currently registered first practice member, and the lower practice member display area 561 corresponds to a second practice member, which is different from the currently registered first practice member. When the save operation unit 561a provided in the upper practice member display area 561 is tapped, the current practice member is registered as the new first practice member. Similarly, when the save operation unit 561a provided in the lower practice member display area 561 is tapped, the current practice member is registered as the new second practice member.
[0327] Thus, after the practice match ends and the practice match results screen 550 is displayed, the player can register the practice members used in this practice match. When the close operation button 562 on the practice member registration screen 560 is tapped, the practice member registration screen 560 is closed and the race results save dialog 570 is displayed.
[0328] Figure 35C illustrates the race results save dialog 570. The race results save dialog 570 includes an exit button 571 and a race results save button 572. The race results save dialog 570 also displays a message indicating that the race results can be saved. When the race results save button 572 is tapped, the race results of the current practice match are saved.
[0329] The player can repeatedly check saved race results by tapping the saved race operation section 504 on the practice match top screen 500 shown in Figure 31A. Here, information about the participating characters, simulation results, etc., are included in the race results, and the player can check only the race results or play the race video. Note that if the exit button 571 is tapped in the race result save dialog 570, the race results of the current practice match are discarded and the practice match top screen 500 is displayed.
[0330] As described above, by conducting practice matches, players can obtain information to develop stronger characters. Furthermore, since practice matches allow players to pit characters developed by other players against each other, players do not need to possess strong characters themselves. Therefore, there is no bias in the information obtained among players, and all players can equally obtain the information they need.
[0331] Furthermore, as mentioned above, players can register practice members and practice partners, making it highly convenient for them. Moreover, this embodiment includes an information sharing function to facilitate the sharing of information about the training characters that can be used in practice matches among multiple players. The information sharing function is described below.
[0332] Figure 36A is the first diagram illustrating an example of the circle screen 600. Figure 36B is the second diagram illustrating an example of the circle screen 600. As described above, the home screen 100 is provided with a circle icon 134 (see Figure 3A). When the circle icon 134 is tapped, the circle screen 600 shown in Figures 36A and 36B is displayed on the display 26.
[0333] At the top of the Circle Screen 600, the profile characters of players belonging to the same circle are displayed. In addition, messages posted using the circle function are displayed in the center of the Circle Screen 600. Messages posted using the circle function are displayed on player terminal 1 of players belonging to the same circle.
[0334] At the bottom of the circle screen 600, a message input field 601 and a send operation unit 602 are provided. When the message input field 601 is tapped, an input screen (not shown) where text can be entered is displayed. Upon input on the input screen, a message is displayed in the message input field 601. When the send operation unit 602 is tapped while a message is entered in the message input field 601, the message entered in the message input field 601 is posted. Once the message is posted, it is displayed as shown in Figure 36B. The posted message is also displayed on player terminals 1 belonging to the same circle.
[0335] Thus, the circle function allows players belonging to the same circle to send and receive messages. Furthermore, in this embodiment, players can easily share information about the characters they are developing with other players through the circle function.
[0336] Figure 37A is the fifth diagram illustrating the character details dialog 430. As described above, the character details dialog 430 for a character owned and trained by the player displays a share icon 435. When the share icon 435 is tapped, the sharing method selection screen 610 is displayed.
[0337] Figure 37B illustrates an example of the sharing method selection screen 610. The sharing method selection screen 610 includes an ID display field where the Partner ID is displayed, and the Partner ID operation unit 611 is displayed near the ID display field. Players can create a Partner ID that is linked to the character they have trained, which is displayed in the character details dialog 430. This Partner ID is assigned to allow players to share their trained character with other players and is different from the trained character ID assigned to each individual trained character.
[0338] If a partner ID has not been created for the character being trained, the partner ID will not be displayed in the ID display field, as shown in Figure 37B. When the partner ID operation unit 611 is tapped in this state, a partner ID will be created, and the created partner ID will be displayed in the ID display field.
[0339] There is a limit (for example, 20) on the number of partner IDs a player can create per day. When the number of partner IDs that can be created has reached the limit, the partner ID operation unit 611 is grayed out. When the grayed-out partner ID operation unit 611 is tapped, a dialog box (not shown) is displayed, informing the player that the number of partner IDs that can be created has reached the limit.
[0340] Suppose the search operation unit 545b is tapped while the partner ID created as described above has been entered by another player into the input field 545a shown in Figure 34B. In this case, the server 1000 identifies the training character from the partner ID, and the information related to the identified training character is displayed in the information display field 542. Note that the partner ID has an expiration date, and the partner ID becomes invalid after the expiration date.
[0341] Furthermore, suppose that a Partner ID has already been created and the Share icon 435 is tapped in the character details dialog 430 of a training character for which the Partner ID is valid. In this case, the sharing method selection screen 610 shown in Figure 37B is displayed, and the created Partner ID is displayed in the ID display field. Also, if the Partner ID operation unit 611 is tapped in this state, the Partner ID is copied to the clipboard of the player terminal 1.
[0342] The function of copying information to the clipboard may be a function of the player terminal 1 itself, or a function of the application for running the game of this embodiment. The partner ID copied to the clipboard can be pasted, for example, into the message input field 601 of the circle screen 600. Also, for example, the partner ID copied to the clipboard can be pasted into various applications of the player terminal 1.
[0343] The sharing method selection screen 610 is also provided with a circle share button 612, an SNS share button 613, and a close operation section 614. When the circle share button 612 is tapped, the circle function is activated, and the circle screen 600 is displayed on the display 26. In this case, information about the character being trained selected by the player is posted to other players belonging to the same circle.
[0344] Figure 37C is a third diagram illustrating an example of the Circle Screen 600. Figure 37C shows the Circle Screen 600 displayed on another player's player terminal 1 when a player posts information about a character being trained. The Circle Screen 600 displayed on the other player's player terminal 1 shows the character training information display area 603. The character training information display area 603 displays information about the character being trained selected by the player, in other words, the character being trained selected to display the character details dialog 430.
[0345] The information displayed in the training character information display area 603 is not particularly limited. In this case, the training character information display area 603 displays the ability parameters of the training character selected by the player. The training character information display area 603 also has a register button 603a and a details button 603b. When the register button 603a is tapped, the training character is registered as a partner character, i.e., a training partner, on the player terminal 1 of another player.
[0346] Additionally, when the details button 603b in the character information display area 603 is tapped, the character details dialog 430 is displayed.
[0347] Figure 37D is the sixth diagram illustrating the character details dialog 430. Figure 37D shows the character details dialog 430 displayed on another player's player terminal 1 when a player posts information about a character being trained. When the details button 603b is tapped in the character information display area 603, which displays information about a character being trained by another player, the character details dialog 430 for the character being trained by the other player is displayed. In this case, the partner registration icon 434 is displayed in the character details dialog 430. When this partner registration icon 434 is tapped, the character being trained is registered as a partner character, i.e., a training partner, just as when the registration button 603a in the character information display area 603 is tapped.
[0348] When the training information display tab 432c of the character details dialog 430 is tapped, the training information of the training character is displayed as shown in Figure 37D. The training information displayed at this time includes historical information about the training character's training partner (partner character). This historical information may include the number of times the training partner has participated in training matches, the battle record, and the number of players who have registered the training character as a training partner. In this way, the historical information about the training partner serves as a basis for other players to decide whether or not to register the training character as a training partner.
[0349] Furthermore, historical information regarding training partners may be displayed in the character details dialog 430 of the training character that the player has trained themselves. Alternatively, historical information regarding training partners may be displayed only in the character details dialog 430 of the training character that another player has trained.
[0350] As described above, players can post various information about their training characters through the circle function. Furthermore, players can easily obtain information about training characters trained by other players. Moreover, players can register training characters trained by other players as partner characters and easily use them in practice matches.
[0351] Returning to Figure 37B, when the SNS sharing button 613 is tapped on the sharing method selection screen 610, information about the character being trained is shared with SNS (Social Networking Service) tools. By selecting an SNS tool, the player can post information about the character being trained to the selected SNS tool or allow other users to view it.
[0352] For example, if the SNS sharing button 613 is tapped when a partner ID has not yet been created, a partner ID is created first. Then, a designated SNS tool is launched, and the URL associated with the partner ID is entered into the posting area of the SNS tool. This allows the player to share the URL with other players using the SNS tool. In a terminal having the game application according to this embodiment, when the URL is entered into a browser or the like, the game application is launched, and the character details dialog 430 shown in Figure 37D is displayed based on the partner ID associated with the URL. When the close operation button 614 is tapped, the sharing method selection screen 610 is closed, and the previous screen is displayed.
[0353] Next, we will describe the functional configuration of player terminal 1 and server 1000 for running the above game. Note that the following description will focus on the functional configurations related to the training game, team competition game, practice match, and information sharing functions; other configurations will be omitted.
[0354] (Functional configuration of player terminal 1) Figure 38 illustrates the configuration 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.
[0355] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, a team competition game execution program 702, a practice match execution program 703, and an information sharing function program 704. Note that the programs listed in Figure 38 are just examples, and the terminal-side game control program includes many other programs as well.
[0356] The data storage area 12b is equipped with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. In addition, the data storage area 12b is equipped with numerous other storage units. Here, information directly related to the game (hereinafter referred to as game information), such as training games, team competition games, and practice matches, is stored in the game information storage unit 751. In addition, temporary storage of various information during the progress of each game, such as training games, is also performed in the game information storage unit 751. Furthermore, all information other than game information, such as information about the player or other players, and setting information of the player terminal 1, is considered player information. Player information is stored in the player information storage unit 750.
[0357] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by running each program stored in the program storage area 12a, the CPU 10 makes the player terminal 1 (computer) function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a training game execution unit 701a, a team competition game execution unit 702a, a practice match execution unit 703a, and an information sharing function unit 704a.
[0358] Specifically, the CPU 10 runs the information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs the training game execution program 701, the team competition game execution program 702, the practice match execution program 703, and the information sharing function program 704, causing them to function as the training game execution unit 701a, the team competition game execution unit 702a, the practice match execution unit 703a, and the information sharing function unit 704a, respectively.
[0359] The information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750 when various information settings are made on the player terminal 1. In addition, when the information setting processing unit 700a updates the information in the player information storage unit 750, it sends the update information to the server 1000.
[0360] Furthermore, the training game execution unit 701a, the team competition game execution unit 702a, the practice match execution unit 703a, and the information sharing function unit 704a each execute all processing related to the training game, team competition game, practice match, and information sharing function, respectively.
[0361] (Functional configuration of Server 1000) Figure 39 illustrates the configuration of memory 1012 in server 1000 and its function as a computer. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores the server-side game control program (module) in program storage area 1012a.
[0362] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, a team competition game execution program 1102, a practice match execution program 1103, and an information sharing function program 1104. Note that the programs listed in Figure 39 are just examples, and the server-side game control program includes many other programs as well.
[0363] The data storage area 1012b is equipped with a player information storage unit 1150 and a game information storage unit 1151 as data storage units. In addition, the data storage area 1012b is equipped with numerous other storage units. Here, all players' game information is stored in the game information storage unit 1151, linked to their player ID. Furthermore, all players' player information is stored in the player information storage unit 1150, linked to their player ID.
[0364] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by running each program stored in the program storage area 1012a, the CPU 1010 makes the server 1000 (computer) function as the server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, a team competition game execution unit 1102a, a practice match execution unit 1103a, and an information sharing function unit 1104a.
[0365] Specifically, the CPU 1010 runs the information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs the training game execution program 1101, the team competition game execution program 1102, the practice match execution program 1103, and the information sharing function program 1104, causing them to function as the training game execution unit 1101a, the team competition game execution unit 1102a, the practice match execution unit 1103a, and the information sharing function unit 1104a, respectively.
[0366] When various information settings are made on the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1.
[0367] In addition, the cultivation game execution unit 1101a, the team competition game execution unit 1102a, the practice match execution unit 1103a, and the information sharing function unit 1104a each execute all processes related to the cultivation game, the team competition game, the practice match, and the information sharing function.
[0368] Note that the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but the specific content of the processing and the range of the player information to be stored are different from each other. Also, the cultivation game execution unit 701a in the player terminal 1 and the cultivation game execution unit 1101a in the server 1000 are common in that they both execute processes related to the cultivation game, but their roles, that is, the scope of responsibility, are different. Note that the relationship between the team competition game execution unit 702a and the team competition game execution unit 1102a, the practice match execution unit 703a and the practice match execution unit 1103a, and the information sharing function unit 704a and the information sharing function unit 1104a is the same.
[0369] The processes performed by each functional unit in the above-mentioned player terminal 1 and server 1000 will be described below using a flowchart. Hereinafter, the processes related to the cultivation game, the team competition game, the practice match, and the information sharing function will be described in order.
[0370] (Processes of the player terminal 1 and the server 1000) <Processes related to the cultivation game> FIG. 40 is a sequence diagram for explaining the processes of the player terminal 1 and the server 1000 related to the cultivation game. In the following description, the process in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the process in the server 1000 is denoted as Sn (n is an arbitrary integer).
[0371] When a player performs various setting change operations on player terminal 1, the information setting processing unit 700a of player terminal 1 performs information setting processing (P1) to update the player information storage unit 750 based on the player's operation input. In this information setting processing, update information is sent to server 1000. Upon receiving the update information, server 1000's information setting processing unit 1100a updates the player information in player information storage unit 1150 (S1).
[0372] In addition, player information updated in P1 and S1 includes, for example, the profile information that players can set. Furthermore, when a setting change operation is performed, such as adding another player as a friend or removing a friend, the friend information, which is information related to the friend, is updated.
[0373] Figure 41A illustrates an example of player information. Figure 41B illustrates an example of profile information. Figure 41C illustrates an example of friend information. Players can set and change their player information by inputting commands on the player terminal 1. The player information set by the player is stored in the player information storage unit 750 of the player terminal 1 and in the player information storage unit 1150 of the server 1000.
[0374] As shown in Figure 41A, player information includes profile information, friend information, and practice match-related information. As shown in Figure 41B, profile information includes player ID, player name, player gender, affiliated club, representative character, profile character, comments, and team rank. Players can set and change profile information, excluding player ID and team rank, by inputting information into player terminal 1.
[0375] Friend information includes the friend number and the friend's player ID, as shown in Figure 41C. A player can register up to 30 players as friends.
[0376] Furthermore, practice match-related information includes information about practice members registered by the player (hereinafter referred to as practice member information), information about practice partners (hereinafter referred to as practice partner information), and information about the race results of practice matches saved by the player (hereinafter referred to as race result information).
[0377] Figure 42A is a diagram illustrating an example of game information. Figure 42B is a diagram illustrating an example of character training information. Figure 42C is a diagram illustrating an example of team formation information. Game information includes character training information and team formation information. Character training information is information about the characters trained by the player and is stored for each character. Game information storage units 751 and 1151 can each store up to 200 character training information entries.
[0378] As shown in Figure 42B, each character being trained is assigned a Training Character ID. This Training Character ID is linked to the Player ID, allowing the player who trained the character to be identified. The Training Character information includes the Character ID, various parameters such as ability parameters and skill information, and inheritance information. This Training Character information is stored linked to the Training Character ID.
[0379] Team composition information is information about the teams used in team-based competitive games. As shown in Figure 42C, the team composition information is stored with three character IDs associated with each of the five types of races: short-distance races, mile races, middle-distance races, long-distance races, and dirt races.
[0380] Returning to Figure 40, when the player terminal 1 receives an input for starting the training game (tapping the training game operation unit 104), the training game execution unit 701a executes the preparation stage process (P6). During this preparation stage process, communication takes place between the player terminal 1 and the server 1000. Based on the information received from the player terminal 1, the server 1000 has the training game execution unit 1101a execute the preparation stage process (S6).
[0381] Figure 43 is a first flowchart illustrating the preparation stage processing (P6) in player terminal 1. Figure 44 is a second flowchart illustrating the preparation stage processing (P6) in player terminal 1. The training game execution unit 701a of player terminal 1 determines whether the main character selection screen 150 is currently being displayed on display 26 (P6-1). If the main character selection screen 150 is being displayed (YES in P6-1) and a display switching operation to switch the screen display is input (YES in P6-2), the training game execution unit 701a switches the display screen of display 26 (P6-14).
[0382] Furthermore, when a selection operation (tapping a character icon 151) is input on the main character selection screen 150 (YES in P6-3), the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input (P6-4) and switches the display screen (P6-14).
[0383] Furthermore, when a confirmation operation (tapping the next operation unit 154) is input on the main character selection screen 150 (YES in P6-5), the training game execution unit 701a registers the character temporarily stored in P6-4 as the main character (P6-6). The training game execution unit 701a also obtains information about the friend's representative character from the server 1000 (P6-7) and switches the display screen (P6-14).
[0384] Furthermore, if the inheritance character selection screen 170 is displayed (YES in P6-8) and a display switching operation to switch the screen display is input (YES in P6-9), the training game execution unit 701a switches the display screen of the display 26 (P6-14). Also, if a selection operation (tapping the training character icon 182) is input on the inheritance character selection screen 170 (YES in P6-10), the training game execution unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation was input (P6-11) and switches the display screen (P6-14).
[0385] Furthermore, when a confirmation operation (tapping the next operation unit 154) is input on the inheritance character selection screen 170 (YES in P6-12), the training game execution unit 701a registers the character temporarily stored in P6-11 as the inheritance character (P6-13) and switches the display screen (P6-14).
[0386] Furthermore, if the support card setting screen 190 is displayed (NO in P6-8) and a display switching operation to change the screen display is input (YES in P6-21), the training game execution unit 701a switches the display screen of the display 26 (P6-22). Also, if a selection operation (tapping the card icon 201 of the support card) is input on the support card setting screen 190 (YES in P6-23), the training game execution unit 701a temporarily stores the support card corresponding to the card icon 201 that was selected (P6-24) and switches the display screen (P6-22).
[0387] Furthermore, when a confirmation operation (tapping the start operation unit 193) is input on the support card setting screen 190 (YES on P6-25), the training game execution unit 701a registers the support card that was temporarily stored on P6-24 (P6-26). The training game execution unit 701a also registers the character ID of the character set for the specific character based on the specific character information (P6-27). The training game execution unit 701a also sets the initial character identification information (P6-28) and displays the game screen 210 on the display 26 (P6-29).
[0388] Returning to Figure 40, once the preparation stage processing (P6) is complete, the training game execution unit 701a executes the training stage processing (P7). During this training stage processing, communication takes place between the player terminal 1 and the server 1000. On the server 1000, the training game execution unit 1101a executes the training stage processing (S7) based on the information received from the player terminal 1. In reality, the roles are divided between the player terminal 1 and the server 1000, and the main training game progresses through the training stage processing (P7) on the player terminal 1 and the training stage processing (S7) on the server 1000. However, for the sake of clarity, this explanation assumes that all processing is performed in the training stage processing (P7) on the player terminal 1. However, some or all of the processing in the training stage processing (P7) described below may be performed in the training stage processing (S7) on the server 1000.
[0389] Figure 45 is a flowchart illustrating the training stage processing in player terminal 1. The training game execution unit 701a of player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes in-turn processing (P20) if it is not the start of a turn.
[0390] Figure 46 is a flowchart illustrating the turn start processing in player terminal 1. The training game execution unit 701a updates the current turn number stored in the game information storage unit 751 (P10-1). The training game execution unit 701a also refers to the selection item table (Figure 12) stored in the data storage area 12b and determines whether the current turn is a personal race, i.e., a turn in which only the personal race operation unit 219 can be selected (personal race limited turn) (P10-2). If it is not a personal race limited turn (NO in P10-2), the processing ends. If it is a personal race limited turn (YES in P10-2), the placement processing (P11), numerical value determination processing (P12), and event determination processing (P13) are performed in order.
[0391] Here, the placement process (P11), numerical determination process (P12), and event determination process (P13) are assumed to be executed only on player terminal 1. However, some or all of the placement process (P11), numerical determination process (P12), and event determination process (P13) may be executed on server 1000. Also, some of the processes described later in the placement process (P11), numerical determination process (P12), and event determination process (P13) may be executed on server 1000. If the above processes are executed on server 1000, player terminal 1 will perform the processing based on the information received from server 1000.
[0392] Figure 47 is a flowchart illustrating the placement process on player terminal 1. The training game execution unit 701a refers to the character identification information table (Figures 10 and 11) and extracts all characters registered as team members (P11-1). Then, from the team members extracted in P11-1, the training game execution unit 701a selects the characters for which the processes described in P11-3 to P11-7 have not been performed as the target characters for processing (P11-2).
[0393] Further, the training game execution unit 701a refers to the character identification information table to check the character identification information of the target character selected in P11-2 (P11-3). Also, the training game execution unit 701a sets the placement presence / absence table (Figure 20) based on the character identification information confirmed in P11-3 (P11-4). Also, the training game execution unit 701a determines whether to "place" or "not place" by lottery based on the placement presence / absence table set in P11-4 (P11-5).
[0394] When it is determined to "place" (YES in P11-6), the training game execution unit 701a determines and stores the training items for placing the target character (P11-7). If the processing has not been completed for all the team members extracted in P11-1 (NO in P11-8), the training game execution unit 701a repeats the processing from P11-2 until the processing for all the team members is completed. On the other hand, when the processing for all the team members is completed (YES in P11-8), the training game execution unit 701a ends the placement processing and executes the numerical value determination processing (P12).
[0395] Figure 48 is a flowchart for explaining the numerical value determination processing in the player terminal 1. The training game execution unit 701a sets the processing target items for which the processing in P12-2 to P12-9 described later has not been executed from the training items of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" (P12-1).
[0396] Also, the training game execution unit 701a determines and stores the failure rate when training is executed for the processing target items set in P12-1 based on the current physical strength of the main character (P12-2). Also, the training game execution unit 701a determines and stores the decrease value of physical strength when training is executed for the processing target items set in P12-1 (P12-3).
[0397] Furthermore, the training game execution unit 701a checks the current team ranking (P12-4), and based on the team ranking, it refers to the training level table (Figure 21A) to determine the training level (P12-5).
[0398] Furthermore, the training game execution unit 701a refers to the fixed increase value table (Figures 21B and 21C) corresponding to the processing target item set in P12-1, and determines and sets the fixed increase value based on the training level determined in P12-5 (P12-6). In addition, the training game execution unit 701a checks the character information (placement information) whose placement was determined in P11 regarding the training of the processing target item (P12-7).
[0399] Then, the training game execution unit 701a calculates the bonus addition rate by referring to the bonus addition rate table (Figure 21D) based on the placement information confirmed on P12-7 (P12-8). In addition, the training game execution unit 701a updates the increase value for the training of the items to be processed based on the bonus addition rate calculated on P12-8 (P12-9).
[0400] Furthermore, if the training game execution unit 701a has not completed processing P12-2 to P12-9 for all training items (NO in P12-10), it repeats the processing from P12-1. On the other hand, once the processing for all training items is completed (YES in P12-10), the training game execution unit 701a terminates the numerical determination processing and executes the event determination processing (P13).
[0401] FIG. 49 is a flowchart for explaining event determination processing in the player terminal 1. The breeding game execution unit 701a loads the current turn number (P13-1). Also, the breeding game execution unit 701a refers to the event appearance determination table stored in the data storage area 12b and determines whether to cause a scenario event to appear (P13-2). And when it is determined to cause a scenario event to appear, that is, when it is the scenario event appearance turn (YES in P13-2), based on the event content determination table, the content (event ID) of the scenario event is determined and stored (P13-3).
[0402] Specifically, the breeding game execution unit 701a generates a lottery table based on the event IDs of the possible scenario events based on the event content determination table. And the breeding game execution unit 701a uses the generated lottery table to determine the content of the scenario event, that is, the event ID by lottery. Note that when the determined scenario event is an event that changes parameters such as an ability event, the change value is determined.
[0403] Also, the breeding game execution unit 701a refers to the event appearance determination table and determines whether to cause the dedicated event 162a to appear (P13-4). And when it is determined to cause the dedicated event 162a to appear, that is, when it is the dedicated event appearance turn (YES in P13-4), based on the event content determination table, the content (event ID) of the dedicated event 162a is determined and stored (P13-5).
[0404] Specifically, the breeding game execution unit 701a generates a lottery table based on the event IDs of the possible dedicated events 162a based on the event content determination table. And the breeding game execution unit 701a uses the generated lottery table to determine the content of the dedicated event 162a, that is, the event ID by lottery. Note that when the determined dedicated event 162a is an event that changes parameters such as an ability event, the change value is determined.
[0405] In addition, when the main character is a specific character, the breeding game execution unit 701a executes a parameter change process (P13-6) for changing the change value of the parameter that changes according to the dedicated event 162a. For example, in the parameter change process, a predetermined fixed value is added to or subtracted from the change value determined in P13-5, or a predetermined magnification is integrated. Here, the change value changes to be advantageous for the player. As a result, when the main character is a specific character, the parameter changes more advantageously by the dedicated event 162a.
[0406] In addition, the breeding game execution unit 701a refers to the event appearance determination table and determines whether or not to cause a support event to appear (P13-7). And when it is determined to cause a support event to appear, that is, when it is the support event appearance turn (YES in P13-7), the content (event ID) of the support event is determined and stored based on the event content determination table (P13-8).
[0407] Specifically, the breeding game execution unit 701a generates a lottery table by the event ID of the support events that can appear based on the event content determination table. At this time, the winning probability of the support event associated with the registered support card is set higher than the winning probability of other support events. And the breeding game execution unit 701a uses the generated lottery table to determine the content of the support event, that is, the event ID, by lottery. When the determined support event is an event that changes a parameter, such as an ability event, the change value is determined.
[0408] In addition, when the main character or the support character associated with the support event is a specific character, the breeding game execution unit 701a executes a parameter change process (P13-9) for changing the change value of the parameter that changes according to the support event.
[0409] Furthermore, the training game execution unit 701a refers to the event appearance determination table and decides whether or not to make a team member event appear (P13-10). If it is decided to make a team member event appear, that is, if it is a turn in which a team member event will appear (YES in P13-10), the training game execution unit 701a determines whether the current turn is a branching turn (P13-11).
[0410] If it is not a branching turn (NO on P13-11), the training game execution unit 701a determines and stores the training event corresponding to the current turn number as the event to be triggered, based on the event content determination table (P13-12). Here, various increase values related to the training event are determined.
[0411] Furthermore, the training game execution unit 701a executes a parameter change process (P13-13) that modifies the parameter change values that change due to the training event, if the main character or the character being trained is a specific character.
[0412] Furthermore, if the current turn is a branching turn (YES in P13-11), the training game execution unit 701a determines whether a predetermined condition is met (P13-14). Here, as described above, it is determined whether the number of specific characters included in the team members is a predetermined number specified for each turn. If the predetermined condition is met (YES in P13-14), the training game execution unit 701a replaces the scenario event stored in P13-3 with a specific character event (P13-15). Here, the specific character event to be replaced may be determined by lottery, or a specific character event pre-set for each turn may be determined.
[0413] In addition, the breeding game execution unit 701a performs hint event determination processing related to hint events for each character arranged in the training (P13-16). Here, for each character arranged in the training, it is determined by lottery whether to cause a hint event to occur. Also, when causing a hint event to occur, it is determined which hint event to cause to occur.
[0414] Returning to FIG. 46, the breeding game execution unit 701a updates the screen to be displayed on the display 26 (P10-3). Also, when causing a story event to occur at the start of a turn, among the events determined in P13, a story event is caused to occur (P10-4).
[0415] Returning to FIG. 45, when it is not at the start of a turn (NO in P7-1), the breeding game execution unit 701a executes in-turn processing (P20).
[0416] FIG. 50 is a flowchart for explaining in-turn processing in the player terminal 1. The breeding game execution unit 701a determines whether a personal race has started when the result operation unit 253 or the race operation unit 254 of the personal race start screen 250 is operated (P20-1). When a personal race has started (YES in P20-1), the breeding game execution unit 701a derives the result of the personal race and stores it in the game information storage unit 751 (P20-2).
[0417] Specifically, for example, a calculation formula is pre-set that weights the ability parameters and acquired skills of both NPCs and the main character, and the ranking in the individual race is determined by the result of this calculation. Note that the above calculation formula may be set differently for each race. Also, for example, there may be multiple patterns of NPC ability parameters for each race, and which ability parameters are used may be determined by lottery. In other words, even if the main character's ability parameters, acquired skills, and the race entered are exactly the same, the race results are not necessarily the same. Furthermore, there may be multiple patterns of calculation formulas such as weighting for each race, and the result may differ depending on the selected calculation formula.
[0418] In this example, the individual race results are derived on player terminal 1. However, the individual race results may also be derived on server 1000. In this case, player terminal 1 sends information to server 1000 requesting the deriving of the individual race results and the information necessary to derive the individual race results. Player terminal 1 may then receive the individual race results derived by server 1000.
[0419] Furthermore, the training game execution unit 701a executes a race result display process that displays the individual race result screen 260 or a race video on the display 26 based on the individual race results derived in P20-2 (P20-3).
[0420] Furthermore, the training game execution unit 701a determines whether the result operation unit 291 or the race operation unit 292 on the team race start screen 290 has been operated and whether the team race has started (P20-4). If the team race has started, the process moves to P20-5; otherwise, the process moves to P20-9.
[0421] The training game execution unit 701a derives the team race results and stores them in the game information storage unit 751 (P20-5). Specifically, for example, a calculation formula is pre-set that weights the ability parameters and acquired skills of the NPC, main character, and other team members, and the ranking in the team race is determined by the result of this calculation. Note that the above calculation formula may be set differently for each race. Also, for example, there may be multiple patterns of NPC ability parameters for each race, and which ability parameters are used may be determined by lottery. In other words, even if the ability parameters and acquired skills of the main character and other team members are exactly the same as those of the race being entered, the race results will not necessarily be the same. Furthermore, there may be multiple patterns of calculation formulas such as weighting for each race, and the result may differ depending on the selected calculation formula.
[0422] In this example, the team race results are assumed to be derived on player terminal 1. However, the team race results may also be derived on server 1000. In this case, player terminal 1 sends information to server 1000 requesting the deriving of the team race results and the information necessary to derive the team race results. Player terminal 1 may then receive the team race results derived by server 1000.
[0423] The training game execution unit 701a executes a race result display process (P20-6) that displays the team race intermediate results screen 300, the team race detailed results screen 310, and the team race overall results screen 320 on the display 26, based on the team race results derived in P20-5 above.
[0424] In addition, the cultivation game execution unit 701a executes a character identification information update process (P20-7). Here, a predetermined number of characters are extracted from the characters currently registered as sub-members according to a predetermined condition. Then, the character identification information of the extracted characters is updated to team members. That is, in this embodiment, every time the team race ends, the number of team members increases.
[0425] In addition, the cultivation game execution unit 701a executes a parameter update process (P20-8) for updating information related to the team ranking based on the team race result derived in P20-5 above.
[0426] When any training item is selected (YES in P20-9), the cultivation game execution unit 701a performs a cultivation execution process (P21). When no training item is selected (NO in P20-9), other processes such as consuming skill points to acquire skills are executed (P20-10).
[0427] FIG. 51 is a flowchart for explaining the cultivation execution process in the player terminal 1. The cultivation game execution unit 701a updates the physical strength of the main character based on the decrease value of the physical strength determined in P12-3 above for the selected training item (P21-1).
[0428] In addition, the cultivation game execution unit 701a executes a success determination process (P21-2) for determining the success or failure of training based on the failure rate determined in P12-2 above for the selected training item. When the training fails (NO in P21-3), the cultivation game execution unit 701a subtracts ability parameters such as a decline in condition based on the failure of the training (P21-4).
[0429] On the other hand, if the training is successful (YES on P21-3), the training game execution unit 701a adds the increase value derived on P12-9 to the main character's ability parameters (P21-5). The training game execution unit 701a also adds the increase value to the bond parameter value determined on P13-12 and P13-13 (P21-6). The training game execution unit 701a also checks the hint event information stored in the hint event determination process (P21-7).
[0430] If hint event information is stored for the selected training item (YES on page 21-8), the training game execution unit 701a will trigger a hint event based on the hint event information related to the selected training item (page 21-9). If multiple hint event information entries are stored for the selected training item, one of the hint events will be triggered. Furthermore, the training game execution unit 701a updates the skill information related to the main character stored in the game information storage unit 751 based on the hint event information triggered on page 21-9 (page 21-10).
[0431] Furthermore, if training event information is stored for the selected training item (YES in P21-11), the training game execution unit 701a sets the team members to be targeted for the training event based on the training event information related to the selected training item (P21-12).
[0432] Furthermore, the training game execution unit 701a adds "1" to the number of training events for the target team member set in P21-12 (P21-13). The training game execution unit 701a also updates the ability parameters of the training target (P21-14). Once the processing in P21-13 to P21-14 is completed for all team members targeted for the training event (YES in P21-15), the training game execution unit 701a adds a bonus value to the main character's ability parameters based on the selected training item and training event information (P21-16).
[0433] Returning to FIG. 40, when the above-described cultivation stage process ends, in the player terminal 1, the cultivation game execution unit 701a executes a cultivation game end process (P8). In the cultivation game end process, the cultivation game execution unit 701a stores information about the cultivated character in the cultivation game in the game information storage unit 751. Also, the cultivation game execution unit 701a transmits end information to the server 1000. This end information includes information about the cultivated character and the like. In the server 1000, when receiving the end information, the cultivation game execution unit 1101a stores the cultivated character information in the game information storage unit 1151 associated with the player ID of the player (S8).
[0434] Through the above processing, the above-described cultivation game is realized. Note that the processing in the player terminal 1 described above is merely an example. Also, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000. For example, the process of determining the presence or absence of an event and the content of the event may be executed by the server 1000, and the player terminal 1 may perform display based on the information determined by the server 1000.
[0435] <Processing related to team competition games> Figure 52 is a first sequence diagram illustrating the processing of the player terminal 1 and server 1000 related to a team competitive game. Figure 53 is a second sequence diagram illustrating the processing of the player terminal 1 and server 1000 related to a team competitive game. As shown in Figure 52, when a team formation start operation (tapping the formation selection operation unit 403) is input on the team arena screen 400, the team competitive game execution unit 702a sends team formation start information to the server 1000 (P201). When the server 1000 receives the team formation start information, the team competitive game execution unit 1102a acquires the team formation information and sets it so that the player terminal 1 can receive it (S201). Here, the team competitive game execution unit 1102a identifies the player ID from the received team formation start information, and acquires and sets the team formation information associated with the identified player ID from the game information storage unit 1151.
[0436] When player terminal 1 receives team formation information, the team game execution unit 702a stores the received team formation information in the game information storage unit 751 (P202). The team game execution unit 702a also displays the team formation screen 410 on the display 26 based on the received team formation information (P203).
[0437] Here, when a team formation start operation is entered, the team competition game execution unit 702a displays the team formation screen 410 based on the team formation information received from the server 1000. However, when a team formation start operation is entered, the team competition game execution unit 702a may display the team formation screen 410 based on the team formation information stored in the game information storage unit 751 without communicating with the server 1000.
[0438] When a registration destination selection operation (tapping the character icon 411) is entered on the team formation screen 410, the team competition game execution unit 702a sends training character request information to the server 1000 (P204). Upon receiving the training character request information, the server 1000's team competition game execution unit 1102a acquires the training character information and sets it so that the player terminal 1 can receive it (S202). Here, the team competition game execution unit 1102a identifies the player ID from the received training character request information, and acquires the training character information associated with the identified player ID from the game information storage unit 1151 and sets it.
[0439] When player terminal 1 receives training character information, the team game execution unit 702a stores the received training character information in the game information storage unit 751 (P205). The team game execution unit 702a also displays the training character list screen 420 on the display 26 based on the received training character information (P206).
[0440] Here, when the registration destination selection operation is entered, the team game execution unit 702a displays the training character list screen 420 based on the training character information received from the server 1000. However, when the registration destination selection operation is entered, the team game execution unit 702a may display the training character list screen 420 based on the training character information stored in the game information storage unit 751 without communicating with the server 1000.
[0441] When a detailed display operation (long-pressing character icon 411 or training character icon 422) is performed on the team formation screen 410 or the training character list screen 420, the team competition game execution unit 702a displays the character details dialog 430 on the display 26 (P207).
[0442] Furthermore, when a training character icon 422 is tapped on the training character list screen 420, the team competition game execution unit 702a temporarily selects the training character corresponding to the tapped training character icon 422. Then, when a character registration confirmation operation (tapping the confirmation operation unit 423) is input, the team competition game execution unit 702a temporarily stores the training character in the temporarily selected state as change information (P208). The team competition game execution unit 702a also updates the team formation screen 410 on the display 26 (P209). In this updated display, the character icon 411 corresponding to the training character temporarily stored as change information is displayed on the team formation screen 410.
[0443] When a confirmation operation (tapping the confirmation operation unit 412) is performed on the team formation screen 410, the team competition game execution unit 702a updates the team formation information in the game information storage unit 751 based on the change information (P210). The team competition game execution unit 702a also sends the updated team formation information to the server 1000 (P211). Based on the received team formation information, the team competition game execution unit 1102a in the server 1000 updates the team formation information in the game information storage unit 1151 (S203).
[0444] Furthermore, as shown in Figure 53, when a request for an opposing team is received (tapping the team game on the team arena screen 400, or tapping the reload operation unit 442 on the opposing team selection screen 440), the team game execution unit 702a sends the request for an opposing team to the server 1000 (P221). Upon receiving the request for an opposing team, the server 1000 has the team game execution unit 1102a execute the process of acquiring an opposing team (S221).
[0445] In the process of acquiring opposing teams, the team game execution unit 1102a extracts three team composition information from the team composition information stored in the game information storage unit 1151. Here, teams with overall evaluation scores within a first range, a second range, and a third range are extracted according to predetermined conditions, based on the overall evaluation score of the player teams. The team game execution unit 1102a then determines three opposing teams by randomly selecting one team from those extracted within each range. Finally, the team game execution unit 1102a sets opposing team information that includes information about the three determined opposing teams.
[0446] When player terminal 1 receives information about opposing teams, the team game execution unit 702a displays the opposing team selection screen 440 on the display 26 (P222). Then, when player terminal 1 inputs an operation to select an opposing team (tapping the opposing team icon 441), the team game execution unit 702a sends race result request information to the server 1000 (P223). When the server 1000 receives the race result request information, the team game execution unit 1102a executes the race result derivation process (S222).
[0447] In this race result derivation process, the team competition game execution unit 1102a derives the simulation results for each of the five races and sets the race result information, including the simulation results. Furthermore, the team competition game execution unit 1102a calculates points according to the point awarding conditions.
[0448] When player terminal 1 receives race result information, the team competition game execution unit 702a stores the received race result information in the game information storage unit 751 (P224). The team competition game execution unit 702a also displays a start confirmation screen 450 on the display 26 (P225).
[0449] When a start operation (tapping the start operation unit 452) is input on the start confirmation screen 450, the team competition game execution unit 702a displays the results list screen 460 on the display 26 (P226). Furthermore, when the race video playback selection unit 461 is tapped on the results list screen 460, the team competition game execution unit 702a plays the race video. Also, when the results display selection unit 462 is tapped on the results list screen 460, the team competition game execution unit 702a displays the race results.
[0450] When the race results are displayed on player terminal 1, the team competition game execution unit 702a updates the player information in the player information storage unit 750 (P227). This information includes, for example, information regarding the number of team competition games played and information regarding the highest total points earned within a predetermined period. The team competition game execution unit 702a then transmits the updated player information to the server 1000. Upon receiving the player information, the server 1000's team competition game execution unit 1102a updates the player information in the player information storage unit 1150 (S223).
[0451] The above processes enable the team-based competitive game described above. Note that the processes described for player terminal 1 and server 1000 are merely examples. Furthermore, each of the above processes may be executed only on player terminal 1, or only on server 1000.
[0452] <Processing related to practice matches> Figure 54 is a sequence diagram illustrating the processing of the player terminal 1 and server 1000 related to a practice match. When a practice match start operation (tapping the practice match selection operation unit 402 on the team arena screen 400 shown in Figure 28A) is input on the player terminal 1, the practice match execution unit 703a displays the practice match top screen 500 (see Figure 31A) (P301). Once the practice match top screen 500 is displayed, the practice match execution unit 703a executes the practice match top screen processing (P302).
[0453] Figure 55 is a flowchart illustrating the processing of the practice match top screen in player terminal 1. When the practice match top screen 500 is displayed (YES in P302-1), and the practice member operation unit 502 is tapped (YES in P302-2), the practice match execution unit 703a obtains practice member information from the player information storage unit 750 (P302-3) and displays the practice member list screen on the display 26 (P302-4).
[0454] Furthermore, when the Saved Race Operation Unit 504 is tapped on the practice match top screen 500 (YES in P302-5), the practice match execution unit 703a retrieves the saved race result information from the player information storage unit 750 (P302-6) and displays the saved race result list screen on the display 26 (P302-7).
[0455] Furthermore, when the practice partner operation unit 503 is tapped on the practice match top screen 500 (YES in P302-8), the practice match execution unit 703a obtains practice partner information from the player information storage unit 750 (P302-9) and displays the practice partner screen 540 (see Figures 34A and 34B) on the display 26 (P302-10).
[0456] Furthermore, when the course selection control unit 501 is tapped on the practice match top screen 500 (YES in P302-11), the practice match execution unit 703a displays the race conditions setting screen on the display 26 (P302-12).
[0457] Returning to Figure 54, in the practice match top screen processing (P302), when the practice partner screen 540 is displayed (P302-10 in Figure 55), the practice match execution unit 703a executes the practice partner screen processing (P303).
[0458] Figure 56 is a first flowchart illustrating the processing of the practice partner screen on player terminal 1. Figure 57 is a second flowchart illustrating the processing of the practice partner screen on player terminal 1. Figure 58 is a third flowchart illustrating the processing of the practice partner screen on player terminal 1. While the practice partner list screen 540a (see Figure 34A) is being displayed (YES in P303-1), if the search tab 541b is tapped (YES in P303-2), the practice match execution unit 703a displays the practice partner search screen 540b (see Figure 34B) (P303-3).
[0459] Furthermore, if the cancel operation unit 543 is tapped while the practice partner list screen 540a is displayed (YES in P303-4), the practice match execution unit 703a deletes the practice partner information registered in the player information storage unit 750 (P303-5).
[0460] Furthermore, if the close operation unit 544 is tapped while the practice partner screen 540 (practice partner list screen 540a or practice partner search screen 540b) is displayed (YES in P303-6), the practice match execution unit 703a hides the practice partner screen 540 and displays the practice match top screen 500 on the display 26 (P303-7).
[0461] Furthermore, if the information display area 542 is tapped while the practice partner screen 540 is displayed (YES in P303-8), the practice match execution unit 703a displays the character details dialog 430 (see Figure 34C) on the display 26 (P303-9).
[0462] As described above, a player can register a training character trained by another player as a training partner by tapping the partner registration icon 434 in the character details dialog 430 of that character. As will be explained in more detail later, when a training character is registered as a training partner, the training partner information is stored in the player information storage unit 750. At this time, the training partner information includes information that affects the race results, such as the training character's ability parameters, and training information, but does not include inheritance information or other information that does not affect the race results. This reduces the pressure on the storage capacity of the player information storage units 750 and 1150.
[0463] On the other hand, the character training information stored in the game information storage unit 751 of the player terminal 1 of the player who trained the character, and the character training information stored in the game information storage unit 1151 of the server 1000, which is linked to the player ID of the player who trained the character, include inheritance information.
[0464] Therefore, when displaying the character details dialog 430 of a character trained by another player, a request for inheritance information of that character is sent to the server 1000. Upon receiving the request, the server 1000 searches the game information storage unit 1151 for character information associated with the player ID of the player who trained that character. If the corresponding character information is found, the player terminal 1 retrieves the inheritance information from the server 1000, and the retrieved inheritance information is displayed in the character details dialog 430.
[0465] Furthermore, players can delete the training characters they have created. Therefore, a training character registered as a practice partner by another player may have already been deleted by the player who created that character. In this case, the player who has registered that training character as a practice partner can use that training character in a practice match because the practice partner information is stored in the player information storage units 750 and 1150.
[0466] Furthermore, the training partner information includes information that affects races, such as ability parameters, as well as training information. Therefore, regardless of whether the training character has been deleted or not, information other than inheritance information can be displayed in the character details dialog 430. On the other hand, if a training character registered as a training partner has been deleted by the player who trained that character, inheritance information cannot be obtained. Therefore, in this case, inheritance information will not be displayed in the character details dialog 430. Note that inheritance information may be included in the training partner information. In this case, regardless of whether the training character has been deleted or not, other players can check the inheritance information.
[0467] In the practice partner screen processing, the practice match execution unit 703a displays the character details dialog 430 as described above. However, the character details dialog 430 can be displayed at various points in the game, and the same processing and display as described above will occur when the character details dialog 430 is displayed at other points in the game.
[0468] When the list tab 541a is tapped (YES, P303-12), rather than when the practice partner list screen 540a is displayed (NO, P303-1), the practice match execution unit 703a displays the practice partner list screen 540a (P303-13).
[0469] Furthermore, if a partner ID is entered in the input field 545a while the practice partner search screen 540b is displayed (YES in P303-14), the practice match execution unit 703a executes an input process to enter the partner ID (P303-15).
[0470] Furthermore, if the search operation unit 545b is tapped while the practice partner search screen 540b is displayed (YES in P303-16), the practice match execution unit 703a sends search request information, including the partner ID entered in the input process, to the server 1000 (P303-17).
[0471] Furthermore, if the reload operation unit 547 is tapped while the practice partner search screen 540b is displayed (YES in P303-18), the practice match execution unit 703a sends search request information to the server 1000 (P303-19).
[0472] As shown in Figure 54, upon receiving the search request information, the practice match execution unit 1103a in the server 1000 executes the search process (S301). In this search process, training characters that match the search request information are searched for, and search result information based on the search results is set.
[0473] Furthermore, if the Circle tab 546a is tapped while the practice partner search screen 540b is displayed (YES on P303-21), or if the Recommended tab 546b is tapped (YES on P303-23), the practice match execution unit 703a switches the display of the information display field 542. (P303-22, P303-24).
[0474] Furthermore, if search result information is received from the server 1000 while the practice partner search screen 540b is being displayed (YES on page 303-25), the practice match execution unit 703a updates the information display field 542 (page 303-26).
[0475] Furthermore, if the partner registration icon 434 is tapped while the character details dialog 430 is displayed (YES, P303-31 in Figure 58), rather than while the practice partner search screen 540b is displayed (NO, P303-11), the practice match execution unit 703a registers the training character displayed in the character details dialog 430 as a practice partner (P303-33). Here, the practice match execution unit 703a stores the practice partner information, including information that affects the race such as ability parameters and training information, in the player information storage unit 750.
[0476] Returning to Figure 54, in the practice match top screen processing (P302), when the race conditions setting screen is displayed (P302-12 in Figure 55), the practice match execution unit 703a executes the practice match setting process (P304).
[0477] Figure 59 is the first flowchart illustrating the practice match setup process on player terminal 1. Figure 60 is the second flowchart illustrating the practice match setup process on player terminal 1. Figure 61 is the third flowchart illustrating the practice match setup process on player terminal 1. Figure 62 is the fourth flowchart illustrating the practice match setup process on player terminal 1.
[0478] As shown in Figure 59, while the race conditions setting screen is displayed (YES in P304-1), the practice match execution unit 703a executes the race conditions setting process (P304-2). Here, the race conditions are set based on the player's input on the race conditions setting screen.
[0479] Furthermore, if the start operation unit 513 is tapped while the race condition setting screen 510 (see Figure 31B) is displayed (YES, P304-3), rather than while the race condition setting screen is displayed (NO, P304-1), the practice match execution unit 703a sends race result request information to the server 1000 (P304-5). Upon receiving the race result request information, the server 1000 performs the practice match execution process (S302), which will be described later.
[0480] Furthermore, while the character selection screen 510 is being displayed, if the character selection tab 511 is tapped (YES in P304-6), the practice match execution unit 703a displays the character selection screen 520 (see Figure 31C) on the display 26 (P304-7).
[0481] Furthermore, while the race character setting screen 510 is being displayed, if the practice member display operation unit 514 is tapped (YES in P304-8), the practice match execution unit 703a displays the practice member selection screen 530 (see Figure 33) on the display 26 (P304-9).
[0482] Furthermore, if the reset operation unit 512 is tapped while the race character setting screen 510 is displayed (YES in P304-10), the practice match execution unit 703a deletes the currently set race character (P304-11).
[0483] Furthermore, while the race character setting screen 510 is being displayed, if the return operation unit 515 is tapped (YES in P304-12), the practice match execution unit 703a displays the race conditions setting screen on the display 26 (P304-13).
[0484] Furthermore, when the character selection screen 520 is displayed (YES, P304-21 in Figure 60), and the My Character display tab 525 or the rental character display tab 526 is tapped (YES, P304-22), the practice match execution unit 703a switches the display of the character selection screen 520 (P304-23).
[0485] Furthermore, while the character selection screen 520 is displayed, if the training character icon 522 is tapped (YES in P304-24), the practice match execution unit 703a reads information about the selected training character (P304-25). Here, if a training character trained by the player themselves is selected, the practice match execution unit 703a reads the training character information from the game information storage unit 751. If a training character trained by another player is selected, the practice match execution unit 703a reads information from the player information storage unit 750. In this case, information related to the friend's representative character, or training partner information related to a training character registered as a training partner, is read. Then, the practice match execution unit 703a updates the display in the ability parameter display field 521 based on the read information (P304-26).
[0486] Furthermore, while the character selection screen 520 is displayed, if the training character icon 522 is pressed and held (YES on P304-27), the practice match execution unit 703a displays the character details dialog 430 on the display 26 (P304-28).
[0487] Furthermore, while the character selection screen 520 is displayed, if the Next operation unit 524 is tapped (YES on P304-29), the practice match execution unit 703a sets the selected training character as the character to be used in the race (P304-30). The practice match execution unit 703a also displays the character setting screen 510 on the display 26 (P304-31).
[0488] Furthermore, while the character selection screen 520 is being displayed, if the return operation unit 523 is tapped (YES in P304-32), the practice match execution unit 703a displays the character setting screen 510 on the display 26 (P304-33).
[0489] Furthermore, when the practice member selection screen 530 is displayed (YES, P304-41 in Figure 61), and the practice member display field 531 is tapped (YES, P304-42), the practice match execution unit 703a highlights the tapped practice member display field 531 (P304-43).
[0490] Furthermore, while the practice member selection screen 530 is displayed, if a character icon displayed in the practice member display area 531 is pressed and held (YES on P304-44), the practice match execution unit 703a displays the character details dialog 430 on the display 26 (P304-45).
[0491] Furthermore, when the select operation unit 532 is tapped while the practice member selection screen 530 is displayed (YES in P304-46), the practice match execution unit 703a sets the training character included in the currently selected practice members as the race character (P304-47). The practice match execution unit 703a also displays the race character setting screen 510 on the display 26 (P304-48).
[0492] Furthermore, while the practice member selection screen 530 is being displayed, if the return operation unit 533 is tapped (YES on P304-49), the practice match execution unit 703a displays the race character setting screen 510 on the display 26 (P304-50).
[0493] Furthermore, if the partner registration icon 434 is tapped while the character details dialog 430 is displayed (YES, P304-61 in Figure 62), rather than while the practice member selection screen 530 is displayed (NO, P304-41), the practice match execution unit 703a registers the training character displayed in the character details dialog 430 as a practice partner (P304-63). Here, the practice match execution unit 703a stores the practice partner information, including information that affects the race such as ability parameters and training information, in the player information storage unit 750.
[0494] Returning to Figure 54, in the practice match setup process (P304), when race result request information is sent to the server 1000 (P304-5 in Figure 59), the server 1000 performs the practice match execution process (S302).
[0495] Figure 63 is a flowchart illustrating the practice match execution process on server 1000. The practice match execution unit 1103a analyzes the received race result request information (S302-1) and derives the simulation result (S302-2). This simulation result includes information indicating the ranking of the participating characters, i.e., the finishing order. Here, the practice match execution unit 1103a derives the simulation result, i.e., race result information, using, for example, the training character information and practice partner information stored in the player information storage unit 1150 or game information storage unit of the player executing the practice match.
[0496] Furthermore, the practice match execution unit 1103a may read the training character information stored in the game information storage unit of the player who trained the training character, for training characters trained by a player other than the player executing the practice match, and derive race result information.
[0497] Then, the practice match execution unit 1103a sets the derived race result information so that it can be received by the player terminal 1 (S302-3).
[0498] Furthermore, the practice match execution unit 1103a updates the history information of a training character if the participating characters include a training character trained by another player registered as a practice partner (S302-4). Here, the game information storage unit 1151 updates the history information of the training character linked to the player ID of the player who trained that character. The history information includes the number of times the training partner participated in practice matches, the finishing position, etc.
[0499] Here, only training characters registered as training partners will have their participation in practice matches counted. However, the history of training characters trained by the player who initiated the practice match, as well as the representative characters of their friends, may also be recorded.
[0500] Furthermore, the practice match execution unit 1103a sets the updated partner character history information so that it can be received by the player terminal 1 (S302-5).
[0501] Returning to Figure 54, when the player terminal 1 receives race result information and history information, the practice match execution unit 703a executes the practice match start process (P305).
[0502] Figure 64 is a flowchart illustrating the process of starting a practice match on the player terminal 1. Upon receiving race result information and history information (YES in P305-1), the practice match execution unit 703a displays the practice match result screen 550 (see Figure 35A) on the display 26 based on the race result information (P305-2). The practice match execution unit 703a also updates the history information of the practice partner stored in the player information storage unit 750 based on the history information (P305-3).
[0503] Furthermore, when the Next operation unit 551 is tapped on the practice match results screen 550 (YES in P305-4), the practice match execution unit 703a displays the practice member display field 561 on the display 26 (P305-5).
[0504] Furthermore, when the save operation unit 561a is tapped on the practice match results screen 550 (YES in P305-6), the practice match execution unit 703a registers all the training characters that participated in this match as practice members in the player information storage unit 750 (P305-7).
[0505] Furthermore, when the close operation unit 562 is tapped on the practice match results screen 550 (YES in P305-8), the practice match execution unit 703a displays the race result save dialog 570 on the display 26 (P305-9).
[0506] Furthermore, when the exit button 571 is tapped in the race results save dialog 570 (YES in P305-10), the practice match execution unit 703a deletes the race result information (P305-11) and displays the practice match top screen 500 on the display 26 (P305-12).
[0507] Furthermore, when the race result save button 572 is tapped in the race result save dialog 570 (YES on P305-13), the practice match execution unit 703a saves the race result information to the player information storage unit 750 (P305-14) and displays the practice match top screen 500 on the display 26 (P305-15).
[0508] The above processes enable the implementation of practice matches, practice member registration, and practice partner registration functions. Note that the processes described above for player terminal 1 and server 1000 are merely examples. Furthermore, each of the above processes may be executed solely on player terminal 1 or solely on server 1000.
[0509] <Processing related to information sharing function> Figure 65 is the first sequence diagram illustrating the processing of player terminal 1 and server 1000 related to the information sharing function. In the following explanation, the player who trained the training character will be referred to as the first player, and the player terminal 1 of the first player will be referred to as the first player terminal 1. In addition, other players belonging to the same circle as the first player will be referred to as second players, and the player terminal 1 of the second player will be referred to as the second player terminal 1.
[0510] When the circle icon 134 on the home screen 100 of the first player terminal 1 is tapped, the information sharing function unit 704a displays the circle screen 600 on the display 26 (P401). Once the circle screen 600 is displayed, the information sharing function unit 704a executes circle screen processing (P402).
[0511] Figure 66 is a flowchart illustrating the circle screen processing in player terminal 1. When a message is entered into the input screen (YES in P402-1), the information sharing function unit 704a executes a message display process to display the entered message in the message input field 601 (see Figures 36A and 36B) (P402-2).
[0512] Furthermore, when a predetermined paste operation is entered into the message input field 601 (YES in P402-3), the information sharing function unit 704a displays the copied information that has been copied to the clipboard in the message input field 601 (P402-4).
[0513] Furthermore, when the transmission operation unit 602 is tapped on the circle screen 600 (YES in P402-5), the information sharing function unit 704a sends the posted information, including the entered message, to the server 1000 (P402-6). The information sharing function unit 704a also displays the transmitted posted information on the player terminal 1 of the first player who is the sender (P402-7).
[0514] Returning to Figure 65, when the server 1000 receives the posted information, the information sharing function unit 1104a stores the received posted information in the data storage area 1012b (S401). The data storage area 1012b also includes an area for storing information related to the circle. Here, the player IDs of players belonging to the circle and the information posted by players are stored linked to the circle ID.
[0515] Subsequently, when the second player terminal 1 performs a process involving communication with the server 1000 (P501), the information sharing function unit 1104a sets up any unreceived post information for the second player terminal 1 so that it can receive it (S402). When the second player terminal 1 receives the post information, the information sharing function unit 704a executes the post information reception process on the second player terminal 1 (P502). Here, the information sharing function unit 704a stores the post information and performs a process to make the post information available for display on the circle screen 600 when the circle screen 600 is displayed.
[0516] Figure 67 is a second sequence diagram illustrating the processing of the player terminal 1 and server 1000 related to the information sharing function. When the share icon 435 is tapped in the character details dialog 430 (see Figure 37A), the information sharing function unit 704a displays the sharing method selection screen 610 (see Figure 37B) on the display 26 (P411).
[0517] Furthermore, if the Partner ID operation unit 611 is tapped on the sharing method selection screen 610 while a Partner ID has not yet been created, the information sharing function unit 704a sends ID creation request information to the server 1000 to request the creation of a Partner ID (P412). Upon receiving the ID creation request information, the server 1000's information sharing function unit 1104a creates a Partner ID (S411) and makes it available to the first player terminal 1. At this time, the information sharing function unit 1104a associates the training character ID with the Partner ID. The information sharing function unit 1104a also begins managing the expiration date of the Partner ID.
[0518] Although not shown in the diagram, when the Partner ID operation unit 611 is tapped while a Partner ID has been created, the information sharing function unit 704a copies the Partner ID to the clipboard.
[0519] Furthermore, when the SNS sharing button 613 is tapped on the sharing method selection screen 610, the information sharing function unit 704a copies the character training information to the clipboard (P413) and launches the SNS tool (P414). In the SNS tool, the URL associated with the partner ID is copied to the posting area. The player can send or upload the character training information copied to the posting area or clipboard. If the SNS sharing button 613 is tapped before a partner ID has been created, a partner ID is created in S411.
[0520] Furthermore, when the circle sharing button 612 is tapped on the sharing method selection screen 610, the information sharing function unit 704a displays the circle screen 600 on the display 26 (P415) and sends the training character posting information to the server 1000 (P416).
[0521] When server 1000 receives character training submission information, information sharing function unit 1104a stores the received character training submission information in data storage area 1012b, linked to the circle ID (S412).
[0522] Subsequently, when the second player terminal 1 performs a process involving communication with the server 1000 (P511), the information sharing function unit 1104a sets the second player terminal 1 to be able to receive any unreceived training character submission information (S413). When the second player terminal 1 receives the training character submission information, the information sharing function unit 704a executes the submission information reception process on the second player terminal 1 (P512). Here, the information sharing function unit 704a stores the training character submission information and performs a process to make the training character information display field 603 available on the circle screen 600 when the circle screen 600 is displayed.
[0523] Subsequently, when the registration button 603a in the training character information display area 603 is tapped on the second player terminal 1, the information sharing function unit 704a executes the process of registering the training character as a practice partner in the player information storage unit 750 (P513).
[0524] The above processing enables the information sharing function. Note that the processing described above for player terminal 1 and server 1000 is merely an example. For example, posted information or training character posted information may be sent and received directly between player terminals 1 without going through server 1000.
[0525] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0526] The above embodiment describes a case where a character trained in a training game can be used in a team competition game based on horse racing. However, the content of the training game, the game in which the trained character can be used, and the content of the practice match are not particularly limited. For example, the trained character may be used in a sports game.
[0527] In any case, the computer only needs to perform the following processes: storing the character information of a character trained in a training game (trained character information in the above embodiment) linked to the unique information of the player who trained the character (player ID in the above embodiment); setting at least several characters trained by other players as opponent characters (characters participating in the practice match in the above embodiment) based on the player's actions; and executing a battle game (practice match in the above embodiment) in which the opponent characters compete, using the character information of the characters set as opponent characters.
[0528] Furthermore, in the above embodiment, the process of executing the battle game (practice match in the above embodiment) includes a process of determining the ranking of the battle characters (the characters participating in the practice match in the above embodiment). However, the content of the practice match in the above embodiment is merely an example. For example, only the time taken when the participating characters start running on the course may be derived, and the ranking of the battle characters is not mandatory.
[0529] Furthermore, in the above embodiment, information on practice matches performed by players other than the player who trained the character (in this case, historical information such as the number of races participated in practice matches) is managed. However, managing historical information is not mandatory.
[0530] Furthermore, in the above embodiment, the information sharing function enables the generation of posted information that makes the character being trained viewable, based on the actions of the player who trained the character (a process of sending the character being trained posted information at the first player terminal 1, or a process of storing the character being trained posted information at the server 1000), a process of making the generated posted information accessible to other players (a process of having the character being trained posted information received at the second player terminal 1), and a process of displaying the character information by accessing the posted information (a process of displaying the character being trained information display field 603 on the circle screen 600 of the second player terminal 1).
[0531] Furthermore, in the above embodiment, a process is performed to provide an information sharing tool (a circle function and a circle screen 600 in the above embodiment) that allows multiple players to share information and post information. In other words, in the above embodiment, an information sharing tool is provided as a function of the game, and information on other players' trained characters can be displayed within the game. However, information sharing tools such as the information sharing function and circle function are not mandatory.
[0532] Furthermore, the information processing programs for executing the processes in the above embodiments and various modifications may be stored in a computer-readable non-temporary storage medium and provided as such. Moreover, a game terminal device including this storage medium may be provided. In addition, the above embodiments and various modifications may also be information processing methods for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]
[0533] 1 Player terminal 1000 Servers S Information Processing System
Claims
1. A process for storing character information of a character that has been developed in association with unique information of a player who developed the character; generating posted information that allows the user to view character information of the character based on an operation of a first player who has raised the character; A process of allowing a second player to access the generated posted information; a process of displaying the character information by accessing the posted information; a process of setting, based on an operation of the second player, a plurality of characters selected by the second player from among the characters raised by a player other than the second player as opponent characters; a process of executing a fighting game in which the opponent characters fight each other using the character information of the characters set as the opponent characters; An information processing program that causes a computer to carry out the above.
2. A process of registering the character raised by the first player as a selection candidate character by accessing the posted information; The computer executes the above. The process of setting the plurality of characters selected by the second player as opponent characters includes: a process of setting the character selected by the second player from among the characters registered as the selection candidate characters as the opponent character; The information processing program according to claim 1 .
3. A process for displaying a message screen including messages posted by the first player and the second player and the character information based on the posted information; The information processing program according to claim 1 , further comprising:
4. A process for updating history information associated with the character set as the opponent character in the fighting game based on execution of the fighting game; The information processing program according to any one of claims 1 to 3, further causing a computer to execute the steps of:
5. 1. An information processing method performed by a computer, comprising: storing character information of the character that has been raised in association with unique information of the player who raised the character; generating posted information that allows the user to view character information of the character based on an operation of a first player who has raised the character; A process of allowing a second player to access the generated posted information; a process of displaying the character information by accessing the posted information; a process of setting, based on an operation of the second player, a plurality of characters selected by the second player from among the characters raised by a player other than the second player as opponent characters; a process of executing a fighting game in which the opponent characters fight each other using the character information of the characters set as the opponent characters; An information processing method comprising:
6. One or more computers; The computer, storing character information of the character that has been raised in association with unique information of the player who raised the character; generating posted information that allows the user to view character information of the character based on an operation of a first player who has raised the character; A process of allowing a second player to access the generated posted information; a process of displaying the character information by accessing the posted information; a process of setting, based on an operation of the second player, a plurality of characters selected by the second player from among the characters raised by a player other than the second player as opponent characters; a process of executing a fighting game in which the opponent characters fight each other using the character information of the characters set as the opponent characters; A game device that performs the above.
